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@ -1328,13 +1328,19 @@ bool CheckCollisionRayBox(Ray ray, BoundingBox box) |
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BoundingBox CalculateBoundingBox(Mesh mesh) |
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{ |
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// Get min and max vertex to construct bounds (AABB) |
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Vector3 minVertex = (Vector3){ n">mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; |
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Vector3 maxVertex = (Vector3){ n">mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; |
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Vector3 minVertex = { 0 }; |
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Vector3 maxVertex = { 0 }; |
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for (kt">int i = 1; i < mesh.vertexCount; i++) |
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if (mesh.vertices != NULL) |
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{ |
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minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); |
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maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); |
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minVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; |
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maxVertex = (Vector3){ mesh.vertices[0], mesh.vertices[1], mesh.vertices[2] }; |
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for (int i = 1; i < mesh.vertexCount; i++) |
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{ |
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minVertex = VectorMin(minVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); |
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maxVertex = VectorMax(maxVertex, (Vector3){ mesh.vertices[i*3], mesh.vertices[i*3 + 1], mesh.vertices[i*3 + 2] }); |
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} |
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} |
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// Create the bounding box |
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