交集算法不起作用;其中一个值 tmin
的计算结果为 1.#INF000
- 这是什么意思,为什么会这样? tmax
似乎没问题。
float Ray::Intersects(BoundingBox boundingBox)
{
// direction is unit direction vector of the ray
D3DXVECTOR3 dirfrac(
1.0f / direction.x,
1.0f / direction.y,
1.0f / direction.z);
D3DXVECTOR3 min = boundingBox.Min();
D3DXVECTOR3 max = boundingBox.Max();
//min and max are the negative and positive corners of the bounding box
float t1 = (min.x - origin.x) * dirfrac.x;
float t2 = (max.x - origin.x) * dirfrac.x;
float t3 = (min.y - origin.y) * dirfrac.y;
float t4 = (max.y - origin.y) * dirfrac.y;
float t5 = (min.z - origin.z) * dirfrac.z;
float t6 = (max.z - origin.z) * dirfrac.z;
float tmin = max(max(min(t1, t2), min(t3, t4)), min(t5, t6));
float tmax = min(min(max(t1, t2), max(t3, t4)), max(t5, t6));
// if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behind us
if (tmax < 0) { return -1; }
// if tmin > tmax, ray doesn't intersect AABB
if (tmin > tmax) { return -1; } //HERE TMIN IS 1.#INFOOO
return tmin; //THIS IS NEVER REACHED
}
最佳答案
1.#INF000
很可能是正无穷大。如果你得到这个,这意味着你的代码出现以下情况之一:
t1
和t2
都是无限的t3
和t4
都是无限的t5
和t6
都是无限的
我的猜测是您可能在某处除以零,最有可能是在计算 dirfrac
的值时。
关于c++ - 返回值 1.#INF000,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8488841/