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