This is to address what I've been asking about on the users list. We've got cases where the float math just isn't enough to do the intersections properly. I had to convert everything to doubles for it to work.
One optimization is that Vec3d versions of _s, _e, and _s-_e could be stored in the LineSegment and calculated when needed in an intersection. The intersect() method is const, so I didn't do it here. I am a little less sure of the intersect method that takes 3 Vec3s and a float reference. I saw it did a-b one place and b-a another, and I used a Vec3d for this and used its operator- for the second occurrence. I'm not sure how much of this is worth it. If those who do a lot of these intersections could time this and tell me how it does, I'd appreciate it. andy
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