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Optimize code patterns around raycasting
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4 changed files with 77 additions and 84 deletions
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@ -23,31 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "exceptions.h"
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#include <sstream>
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PointedThing::PointedThing(const v3s16 &under, const v3s16 &above,
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const v3s16 &real_under, const v3f &point, const v3f &normal,
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u16 box_id, f32 distSq, PointabilityType pointab):
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type(POINTEDTHING_NODE),
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node_undersurface(under),
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node_abovesurface(above),
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node_real_undersurface(real_under),
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intersection_point(point),
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intersection_normal(normal),
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box_id(box_id),
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distanceSq(distSq),
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pointability(pointab)
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{}
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PointedThing::PointedThing(u16 id, const v3f &point, const v3f &normal,
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const v3f &raw_normal, f32 distSq, PointabilityType pointab) :
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type(POINTEDTHING_OBJECT),
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object_id(id),
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intersection_point(point),
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intersection_normal(normal),
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raw_intersection_normal(raw_normal),
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distanceSq(distSq),
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pointability(pointab)
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{}
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std::string PointedThing::dump() const
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{
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std::ostringstream os(std::ios::binary);
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@ -131,8 +106,3 @@ bool PointedThing::operator==(const PointedThing &pt2) const
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}
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return true;
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}
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bool PointedThing::operator!=(const PointedThing &pt2) const
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{
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return !(*this == pt2);
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}
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