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Cleanup line endings (#245)
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
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@ -1,38 +1,38 @@
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "position2d.h"
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#include "line3d.h"
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namespace irr
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{
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namespace scene
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{
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class ICameraSceneNode;
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class ISceneCollisionManager : public virtual IReferenceCounted
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{
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public:
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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/** \param pos: Screen coordinates in pixels.
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\param camera: Camera from which the ray starts. If null, the
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active camera is used.
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\return Ray starting from the position of the camera and ending
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at a length of the far value of the camera at a position which
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would be behind the 2d screen coordinates. */
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "position2d.h"
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#include "line3d.h"
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namespace irr
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{
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namespace scene
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{
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class ICameraSceneNode;
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class ISceneCollisionManager : public virtual IReferenceCounted
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{
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public:
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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/** \param pos: Screen coordinates in pixels.
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\param camera: Camera from which the ray starts. If null, the
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active camera is used.
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\return Ray starting from the position of the camera and ending
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at a length of the far value of the camera at a position which
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would be behind the 2d screen coordinates. */
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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