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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 00:09:18 +02:00
use glm instead of Math3D in rendering
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@@ -47,9 +47,6 @@ public:
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inline
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bool
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point_inside( float3 const &Point ) const { return point_inside( Point.x, Point.y, Point.z ); }
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inline
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bool
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point_inside( Math3D::vector3 const &Point ) const { return point_inside( static_cast<float>( Point.x ), static_cast<float>( Point.y ), static_cast<float>( Point.z ) ); }
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bool
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point_inside( float const X, float const Y, float const Z ) const;
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// tests if the sphere is in frustum, returns the distance between origin and sphere centre
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@@ -62,9 +59,6 @@ public:
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inline
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float
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sphere_inside( float3 const &Center, float const Radius ) const { return sphere_inside( Center.x, Center.y, Center.z, Radius ); }
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inline
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float
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sphere_inside( Math3D::vector3 const &Center, float const Radius ) const { return sphere_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Radius ); }
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float
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sphere_inside( float const X, float const Y, float const Z, float const Radius ) const;
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// returns true if specified cube is inside of the frustum. Size = half of the length
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@@ -74,9 +68,6 @@ public:
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inline
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bool
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cube_inside( float3 const &Center, float const Size ) const { return cube_inside( Center.x, Center.y, Center.z, Size ); }
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inline
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bool
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cube_inside( Math3D::vector3 const &Center, float const Size ) const { return cube_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Size ); }
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bool
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cube_inside( float const X, float const Y, float const Z, float const Size ) const;
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