#include "collider.hpp" EntityCollider::EntityCollider() { } glm::vec3 EntityCollider::TerrainCollide(std::vector terrain) { } bool EntityCollider::m_aabb(ColliderBox a, ColliderBox b) { return { (a.Min.x <= b.Min.x + b.Max.x && a.Min.x + a.Max.x >= b.Min.x) && (a.Min.y <= b.Min.y + b.Max.y && a.Min.y + a.Max.y >= b.Min.y) && (a.Min.z <= b.Min.z + b.Max.z && a.Min.z + a.Max.z >= b.Min.z) }; } float EntityCollider::m_xDepth(ColliderBox a, ColliderBox b) { } float EntityCollider::m_yDepth(ColliderBox a, ColliderBox b) { } float EntityCollider::m_zDepth(ColliderBox a, ColliderBox b) { }