Open aevyrie opened 2 years ago
Instead of the plane intersection method, should use vector math for finding the nearest point on skew vectors, something like:
pub fn nearest_point(&self, other: &Ray) -> Option<Vec3> { let delta_p = other.origin - self.origin; let v1_squared = self.direction.dot(self.direction); let v2_squared = other.direction.dot(other.direction); let v1_dot_v2 = self.direction.dot(other.direction); let determinant = v1_dot_v2.powi(2) - v1_squared * v2_squared; if determinant.abs() > f32::MIN { let delta_p_v1 = delta_p.dot(self.direction); let delta_p_v2 = delta_p.dot(other.direction); let t = (1.0 / determinant) * (v2_squared * delta_p_v1 - v1_dot_v2 * delta_p_v2); let result = self.origin + self.direction * t; Some(result) } else { // The lines are parallel! None } }
This should be more robust to camera view changes and translating at far distances with perspective cameras.
Instead of the plane intersection method, should use vector math for finding the nearest point on skew vectors, something like:
This should be more robust to camera view changes and translating at far distances with perspective cameras.