mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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cc508d4520
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@ -1019,6 +1019,11 @@ struct Line
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Vec3 dir;
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Vec3 dir;
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};
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};
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inline Vec3 getPointAt(const Line& _line, float _t)
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{
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return mad(_line.dir, _t, _line.pos);
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}
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bool intersect(Line& _outLine, const Plane& _planeA, const Plane& _planeB)
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bool intersect(Line& _outLine, const Plane& _planeA, const Plane& _planeB)
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{
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{
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const Vec3 axb = cross(_planeA.normal, _planeB.normal);
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const Vec3 axb = cross(_planeA.normal, _planeB.normal);
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@ -1161,7 +1166,7 @@ float distance(const Plane& _plane, const LineSegment& _line)
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Vec3 closestPoint(const Line& _line, const Vec3& _point)
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Vec3 closestPoint(const Line& _line, const Vec3& _point)
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{
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{
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const float tt = projectToAxis(_line.dir, sub(_point, _line.pos) );
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const float tt = projectToAxis(_line.dir, sub(_point, _line.pos) );
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return mad(_line.dir, tt, _line.pos);
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return getPointAt(_line, tt);
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}
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}
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Vec3 closestPoint(const LineSegment& _line, const Vec3& _point, float& _outT)
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Vec3 closestPoint(const LineSegment& _line, const Vec3& _point, float& _outT)
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@ -1175,8 +1180,8 @@ Vec3 closestPoint(const LineSegment& _line, const Vec3& _point, float& _outT)
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Vec3 closestPoint(const LineSegment& _line, const Vec3& _point)
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Vec3 closestPoint(const LineSegment& _line, const Vec3& _point)
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{
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{
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float ignore;
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float ignored;
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return closestPoint(_line, _point, ignore);
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return closestPoint(_line, _point, ignored);
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}
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}
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Vec3 closestPoint(const Plane& _plane, const Vec3& _point)
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Vec3 closestPoint(const Plane& _plane, const Vec3& _point)
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