#include <typeinfo>
#include <unique_ptr.h>
+#include <limits>
+#include <algorithm>
+
#include <FBaseString.h>
#include <FBaseSysLog.h>
#include <FGrpFloatPoint.h>
#include "FUiAnim_AnimationManager.h"
//3D feature
-#include <algorithm>
-#include <limits>
#include "FUiAnimMesh.h"
#include "FUiAnim_MeshImpl.h"
#include "FUiAnim_VisualElementSharedData.h"
#include "FUiAnim_VisualElementEnvironment.h"
#endif
-#include <algorithm>
#include "math/FUiAnim_MathVector3.h"
#include "math/FUiAnim_MathVector4.h"
#include "math/FUiAnim_MathMatrix4.h"
std::pair<bool, float> IntersectsPlane()
{
float rayOnNormal = Normal.Dot(Ray.Direction);
- if (abs(rayOnNormal) < std::numeric_limits<float>::epsilon())
- {
+ if (_Abs(rayOnNormal) < std::numeric_limits<float>::epsilon())
+ {
return make_pair(false, 0.0f);
}
return make_pair(true, T);
}
-
std::pair<bool, _Math::Vector3> IntersectsTriangle()
{
_Math::Vector3 pP = Ray.Position + Ray.Direction * T;
- _Math::Vector3 normalAbs(abs(Normal.x), abs(Normal.y), abs(Normal.z));
+ _Math::Vector3 normalAbs(_Abs(Normal.x), _Abs(Normal.y), _Abs(Normal.z));
maxInd = 0;
if (normalAbs.y > normalAbs.x && normalAbs.y > normalAbs.z)
_VisualElementImpl::_VisualElementImpl(VisualElement& element)
: _zOrderGroup(Z_ORDER_GROUP_NORMAL)
- , __globalRay(_Math::Vector3(0.0f),_Math::Vector3(0.0f))
, __boundingVolume()
+ , __globalRay(_Math::Vector3(0.0f),_Math::Vector3(0.0f))
, __hasGlobalRay(false)
, __nearestDistance(std::numeric_limits<float>::infinity())
, __pNearestVEImpl(null)
if (endValue.IsEmpty() == false && InvokeOnGetPropertyRequested(propertyName) != endValue)
{
- (void) InvokeOnSetPropertyRequested(propertyName, endValue);
+ InvokeOnSetPropertyRequested(propertyName, endValue);
}
}