mirror of https://github.com/AxioDL/metaforce.git
CollisionUtil: Replace FINDMINMAX macro with std::minmax()
Same thing, but already provided by the language.
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@ -1,5 +1,8 @@
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#include "Runtime/Collision/CollisionUtil.hpp"
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#include <algorithm>
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#include <tuple>
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#include "Runtime/Collision/CCollisionInfo.hpp"
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#include "Runtime/Collision/CCollisionInfoList.hpp"
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@ -390,17 +393,6 @@ bool AABoxAABoxIntersection(const zeus::CAABox& aabb0, const zeus::CAABox& aabb1
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/* Thanks to David Hunt for finding a ">="-bug! */
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/********************************************************/
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#define FINDMINMAX(x0, x1, x2, min, max) \
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min = max = x0; \
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if (x1 < min) \
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min = x1; \
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if (x1 > max) \
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max = x1; \
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if (x2 < min) \
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min = x2; \
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if (x2 > max) \
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max = x2;
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static bool planeBoxOverlap(const zeus::CVector3f& normal, float d, const zeus::CVector3f& maxbox) {
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zeus::CVector3f vmin, vmax;
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for (int q = 0; q <= 2; q++) {
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@ -563,17 +555,17 @@ bool TriBoxOverlap(const zeus::CVector3f& boxcenter, const zeus::CVector3f& boxh
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/* the triangle against the AABB */
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/* test in X-direction */
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FINDMINMAX(v0.x(), v1.x(), v2.x(), min, max);
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std::tie(min, max) = std::minmax<float>({v0.x(), v1.x(), v2.x()});
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if (min > boxhalfsize.x() || max < -boxhalfsize.x())
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return false;
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/* test in Y-direction */
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FINDMINMAX(v0.y(), v1.y(), v2.y(), min, max);
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std::tie(min, max) = std::minmax<float>({v0.y(), v1.y(), v2.y()});
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if (min > boxhalfsize.y() || max < -boxhalfsize.y())
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return false;
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/* test in Z-direction */
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FINDMINMAX(v0.z(), v1.z(), v2.z(), min, max);
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std::tie(min, max) = std::minmax<float>({v0.z(), v1.z(), v2.z()});
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if (min > boxhalfsize.z() || max < -boxhalfsize.z())
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return false;
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