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-rw-r--r--Opcode/OPC_TriTriOverlap.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/Opcode/OPC_TriTriOverlap.h b/Opcode/OPC_TriTriOverlap.h
index 45de8ba..ccc8161 100644
--- a/Opcode/OPC_TriTriOverlap.h
+++ b/Opcode/OPC_TriTriOverlap.h
@@ -72,7 +72,7 @@
}
//! TO BE DOCUMENTED
-BOOL CoplanarTriTri(const Point& n, const Point& v0, const Point& v1, const Point& v2, const Point& u0, const Point& u1, const Point& u2)
+BOOL CoplanarTriTri(const IcePoint& n, const IcePoint& v0, const IcePoint& v1, const IcePoint& v2, const IcePoint& u0, const IcePoint& u1, const IcePoint& u2)
{
float A[3];
short i0,i1;
@@ -176,15 +176,15 @@ BOOL CoplanarTriTri(const Point& n, const Point& v0, const Point& v1, const Poin
* \return true if triangles overlap
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-inline_ BOOL AABBTreeCollider::TriTriOverlap(const Point& V0, const Point& V1, const Point& V2, const Point& U0, const Point& U1, const Point& U2)
+inline_ BOOL AABBTreeCollider::TriTriOverlap(const IcePoint& V0, const IcePoint& V1, const IcePoint& V2, const IcePoint& U0, const IcePoint& U1, const IcePoint& U2)
{
// Stats
mNbPrimPrimTests++;
// Compute plane equation of triangle(V0,V1,V2)
- Point E1 = V1 - V0;
- Point E2 = V2 - V0;
- const Point N1 = E1 ^ E2;
+ IcePoint E1 = V1 - V0;
+ IcePoint E2 = V2 - V0;
+ const IcePoint N1 = E1 ^ E2;
const float d1 =-N1 | V0;
// Plane equation 1: N1.X+d1=0
@@ -208,7 +208,7 @@ inline_ BOOL AABBTreeCollider::TriTriOverlap(const Point& V0, const Point& V1, c
// Compute plane of triangle (U0,U1,U2)
E1 = U1 - U0;
E2 = U2 - U0;
- const Point N2 = E1 ^ E2;
+ const IcePoint N2 = E1 ^ E2;
const float d2=-N2 | U0;
// plane equation 2: N2.X+d2=0
@@ -230,7 +230,7 @@ inline_ BOOL AABBTreeCollider::TriTriOverlap(const Point& V0, const Point& V1, c
return FALSE; // no intersection occurs
// Compute direction of intersection line
- const Point D = N1^N2;
+ const IcePoint D = N1^N2;
// Compute and index to the largest component of D
float max=fabsf(D[0]);