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_SphereTriOverlap.h | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'Opcode/OPC_SphereTriOverlap.h') 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; -- cgit v1.1