common: make Face_Plane_E return a plane3f
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@ -268,10 +268,10 @@ EdgePlanes_PointInside(const bsp2_dface_t *face, const plane_t *edgeplanes, cons
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// glm stuff
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qvec4f Face_Plane_E(const bsp2_t *bsp, const bsp2_dface_t *f)
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qplane3f Face_Plane_E(const bsp2_t *bsp, const bsp2_dface_t *f)
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{
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const plane_t pl = Face_Plane(bsp, f);
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return qvec4f(pl.normal[0], pl.normal[1], pl.normal[2], pl.dist);
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return qplane3f(qvec3f(pl.normal[0], pl.normal[1], pl.normal[2]), pl.dist);
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}
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qvec3f Face_PointAtIndex_E(const bsp2_t *bsp, const bsp2_dface_t *f, int v)
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@ -45,7 +45,7 @@ bool Light_PointInWorld(const bsp2_t *bsp, const vec3_t point);
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plane_t *Face_AllocInwardFacingEdgePlanes(const bsp2_t *bsp, const bsp2_dface_t *face);
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bool EdgePlanes_PointInside(const bsp2_dface_t *face, const plane_t *edgeplanes, const vec3_t point);
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qvec4f Face_Plane_E(const bsp2_t *bsp, const bsp2_dface_t *f);
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qplane3f Face_Plane_E(const bsp2_t *bsp, const bsp2_dface_t *f);
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qvec3f Face_PointAtIndex_E(const bsp2_t *bsp, const bsp2_dface_t *f, int v);
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qvec3f Vertex_GetPos_E(const bsp2_t *bsp, int num);
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qvec3f Face_Normal_E(const bsp2_t *bsp, const bsp2_dface_t *f);
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@ -273,6 +273,8 @@ public:
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T distAbove(const qvec<3, T> &pt) const { return qv::dot(pt, m_normal) - m_dist; }
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const qvec<3, T> &normal() const { return m_normal; }
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const T dist() const { return m_dist; }
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const qvec<4, T> vec4() const { return qvec<4, T>(m_normal[0], m_normal[1], m_normal[2], m_dist); }
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};
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using qplane3f = qplane3<float>;
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@ -60,7 +60,7 @@ public:
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face_cache_t(const bsp2_t *bsp, const bsp2_dface_t *face, const std::vector<qvec3f> &normals) :
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m_points(GLM_FacePoints(bsp, face)),
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m_normals(normals),
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m_plane(Face_Plane_E(bsp, face)),
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m_plane(Face_Plane_E(bsp, face).vec4()),
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m_edgePlanes(GLM_MakeInwardFacingEdgePlanes(m_points)),
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m_pointsShrunkBy1Unit(GLM_ShrinkPoly(m_points, 1.0f))
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{ }
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@ -1894,8 +1894,8 @@ LightFace_Bounce(const bsp2_t *bsp, const bsp2_dface_t *face, const lightsurf_t
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continue;
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}
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const qvec4f plane = Face_Plane_E(bsp, face);
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float scale = qv::dot(qvec3f(plane), -raydir);
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const qplane3f plane = Face_Plane_E(bsp, face);
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float scale = qv::dot(plane.normal(), -raydir);
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if (scale < 0)
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scale = 0;
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