renamed from max/min to hi/low
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@ -185,16 +185,16 @@ template <class T> void Sphere3<T>::Intersect(const Sphere3<T> &s) {
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}
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}
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template <class T> int Sphere3<T>::CreateFromBox(int n, const Point3<T> *points) {
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template <class T> int Sphere3<T>::CreateFromBox(int n, const Point3<T> *points) {
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Point3f max(-1e100, -1e100, -1e100);
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Point3f hi(-1e100, -1e100, -1e100);
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Point3f min(1e100, 1e100, 1e100);
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Point3f low(1e100, 1e100, 1e100);
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for(int i = 0; i < n; i++) {
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for(int i = 0; i < n; i++) {
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for(int k = 0; k < 3; k++) {
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for(int k = 0; k < 3; k++) {
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if(max[k] < points[i][k]) max[k] = points[i][k];
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if(hi[k] < points[i][k]) hi[k] = points[i][k];
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if(min[k] > points[i][k]) min[k] = points[i][k];
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if(low[k] > points[i][k]) low[k] = points[i][k];
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}
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}
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}
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}
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Center() = (min + max)/2;
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Center() = (low + hi)/2;
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Radius() = (min - max).Norm()/2;
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Radius() = (low - hi).Norm()/2;
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return 0;
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return 0;
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}
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}
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template <class T> int Sphere3<T>::CreateTight(int n, const Point3<T> *points,
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template <class T> int Sphere3<T>::CreateTight(int n, const Point3<T> *points,
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