mirror of https://github.com/AxioDL/zeus.git
Invert logic on CAABox::intersects
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@ -92,12 +92,12 @@ public:
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inline bool intersects(const CAABox& other) const
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inline bool intersects(const CAABox& other) const
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{
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{
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bool x1 = (max[0] < other.min[0]);
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bool x1 = (max[0] > other.min[0]);
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bool x2 = (min[0] > other.max[0]);
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bool x2 = (min[0] < other.max[0]);
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bool y1 = (max[1] < other.min[1]);
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bool y1 = (max[1] > other.min[1]);
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bool y2 = (min[1] > other.max[1]);
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bool y2 = (min[1] < other.max[1]);
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bool z1 = (max[2] < other.min[2]);
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bool z1 = (max[2] > other.min[2]);
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bool z2 = (min[2] > other.max[2]);
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bool z2 = (min[2] < other.max[2]);
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return x1 && x2 && y1 && y2 && z1 && z2;
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return x1 && x2 && y1 && y2 && z1 && z2;
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}
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}
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bool intersects(const CSphere& other) const
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bool intersects(const CSphere& other) const
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@ -218,13 +218,13 @@ public:
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inline void normalize()
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inline void normalize()
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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*this *= mag;
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*this *= mag;
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}
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}
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inline CColor normalized() const
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inline CColor normalized() const
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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return *this * mag;
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return *this * mag;
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}
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}
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@ -45,7 +45,7 @@ public:
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{
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{
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float nd = d;
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float nd = d;
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float mag = vec.magnitude();
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float mag = vec.magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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vec *= mag;
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vec *= mag;
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d = nd * mag;
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d = nd * mag;
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}
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}
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@ -254,14 +254,14 @@ public:
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inline void normalize()
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inline void normalize()
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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*this *= mag;
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*this *= mag;
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}
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}
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inline CVector2f normalized() const
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inline CVector2f normalized() const
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0f / mag;
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mag = 1.f / mag;
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return *this * mag;
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return *this * mag;
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}
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}
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@ -256,13 +256,13 @@ public:
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inline void normalize()
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inline void normalize()
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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*this *= mag;
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*this *= mag;
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}
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}
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inline CVector3f normalized() const
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inline CVector3f normalized() const
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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return *this * mag;
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return *this * mag;
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}
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}
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inline CVector3f cross(const CVector3f& rhs) const
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inline CVector3f cross(const CVector3f& rhs) const
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@ -298,13 +298,13 @@ public:
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inline void normalize()
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inline void normalize()
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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*this *= mag;
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*this *= mag;
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}
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}
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inline CVector4f normalized() const
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inline CVector4f normalized() const
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{
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{
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float mag = magnitude();
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float mag = magnitude();
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mag = 1.0 / mag;
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mag = 1.f / mag;
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return *this * mag;
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return *this * mag;
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}
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}
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