ref: eddb423a236660b32768f10d63b376e53254b505
parent: 07eeeb88a263f338c4df4bd991b562d801b64f99
author: MHS <gek@katherine>
date: Mon Mar 15 21:44:11 EDT 2021
Automatic commit.
--- a/include-demo/3dMath.h
+++ b/include-demo/3dMath.h
@@ -451,8 +451,8 @@
downv4(s2),
downv4(s1)
);
- float lv3 = lengthv3(diff);
- float l = (s1.d[3] + s2.d[3]-lv3);
+ f_ lv3 = lengthv3(diff);
+ f_ l = (s1.d[3] + s2.d[3]-lv3);
if(l < 0 || lv3 == 0) {
ret.d[3] = 0;return ret;
@@ -464,6 +464,21 @@
,l
);
return ret;
+}
+static inline int boxvboxbool (aabb b1, aabb b2){
+ vec3 sumextents = addv3(b1.e,b2.e);
+ vec3 b1c = downv4(b1.c);
+ vec3 b2c = downv4(b2.c);
+ if(
+ !(
+ (fabs(b1c.d[0] - b2c.d[0]) <= sumextents.d[0]) &&
+ (fabs(b1c.d[1] - b2c.d[1]) <= sumextents.d[1]) &&
+ (fabs(b1c.d[2] - b2c.d[2]) <= sumextents.d[2])
+ )
+ ){
+ return 0;
+ }
+ return 1;
}
static inline vec4 boxvbox( aabb b1, aabb b2){ //Just points along the minimum separating axis, Nothing fancy.
vec4 ret = (vec4){