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main.cpp
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50 lines (34 loc) · 1.19 KB
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#include <iostream>
#include "math.h"
#include "SAT_collision_testing.h"
void get_transform(sMat44 *result, sVector3 pos, sVector3 scale, sQuaternion4 rot) {
sMat44 scale_mat;
result->rotate(&rot);
scale_mat.set_scale(scale);
result->multiply(&scale_mat);
result->set_position(pos);
}
int main() {
sMat44 transf1, transf2;
sQuaternion4 rot1{1.0f, 0.0f, 0.0f, 0.0f};
sQuaternion4 rot2{1.0f, 0.0f, 0.0f, 0.0f};
get_transform(&transf1, {0.f, 0.f, 0.f}, {1.0f, 1.0f, 1.0f}, rot1);
get_transform(&transf2, {0.560f, 0.330f, 1.04f}, {1.0f, 1.0f, 1.0f}, rot2);
sCollisionManifold man;
bool result = SAT_OBB_v_OBB(transf1, rot1, transf2, rot2, &man);
std::cout << result << std::endl;
sVector3 vert[8];
get_OBB_raw_vertex(transf1, vert);
for(int i = 0; i < 8; i++) {
std::cout << vert[i].x << " " << vert[i].y << " " << vert[i].z << std::endl;
}
return 0;
}
/**
COMO HACERLO
Dot prod de todos los vertices de un cuerpo vs la normal invertida de la cara
Pero si lo hacemos asi, sera 8 ptos * 6 caras = 48 dot prods y cross prods
esto no es escabale... Pero conseguiria perfectamente los ptos que estan
dentro de OBB
MMmmmm
*/