Math Lib: Add dist_squared_ray_to_aabb_v3 utility
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@@ -284,6 +284,23 @@ bool isect_ray_aabb_v3(
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const struct IsectRayAABB_Precalc *data,
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const float bb_min[3], const float bb_max[3], float *tmin);
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struct NearestRayToAABB_Precalc {
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float ray_origin[3];
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float ray_dot_axis[3];
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float idot_axis[3];
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float cdot_axis[3];
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float idiag_sq[3];
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bool sign[3];
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};
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void dist_squared_ray_to_aabb_v3_precalc(
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struct NearestRayToAABB_Precalc *data,
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const float ray_origin[3], const float ray_direction[3]);
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float dist_squared_ray_to_aabb_v3(
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const struct NearestRayToAABB_Precalc *data,
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const float bb_min[3], const float bb_max[3],
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bool r_axis_closest[3]);
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/* other */
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bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
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const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float ipoint[3]);
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@@ -2254,6 +2254,229 @@ bool isect_ray_aabb_v3(
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return true;
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}
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void dist_squared_ray_to_aabb_v3_precalc(
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struct NearestRayToAABB_Precalc *data,
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const float ray_origin[3], const float ray_direction[3])
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{
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float dir_sq[3];
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for (int i = 0; i < 3; i++) {
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data->ray_origin[i] = ray_origin[i];
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data->ray_dot_axis[i] = ray_direction[i];
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data->idot_axis[i] = (data->ray_dot_axis[i] != 0.0f) ? (1.0f / data->ray_dot_axis[i]) : FLT_MAX;
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/* It has to be a function of `idot_axis`,
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* since the division of 1 by 0.0f, can be -inf or +inf */
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data->sign[i] = (data->idot_axis[i] < 0.0f);
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dir_sq[i] = SQUARE(data->ray_dot_axis[i]);
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}
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/* `diag_sq` Length square of each face diagonal */
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float diag_sq[3] = {
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dir_sq[1] + dir_sq[2],
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dir_sq[0] + dir_sq[2],
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dir_sq[0] + dir_sq[1],
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};
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data->idiag_sq[0] = (diag_sq[0] > FLT_EPSILON) ? (1.0f / diag_sq[0]) : FLT_MAX;
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data->idiag_sq[1] = (diag_sq[1] > FLT_EPSILON) ? (1.0f / diag_sq[1]) : FLT_MAX;
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data->idiag_sq[2] = (diag_sq[2] > FLT_EPSILON) ? (1.0f / diag_sq[2]) : FLT_MAX;
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data->cdot_axis[0] = data->ray_dot_axis[0] * data->idiag_sq[0];
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data->cdot_axis[1] = data->ray_dot_axis[1] * data->idiag_sq[1];
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data->cdot_axis[2] = data->ray_dot_axis[2] * data->idiag_sq[2];
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}
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/**
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* Returns the squared distance from a ray to a bound-box `AABB`.
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* It is based on `fast_ray_nearest_hit` solution to obtain
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* the coordinates of the nearest edge of Bound Box to the ray
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*/
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float dist_squared_ray_to_aabb_v3(
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const struct NearestRayToAABB_Precalc *data,
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const float bb_min[3], const float bb_max[3],
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bool r_axis_closest[3])
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{
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/* `tmin` is a vector that has the smaller distances to each of the
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* infinite planes of the `AABB` faces (hit in nearest face X plane,
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* nearest face Y plane and nearest face Z plane) */
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float local_bvmin[3], local_bvmax[3];
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if (data->sign[0] == 0) {
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local_bvmin[0] = bb_min[0] - data->ray_origin[0];
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local_bvmax[0] = bb_max[0] - data->ray_origin[0];
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}
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else {
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local_bvmin[0] = bb_max[0] - data->ray_origin[0];
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local_bvmax[0] = bb_min[0] - data->ray_origin[0];
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}
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if (data->sign[1] == 0) {
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local_bvmin[1] = bb_min[1] - data->ray_origin[1];
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local_bvmax[1] = bb_max[1] - data->ray_origin[1];
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}
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else {
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local_bvmin[1] = bb_max[1] - data->ray_origin[1];
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local_bvmax[1] = bb_min[1] - data->ray_origin[1];
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}
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if (data->sign[2] == 0) {
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local_bvmin[2] = bb_min[2] - data->ray_origin[2];
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local_bvmax[2] = bb_max[2] - data->ray_origin[2];
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}
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else {
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local_bvmin[2] = bb_max[2] - data->ray_origin[2];
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local_bvmax[2] = bb_min[2] - data->ray_origin[2];
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}
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const float tmin[3] = {
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local_bvmin[0] * data->idot_axis[0],
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local_bvmin[1] * data->idot_axis[1],
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local_bvmin[2] * data->idot_axis[2],
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};
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/* `tmax` is a vector that has the longer distances to each of the
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* infinite planes of the `AABB` faces (hit in farthest face X plane,
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* farthest face Y plane and farthest face Z plane) */
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const float tmax[3] = {
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local_bvmax[0] * data->idot_axis[0],
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local_bvmax[1] * data->idot_axis[1],
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local_bvmax[2] * data->idot_axis[2],
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};
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/* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/
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float v1[3], v2[3];
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/* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin)
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* `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/
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float rtmin, rtmax, mul, rdist;
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/* `main_axis` is the axis equivalent to edge close to the ray;
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* `id_rate` is index of `data->project_rate`. Each edge has a proportional distance to
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* the distance between tmin and tmax. This proportion is stored in `data->project_rate",
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* getting this value, you can get the distance between the origin and
