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			261 lines
		
	
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			261 lines
		
	
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  face3.h                                                              */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef FACE3_H
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#define FACE3_H
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#include "aabb.h"
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#include "plane.h"
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#include "transform.h"
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#include "vector3.h"
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class Face3 {
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public:
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	enum Side {
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		SIDE_OVER,
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		SIDE_UNDER,
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		SIDE_SPANNING,
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		SIDE_COPLANAR
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	};
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	Vector3 vertex[3];
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	/**
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         *
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         * @param p_plane plane used to split the face
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         * @param p_res array of at least 3 faces, amount used in functio return
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         * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
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         * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
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         * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
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         */
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	int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const;
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	Plane get_plane(ClockDirection p_dir = CLOCKWISE) const;
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	Vector3 get_random_point_inside() const;
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	Side get_side_of(const Face3 &p_face, ClockDirection p_clock_dir = CLOCKWISE) const;
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	bool is_degenerate() const;
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	real_t get_area() const;
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	Vector3 get_median_point() const;
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	Vector3 get_closest_point_to(const Vector3 &p_point) const;
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	bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = 0) const;
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	bool intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = 0) const;
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	ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
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	void get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const;
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	void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
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	AABB get_aabb() const {
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		AABB aabb(vertex[0], Vector3());
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		aabb.expand_to(vertex[1]);
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		aabb.expand_to(vertex[2]);
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		return aabb;
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	}
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	bool intersects_aabb(const AABB &p_aabb) const;
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	_FORCE_INLINE_ bool intersects_aabb2(const AABB &p_aabb) const;
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	operator String() const;
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	inline Face3() {}
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	inline Face3(const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) {
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		vertex[0] = p_v1;
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		vertex[1] = p_v2;
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		vertex[2] = p_v3;
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	}
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};
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bool Face3::intersects_aabb2(const AABB &p_aabb) const {
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	Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]);
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	Vector3 half_extents = p_aabb.size * 0.5;
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	Vector3 ofs = p_aabb.position + half_extents;
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	Vector3 sup = Vector3(
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			(perp.x > 0) ? -half_extents.x : half_extents.x,
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			(perp.y > 0) ? -half_extents.y : half_extents.y,
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			(perp.z > 0) ? -half_extents.z : half_extents.z);
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	real_t d = perp.dot(vertex[0]);
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	real_t dist_a = perp.dot(ofs + sup) - d;
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	real_t dist_b = perp.dot(ofs - sup) - d;
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	if (dist_a * dist_b > 0)
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		return false; //does not intersect the plane
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#define TEST_AXIS(m_ax)                                            \
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	{                                                              \
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		real_t aabb_min = p_aabb.position.m_ax;                    \
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		real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \
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		real_t tri_min, tri_max;                                   \
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		for (int i = 0; i < 3; i++) {                              \
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			if (i == 0 || vertex[i].m_ax > tri_max)                \
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				tri_max = vertex[i].m_ax;                          \
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			if (i == 0 || vertex[i].m_ax < tri_min)                \
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				tri_min = vertex[i].m_ax;                          \
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		}                                                          \
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                                                                   \
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		if (tri_max < aabb_min || aabb_max < tri_min)              \
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			return false;                                          \
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	}
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	TEST_AXIS(x);
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	TEST_AXIS(y);
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	TEST_AXIS(z);
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#undef TEST_AXIS
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	Vector3 edge_norms[3] = {
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		vertex[0] - vertex[1],
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		vertex[1] - vertex[2],
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		vertex[2] - vertex[0],
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	};
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	for (int i = 0; i < 12; i++) {
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		Vector3 from, to;
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		switch (i) {
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			case 0: {
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				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
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				to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
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			} break;
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			case 1: {
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				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
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			} break;
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			case 2: {
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				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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			} break;
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			case 3: {
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				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
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				to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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			} break;
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			case 4: {
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				from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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			} break;
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			case 5: {
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				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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			} break;
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			case 6: {
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				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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			} break;
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			case 7: {
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				from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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			} break;
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			case 8: {
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				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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			} break;
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			case 9: {
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				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
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				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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			} break;
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			case 10: {
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				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
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				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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			} break;
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			case 11: {
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				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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			} break;
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		}
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		Vector3 e1 = from - to;
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		for (int j = 0; j < 3; j++) {
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			Vector3 e2 = edge_norms[j];
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			Vector3 axis = vec3_cross(e1, e2);
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			if (axis.length_squared() < 0.0001)
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				continue; // coplanar
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			//axis.normalize();
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			Vector3 sup2 = Vector3(
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					(axis.x > 0) ? -half_extents.x : half_extents.x,
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					(axis.y > 0) ? -half_extents.y : half_extents.y,
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					(axis.z > 0) ? -half_extents.z : half_extents.z);
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			real_t maxB = axis.dot(ofs + sup2);
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			real_t minB = axis.dot(ofs - sup2);
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			if (minB > maxB) {
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				SWAP(maxB, minB);
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			}
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			real_t minT = 1e20, maxT = -1e20;
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			for (int k = 0; k < 3; k++) {
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				real_t d = axis.dot(vertex[k]);
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				if (d > maxT)
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					maxT = d;
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				if (d < minT)
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					minT = d;
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			}
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			if (maxB < minT || maxT < minB)
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				return false;
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		}
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	}
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	return true;
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}
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	//this sucks...
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#endif // FACE3_H
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