Math: Add M_SQRT3 constant, fix sphere radius calculations
Former-commit-id: 71ac4d3522f427fda60a0e71d76eca7558539187
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@ -20,6 +20,10 @@
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#define M_SQRT2 1.4142135623730950488016887
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#endif
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#ifndef M_SQRT3
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#define M_SQRT3 1.7320508075688772935274463
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#endif
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template<typename T> T NzApproach(T value, T objective, T increment);
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template<typename T> constexpr T NzClamp(T value, T min, T max);
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template<typename T> T NzCountBits(T value);
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@ -194,7 +194,7 @@ void NzLight::MakeBoundingVolume() const
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case nzLightType_Point:
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{
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NzVector3f radius(m_radius); ///FIXME: Incorrect
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NzVector3f radius(m_radius * M_SQRT3);
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m_boundingVolume.Set(-radius, radius);
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break;
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}
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@ -400,7 +400,7 @@ m_radius(radius)
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NzBoxf NzSphereGeom::ComputeAABB(const NzMatrix4f& offsetMatrix, const NzVector3f& scale) const
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{
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NzVector3f size(m_radius * scale);
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NzVector3f size(m_radius * M_SQRT3 * scale);
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NzVector3f position(offsetMatrix.GetTranslation());
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return NzBoxf(position - size, position + size);
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