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@ -4150,7 +4150,9 @@ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform) |
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// Test against all triangles in mesh |
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for (int i = 0; i < triangleCount; i++) |
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{ |
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Vector3 a = 0, b = 0, c = 0; |
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Vector3 a = { 0 }; |
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Vector3 b = { 0 }; |
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Vector3 c = { 0 }; |
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Vector3 *vertdata = (Vector3 *)mesh.vertices; |
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if (mesh.indices) |
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@ -4193,7 +4195,9 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 |
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RayCollision collision = { 0 }; |
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Vector3 edge1 = { 0 }; |
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Vector3 edge2 = { 0 }; |
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Vector3 p = 0, q = 0, tv = 0; |
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Vector3 p = { 0 }; |
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Vector3 q = { 0 }; |
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Vector3 tv = { 0 }; |
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float det = 0.0f, invDet = 0.0f, u = 0.0f, v = 0.0f, t = 0.0f; |
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// Find vectors for two edges sharing V1 |
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