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add RayIntersectionInfo::getIntersectionPoint()
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@ -21,6 +21,8 @@ public:
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RayIntersectionInfo() : _rayStart(0.0f), _rayDirection(1.0f, 0.0f, 0.0f), _rayLength(FLT_MAX),
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_hitDistance(FLT_MAX), _hitNormal(1.0f, 0.0f, 0.0f), _hitShape(NULL) { }
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glm::vec3 getIntersectionPoint() const { return _rayStart + _hitDistance * _rayDirection; }
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// input
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glm::vec3 _rayStart;
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glm::vec3 _rayDirection;
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