Optimize BoundingSphere.Intersects to be inlined by the compiler
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@@ -51,7 +51,11 @@ bool BoundingSphere::Intersects(const BoundingBox& box) const
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bool BoundingSphere::Intersects(const BoundingSphere& sphere) const
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bool BoundingSphere::Intersects(const BoundingSphere& sphere) const
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{
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{
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return CollisionsHelper::SphereIntersectsSphere(*this, sphere);
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const Real radiisum = Radius + sphere.Radius;
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const Real x = Center.X - sphere.Center.X;
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const Real y = Center.Y - sphere.Center.Y;
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const Real z = Center.Z - sphere.Center.Z;
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return x * x + y * y + z * z <= radiisum * radiisum;
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}
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}
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ContainmentType BoundingSphere::Contains(const Vector3& point) const
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ContainmentType BoundingSphere::Contains(const Vector3& point) const
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@@ -76,7 +76,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
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for (int32 i = 0; i < cache->EnvironmentProbes.Count(); i++)
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{
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{
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const RenderEnvironmentProbeData& probe = cache->EnvironmentProbes.Get()[i];
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const RenderEnvironmentProbeData& probe = cache->EnvironmentProbes.Get()[i];
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(probe.Position, probe.Radius)))
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if (objectBounds.Intersects(BoundingSphere(probe.Position, probe.Radius)))
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{
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{
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noEnvProbe = false;
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noEnvProbe = false;
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probe.SetShaderData(data.EnvironmentProbe);
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probe.SetShaderData(data.EnvironmentProbe);
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@@ -96,7 +96,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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for (int32 i = 0; i < cache->PointLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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{
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const auto& light = cache->PointLights[i];
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const auto& light = cache->PointLights[i];
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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if (objectBounds.Intersects(BoundingSphere(light.Position, light.Radius)))
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{
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{
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light.SetShaderData(data.LocalLights[data.LocalLightsCount], false);
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light.SetShaderData(data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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data.LocalLightsCount++;
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@@ -105,7 +105,7 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span<by
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for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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for (int32 i = 0; i < cache->SpotLights.Count() && data.LocalLightsCount < MaxLocalLights; i++)
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{
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{
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const auto& light = cache->SpotLights[i];
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const auto& light = cache->SpotLights[i];
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if (CollisionsHelper::SphereIntersectsSphere(objectBounds, BoundingSphere(light.Position, light.Radius)))
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if (objectBounds.Intersects(BoundingSphere(light.Position, light.Radius)))
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{
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{
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light.SetShaderData(data.LocalLights[data.LocalLightsCount], false);
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light.SetShaderData(data.LocalLights[data.LocalLightsCount], false);
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data.LocalLightsCount++;
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data.LocalLightsCount++;
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