Fixed a few dot products
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@ -20,7 +20,7 @@ function intersect.ray_triangle(ray, triangle)
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h = d:clone():cross(e2)
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a = (e1*h) -- dot product
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a = (e1:dot(h))
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if a > -0.00001 and a < 0.00001 then
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return false
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@ -28,14 +28,14 @@ function intersect.ray_triangle(ray, triangle)
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f = 1/a
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s = p - triangle[1]
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u = f * (s*h)
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u = f * (s:dot(h))
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if u < 0 or u > 1 then
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return false
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end
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q = s:clone():cross(e1)
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v = f * (d*q)
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v = f * (d:dot(q))
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if v < 0 or u + v > 1 then
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return false
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@ -43,7 +43,7 @@ function intersect.ray_triangle(ray, triangle)
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-- at this stage we can compute t to find out where
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-- the intersection point is on the line
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t = f * (e2*q)
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t = f * (e2:dot(q))
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if t > constants.FLT_EPSILON then
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return p + t * d -- we've got a hit!
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