@@ -228,7 +228,7 @@ bool cBoundingBox::IsInside(const Vector3d & a_Min, const Vector3d & a_Max, doub
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, eBlockFace & a_Face)
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{
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return CalcLineIntersection(m_Min, m_Max, a_Line1, a_Line2, a_LineCoeff, a_Face);
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}
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@@ -237,7 +237,7 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, eBlockFace & a_Face)
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{
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if (IsInside(a_Min, a_Max, a_Line1))
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{
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@@ -247,7 +247,7 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d &
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return true;
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}
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char Face = BLOCK_FACE_NONE;
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eBlockFace Face = BLOCK_FACE_NONE;
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double Coeff = Vector3d::NO_INTERSECTION;
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// Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
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