for (const glm::vec3 &axis : axes) {
if (any(isnan(axis))) {
// can result from the cross products if A and B have parallel axes
+ ++cur_axis;
continue;
}
float a_min = std::numeric_limits<float>::infinity();
{ box.max.x, box.max.y, box.min.z, 1.0f },
{ box.max.x, box.max.y, box.max.z, 1.0f },
};
+
+ // check how many corners lie outside
+ int hits[6] = { 0, 0, 0, 0, 0, 0 };
for (glm::vec4 &corner : corners) {
corner = MVP * corner;
+ // replacing this with *= 1/w is effectively more expensive
corner /= corner.w;
- }
-
- int hits[6] = { 0, 0, 0, 0, 0, 0 };
-
- // check how many corners lie outside
- for (const glm::vec4 &corner : corners) {
- if (corner.x > 1.0f) ++hits[0];
- if (corner.x < -1.0f) ++hits[1];
- if (corner.y > 1.0f) ++hits[2];
- if (corner.y < -1.0f) ++hits[3];
- if (corner.z > 1.0f) ++hits[4];
- if (corner.z < -1.0f) ++hits[5];
+ hits[0] += (corner.x > 1.0f);
+ hits[1] += (corner.x < -1.0f);
+ hits[2] += (corner.y > 1.0f);
+ hits[3] += (corner.y < -1.0f);
+ hits[4] += (corner.z > 1.0f);
+ hits[5] += (corner.z < -1.0f);
}
// if all corners are outside any given clip plane, the test is true