Cleaning up maths: part 3.
Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
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@@ -50,7 +50,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
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start.Y = floatArr[2];
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end.X = floatArr[3];
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end.Y = floatArr[4];
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, &start, &end);
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
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edge = line;
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if (line)
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@@ -93,7 +93,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
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vec1.Y = center.Y - prevCenter.Y;
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vec2.X = centerX2 - centerX1;
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vec2.Y = centerY2 - center.Y;
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maths::cross(&vec1, &vec2, &dstVec);
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maths::cross(vec1, vec2, dstVec);
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if ((dstVec.Z > 0.0f && offset > 0.0f) ||
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(dstVec.Z < 0.0f && offset < 0.0f))
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{
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@@ -113,7 +113,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
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start.Y = floatArrPtr[1];
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end.X = floatArrPtr[2];
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end.Y = floatArrPtr[3];
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, &start, &end);
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auto line = new TLine(collComp, activeFlagPtr, collisionGroup, start, end);
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edge = line;
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if (line)
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