From f3fd81ca59fbe54d59dcd6c0ac3a3190cd4993e6 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Tue, 22 Apr 2014 14:26:52 -0700 Subject: [PATCH] use glm::modf() for less code --- libraries/shared/src/ShapeCollider.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/libraries/shared/src/ShapeCollider.cpp b/libraries/shared/src/ShapeCollider.cpp index 458c355221..3cd21cbcba 100644 --- a/libraries/shared/src/ShapeCollider.cpp +++ b/libraries/shared/src/ShapeCollider.cpp @@ -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