Alright, now everything, instead of working with a ton of floats, works with the typedef class
vector3d{
public: float x, float y, float z
};
And all of the funcs, instead of taking (example)
DOT(float ax, float ay, float az, float bx, float by, float bz)
it takes
DOT(vector3d V, vector3d, U).
This is a whole lot faster on me, like when I have the following function
RectAndL-Intersect(float ax, float ay, float az, float bx, float by, float bz, float cx, float cy, float cz, float dx, float dy, float dz, float testx, float testy, float testz)
Which took 15 float values. Instead, now it works like:
RectAndL-Intersect(point A, point B, point C, point D, point Test)
Still takes 15 float values, but they are stored inside 5 point values. Point values have
typdef class point{
public: float x, y, z;
};
Next up: Point-Plane tests, followed by Ray-Plane intersection tests, my first intersection tests!
Cya Later Peeps,
Matt
Update soon.
Live the life you love, love the life you live