Bulk clearing of whitespace
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@@ -99,7 +99,7 @@ bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
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{
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ASSERT(IsSorted());
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ASSERT(a_Other.IsSorted());
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// In order for cuboids to intersect, each of their coord intervals need to intersect
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return (
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DoIntervalsIntersect(p1.x, p2.x, a_Other.p1.x, a_Other.p2.x) &&
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@@ -116,7 +116,7 @@ bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
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{
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ASSERT(IsSorted());
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ASSERT(a_Outer.IsSorted());
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return (
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(p1.x >= a_Outer.p1.x) &&
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(p2.x <= a_Outer.p2.x) &&
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@@ -158,7 +158,7 @@ void cCuboid::Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY,
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p2.x -= a_SubMinX;
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p1.x += a_AddMaxX;
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}
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if (p1.y < p2.y)
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{
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p1.y -= a_SubMinY;
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@@ -169,7 +169,7 @@ void cCuboid::Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY,
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p2.y -= a_SubMinY;
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p1.y += a_AddMaxY;
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}
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if (p1.z < p2.z)
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{
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p1.z -= a_SubMinZ;
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