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@@ -543,7 +543,7 @@ bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Inters
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bx::vec3Cross(normal, _ray.m_dir, axis);
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const float len = bx::vec3Norm(normal, normal);
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- const float dist = bx::fabsolute(bx::vec3Dot(rc, normal) );
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+ const float dist = bx::fabs(bx::vec3Dot(rc, normal) );
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if (dist > _cylinder.m_radius)
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{
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@@ -559,7 +559,7 @@ bool intersect(const Ray& _ray, const Cylinder& _cylinder, bool _capsule, Inters
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const float rsq = bx::fsq(_cylinder.m_radius);
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const float ddoto = bx::vec3Dot(_ray.m_dir, vo);
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- const float ss = t0 - bx::fabsolute(bx::fsqrt(rsq - bx::fsq(dist) ) / ddoto);
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+ const float ss = t0 - bx::fabs(bx::fsqrt(rsq - bx::fsq(dist) ) / ddoto);
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float point[3];
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getPointAt(point, _ray, ss);
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