const Ray &,
const glm::mat4 &,
float &, glm::vec3 &
-) const {
+) const noexcept {
return false;
}
const Ray &ray,
const glm::mat4 &M,
float &dist, glm::vec3 &normal
-) const {
+) const noexcept {
return Intersection(ray, bb, M, &dist, &normal);
}
const glm::mat4 &M,
float &dist,
glm::vec3 &norm
-) const {
+) const noexcept {
float top_dist, bot_dist;
glm::vec3 top_norm, bot_norm;
bool top_hit = Intersection(ray, top, M, &top_dist, &top_norm);