Make triangle sphere intersection tests usable with mixes types.

Modified Files:
	simgear/math/SGIntersect.hxx
This commit is contained in:
frohlich
2009-03-15 12:50:24 +00:00
committed by Tim Moore
parent 5b63f0755a
commit 61084cf1ba

View File

@@ -743,9 +743,9 @@ inline SGVec3<T>
closestPoint(const SGVec3<T>& p, const SGTriangle<T>& tri)
{ return closestPoint(tri, p); }
template<typename T>
template<typename T, typename T2>
inline bool
intersects(const SGTriangle<T>& tri, const SGSphere<T>& sphere)
intersects(const SGTriangle<T>& tri, const SGSphere<T2>& sphere)
{
// This method minimizes the distance function Q(u, v) = || p - x ||
// where x is a point in the trialgle given by the vertices v_i
@@ -753,7 +753,7 @@ intersects(const SGTriangle<T>& tri, const SGSphere<T>& sphere)
// The theoretical analysis is somehow too long for a comment.
// May be it is sufficient to see that this code passes all the tests.
SGVec3<T> off = tri.getBaseVertex() - sphere.getCenter();
SGVec3<T> off = tri.getBaseVertex() - SGVec3<T>(sphere.getCenter());
T baseDist2 = dot(off, off);
T a = dot(tri.getEdge(0), tri.getEdge(0));
T b = dot(tri.getEdge(0), tri.getEdge(1));
@@ -954,9 +954,9 @@ intersects(const SGTriangle<T>& tri, const SGSphere<T>& sphere)
}
}
}
template<typename T>
template<typename T1, typename T2>
inline bool
intersects(const SGSphere<T>& sphere, const SGTriangle<T>& tri)
intersects(const SGSphere<T1>& sphere, const SGTriangle<T2>& tri)
{ return intersects(tri, sphere); }