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This repository was archived by the owner on Oct 24, 2023. It is now read-only.
This repository was archived by the owner on Oct 24, 2023. It is now read-only.

Ray direction and Ray length is not computed by the code/algorithm. #3

@SkybuckFlying

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@SkybuckFlying

Ray direction is not computed by the code/algorithm, I noticed this while trying to apply the code.

Fortunately it does not seem to complex, though it could get a bit tricky with overflow potential.

It's likely that a user of this code will want to setup the ray based on a start coordinate and end coordinate.

To compute ray direction I think the correct code would be something like:

Ray.Direction = Ray.End - Ray.Start;
Ray.Direction = Ray.Direction * Ray.Direction // trying to compute delta x, delta y, delta z, no sure if this code is correct.

Also then I notice another problem/short coming, where the overlow potential begins, ray length must also be computed
Not sure how to express this with the ray class.

Ray.Length = std::sqrt( Ray.Direction )

Finally the direction must be normalized.

Ray.Direction = Ray.Direction / Ray.Length

Computing ray direction can become a bit tricky.

To prevent overflow might be save to write:
RayLength = DX * DX
RayLength += DY * DY
RayLength += DZ * DZ

RayLength = std:sqrt(RayLength)

So compute it in steps... to prevent any big multiplication overflows, maybe in this case it don't matter ;)

Also it's possible that the ray length or ray direction is already normalized, it depends on the user :) but some additional code or methods to do all of this would be appreciated and takes away any doubts.

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