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-rw-r--r--core/math/face3.h55
1 files changed, 28 insertions, 27 deletions
diff --git a/core/math/face3.h b/core/math/face3.h
index 6d15c60e3b..1cc94321c3 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -6,6 +6,7 @@
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -100,7 +101,7 @@ bool Face3::intersects_aabb2(const Rect3 &p_aabb) const {
Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]);
Vector3 half_extents = p_aabb.size * 0.5;
- Vector3 ofs = p_aabb.pos + half_extents;
+ Vector3 ofs = p_aabb.position + half_extents;
Vector3 sup = Vector3(
(perp.x > 0) ? -half_extents.x : half_extents.x,
@@ -116,8 +117,8 @@ bool Face3::intersects_aabb2(const Rect3 &p_aabb) const {
#define TEST_AXIS(m_ax) \
{ \
- real_t aabb_min = p_aabb.pos.m_ax; \
- real_t aabb_max = p_aabb.pos.m_ax + p_aabb.size.m_ax; \
+ real_t aabb_min = p_aabb.position.m_ax; \
+ real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \
real_t tri_min, tri_max; \
for (int i = 0; i < 3; i++) { \
if (i == 0 || vertex[i].m_ax > tri_max) \
@@ -149,68 +150,68 @@ bool Face3::intersects_aabb2(const Rect3 &p_aabb) const {
case 0: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
+ from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
+ to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
} break;
case 1: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
+ from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
+ to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
} break;
case 2: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
+ from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
+ to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 3: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
+ from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
+ to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 4: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
+ from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
+ to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 5: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
+ from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
+ to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 6: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
+ from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
+ to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 7: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
+ from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
+ to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 8: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
+ from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
+ to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 9: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
+ from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
+ to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 10: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
+ from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
+ to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 11: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
+ from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
+ to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
}