From 78e29455c5cb4acce769498a5a32be6a3c6085b4 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 16:00:07 +0000 Subject: Fixing up faulty references to class "Point" to "IcePoint" --- Opcode/OPC_RayTriOverlap.h | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'Opcode/OPC_RayTriOverlap.h') diff --git a/Opcode/OPC_RayTriOverlap.h b/Opcode/OPC_RayTriOverlap.h index 550effc..6991434 100644 --- a/Opcode/OPC_RayTriOverlap.h +++ b/Opcode/OPC_RayTriOverlap.h @@ -13,17 +13,17 @@ * \return true on overlap. mStabbedFace is filled with relevant info. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, const Point& vert2) +inline_ BOOL RayCollider::RayTriOverlap(const IcePoint& vert0, const IcePoint& vert1, const IcePoint& vert2) { // Stats mNbRayPrimTests++; // Find vectors for two edges sharing vert0 - Point edge1 = vert1 - vert0; - Point edge2 = vert2 - vert0; + IcePoint edge1 = vert1 - vert0; + IcePoint edge2 = vert2 - vert0; // Begin calculating determinant - also used to calculate U parameter - Point pvec = mDir^edge2; + IcePoint pvec = mDir^edge2; // If determinant is near zero, ray lies in plane of triangle float det = edge1|pvec; @@ -34,7 +34,7 @@ inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, // From here, det is > 0. So we can use integer cmp. // Calculate distance from vert0 to ray origin - Point tvec = mOrigin - vert0; + IcePoint tvec = mOrigin - vert0; // Calculate U parameter and test bounds mStabbedFace.mU = tvec|pvec; @@ -42,7 +42,7 @@ inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IR(det)) return FALSE; // Prepare to test V parameter - Point qvec = tvec^edge1; + IcePoint qvec = tvec^edge1; // Calculate V parameter and test bounds mStabbedFace.mV = mDir|qvec; @@ -51,7 +51,7 @@ inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, // Calculate t, scale parameters, ray intersects triangle mStabbedFace.mDistance = edge2|qvec; // Det > 0 so we can early exit here - // Intersection point is valid if distance is positive (else it can just be a face behind the orig point) + // Intersection IcePoint is valid if distance is positive (else it can just be a face behind the orig IcePoint) if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE; // Else go on float OneOverDet = 1.0f / det; @@ -66,7 +66,7 @@ inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, float OneOverDet = 1.0f / det; // Calculate distance from vert0 to ray origin - Point tvec = mOrigin - vert0; + IcePoint tvec = mOrigin - vert0; // Calculate U parameter and test bounds mStabbedFace.mU = (tvec|pvec) * OneOverDet; @@ -74,7 +74,7 @@ inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, if(IS_NEGATIVE_FLOAT(mStabbedFace.mU) || IR(mStabbedFace.mU)>IEEE_1_0) return FALSE; // prepare to test V parameter - Point qvec = tvec^edge1; + IcePoint qvec = tvec^edge1; // Calculate V parameter and test bounds mStabbedFace.mV = (mDir|qvec) * OneOverDet; @@ -82,7 +82,7 @@ inline_ BOOL RayCollider::RayTriOverlap(const Point& vert0, const Point& vert1, // Calculate t, ray intersects triangle mStabbedFace.mDistance = (edge2|qvec) * OneOverDet; - // Intersection point is valid if distance is positive (else it can just be a face behind the orig point) + // Intersection IcePoint is valid if distance is positive (else it can just be a face behind the orig IcePoint) if(IS_NEGATIVE_FLOAT(mStabbedFace.mDistance)) return FALSE; } return TRUE; -- cgit v1.1