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@@ -40,15 +40,13 @@ bool RayAABBIntr(const Ray& ray, const AABB& box)
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bool RayVsAABB(const Ray& ray, const AABB& box)
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{
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glm::vec3 invdir = 1.0f / ray.Direction;
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glm::vec3 bMin = box.MinCorner();
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glm::vec3 bMax = box.MaxCorner();
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float t1 = (bMin.x - ray.Origin.x)*invdir.x;
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float t2 = (bMax.x - ray.Origin.x)*invdir.x;
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float t3 = (bMin.y - ray.Origin.y)*invdir.y;
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float t4 = (bMax.y - ray.Origin.y)*invdir.y;
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float t5 = (bMin.z - ray.Origin.z)*invdir.z;
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float t6 = (bMax.z - ray.Origin.z)*invdir.z;
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float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z;
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float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
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float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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