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:
@@ -326,10 +326,9 @@ namespace Game.Collision
|
|||||||
float intervalMax = -1.0f;
|
float intervalMax = -1.0f;
|
||||||
Vector3 org = r.Origin;
|
Vector3 org = r.Origin;
|
||||||
Vector3 dir = r.Direction;
|
Vector3 dir = r.Direction;
|
||||||
Vector3 invDir = new();
|
Vector3 invDir = r.invDirection();
|
||||||
for (int i = 0; i < 3; ++i)
|
for (int i = 0; i < 3; ++i)
|
||||||
{
|
{
|
||||||
invDir.SetAt(1.0f / dir.GetAt(i), i);
|
|
||||||
if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f))
|
if (MathFunctions.fuzzyNe(dir.GetAt(i), 0.0f))
|
||||||
{
|
{
|
||||||
float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
|
float t1 = (bounds.Lo.GetAt(i) - org.GetAt(i)) * invDir.GetAt(i);
|
||||||
|
|||||||
Reference in New Issue
Block a user