@@ -37,8 +37,8 @@ bool ray_box_collision(const std::array<glm::vec3, 2> &box_bounds, const glm::ve
3737 return !((tmin > tzmax) || (tzmin > tmax));
3838}
3939
40- std::optional<glm::vec3> ray_cube_vertex_intersection (const std::shared_ptr<Cube> cube, const glm::vec3 pos,
41- const glm::vec3 dir) {
40+ std::optional<glm::vec3> ray_cube_vertex_intersection (const std::shared_ptr<Cube> cube, // NOLINT
41+ const glm::vec3 pos, const glm::vec3 dir) {
4242 const auto cube_polygons = cube->polygons ();
4343
4444 // If the cube does not contain any vertex data, no collision with vertex data can take place inside of it.
@@ -76,8 +76,8 @@ std::optional<glm::vec3> ray_cube_vertex_intersection(const std::shared_ptr<Cube
7676 return vertex_intersection;
7777}
7878
79- [[nodiscard]] bool is_bounding_box_and_bounding_sphere_hit (const std::shared_ptr<Cube> cube, const glm::vec3 pos,
80- const glm::vec3 dir) {
79+ [[nodiscard]] bool is_bounding_box_and_bounding_sphere_hit (const std::shared_ptr<Cube> cube, // NOLINT
80+ const glm::vec3 pos, const glm::vec3 dir) {
8181 // We need to pass this into glm::intersectRaySphere by reference although we are not interested in it.
8282 auto intersection_distance{0 .0f };
8383 const auto bounding_sphere_radius = static_cast <float >(glm::sqrt (3 ) * cube->size ()) / 2 .0f ;
@@ -98,8 +98,8 @@ std::optional<glm::vec3> ray_cube_vertex_intersection(const std::shared_ptr<Cube
9898 return true ;
9999}
100100
101- std::optional<RayCubeCollision<Cube>> ray_cube_collision_check (const std::shared_ptr<Cube> cube, const glm::vec3 pos,
102- const glm::vec3 dir,
101+ std::optional<RayCubeCollision<Cube>> ray_cube_collision_check (const std::shared_ptr<Cube> cube, // NOLINT
102+ const glm::vec3 pos, const glm::vec3 dir,
103103 const std::optional<std::uint32_t > grid_level_counter) {
104104
105105 if (cube->type () == Cube::Type::EMPTY || !is_bounding_box_and_bounding_sphere_hit (cube, pos, dir)) {
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