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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@@ -70,6 +70,7 @@ struct StateRay3 : public Ray3 {
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StateRay3 leave(const Point3 hitPos, const Obstacle3D* obs) const {
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(void) obs;
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StateRay3 next = getNext(hitPos);
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next.isWithin = nullptr;
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return next;
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@@ -173,7 +174,7 @@ private:
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DataMap3Signal dm;
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BVHDebug<Obstacle3D, BoundingVolumeSphere, Obstacle3DWrapper> tree;
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BVH3Debug<Obstacle3D, BoundingVolumeSphere3, Obstacle3DWrapper> tree;
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struct Limit {
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static constexpr int RAYS = 15000;
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