Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -1,3 +1,9 @@
#if USE_LARGE_WORLDS
using Real = System.Double;
#else
using Real = System.Single;
#endif
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
using FlaxEngine;
@@ -18,19 +24,20 @@ namespace FlaxEditor.SceneGraph.Actors
}
/// <inheritdoc />
public override bool RayCastSelf(ref RayCastData ray, out float distance, out Vector3 normal)
public override bool RayCastSelf(ref RayCastData ray, out Real distance, out Vector3 normal)
{
SpriteRender sprite = (SpriteRender)Actor;
Vector3 viewPosition = ray.View.Position;
Vector3 viewDirection = ray.View.Direction;
Float3 viewPosition = (Float3)ray.View.Position; // TODO: large-worlds
Float3 viewDirection = ray.View.Direction;
Matrix m1, m2, m3, world;
var size = sprite.Size;
Matrix.Scaling(size.X, size.Y, 1.0f, out m1);
var transform = sprite.Transform;
if (sprite.FaceCamera)
{
var up = Vector3.Up;
Matrix.Billboard(ref transform.Translation, ref viewPosition, ref up, ref viewDirection, out m2);
var up = Float3.Up;
Float3 translation = transform.Translation;
Matrix.Billboard(ref translation, ref viewPosition, ref up, ref viewDirection, out m2);
Matrix.Multiply(ref m1, ref m2, out m3);
Matrix.Scaling(ref transform.Scale, out m1);
Matrix.Multiply(ref m1, ref m3, out world);