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reformat: remove redundant 'inline' specifier
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@@ -40,35 +40,28 @@ public:
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void
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calculate(glm::mat4 const &Projection, glm::mat4 const &Modelview);
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// returns true if specified point is inside of the frustum
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inline
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bool
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bool
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point_inside( glm::vec3 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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bool
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point_inside( float3 const &Point ) const { return point_inside( Point.x, Point.y, 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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point_inside( float X, float Y, float 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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inline
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float
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float
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sphere_inside( glm::dvec3 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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inline
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float
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float
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sphere_inside( glm::vec3 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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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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float
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sphere_inside( float const X, float const Y, float const Z, float const Radius ) const;
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sphere_inside( float X, float Y, float Z, float 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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inline
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bool
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bool
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cube_inside( glm::vec3 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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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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bool
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cube_inside( float const X, float const Y, float const Z, float const Size ) const;
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cube_inside( float X, float Y, float Z, float Size ) const;
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private:
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// types:
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@@ -79,7 +72,7 @@ private:
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// methods:
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void
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normalize_plane( side const Side ); // normalizes a plane (A side) from the frustum
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normalize_plane( side Side ); // normalizes a plane (A side) from the frustum
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// members:
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float m_frustum[6][4]; // holds the A B C and D values (normal & distance) for each side of the frustum.
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