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minor typos
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@ -295,7 +295,7 @@ bool CollisionSphere::
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intersects_line(double &t1, double &t2,
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const LPoint3f &from, const LVector3f &delta) const {
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// Solve the equation for the intersection of a line with a sphere
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// using the quadratic formula.
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// using the quadratic equation.
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// A line segment from f to f+d is defined as all P such that
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// P = f + td for 0 <= t <= 1.
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@ -320,7 +320,7 @@ intersects_line(double &t1, double &t2,
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// Solving for t using the quadratic equation gives us the point of
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// intersection along the line segment. Actually, there are two
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// solutions (since it is quadratic): one for the front of the
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// sphere, and one for the back. In the case there the line is
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// sphere, and one for the back. In the case where the line is
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// tangent to the sphere, there is only one solution (and the
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// radical is zero).
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