Cleanup.
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@ -1115,11 +1115,11 @@ Vec3 closestPoint(const Obb& _obb, const Vec3& _point)
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{
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Srt srt = toSrt(_obb.mtx);
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const Vec3 obbSpacePos = mul(sub(_point, srt.translation), invert(srt.rotation) );
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Aabb aabb;
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toAabb(aabb, srt.scale);
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const Quaternion invRotation = invert(srt.rotation);
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const Vec3 obbSpacePos = mul(sub(_point, srt.translation), invRotation);
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const Vec3 pos = closestPoint(aabb, obbSpacePos);
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return add(mul(pos, srt.rotation), srt.translation);
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@ -1392,8 +1392,7 @@ bool overlap(const Capsule& _capsule, const Disk& _disk)
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bool overlap(const Capsule& _capsule, const Obb& _obb)
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{
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BX_UNUSED(_capsule, _obb);
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return false;
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return overlap(_obb, _capsule);
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}
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bool overlap(const Cone& _cone, const Vec3& _pos)
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@ -1579,8 +1578,15 @@ bool overlap(const Disk& _disk, const Obb& _obb)
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bool overlap(const Obb& _obb, const Vec3& _pos)
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{
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BX_UNUSED(_obb, _pos);
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return false;
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Srt srt = toSrt(_obb.mtx);
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Aabb aabb;
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toAabb(aabb, srt.scale);
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const Quaternion invRotation = invert(srt.rotation);
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const Vec3 pos = mul(sub(_pos, srt.translation), invRotation);
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return overlap(aabb, pos);
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}
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bool overlap(const Obb& _obb, const Sphere& _sphere)
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@ -1612,7 +1618,21 @@ bool overlap(const Obb& _obb, const Cylinder& _cylinder)
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bool overlap(const Obb& _obb, const Capsule& _capsule)
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{
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return overlap(_capsule, _obb);
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Srt srt = toSrt(_obb.mtx);
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Aabb aabb;
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toAabb(aabb, srt.scale);
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const Quaternion invRotation = invert(srt.rotation);
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Capsule capsule =
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{
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mul(sub(_capsule.pos, srt.translation), invRotation),
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mul(sub(_capsule.end, srt.translation), invRotation),
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_capsule.radius,
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};
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return overlap(aabb, capsule);
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}
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bool overlap(const Obb& _obb, const Cone& _cone)
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@ -1685,8 +1705,7 @@ bool overlap(const Plane& _plane, const Disk& _disk)
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bool overlap(const Plane& _plane, const Obb& _obb)
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{
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BX_UNUSED(_plane, _obb);
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return false;
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return overlap(_obb, _plane);
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}
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bool overlap(const Sphere& _sphere, const Vec3& _pos)
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@ -1950,6 +1969,9 @@ bool overlap(const Triangle& _triangle, const Obb& _obb)
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{
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Srt srt = toSrt(_obb.mtx);
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Aabb aabb;
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toAabb(aabb, srt.scale);
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const Quaternion invRotation = invert(srt.rotation);
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const Triangle triangle =
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@ -1959,9 +1981,6 @@ bool overlap(const Triangle& _triangle, const Obb& _obb)
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mul(sub(_triangle.v2, srt.translation), invRotation),
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};
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Aabb aabb;
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toAabb(aabb, srt.scale);
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return overlap(triangle, aabb);
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}
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