Core/Vmaps: Use provided invDirection from G3D::Ray instead of calculating it ourselves

Port From (https://github.com/TrinityCore/TrinityCore/commit/428d8dc3b7616f7bb9d39c4b6343c5eec4e3c965)
This commit is contained in:
hondacrx
2022-05-31 14:23:49 -04:00
parent eb645ba80c
commit 48042ffab0
@@ -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);