bool NullShape::Intersects(
const glm::mat4 &,
const AABB &,
- const glm::mat4 &
+ const glm::mat4 &,
+ float &,
+ glm::vec3 &
) const noexcept {
return false;
}
bool CuboidShape::Intersects(
const glm::mat4 &M,
const AABB &box,
- const glm::mat4 &box_M
+ const glm::mat4 &box_M,
+ float &depth,
+ glm::vec3 &normal
) const noexcept {
- float depth;
- glm::vec3 normal;
return Intersection(bb, M, box, box_M, depth, normal);
}
bool StairShape::Intersects(
const glm::mat4 &M,
const AABB &box,
- const glm::mat4 &box_M
+ const glm::mat4 &box_M,
+ float &depth,
+ glm::vec3 &normal
) const noexcept {
- float depth;
- glm::vec3 normal;
+ // TODO: this is wrong, but simple. so for now will have to do
return Intersection(bot, M, box, box_M, depth, normal) || Intersection(top, M, box, box_M, depth, normal);
}