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

@@ -191,13 +191,13 @@ public:
/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
/// <param name="instanceIndex">When the method completes, contains zero-based index of the foliage instance that is the closest to the ray.</param>
/// <returns>True whether the two objects intersected, otherwise false.</returns>
API_FUNCTION() bool Intersects(API_PARAM(Ref) const Ray& ray, API_PARAM(Out) float& distance, API_PARAM(Out) Vector3& normal, API_PARAM(Out) int32& instanceIndex);
API_FUNCTION() bool Intersects(API_PARAM(Ref) const Ray& ray, API_PARAM(Out) Real& distance, API_PARAM(Out) Vector3& normal, API_PARAM(Out) int32& instanceIndex);
public:
// [Actor]
void Draw(RenderContext& renderContext) override;
bool IntersectsItself(const Ray& ray, float& distance, Vector3& normal) override;
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void OnLayerChanged() override;