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

@@ -36,13 +36,13 @@ DECLARE_SCRIPTING_TYPE_NO_SPAWN(BrushSurface);
/// The surface texture coordinates scale.
/// </summary>
API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Brush\", \"UV Scale\"), Limit(-1000, 1000, 0.01f)")
Vector2 TexCoordScale = Vector2::One;
Float2 TexCoordScale = Float2::One;
/// <summary>
/// The surface texture coordinates offset.
/// </summary>
API_FIELD(Attributes="EditorOrder(40), EditorDisplay(\"Brush\", \"UV Offset\"), Limit(-1000, 1000, 0.01f)")
Vector2 TexCoordOffset = Vector2::Zero;
Float2 TexCoordOffset = Float2::Zero;
/// <summary>
/// The surface texture coordinates rotation angle (in degrees).
@@ -181,7 +181,7 @@ public:
/// <param name="distance">When the method completes and returns true, contains the distance of the intersection (if any valid).</param>
/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
/// <returns>True if the actor is intersected by the ray, otherwise false.</returns>
API_FUNCTION() bool Intersects(int32 surfaceIndex, API_PARAM(Ref) const Ray& ray, API_PARAM(Out) float& distance, API_PARAM(Out) Vector3& normal) const;
API_FUNCTION() bool Intersects(int32 surfaceIndex, API_PARAM(Ref) const Ray& ray, API_PARAM(Out) Real& distance, API_PARAM(Out) Vector3& normal) const;
/// <summary>
/// Gets the brush surface triangles array (group by 3 vertices).
@@ -205,7 +205,7 @@ public:
// [Actor]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
bool IntersectsItself(const Ray& ray, float& distance, Vector3& normal) override;
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif