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@@ -63,12 +63,12 @@ namespace aabb
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inline Vector3 center(const AABB& b)
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{
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- return (b.min + b.max) * 0.5;
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+ return (b.min + b.max) * 0.5f;
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}
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inline float radius(const AABB& b)
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{
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- return vector3::length(b.max - (b.min + b.max) * 0.5);
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+ return vector3::length(b.max - (b.min + b.max) * 0.5f);
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}
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inline float volume(const AABB& b)
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{
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@@ -77,7 +77,7 @@ namespace aabb
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inline void add_points(AABB& b, uint32_t num, const Vector3* points)
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{
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- for (uint32_t i = 0; i < num; i++)
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+ for (uint32_t i = 0; i < num; ++i)
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{
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const Vector3& p = points[i];
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@@ -92,7 +92,7 @@ namespace aabb
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inline void add_boxes(AABB& b, uint32_t num, const AABB* boxes)
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{
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- for (uint32_t i = 0; i < num; i++)
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+ for (uint32_t i = 0; i < num; ++i)
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{
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const AABB& box = boxes[i];
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@@ -107,12 +107,13 @@ namespace aabb
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inline bool contains_point(const AABB& b, const Vector3& p)
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{
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- return (p.x > b.min.x &&
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- p.y > b.min.y &&
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- p.z > b.min.z &&
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- p.x < b.max.x &&
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- p.y < b.max.y &&
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- p.z < b.max.z);
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+ return (p.x > b.min.x
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+ && p.y > b.min.y
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+ && p.z > b.min.z
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+ && p.x < b.max.x
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+ && p.y < b.max.y
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+ && p.z < b.max.z
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+ );
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}
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inline Vector3 vertex(const AABB& b, uint32_t index)
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