Refactor engine to support double-precision vectors
This commit is contained in:
@@ -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.
|
||||
|
||||
Reference in New Issue
Block a user