- { // Z
- const glm::vec3 zaxis(M[2].x, M[2].y, M[2].z);
- const float e = glm::dot(zaxis, delta);
- const float f = glm::dot(ray.dir, zaxis);
-
- if (std::abs(f) > std::numeric_limits<float>::epsilon()) {
- t1.z = (e + aabb.min.z) / f;
- t2.z = (e + aabb.max.z) / f;
-
- if (t1.z > t2.z) {
- std::swap(t1.z, t2.z);
- z_swap = true;
- }
- if (t1.z > t_min) {
- t_min = t1.z;
- }
- if (t2.z < t_max) {
- t_max = t2.z;
- }
- if (t_max < t_min) {
- return false;
- }
- } else {
- if (aabb.min.z - e > 0.0f || aabb.max.z < 0.0f) {
- return false;
- }
- }
- }