From 48042ffab088d7c6fa6d599a8a43315092a6ad42 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Tue, 31 May 2022 14:23:49 -0400 Subject: [PATCH] Core/Vmaps: Use provided invDirection from G3D::Ray instead of calculating it ourselves Port From (https://github.com/TrinityCore/TrinityCore/commit/428d8dc3b7616f7bb9d39c4b6343c5eec4e3c965) --- Source/Game/Collision/BoundingIntervalHierarchy.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Source/Game/Collision/BoundingIntervalHierarchy.cs b/Source/Game/Collision/BoundingIntervalHierarchy.cs index 05ef6128a..b27c9d9c9 100644 --- a/Source/Game/Collision/BoundingIntervalHierarchy.cs +++ b/Source/Game/Collision/BoundingIntervalHierarchy.cs @@ -326,10 +326,9 @@ namespace Game.Collision float intervalMax = -1.0f; Vector3 org = r.Origin; Vector3 dir = r.Direction; - Vector3 invDir = new(); + Vector3 invDir = r.invDirection(); for (int i = 0; i < 3; ++i) { - invDir.SetAt(1.0f / dir.GetAt(i), i); if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f)) { float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);