| Commit message (Collapse) | Author | Age | Files | Lines |
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1. Add function to reflect vector at a line.
2. Implement scalar multiplication as external operator.
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Seems sensible given they modify the ray, even if it's not really
something intrinsic to a ray.
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ray_def should now deal with hitting corners gracefully, though the
raycasting will still discard such rays. If a ray hits a corner
between two diamonds, it will stay there, and calling ray_def::pos
will arbitrarily give one of the squares -- this is not optimal,
but these rays shouldn't usually show up anyway.
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Its point is to allow intersecting rays with grid lines and
advancing rays from one cell to the next.
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