Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types

This commit is contained in:
KimLS
2015-01-23 00:01:10 -08:00
parent 03286f540a
commit 269d56e1d0
68 changed files with 1524 additions and 1692 deletions
+6 -6
View File
@@ -19,17 +19,17 @@ public:
WaterMapV1();
~WaterMapV1();
virtual WaterRegionType ReturnRegionType(float y, float x, float z) const;
virtual bool InWater(float y, float x, float z) const;
virtual bool InVWater(float y, float x, float z) const;
virtual bool InLava(float y, float x, float z) const;
virtual bool InLiquid(float y, float x, float z) const;
virtual WaterRegionType ReturnRegionType(const glm::vec3& location) const;
virtual bool InWater(const glm::vec3& location) const;
virtual bool InVWater(const glm::vec3& location) const;
virtual bool InLava(const glm::vec3& location) const;
virtual bool InLiquid(const glm::vec3& location) const;
protected:
virtual bool Load(FILE *fp);
private:
WaterRegionType BSPReturnRegionType(int32 node_number, float y, float x, float z) const;
WaterRegionType BSPReturnRegionType(int32 node_number, const glm::vec3& location) const;
ZBSP_Node* BSP_Root;
friend class WaterMap;