Neaten up ClipPointToPoly3d
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				|  | @ -59,8 +59,7 @@ public static class MathUtils | |||
|     /// </summary> | ||||
|     public static Vector3 ClipPointToPoly3d(Vector3 point, Vector3[] vertices, Plane projectionPlane) | ||||
|     { | ||||
|         // Shouldn't need to pass 3d. We can just pass the luxel coord, and then we only need the  | ||||
| 
 | ||||
|         // TODO: Shouldn't need to pass 3d. We can just pass the luxel coord, and then we only need the  | ||||
|         var (p2d, v2ds) = LocalPlaneCoords(point, vertices, projectionPlane); | ||||
| 
 | ||||
|         // !HACK: Replace this shit | ||||
|  | @ -70,7 +69,6 @@ public static class MathUtils | |||
|         locX = Vector3.Normalize(locX); | ||||
|         locY = Vector3.Normalize(locY); | ||||
| 
 | ||||
|         var inside = true; | ||||
|         for (var i = 0; i < v2ds.Length; i++) | ||||
|         { | ||||
|             var a = v2ds[i]; | ||||
|  | @ -81,16 +79,14 @@ public static class MathUtils | |||
|             var side = Vector2.Dot(norm, offset); | ||||
|             if (side >= -Epsilon) | ||||
|             { | ||||
|                 // We apply epsilon so that we push slightly into the poly. If we only | ||||
|                 // push to the edge then Embree sometimes misses casts. The reason | ||||
|                 // it's 2 epsilon is so Side == -Epsilon still gets pushed in properly | ||||
|                 p2d -= norm * (side + 2 * Epsilon); | ||||
|                 inside = false; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         // return p2d; | ||||
| 
 | ||||
|         return origin + p2d.X * locX + p2d.Y * locY; | ||||
| 
 | ||||
|         // return Vector3.One; | ||||
|     } | ||||
| 
 | ||||
|     // TODO: Only do this once per poly | ||||
|  |  | |||
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