Refactor engine to support double-precision vectors
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@@ -62,7 +62,7 @@ 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() virtual bool IntersectsEntry(int32 entryIndex, API_PARAM(Ref) const Ray& ray, API_PARAM(Out) float& distance, API_PARAM(Out) Vector3& normal)
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API_FUNCTION() virtual bool IntersectsEntry(int32 entryIndex, API_PARAM(Ref) const Ray& ray, API_PARAM(Out) Real& distance, API_PARAM(Out) Vector3& normal)
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{
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return false;
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}
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@@ -78,7 +78,7 @@ public:
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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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/// <param name="entryIndex">When the method completes, contains the intersection entry index (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() virtual bool IntersectsEntry(API_PARAM(Ref) const Ray& ray, API_PARAM(Out) float& distance, API_PARAM(Out) Vector3& normal, API_PARAM(Out) int32& entryIndex)
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API_FUNCTION() virtual bool IntersectsEntry(API_PARAM(Ref) const Ray& ray, API_PARAM(Out) Real& distance, API_PARAM(Out) Vector3& normal, API_PARAM(Out) int32& entryIndex)
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{
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return false;
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}
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