Fix brute force mesh intersection function (#5447)
* fix brute force mesh intersection function Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com> * add test for brute force ray intersection fix Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com> * refactor tests to remove as much duplication and provide API for future tests if required Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com> * small updates after review feedback Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com> * update following review feedback Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com> * fix for pointer offset Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
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@@ -100,7 +100,7 @@ namespace AZ
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void Set(float x, float y, float z);
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//! Sets components from an array of 3 floats in xyz order.
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void Set(float values[]);
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void Set(const float values[]);
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//! Indexed access using operator(), just for convenience.
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float operator()(int32_t index) const;
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@@ -186,7 +186,7 @@ namespace AZ
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}
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AZ_MATH_INLINE void Vector3::Set(float values[])
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AZ_MATH_INLINE void Vector3::Set(const float values[])
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{
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m_value = Simd::Vec3::LoadImmediate(values[0], values[1], values[2]);
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}
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