worked on 2D/3D raytracing
adjusted BVH improved 2D/3D BVH new bounding volumes new test cases renamed some test-cases for grouping reasons made GPC header-only using slight adjustments
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@@ -1,5 +1,5 @@
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#ifndef SPHERE3_H
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#define SPHERE3_H
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#ifndef GEO_SPHERE3_H
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#define GEO_SPHERE3_H
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#include "Point3.h"
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#include "Ray3.h"
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@@ -172,7 +172,7 @@ public:
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// center is within both ends, so is the radius
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Point3 newCen = (out1 + out2) / 2;
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float newRad = out1.getDistance(out2) / 2 * 1.001; // slightly larger to prevent rounding issues
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float newRad = out1.getDistance(out2) / 2 * 1.0001; // slightly larger to prevent rounding issues
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Sphere3 res(newCen, newRad);
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// check
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@@ -185,4 +185,4 @@ public:
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};
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#endif // SPHERE3_H
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#endif // GEO_SPHERE3_H
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