const glm::dvec3 &n,
double depth
) : a(&a), b(&b), normal(n), depth(depth) {
- if (dot(normal, BPos() - APos()) < 0.0) {
+ if (glm::dot(normal, BPos() - APos()) < 0.0) {
// make sure normal always is in direction from A to B
normal *= -1.0;
}
creature::Creature &A() noexcept { return *a; }
const creature::Creature &A() const noexcept { return *a; }
const glm::dvec3 &APos() const noexcept;
+ const glm::dvec3 &AVel() const noexcept;
creature::Creature &B() noexcept { return *b; }
const creature::Creature &B() const noexcept { return *b; }
const glm::dvec3 &BPos() const noexcept;
+ const glm::dvec3 &BVel() const noexcept;
const glm::dvec3 &Normal() const noexcept { return normal; }
double Depth() const noexcept { return depth; }