Optimize BoundingFrustum::Intersects(BoundingSphere)
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@@ -907,6 +907,7 @@ namespace FlaxEngine
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/// <param name="left">First source vector.</param>
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/// <param name="right">Second source vector.</param>
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/// <param name="result">When the method completes, contains the dot product of the two vectors.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Dot(ref Vector3 left, ref Vector3 right, out Real result)
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{
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result = left.X * right.X + left.Y * right.Y + left.Z * right.Z;
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@@ -918,6 +919,7 @@ namespace FlaxEngine
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/// <param name="left">First source vector.</param>
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/// <param name="right">Second source vector.</param>
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/// <returns>The dot product of the two vectors.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Real Dot(ref Vector3 left, ref Vector3 right)
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{
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return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
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@@ -929,6 +931,7 @@ namespace FlaxEngine
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/// <param name="left">First source vector.</param>
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/// <param name="right">Second source vector.</param>
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/// <returns>The dot product of the two vectors.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Real Dot(Vector3 left, Vector3 right)
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{
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return left.X * right.X + left.Y * right.Y + left.Z * right.Z;
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