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-rw-r--r--assetFactory/faceController.cpp2
-rw-r--r--assetFactory/use.cpp2
-rw-r--r--lib/maths.h6
3 files changed, 5 insertions, 5 deletions
diff --git a/assetFactory/faceController.cpp b/assetFactory/faceController.cpp
index 10a0c1e..3f75b38 100644
--- a/assetFactory/faceController.cpp
+++ b/assetFactory/faceController.cpp
@@ -53,7 +53,7 @@ FaceController::extrude(ModelFactoryMesh & mesh, const std::string & faceName, O
// create new vertices
const auto vertices
= baseVertices * [&mesh, mutation = getMatrix(), centre = mesh.calc_face_centroid(faceHandle)](auto && v) {
- return mesh.add_vertex(centre + ((mesh.point(v) - centre) % mutation));
+ return mesh.add_vertex(centre + perspectiveMultiply((mesh.point(v) - centre), mutation));
};
// get new faces names
const auto vertexCount = baseVertices.size();
diff --git a/assetFactory/use.cpp b/assetFactory/use.cpp
index d5ea39d..42bc703 100644
--- a/assetFactory/use.cpp
+++ b/assetFactory/use.cpp
@@ -15,7 +15,7 @@ Use::createMesh(ModelFactoryMesh & mesh, Scale3D levelOfDetailFactor) const
const auto fvr = mesh.fv_range(f.second);
for (const auto & v : fvr) {
if (!vs.contains(v)) {
- mesh.point(v) %= m;
+ perspectiveApply(mesh.point(v), m);
vs.insert(v);
}
}
diff --git a/lib/maths.h b/lib/maths.h
index 63b752a..018ef0e 100644
--- a/lib/maths.h
+++ b/lib/maths.h
@@ -176,7 +176,7 @@ operator||(const glm::vec<L, T, Q> v1, const T v2)
template<glm::length_t L, typename T, glm::qualifier Q>
inline constexpr glm::vec<L, T, Q>
-operator%(const glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & mutation)
+perspectiveMultiply(const glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & mutation)
{
const auto p2 = mutation * (p || T(1));
return p2 / p2.w;
@@ -184,9 +184,9 @@ operator%(const glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & muta
template<glm::length_t L, typename T, glm::qualifier Q>
inline constexpr glm::vec<L, T, Q>
-operator%=(glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & mutation)
+perspectiveApply(glm::vec<L, T, Q> & p, const glm::mat<L + 1, L + 1, T, Q> & mutation)
{
- return p = p % mutation;
+ return p = perspectiveMultiply(p, mutation);
}
float normalize(float ang);