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-rw-r--r--game/geoData.cpp2
-rw-r--r--gfx/gl/camera.cpp4
-rw-r--r--lib/maths.h20
-rw-r--r--lib/ray.cpp5
4 files changed, 23 insertions, 8 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp
index 97f4a26..816733f 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -161,7 +161,7 @@ namespace {
positionOnTriangle(const GlobalPosition2D point, const GeoData::Triangle<3> & t)
{
const CalcPosition3D a = t[1] - t[0], b = t[2] - t[0];
- const auto n = crossInt(a, b);
+ const auto n = crossProduct(a, b);
return {point, ((n.x * t[0].x) + (n.y * t[0].y) + (n.z * t[0].z) - (n.x * point.x) - (n.y * point.y)) / n.z};
}
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp
index d362b94..0bc911a 100644
--- a/gfx/gl/camera.cpp
+++ b/gfx/gl/camera.cpp
@@ -31,8 +31,8 @@ Camera::updateView()
Direction3D
Camera::upFromForward(const Direction3D & forward)
{
- const auto right = glm::cross(forward, ::down);
- return glm::cross(forward, right);
+ const auto right = crossProduct(forward, ::down);
+ return crossProduct(forward, right);
}
std::array<GlobalPosition4D, 4>
diff --git a/lib/maths.h b/lib/maths.h
index c1bf61a..b5af9ca 100644
--- a/lib/maths.h
+++ b/lib/maths.h
@@ -68,9 +68,9 @@ sq(T v)
return v * v;
}
-template<std::integral T, glm::qualifier Q>
-inline constexpr glm::vec<3, T, Q>
-crossInt(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b)
+template<glm::qualifier Q>
+inline constexpr glm::vec<3, int64_t, Q>
+crossProduct(const glm::vec<3, int64_t, Q> a, const glm::vec<3, int64_t, Q> b)
{
return {
(a.y * b.z) - (a.z * b.y),
@@ -79,6 +79,20 @@ crossInt(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b)
};
}
+template<std::integral T, glm::qualifier Q>
+inline constexpr glm::vec<3, T, Q>
+crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b)
+{
+ return crossProduct<int64_t, Q>(a, b);
+}
+
+template<std::floating_point T, glm::qualifier Q>
+inline constexpr glm::vec<3, T, Q>
+crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b)
+{
+ return glm::cross(a, b);
+}
+
template<typename R = float, typename Ta, typename Tb>
inline constexpr auto
ratio(Ta a, Tb b)
diff --git a/lib/ray.cpp b/lib/ray.cpp
index 9fb3648..254ad14 100644
--- a/lib/ray.cpp
+++ b/lib/ray.cpp
@@ -1,4 +1,5 @@
#include "ray.h"
+#include "maths.h"
#include <algorithm>
Ray
@@ -14,8 +15,8 @@ Ray::distanceToLine(const Position3D & p1, const Position3D & e1) const
const auto diff = p1 - e1;
const auto d1 = glm::normalize(diff);
const auto &p2 = start, &d2 = direction;
- const auto n = glm::cross(d1, d2);
- const auto n2 = glm::cross(d2, n);
+ const auto n = crossProduct(d1, d2);
+ const auto n2 = crossProduct(d2, n);
const auto c1 = p1 + (glm::dot((p2 - p1), n2) / glm::dot(d1, n2)) * d1;
const auto difflength = glm::length(diff);
if (glm::length(c1 - p1) > difflength || glm::length(c1 - e1) > difflength) {