Make the space in 0 A.D. non-breaking throughout the codebase.

Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
This commit is contained in:
bb
2023-07-27 20:54:46 +00:00
parent 94e30ae08e
commit 157c6af18e
1177 changed files with 4594 additions and 4594 deletions
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@@ -17,7 +17,7 @@
\setlength{\parindent}{0mm}
\setlength{\parskip}{\medskipamount}
\title{0 A.D.\@ Pathfinder Design}
\title{0 A.D.\@ Pathfinder Design}
\author{Wildfire Games -- \url{http://wildfiregames.com/}}
\begin{document}
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@@ -48,7 +48,7 @@ where $\mathbf{o}$ denotes the origin of the ray, $\mathbf{d}$ is a unit vector
An OBB, or Oriented Bounding Box, is an arbitarily-rotated three-dimensional rectangular cuboid defined by a center point $\mathbf{a}_c$, a set of mutually orthonormal basis vectors $(\mathbf{a}_u, \mathbf{a}_v, \mathbf{a}_w)$, and the half-distances $(h_u, h_v, h_w)$ of each face from the origin along their respective axes.
\section{Method}
In 0 A.D., rays are tested for intersection with OBBs using the slab method as outlined in \cite{real_time_rendering_3}. In brief, the goal of the algorithm is to compute the distances from the ray's origin to its intersection points with each of three slabs (one for each dimension). By then performing a clever comparison of these intersection point distances, it is able to determine whether the ray hits or misses the shape.
In 0 A.D., rays are tested for intersection with OBBs using the slab method as outlined in \cite{real_time_rendering_3}. In brief, the goal of the algorithm is to compute the distances from the ray's origin to its intersection points with each of three slabs (one for each dimension). By then performing a clever comparison of these intersection point distances, it is able to determine whether the ray hits or misses the shape.
This document is concerned with providing some details of how these distances are computed, in order to allow the reader to more thoroughly comprehend the algorithm. Before continuing, the reader should have the algorithm as it appears in \cite{real_time_rendering_3} at hand. For the most part, the same variable names will be used here.