Cube selection: OK.
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@ -36,7 +36,7 @@ bool Scene::intersectionLinePlane(vect3D normal, vect3D planePoint, vect3D lineO
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float p2 = u.x * normal.x + u.y * normal.y + u.z * normal.z; // Second point to be tested
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float k = p1 / p2;
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float k = p2 / p1;
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vect3D i; // Intersection point
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@ -50,9 +50,6 @@ bool Scene::intersectionLinePlane(vect3D normal, vect3D planePoint, vect3D lineO
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v.y = i.y - planePoint.y;
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v.z = i.z - planePoint.z;
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//if(normal.z == 1)
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// cout << "p1(" << p1 << ")" << " | u(" << u.x << ";" << u.y << ";" << u.z << ") | p2(" << p2 << ") | i(" << i.x << ";" << i.y << ";" << i.z << ") | v(" << v.x << ";" << v.y << ";" << v.z << ") | ";
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float size = 0.5;
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if(v.x >= -size && v.x <= size && v.y >= -size && v.y <= size && v.z >= -size && v.z <= size) {
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@ -163,29 +160,25 @@ void Scene::testCubes(std::vector<Cube*> cubes) {
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float distance = FAR;
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Cube *cube = cubes[0];
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for(std::vector<Cube*>::iterator it = cubes.begin() ; it != cubes.end() ; it++) {
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/*vect3D center;
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vect3D center;
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center.x = (*it)->x() + sqrt(3) / 2;
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center.y = (*it)->y() + sqrt(3) / 2;
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center.z = (*it)->z() + sqrt(3) / 2;*/
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center.z = (*it)->z() + sqrt(3) / 2;
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if(intersectionLineCube((*it)->x(), (*it)->y(), (*it)->z(), linePoint, directionVector)) {
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/*float d = sqrt(pow(linePoint.x - center.x, 2) + pow(linePoint.y - center.y, 2) + pow(linePoint.z - center.z, 2));
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float d = sqrt(pow(linePoint.x - center.x, 2) + pow(linePoint.y - center.y, 2) + pow(linePoint.z - center.z, 2));
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if(d < distance) {
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distance = d;
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cube = (*it);
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}*/
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}
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}
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(*it)->setSelected(true);
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} else {
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(*it)->setSelected(false);
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}
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//(*it)->setSelected(false);
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}
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//cube->setSelected(true);
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cube->setSelected(true);
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}
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Scene::Scene() {
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