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@@ -203,7 +203,7 @@ float Ray::HitDistance(const Sphere& sphere) const
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float Ray::HitDistance(const Vector3& v0, const Vector3& v1, const Vector3& v2) const
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{
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- return HitDistance(v0, v1, v2, nullptr,nullptr);
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+ return HitDistance(v0, v1, v2, 0, 0);
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}
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float Ray::HitDistance(const Vector3& v0, const Vector3& v1, const Vector3& v2, Vector3* outNormal,Vector3 *outBary) const
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@@ -285,7 +285,7 @@ float Ray::HitDistance(const void* vertexData, unsigned vertexStride, unsigned v
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const Vector3& v0 = *((const Vector3*)(&vertices[index * vertexStride]));
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const Vector3& v1 = *((const Vector3*)(&vertices[(index + 1) * vertexStride]));
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const Vector3& v2 = *((const Vector3*)(&vertices[(index + 2) * vertexStride]));
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- nearest = Min(nearest, HitDistance(v0, v1, v2, outNormal,nullptr));
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+ nearest = Min(nearest, HitDistance(v0, v1, v2, outNormal,0));
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index += 3;
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}
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}
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@@ -369,7 +369,7 @@ float Ray::HitDistance(const void* vertexData, unsigned vertexStride, const void
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const Vector3& v0 = *((const Vector3*)(&vertices[indices[0] * vertexStride]));
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const Vector3& v1 = *((const Vector3*)(&vertices[indices[1] * vertexStride]));
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const Vector3& v2 = *((const Vector3*)(&vertices[indices[2] * vertexStride]));
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- nearest = Min(nearest, HitDistance(v0, v1, v2, outNormal,nullptr));
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+ nearest = Min(nearest, HitDistance(v0, v1, v2, outNormal,0));
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indices += 3;
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}
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}
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@@ -384,7 +384,7 @@ float Ray::HitDistance(const void* vertexData, unsigned vertexStride, const void
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const Vector3& v0 = *((const Vector3*)(&vertices[indices[0] * vertexStride]));
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const Vector3& v1 = *((const Vector3*)(&vertices[indices[1] * vertexStride]));
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const Vector3& v2 = *((const Vector3*)(&vertices[indices[2] * vertexStride]));
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- nearest = Min(nearest, HitDistance(v0, v1, v2, outNormal,nullptr));
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+ nearest = Min(nearest, HitDistance(v0, v1, v2, outNormal,0));
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indices += 3;
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}
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}
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