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+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad or good...
(based on Lynx3d's repo commit 44798d3)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
/**
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@file Intersect.h
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2009-06-29
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@edited 2009-06-29
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Copyright 2000-2009, Morgan McGuire.
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All rights reserved.
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From the G3D Innovation Engine
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http://g3d.sf.net
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*/
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#ifndef G3D_Intersect
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#define G3D_Intersect
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#include "G3D/platform.h"
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#include "G3D/Ray.h"
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#include "G3D/AABox.h"
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namespace G3D {
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/**
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@beta
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*/
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class Intersect {
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public:
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/** \brief Returns true if the intersection of the ray and the solid box is non-empty.
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\cite "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
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by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
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Computer Graphics Lab, TU Braunschweig, Germany and
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University of Koblenz-Landau, Germany
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*/
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static bool __fastcall rayAABox(const Ray& ray, const AABox& box);
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/** \brief Returns true if the intersection of the ray and the solid box is non-empty.
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\param time If there is an intersection, set to the time to that intersection. If the ray origin is inside the box,
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this is a negative value indicating the distance backwards from the ray origin to the first intersection.
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\a time is not set if there is no intersection.
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\cite Slope-Mul method from "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
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by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
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Computer Graphics Lab, TU Braunschweig, Germany and
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University of Koblenz-Landau, Germany
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*/
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static bool __fastcall rayAABox(const Ray& ray, const AABox& box, float& time);
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};
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}
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#endif
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