style: fix format
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b31df43b23
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@ -55,7 +55,7 @@ pub use direction::*;
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pub use float_ord::*;
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pub use float_ord::*;
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pub use isometry::{Isometry2d, Isometry3d};
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pub use isometry::{Isometry2d, Isometry3d};
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pub use ops::FloatPow;
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pub use ops::FloatPow;
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pub use ray::{Ray2d, Ray3d, PlaneIntersectionMode};
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pub use ray::{PlaneIntersectionMode, Ray2d, Ray3d};
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pub use rects::*;
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pub use rects::*;
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pub use rotation2d::Rot2;
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pub use rotation2d::Rot2;
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@ -78,8 +78,8 @@ pub mod prelude {
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primitives::*,
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primitives::*,
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quat, uvec2, uvec3, uvec4, vec2, vec3, vec3a, vec4, BVec2, BVec3, BVec3A, BVec4, BVec4A,
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quat, uvec2, uvec3, uvec4, vec2, vec3, vec3a, vec4, BVec2, BVec3, BVec3A, BVec4, BVec4A,
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EulerRot, FloatExt, IRect, IVec2, IVec3, IVec4, Isometry2d, Isometry3d, Mat2, Mat3, Mat3A,
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EulerRot, FloatExt, IRect, IVec2, IVec3, IVec4, Isometry2d, Isometry3d, Mat2, Mat3, Mat3A,
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Mat4, Quat, Ray2d, Ray3d, PlaneIntersectionMode, Rect, Rot2, StableInterpolate, URect, UVec2, UVec3, UVec4, Vec2,
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Mat4, PlaneIntersectionMode, Quat, Ray2d, Ray3d, Rect, Rot2, StableInterpolate, URect,
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Vec2Swizzles, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
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UVec2, UVec3, UVec4, Vec2, Vec2Swizzles, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
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};
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};
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#[doc(hidden)]
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#[doc(hidden)]
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@ -108,7 +108,12 @@ impl Ray3d {
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/// Get the distance to a plane if the ray intersects it
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/// Get the distance to a plane if the ray intersects it
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/// `plane_hit_mode` specifies which face of the plane the ray should hit
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/// `plane_hit_mode` specifies which face of the plane the ray should hit
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#[inline]
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#[inline]
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pub fn intersect_plane(&self, plane_origin: Vec3, plane: InfinitePlane3d, plane_hit_mode: PlaneIntersectionMode) -> Option<f32> {
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pub fn intersect_plane(
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&self,
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plane_origin: Vec3,
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plane: InfinitePlane3d,
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plane_hit_mode: PlaneIntersectionMode,
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) -> Option<f32> {
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let denominator = plane.normal.dot(*self.direction);
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let denominator = plane.normal.dot(*self.direction);
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if ops::abs(denominator) > f32::EPSILON {
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if ops::abs(denominator) > f32::EPSILON {
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let distance = (plane_origin - self.origin).dot(*plane.normal) / denominator;
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let distance = (plane_origin - self.origin).dot(*plane.normal) / denominator;
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@ -176,32 +181,60 @@ mod tests {
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// Orthogonal, and test that an inverse plane_normal has the same result
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// Orthogonal, and test that an inverse plane_normal has the same result
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assert_eq!(
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assert_eq!(
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ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::Both),
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ray.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::Both
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),
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Some(1.0)
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Some(1.0)
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);
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);
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assert_eq!(
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assert_eq!(
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ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::NEG_Z), PlaneIntersectionMode::Both),
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ray.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::NEG_Z),
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PlaneIntersectionMode::Both
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),
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Some(1.0)
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Some(1.0)
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);
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);
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::Both)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::Both
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)
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.is_none());
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.is_none());
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::NEG_Z), PlaneIntersectionMode::Both)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::NEG_Z),
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PlaneIntersectionMode::Both
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)
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.is_none());
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.is_none());
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// Diagonal
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// Diagonal
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assert_eq!(
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assert_eq!(
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ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::ONE), PlaneIntersectionMode::Both),
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ray.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::ONE),
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PlaneIntersectionMode::Both
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),
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Some(1.0)
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Some(1.0)
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);
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);
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::ONE), PlaneIntersectionMode::Both)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::ONE),
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PlaneIntersectionMode::Both
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)
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.is_none());
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.is_none());
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// Parallel
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// Parallel
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::X, InfinitePlane3d::new(Vec3::X), PlaneIntersectionMode::Both)
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.intersect_plane(
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Vec3::X,
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InfinitePlane3d::new(Vec3::X),
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PlaneIntersectionMode::Both
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)
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.is_none());
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.is_none());
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// Parallel with simulated rounding error
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// Parallel with simulated rounding error
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@ -220,17 +253,33 @@ mod tests {
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// Orthogonal, and test that ray intersects only the front face
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// Orthogonal, and test that ray intersects only the front face
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assert_eq!(
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assert_eq!(
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ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::FrontFaceOnly),
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ray.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::FrontFaceOnly
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),
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Some(1.0)
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Some(1.0)
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);
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);
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::NEG_Z), PlaneIntersectionMode::FrontFaceOnly)
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.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::NEG_Z),
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PlaneIntersectionMode::FrontFaceOnly
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)
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.is_none());
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.is_none());
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::FrontFaceOnly)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::FrontFaceOnly
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)
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.is_none());
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.is_none());
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::FrontFaceOnly)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::FrontFaceOnly
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)
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.is_none());
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.is_none());
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}
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}
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@ -240,17 +289,33 @@ mod tests {
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// Orthogonal, and test that ray intersects only the back face
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// Orthogonal, and test that ray intersects only the back face
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly)
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.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::BackFaceOnly
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)
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.is_none());
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.is_none());
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assert_eq!(
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assert_eq!(
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ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly),
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ray.intersect_plane(
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Vec3::Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::BackFaceOnly
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),
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Some(1.0)
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Some(1.0)
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);
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);
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::BackFaceOnly
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)
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.is_none());
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.is_none());
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assert!(ray
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assert!(ray
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.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly)
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.intersect_plane(
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Vec3::NEG_Z,
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InfinitePlane3d::new(Vec3::Z),
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PlaneIntersectionMode::BackFaceOnly
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)
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.is_none());
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.is_none());
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}
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}
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}
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}
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@ -466,7 +466,11 @@ fn handle_mouse_clicks(
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let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
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let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
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return;
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return;
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};
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};
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let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y), PlaneIntersectionMode::Both) else {
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let Some(ray_distance) = ray.intersect_plane(
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Vec3::ZERO,
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InfinitePlane3d::new(Vec3::Y),
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PlaneIntersectionMode::Both,
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) else {
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return;
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return;
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};
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};
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let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
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let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;
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