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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@@ -2088,7 +2088,7 @@ namespace AZ
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AZ::Vector3 vpos; //note: it seems to be fastest to reuse a local Vector3 rather than constructing new ones each loop iteration
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for (uint32_t i = 0; i < elementCount; ++i)
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{
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vpos.Set(const_cast<float*>(reinterpret_cast<const float*>(&buffer[i])));
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vpos.Set(reinterpret_cast<const float*>(&buffer[i]));
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aabb.AddPoint(vpos);
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}
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}
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