32 const auto& b1Min = b1->
getMin();
33 const auto& b1Max = b1->
getMax();
34 const auto& b2Min = b2->
getMin();
35 const auto& b2Max = b2->
getMax();
38 if (b2Max[0] - b1Min[0] < 0.0f)
return false;
39 if (b2Max[1] - b1Min[1] < 0.0f)
return false;
40 if (b2Max[2] - b1Min[2] < 0.0f)
return false;
41 if (b1Max[0] - b2Min[0] < 0.0f)
return false;
42 if (b1Max[1] - b2Min[1] < 0.0f)
return false;
43 if (b1Max[2] - b2Min[2] < 0.0f)
return false;
static bool doCollideAABBvsAABBFast(BoundingBox *b1, BoundingBox *b2)
Returns if axis aligned bounding boxes do collide Will not provide hit points.
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.