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* Add a ray cast API to the terrain system, implement it, and use it so entities can be placed on top of terrain. Still to do: - Unit tests - Profiling/benchmarks - Optimization (if needed, may not be now after updating to use the iterative approach, but one option could be to use SIMD to ray cast against both triangles at once) Signed-off-by: bosnichd <bosnichd@amazon.com> * Fix typos. Signed-off-by: bosnichd <bosnichd@amazon.com> * Added a FindNearestIntersectionIterative to use in place of the first-pass FindnearestIntersectionRecursive attempt. Signed-off-by: bosnichd <bosnichd@amazon.com> * Remove some functions that are no longer being used. Signed-off-by: bosnichd <bosnichd@amazon.com> * Remove a unicode character from a comment to fix the validation build. Signed-off-by: bosnichd <bosnichd@amazon.com> * Remove another unicode character from a comment to fix the validation build. Signed-off-by: bosnichd <bosnichd@amazon.com> * Update to bail out as soon as t > 1.0f Signed-off-by: bosnichd <bosnichd@amazon.com> |
4 years ago | |
|---|---|---|
| .. | ||
| Terrain | 4 years ago | |
| MockSpawnableEntitiesInterface.h | 4 years ago | |
| MockWindowRequests.h | 4 years ago | |