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-rw-r--r--Opcode/OPC_SphereTriOverlap.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/Opcode/OPC_SphereTriOverlap.h b/Opcode/OPC_SphereTriOverlap.h
index f1452ec..900c2dd 100644
--- a/Opcode/OPC_SphereTriOverlap.h
+++ b/Opcode/OPC_SphereTriOverlap.h
@@ -6,13 +6,13 @@
// Overall this approach should run faster.
// Original code by David Eberly in Magic.
-BOOL SphereCollider::SphereTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2)
+BOOL SphereCollider::SphereTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2)
{
// Stats
mNbVolumePrimTests++;
// Early exit if one of the vertices is inside the sphere
- Point kDiff = vert2 - mCenter;
+ IcePoint kDiff = vert2 - mCenter;
float fC = kDiff.SquareMagnitude();
if(fC <= mRadius2) return TRUE;
@@ -25,10 +25,10 @@ BOOL SphereCollider::SphereTriOverlap(const Point& vert0, const Point& vert1, co
if(fC <= mRadius2) return TRUE;
// Else do the full distance test
- Point TriEdge0 = vert1 - vert0;
- Point TriEdge1 = vert2 - vert0;
+ IcePoint TriEdge0 = vert1 - vert0;
+ IcePoint TriEdge1 = vert2 - vert0;
-//Point kDiff = vert0 - mCenter;
+//IcePoint kDiff = vert0 - mCenter;
float fA00 = TriEdge0.SquareMagnitude();
float fA01 = TriEdge0 | TriEdge1;
float fA11 = TriEdge1.SquareMagnitude();
@@ -77,7 +77,7 @@ BOOL SphereCollider::SphereTriOverlap(const Point& vert0, const Point& vert1, co
}
else // region 0
{
- // minimum at interior point
+ // minimum at interior IcePoint
if(fDet==0.0f)
{
// u = 0.0f;