Math/Sphere: Remove SquaredDistance method
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@@ -126,7 +126,7 @@ namespace Nz
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{
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if (uniforms.locations.type != -1)
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shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader
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if (uniforms.locations.directionalSpotLightShadowMap != -1)
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shader->SendInteger(uniforms.locations.directionalSpotLightShadowMap + index, dummyTexture);
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@@ -163,7 +163,7 @@ namespace Nz
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inline float ForwardRenderTechnique::ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light)
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{
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///TODO: Compute a score depending on the light luminosity
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return object.SquaredDistance(light.position);
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return object.GetPosition().SquaredDistance(light.position);
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}
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/*!
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@@ -177,7 +177,7 @@ namespace Nz
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inline float ForwardRenderTechnique::ComputeSpotLightScore(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
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{
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///TODO: Compute a score depending on the light luminosity and spot direction
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return object.SquaredDistance(light.position);
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return object.GetPosition().SquaredDistance(light.position);
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}
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/*!
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@@ -199,29 +199,29 @@ namespace Nz
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/*!
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* \brief Checks whether the point light is suitable for the computations
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* \return true if light is enoughly close
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* \return true if light is close enough
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*
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* \param object Sphere symbolising the object
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* \param object Sphere symbolizing the object
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* \param light Light to compute
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*/
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inline bool ForwardRenderTechnique::IsPointLightSuitable(const Spheref& object, const AbstractRenderQueue::PointLight& light)
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{
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// If the object is too far away from this point light, there is not way it could light it
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return object.SquaredDistance(light.position) <= light.radius * light.radius;
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return object.Contains(light.position);
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}
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/*!
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* \brief Checks whether the spot light is suitable for the computations
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* \return true if light is enoughly close
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* \return true if light is close enough
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*
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* \param object Sphere symbolising the object
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* \param object Sphere symbolizing the object
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* \param light Light to compute
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*/
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inline bool ForwardRenderTechnique::IsSpotLightSuitable(const Spheref& object, const AbstractRenderQueue::SpotLight& light)
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{
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///TODO: Exclude spot lights based on their direction and outer angle?
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return object.SquaredDistance(light.position) <= light.radius * light.radius;
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return object.Contains(light.position);
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}
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}
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