You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
This commit is contained in:
@@ -86,7 +86,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
|
||||
|
||||
if (!valid_points[i])
|
||||
continue;
|
||||
float d = p_points[i][longest_axis];
|
||||
real_t d = p_points[i][longest_axis];
|
||||
if (i==0 || d < min) {
|
||||
|
||||
simplex[0]=i;
|
||||
@@ -105,7 +105,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
|
||||
|
||||
|
||||
{
|
||||
float maxd;
|
||||
real_t maxd;
|
||||
Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]];
|
||||
|
||||
for(int i=0;i<p_points.size();i++) {
|
||||
@@ -127,7 +127,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
|
||||
//fourth vertex is the one most further away from the plane
|
||||
|
||||
{
|
||||
float maxd;
|
||||
real_t maxd;
|
||||
Plane p(p_points[simplex[0]],p_points[simplex[1]],p_points[simplex[2]]);
|
||||
|
||||
for(int i=0;i<p_points.size();i++) {
|
||||
|
||||
Reference in New Issue
Block a user