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

@@ -25,7 +25,7 @@ private:
TerrainPatch* _patch;
uint16 _x, _z;
Vector4 _heightmapUVScaleBias;
Float4 _heightmapUVScaleBias;
Matrix _world;
BoundingBox _bounds;
Vector3 _boundsCenter;
@@ -96,7 +96,7 @@ public:
/// Gets the scale (in XY) and bias (in ZW) applied to the vertex UVs to get the chunk coordinates.
/// </summary>
/// <param name="result">The result.</param>
FORCE_INLINE void GetHeightmapUVScaleBias(Vector4* result) const
FORCE_INLINE void GetHeightmapUVScaleBias(Float4* result) const
{
*result = _heightmapUVScaleBias;
}
@@ -146,7 +146,7 @@ public:
/// <param name="ray">The ray.</param>
/// <param name="distance">The output distance.</param>
/// <returns>True if chunk intersects with the ray, otherwise false.</returns>
bool Intersects(const Ray& ray, float& distance);
bool Intersects(const Ray& ray, Real& distance);
/// <summary>
/// Updates the cached bounds of the chunk.