diff --git a/source/build/src/engine.cpp b/source/build/src/engine.cpp index c3d5d82e2..f200743c8 100644 --- a/source/build/src/engine.cpp +++ b/source/build/src/engine.cpp @@ -7459,7 +7459,7 @@ int32_t lintersect(const int32_t originX, const int32_t originY, const int32_t o const int32_t rayLengthSquared = ray.x*ray.x + ray.y*ray.y; const int32_t rayDotOriginDiff = ray.x*originDiff.x + ray.y*originDiff.y; const int32_t rayDotLineEndDiff = rayDotOriginDiff + ray.x*lineVec.x + ray.y*lineVec.y; - int32_t t = min(rayDotOriginDiff, rayDotLineEndDiff); + int64_t t = min(rayDotOriginDiff, rayDotLineEndDiff); if (rayDotOriginDiff < 0) { if (rayDotLineEndDiff < 0) @@ -7474,7 +7474,8 @@ int32_t lintersect(const int32_t originX, const int32_t originY, const int32_t o t = rayDotLineEndDiff; } - t = divscale24(t, rayLengthSquared); + t = tabledivide64(t << 24L, rayLengthSquared); + *intersectionX = originX + mulscale24(ray.x, t); *intersectionY = originY + mulscale24(ray.y, t); *intersectionZ = originZ + mulscale24(destZ-originZ, t); @@ -7484,20 +7485,33 @@ int32_t lintersect(const int32_t originX, const int32_t originY, const int32_t o const int32_t originDiffCrossLineVec = originDiff.x*lineVec.y - originDiff.y*lineVec.x; static const int32_t signBit = 1u<<31u; + // Any point on either line can be expressed as p+t*r and q+u*s + // The two line segments intersect when we can find a t & u such that p+t*r = q+u*s + // If the point is outside of the bounds of the line segment, we know we don't have an intersection. // t is < 0 if (originDiffCrossLineVec^rayCrossLineVec) & signBit) - // t is > 1 if originDiffCrossLineVec > rayCrossLineVec // u is < 0 if (originDiffCrossRay^rayCrossLineVec) & signBit - // u is > 1 if originDiffCrossRay > rayCrossLineVec - // where int32_t u = divscale24(originDiffCrossRay, rayCrossLineVec); - if (originDiffCrossLineVec > rayCrossLineVec || - originDiffCrossRay > rayCrossLineVec || - ((originDiffCrossLineVec^rayCrossLineVec) & signBit) || - ((originDiffCrossRay^rayCrossLineVec) & signBit)) + // t is > 1 if abs(originDiffCrossLineVec) > abs(rayCrossLineVec) + // u is > 1 if abs(originDiffCrossRay) > abs(rayCrossLineVec) + // where int32_t u = tabledivide64(((int64_t) originDiffCrossRay) << 24L, rayCrossLineVec); + if (((originDiffCrossLineVec^rayCrossLineVec) & signBit) || + ((originDiffCrossRay^rayCrossLineVec) & signBit) || + abs(originDiffCrossLineVec) > abs(rayCrossLineVec) || + abs(originDiffCrossRay) > abs(rayCrossLineVec)) { // line segments do not overlap return 0; } - int32_t t = divscale24(originDiffCrossLineVec, rayCrossLineVec); + + int64_t t = tabledivide64(((int64_t) originDiffCrossLineVec) << 24L, rayCrossLineVec); + // For sake of completeness/readability, alternative to the above approach for an early out & avoidance of an extra division: +#if 0 + int64_t u = tabledivide64(((int64_t) originDiffCrossRay) << 24L, rayCrossLineVec); + if (u < 0 || u > 1 << 24 || t < 0 || t > 1 << 24) + { + return 0; + } +#endif + *intersectionX = originX + mulscale24(ray.x, t); *intersectionY = originY + mulscale24(ray.y, t); *intersectionZ = originZ + mulscale24(destZ-originZ, t);