3
的交叉算法不工作;其中一個值,tmin
,計算結果爲1.#INF000
- 這是什麼?它爲什麼發生這意味着什麼? tmax
似乎是罰款。值返回1.#INF000
float Ray::Intersects(BoundingBox boundingBox)
{
// direction is unit direction vector of the ray
D3DXVECTOR3 dirfrac(
1.0f/direction.x,
1.0f/direction.y,
1.0f/direction.z);
D3DXVECTOR3 min = boundingBox.Min();
D3DXVECTOR3 max = boundingBox.Max();
//min and max are the negative and positive corners of the bounding box
float t1 = (min.x - origin.x) * dirfrac.x;
float t2 = (max.x - origin.x) * dirfrac.x;
float t3 = (min.y - origin.y) * dirfrac.y;
float t4 = (max.y - origin.y) * dirfrac.y;
float t5 = (min.z - origin.z) * dirfrac.z;
float t6 = (max.z - origin.z) * dirfrac.z;
float tmin = max(max(min(t1, t2), min(t3, t4)), min(t5, t6));
float tmax = min(min(max(t1, t2), max(t3, t4)), max(t5, t6));
// if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behind us
if (tmax < 0) { return -1; }
// if tmin > tmax, ray doesn't intersect AABB
if (tmin > tmax) { return -1; } //HERE TMIN IS 1.#INFOOO
return tmin; //THIS IS NEVER REACHED
}
啊是,光線方向在z軸0所以dirfrac的z分量變得無限大。 – SirYakalot