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Updated GLM version w/ now standard radians as angles.
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@@ -1,5 +1,5 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2007-04-03
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// Updated : 2009-01-20
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@@ -7,11 +7,28 @@
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// File : glm/gtx/intersect.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <cfloat>
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#include <limits>
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namespace glm
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{
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template <typename genType>
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GLM_FUNC_QUALIFIER bool intersectRayPlane
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(
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genType const & orig, genType const & dir,
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genType const & planeOrig, genType const & planeNormal,
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typename genType::value_type & intersectionDistance
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)
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{
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typename genType::value_type d = glm::dot(dir, planeNormal);
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typename genType::value_type Epsilon = std::numeric_limits<typename genType::value_type>::epsilon();
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if(d < Epsilon)
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{
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intersectionDistance = glm::dot(planeOrig - orig, planeNormal) / d;
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return true;
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}
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return false;
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}
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template <typename genType>
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GLM_FUNC_QUALIFIER bool intersectRayTriangle
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(
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