Merge branch 'master' into blender2.8
[blender.git] / source / blender / editors / transform / transform_snap_object.c
index 52673fdf4da7afa75213af24e55d0b1105355f12..e72bfa40480b68a6afacb23be0486683aba356bb 100644 (file)
@@ -1069,36 +1069,20 @@ static float dist_squared_to_projected_aabb(
                main_axis += 3;
        }
 
-       /* if rtmin < rtmax, ray intersect `AABB` */
-       if (rtmin <= rtmax) {
 #define IGNORE_BEHIND_RAY
 #ifdef IGNORE_BEHIND_RAY
-               /* `if rtmax < depth_min`, the hit is behind us */
-               if (rtmax < data->ray_min_dist) {
-                       /* Test if the entire AABB is behind us */
-                       float depth = depth_get(
-                               local_bvmax, data->ray_origin_local, data->ray_direction_local);
-                       if (depth < (data->ray_min_dist)) {
-                               return FLT_MAX;
-                       }
-               }
-#endif
-               const float proj = rtmin * data->ray_direction_local[main_axis];
-               r_axis_closest[main_axis] = (proj - va[main_axis]) < (vb[main_axis] - proj);
-               return 0.0f;
-       }
-#ifdef IGNORE_BEHIND_RAY
-       /* `if rtmin < depth_min`, the hit is behing us */
-       else if (rtmin < data->ray_min_dist) {
-               /* Test if the entire AABB is behind us */
-               float depth = depth_get(
-                       local_bvmax, data->ray_origin_local, data->ray_direction_local);
-               if (depth < (data->ray_min_dist)) {
-                       return FLT_MAX;
-               }
+       float depth_max = depth_get(local_bvmax, data->ray_origin_local, data->ray_direction_local);
+       if (depth_max < data->ray_min_dist) {
+               return FLT_MAX;
        }
 #endif
 #undef IGNORE_BEHIND_RAY
+
+       /* if rtmin <= rtmax, ray intersect `AABB` */
+       if (rtmin <= rtmax) {
+               return 0;
+       }
+
        if (data->sign[main_axis]) {
                va[main_axis] = local_bvmax[main_axis];
                vb[main_axis] = local_bvmin[main_axis];