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* the nearest point on the ray to the edge:
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* `(rtmax + data->project_rate[face][id_rate] * (rtmin - rtmax))` */
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int main_axis;
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r_axis_closest[0] = false;
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r_axis_closest[1] = false;
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r_axis_closest[2] = false;
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/* *** min_axis_v3(tmax) *** */
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if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) {
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// printf("# Hit in X %s\n", data->sign[0] ? "min", "max");
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rtmax = tmax[0];
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v1[0] = v2[0] = local_bvmax[0];
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mul = local_bvmax[0] * data->ray_dot_axis[0];
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main_axis = 3;
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r_axis_closest[0] = data->sign[0];
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}
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else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
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// printf("# Hit in Y %s\n", data->sign[0] ? "min", "max");
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rtmax = tmax[1];
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v1[1] = v2[1] = local_bvmax[1];
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mul = local_bvmax[1] * data->ray_dot_axis[1];
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main_axis = 2;
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r_axis_closest[1] = data->sign[1];
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}
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else {
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// printf("# Hit in Z %s\n", data->sign[0] ? "min", "max");
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rtmax = tmax[2];
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v1[2] = v2[2] = local_bvmax[2];
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mul = local_bvmax[2] * data->ray_dot_axis[2];
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main_axis = 1;
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r_axis_closest[2] = data->sign[2];
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}
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/* *** max_axis_v3(tmin) *** */
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if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
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// printf("# To X %s\n", data->sign[0] ? "min", "max");
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rtmin = tmin[0];
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v1[0] = v2[0] = local_bvmin[0];
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mul += local_bvmin[0] * data->ray_dot_axis[0];
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main_axis -= 3;
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r_axis_closest[0] = !data->sign[0];
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}
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else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
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// printf("# To Y %s\n", data->sign[0] ? "min", "max");
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rtmin = tmin[1];
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v1[1] = v2[1] = local_bvmin[1];
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mul += local_bvmin[1] * data->ray_dot_axis[1];
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main_axis -= 1;
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r_axis_closest[1] = !data->sign[1];
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}
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else {
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// printf("# To Z %s\n", data->sign[0] ? "min", "max");
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rtmin = tmin[2];
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v1[2] = v2[2] = local_bvmin[2];
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mul += local_bvmin[2] * data->ray_dot_axis[2];
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main_axis -= 2;
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r_axis_closest[2] = !data->sign[2];
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}
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/* *** end min/max axis *** */
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/* `if rtmax < 0`, the whole `AABB` is behing us */
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if ((rtmax < 0.0f) && (rtmin < 0.0f)) {
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return FLT_MAX;
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}
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if (main_axis < 0) {
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main_axis += 3;
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}
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if (data->sign[main_axis] == 0) {
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v1[main_axis] = local_bvmin[main_axis];
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v2[main_axis] = local_bvmax[main_axis];
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}
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else {
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v1[main_axis] = local_bvmax[main_axis];
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v2[main_axis] = local_bvmin[main_axis];
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}
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/* if rtmin < rtmax, ray intersect `AABB` */
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if (rtmin <= rtmax) {
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const float proj = rtmin * data->ray_dot_axis[main_axis];
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rdist = 0.0f;
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r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj);
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}
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else {
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/* `proj` equals to nearest point on the ray closest to the edge `v1 v2` of the `AABB`. */
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const float proj = mul * data->cdot_axis[main_axis];
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float depth;
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if (v1[main_axis] > proj) { /* the nearest point to the ray is the point v1 */
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/* `depth` is equivalent the distance from the origin to the point v1,
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* Here's a faster way to calculate the dot product of v1 and ray
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* (depth = dot_v3v3(v1, data->ray.direction))*/
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depth = mul + data->ray_dot_axis[main_axis] * v1[main_axis];
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rdist = len_squared_v3(v1) - SQUARE(depth);
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r_axis_closest[main_axis] = true;
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}
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else if (v2[main_axis] < proj) { /* the nearest point of the ray is the point v2 */
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depth = mul + data->ray_dot_axis[main_axis] * v2[main_axis];
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rdist = len_squared_v3(v2) - SQUARE(depth);
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r_axis_closest[main_axis] = false;
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}
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else { /* the nearest point of the ray is on the edge of the `AABB`. */
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float v[2];
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mul *= data->idiag_sq[main_axis];
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if (main_axis == 0) {
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v[0] = (mul * data->ray_dot_axis[1]) - v1[1];
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v[1] = (mul * data->ray_dot_axis[2]) - v1[2];
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}
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else if (main_axis == 1) {
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v[0] = (mul * data->ray_dot_axis[0]) - v1[0];
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v[1] = (mul * data->ray_dot_axis[2]) - v1[2];
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}
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else {
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v[0] = (mul * data->ray_dot_axis[0]) - v1[0];
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v[1] = (mul * data->ray_dot_axis[1]) - v1[1];
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}
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rdist = len_squared_v2(v);
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r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj);
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}
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}
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return rdist;
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}
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/* find closest point to p on line through (l1, l2) and return lambda,
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* where (0 <= lambda <= 1) when cp is in the line segment (l1, l2)
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*/
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