Cleanup.
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@ -440,7 +440,7 @@ Ray makeRay(float _x, float _y, const float* _invVp)
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inline Vec3 getPointAt(const Ray& _ray, float _t)
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{
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return add(mul(_ray.dir, _t), _ray.pos);
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return mad(_ray.dir, _t, _ray.pos);
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}
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bool intersect(const Ray& _ray, const Aabb& _aabb, Hit* _hit)
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@ -855,12 +855,11 @@ Vec3 barycentric(const Triangle& _triangle, const Vec3& _pos)
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const float invDenom = 1.0f/(dot00*dot11 - square(dot01) );
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const float uu = (dot11*dot02 - dot01*dot12)*invDenom;
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const float vv = (dot00*dot12 - dot01*dot02)*invDenom;
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const float ww = 1.0f - uu - vv;
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const float vv = (dot11*dot02 - dot01*dot12)*invDenom;
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const float ww = (dot00*dot12 - dot01*dot02)*invDenom;
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const float uu = 1.0f - vv - ww;
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return { uu, vv, ww };
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}
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Vec3 cartesian(const Triangle& _triangle, const Vec3& _uvw)
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@ -1074,6 +1073,13 @@ bool intersect(float& _outTa, float& _outTb, const LineSegment& _a, const LineSe
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return true;
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}
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float distance(const Plane& _plane, const LineSegment& _line)
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{
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const float pd = distance(_plane, _line.pos);
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const float ed = distance(_plane, _line.end);
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return min(max(pd*ed, 0.0f), bx::abs(pd), bx::abs(ed) );
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}
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Vec3 closestPoint(const LineSegment& _line, const Vec3& _point, float& _outT)
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{
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const Vec3 axis = sub(_line.end, _line.pos);
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@ -1306,8 +1312,7 @@ bool overlap(const Capsule& _capsule, const Aabb& _aabb)
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bool overlap(const Capsule& _capsule, const Plane& _plane)
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{
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BX_UNUSED(_capsule, _plane);
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return false;
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return distance(_plane, LineSegment{_capsule.pos, _capsule.end}) <= _capsule.radius;
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}
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bool overlap(const Capsule& _capsule, const Triangle& _triangle)
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