Add some missing consts to arguments.
This was SVN commit r7805.
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@ -42,8 +42,8 @@ CHFTracer::CHFTracer(CTerrain *pTerrain):
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// RayTriIntersect: intersect a ray with triangle defined by vertices
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// v0,v1,v2; return true if ray hits triangle at distance less than dist,
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// or false otherwise
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bool CHFTracer::RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
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const CVector3D& origin,const CVector3D& dir,float& dist) const
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bool CHFTracer::RayTriIntersect(const CVector3D& v0, const CVector3D& v1, const CVector3D& v2,
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const CVector3D& origin, const CVector3D& dir, float& dist) const
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{
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const float EPSILON=0.00001f;
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@ -90,7 +90,7 @@ bool CHFTracer::RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CV
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///////////////////////////////////////////////////////////////////////////////
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// CellIntersect: test if ray intersects either of the triangles in the given
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// cell - return hit result, and distance to hit, if hit occurred
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bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const
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bool CHFTracer::CellIntersect(int cx, int cz, const CVector3D& origin, const CVector3D& dir, float& dist) const
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{
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bool res=false;
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@ -117,7 +117,7 @@ bool CHFTracer::CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,flo
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// RayIntersect: intersect ray with this heightfield; return true if
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// intersection occurs (and fill in grid coordinates of intersection), or false
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// otherwise
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bool CHFTracer::RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const
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bool CHFTracer::RayIntersect(const CVector3D& origin, const CVector3D& dir, int& x, int& z, CVector3D& ipt) const
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{
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// intersect first against bounding box
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CBound bound;
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@ -35,17 +35,17 @@ public:
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// intersect ray with this heightfield; return true if intersection
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// occurs (and fill in grid coordinates and point of intersection), or false otherwise
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bool RayIntersect(CVector3D& origin,CVector3D& dir,int& x,int& z,CVector3D& ipt) const;
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bool RayIntersect(const CVector3D& origin, const CVector3D& dir, int& x, int& z, CVector3D& ipt) const;
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private:
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// intersect a ray with triangle defined by vertices
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// v0,v1,v2; return true if ray hits triangle at distance less than dist,
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// or false otherwise
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bool RayTriIntersect(const CVector3D& v0,const CVector3D& v1,const CVector3D& v2,
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const CVector3D& origin,const CVector3D& dir,float& dist) const;
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bool RayTriIntersect(const CVector3D& v0, const CVector3D& v1, const CVector3D& v2,
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const CVector3D& origin, const CVector3D& dir, float& dist) const;
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// test if ray intersects either of the triangles in the given
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bool CellIntersect(int cx,int cz,CVector3D& origin,CVector3D& dir,float& dist) const;
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bool CellIntersect(int cx, int cz, const CVector3D& origin, const CVector3D& dir, float& dist) const;
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// The terrain we're operating on
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CTerrain *m_pTerrain;
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@ -125,13 +125,12 @@ bool CPlane::FindLineSegIntersection (const CVector3D &start, const CVector3D &e
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return true;
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}
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bool CPlane::FindRayIntersection (CVector3D &start, CVector3D &direction, CVector3D *intsect)
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bool CPlane::FindRayIntersection (const CVector3D &start, const CVector3D &direction, CVector3D *intsect)
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{
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float dot = m_Norm.Dot (direction);
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if (dot == 0.0f)
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return false;
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//CVector3D a; // EDIT: John M. Mena - Not sure why this is here
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*intsect = start - (direction * (DistanceToPlane (start)/dot));
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return true;
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}
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@ -59,7 +59,7 @@ class CPlane
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//calculates the intersection point of a line with this
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//plane. Returns false if there is no intersection
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bool FindLineSegIntersection (const CVector3D &start, const CVector3D &end, CVector3D *intsect);
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bool FindRayIntersection (CVector3D &start, CVector3D &direction, CVector3D *intsect);
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bool FindRayIntersection (const CVector3D &start, const CVector3D &direction, CVector3D *intsect);
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public:
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CVector3D m_Norm; //normal vector of the plane
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