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@@ -134,12 +134,12 @@ void toAabb(Aabb& _aabb, const void* _vertices, uint32_t _numVertices, uint32_t
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float xx = position[0];
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float yy = position[1];
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float zz = position[2];
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- min[0] = bx::fmin(xx, min[0]);
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- min[1] = bx::fmin(yy, min[1]);
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- min[2] = bx::fmin(zz, min[2]);
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- max[0] = bx::fmax(xx, max[0]);
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- max[1] = bx::fmax(yy, max[1]);
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- max[2] = bx::fmax(zz, max[2]);
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+ min[0] = bx::min(xx, min[0]);
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+ min[1] = bx::min(yy, min[1]);
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+ min[2] = bx::min(zz, min[2]);
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+ max[0] = bx::max(xx, max[0]);
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+ max[1] = bx::max(yy, max[1]);
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+ max[2] = bx::max(zz, max[2]);
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}
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_aabb.m_min[0] = min[0];
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@@ -170,12 +170,12 @@ void toAabb(Aabb& _aabb, const float* _mtx, const void* _vertices, uint32_t _num
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float xx = position[0];
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float yy = position[1];
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float zz = position[2];
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- min[0] = bx::fmin(xx, min[0]);
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- min[1] = bx::fmin(yy, min[1]);
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- min[2] = bx::fmin(zz, min[2]);
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- max[0] = bx::fmax(xx, max[0]);
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- max[1] = bx::fmax(yy, max[1]);
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- max[2] = bx::fmax(zz, max[2]);
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+ min[0] = bx::min(xx, min[0]);
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+ min[1] = bx::min(yy, min[1]);
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+ min[2] = bx::min(zz, min[2]);
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+ max[0] = bx::max(xx, max[0]);
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+ max[1] = bx::max(yy, max[1]);
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+ max[2] = bx::max(zz, max[2]);
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}
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_aabb.m_min[0] = min[0];
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@@ -300,7 +300,7 @@ void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num
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float zz = position[2] - center[2];
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float distSq = xx*xx + yy*yy + zz*zz;
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- maxDistSq = bx::fmax(distSq, maxDistSq);
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+ maxDistSq = bx::max(distSq, maxDistSq);
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}
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bx::vec3Move(_sphere.m_center, center);
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@@ -512,8 +512,8 @@ bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit)
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float max[3];
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bx::vec3Max(max, t0, t1);
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- const float tmin = bx::fmax3(min[0], min[1], min[2]);
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- const float tmax = bx::fmin3(max[0], max[1], max[2]);
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+ const float tmin = bx::max(min[0], min[1], min[2]);
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+ const float tmax = bx::min(max[0], max[1], max[2]);
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if (tmax < 0.0f
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|| tmin > tmax)
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