forked from cgvr/DeltaVR
change shape checker configurations + fix bug with rounding
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@@ -24,7 +24,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2354450984668654816}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.36, y: 0, z: 0.36}
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m_LocalPosition: {x: -0.36, y: 0, z: 0.36}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -5363,7 +5363,7 @@ Transform:
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- {fileID: 9144315919467176582}
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- {fileID: 838688587096854655}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: -1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!33 &7357316722049006805
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MeshFilter:
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@@ -5880,7 +5880,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8166908684741444074}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.36, y: 0, z: -0.36}
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m_LocalPosition: {x: 0.36, y: 0, z: -0.36}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -166,7 +166,7 @@ public class ShapeScanner : MonoBehaviour
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private float calculateCorrectPercentage()
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{
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return Mathf.RoundToInt((float)correctRayStates / rayCount * 100);
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return (float) correctRayStates / rayCount * 100;
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}
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public void IncrementCorrectRayCount()
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