use glm::modf() for less code

This commit is contained in:
Andrew Meadows 2014-04-22 14:26:52 -07:00
parent 364431328f
commit f3fd81ca59

View file

@ -607,10 +607,9 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
CollisionInfo* collision = collisions.getNewCollision();
if (collision) {
// penetration is parallel to box side direction
BA /= maxBA;
glm::vec3 direction;
modff(BA.x/maxBA, &(direction.x));
modff(BA.y/maxBA, &(direction.y));
modff(BA.z/maxBA, &(direction.z));
glm::modf(BA, direction);
direction = glm::normalize(direction);
collision->_penetration = glm::dot(surfaceAB, direction) * direction;
// contactPoint is on surface of A