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A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
45 lines
2.2 KiB
C
45 lines
2.2 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Ray to triangle intersection test code originally by Tomas Akenine-Möller
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// and Ben Trumbore.
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
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// Ported to TGE by DAW, 2005-7-15
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//-----------------------------------------------------------------------------
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#ifndef _TRIRAYCHECK_H_
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#define _TRIRAYCHECK_H_
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#include "math/mPoint2.h"
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#include "math/mPoint3.h"
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bool intersect_triangle(Point3F orig, Point3F dir,
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Point3F vert0, Point3F vert1, Point3F vert2,
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F32& t, F32& u, F32& v);
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//*** Taken from TSE, but based on the above
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bool castRayTriangle(const Point3F& orig, const Point3F& dir, const Point3F& vert0, const Point3F& vert1, const Point3F& vert2, F32 &t, Point2F &bary);
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bool castRayTriangle(const Point3D &orig, const Point3D &dir, const Point3D &vert0, const Point3D &vert1, const Point3D &vert2);
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#endif // _TRIRAYCHECK_H_
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