Cleanup.
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623888fdb4
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@ -844,7 +844,7 @@ public:
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Cylinder cylinder =
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Cylinder cylinder =
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{
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{
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{ -10.0f, 1.0f, 10.0f },
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{ -10.0f, 1.0f, 10.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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1.0f
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1.0f
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};
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};
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@ -1029,7 +1029,7 @@ Vec3 closestPoint(const LineSegment& _line, const Vec3& _point)
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const Vec3 axis = sub(_line.end, _line.pos);
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const Vec3 axis = sub(_line.end, _line.pos);
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const float lengthSq = dot(axis, axis);
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const float lengthSq = dot(axis, axis);
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const float tt = clamp(projectToAxis(axis, sub(_point, _line.pos) ) / lengthSq, 0.0f, 1.0f);
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const float tt = clamp(projectToAxis(axis, sub(_point, _line.pos) ) / lengthSq, 0.0f, 1.0f);
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return mad(axis, { tt, tt, tt }, _line.pos);
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return mad(axis, tt, _line.pos);
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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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@ -1065,7 +1065,7 @@ Vec3 closestPoint(const Triangle& _triangle, const Vec3& _point)
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const Vec3 pos = closestPoint(plane, _point);
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const Vec3 pos = closestPoint(plane, _point);
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const Vec3 uvw = barycentric(_triangle, pos);
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const Vec3 uvw = barycentric(_triangle, pos);
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return cartesian(_triangle, clamp(uvw, {0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f}) );
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return cartesian(_triangle, clamp<Vec3>(uvw, 0.0f, 1.0f) );
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}
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}
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bool overlap(const Sphere& _sphere, const Vec3& _pos)
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bool overlap(const Sphere& _sphere, const Vec3& _pos)
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