GetRayBoxCells fix.
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27
src/models.c
27
src/models.c
@@ -2516,7 +2516,7 @@ int lmodelsGetRayCollisionTriangle( lua_State* L ) {
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/*
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> rayCollision = RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )
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Get collision info between ray and quad
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Get collision info between ray and quad. NOTE: The points are expected to be in counter-clockwise winding
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- Success return RayCollision
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*/
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@@ -2599,11 +2599,6 @@ int lmodelsGetRayBoxCells( lua_State* L ) {
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0.0f <= ray.direction.z ? 1.0f : -1.0f
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};
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/* We transform everything to absolute space to make this simpler. */
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Vector3 absBounds = {
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0.0f < signs.x ? boxSizeCells.x - cellPos.x : cellPos.x + 1.0f,
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0.0f < signs.y ? boxSizeCells.y - cellPos.y : cellPos.y + 1.0f,
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0.0f < signs.z ? boxSizeCells.z - cellPos.z : cellPos.z + 1.0f
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};
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Vector3 absDir = {
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fabsf( ray.direction.x ),
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fabsf( ray.direction.y ),
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@@ -2614,6 +2609,21 @@ int lmodelsGetRayBoxCells( lua_State* L ) {
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0.0f < signs.y ? localRayPos.y - cellPos.y * cellSize.y : cellSize.y - ( localRayPos.y - cellPos.y * cellSize.y ),
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0.0f < signs.z ? localRayPos.z - cellPos.z * cellSize.z : cellSize.z - ( localRayPos.z - cellPos.z * cellSize.z )
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};
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Vector3 absBounds = {
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0.0f < signs.x ? boxSize.x - localRayPos.x : localRayPos.x,
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0.0f < signs.y ? boxSize.y - localRayPos.y : localRayPos.y,
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0.0f < signs.z ? boxSize.z - localRayPos.z : localRayPos.z
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};
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absBounds = Vector3Add( absBounds, absPos );
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Vector3 exitDis = {
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( absBounds.x - absPos.x ) / absDir.x,
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( absBounds.y - absPos.y ) / absDir.y,
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( absBounds.z - absPos.z ) / absDir.z
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};
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float exitScale = fmin( fmin( exitDis.x, exitDis.y ), exitDis.z );
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Vector3 exitPoint = Vector3Add( Vector3Scale( ray.direction, exitScale ), Vector3Add( localRayPos, box.min ) );
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Vector3 absCell = { 0, 0, 0 };
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int cellId = 2; /* We already added first so we will start at 2. */
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@@ -2636,17 +2646,14 @@ int lmodelsGetRayBoxCells( lua_State* L ) {
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float rayMoveScale = fmin( fmin( cellDis.x, cellDis.y ), cellDis.z );
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absPos = Vector3Add( absPos, Vector3Scale( absDir, rayMoveScale ) );
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localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, rayMoveScale ) );
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if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.z ) {
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if ( absPos.x < absBounds.x && absPos.y < absBounds.y && absPos.z < absBounds.z ) {
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uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } );
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lua_rawseti( L, -2, cellId );
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cellId++;
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}
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else {
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Vector3 exitPoint = Vector3Add( localRayPos, box.min );
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uluaPushRayCollision( L, (RayCollision){
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.hit = true,
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.distance = Vector3Distance( ray.position, exitPoint ),
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