Renamed IF_DEBUG_IS to DEBUG_IF, slightly different behavior and added some safety checking for auto creating AABBs from models.
This commit is contained in:
@@ -11,7 +11,7 @@ public:
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: m_Origin(origin)
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, m_Direction(glm::normalize(dir))
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{
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IF_DEBUG_IS(true) {
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DEBUG_IF(true) {
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if (glm::any(glm::isnan(m_Direction))) {
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LOG_WARNING("Ray Direction was set to the zero-vector, expect unknown side effects and/or crashes.");
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}
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@@ -1,17 +1,12 @@
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//Example:
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//IF_DEBUG_IS(true) {
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// //Stuff done only in debug mode.
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//}
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//
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//IF_DEBUG_IS(false) {
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// //Stuff done only in release mode.
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//} else {
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// //Stuff only in debug.
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//}
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#ifndef IF_DEBUG_IS
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// Example:
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// DEBUG_IF(condition) {
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// // This code is executed only in debug mode and if condition is true.
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// }
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// NOTE: condition statement is not executed at all in release mode.
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#ifndef DEBUG_IF
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#ifndef DEBUG
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#define IF_DEBUG_IS(c) if(c)
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#define DEBUG_IF(c) if(c)
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#else
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#define IF_DEBUG_IS(c) if(!c)
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#define DEBUG_IF(c) if(false)
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#endif
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#endif
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@@ -0,0 +1,122 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
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<Components>
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<c:Transform>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/DummyScene.obj</Resource>
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</c:Model>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="-1.5"/>
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<Scale X="1" Y="1" Z="1"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/ScaleWidget.obj</Resource>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="1.5"/>
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<Scale X="2" Y="2" Z="2"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/RotationWidgetX.obj</Resource>
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</c:Model>
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<c:Trigger>
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</c:Trigger>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Player>
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<Velocity X="0" Y="0" Z="0"/>
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</c:Player>
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<c:Transform>
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<Position X="2.5"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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</c:Model>
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<c:AABB>
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</c:AABB>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="-0"/>
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<Scale X="1" Y="1" Z="1"/>
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</c:Transform>
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<!--<c:Move>
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<Speed>1</Speed>
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<Direction X="-1"/>
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<Rotation Y="3.14"/>
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</c:Move>-->
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0"/>
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<Orientation X="0.0" Y="0" Z="1.0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitRaptor.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="-0.01" Y="0.55"/>
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<Orientation X="0" Y="0" Z="-1"/>
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</c:Transform>
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<c:RaptorCopter>
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<Speed>20</Speed>
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<Axis Y="1"/>
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</c:RaptorCopter>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="0" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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<Entity>
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<Components>
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<c:Transform>
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<Position X="0" Y="0"/>
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<Scale X="1.7" Y="0.03" Z="0.1"/>
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<Orientation X="0" Y="1.57" Z="0"/>
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</c:Transform>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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<Color R="1" G="0.4" B="0.8"/>
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</c:Model>
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</Components>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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@@ -213,8 +213,11 @@ bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilo
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(std::abs(mi1.y - mi2.y) < epsilon);
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}
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void attachAABBComponentFromModel(World* world, EntityID id)
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bool attachAABBComponentFromModel(World* world, EntityID id)
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{
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if (!world->HasComponent(id, "Model")) {
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return false;
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}
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ComponentWrapper model = world->GetComponent(id, "Model");
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ComponentWrapper collision = world->AttachComponent(id, "AABB");
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Model* modelRes = ResourceManager::Load<Model>(model["Resource"]);
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@@ -234,6 +237,7 @@ void attachAABBComponentFromModel(World* world, EntityID id)
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}
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collision["BoxCenter"] = 0.5f * (maxi + mini);
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collision["BoxSize"] = maxi - mini;
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return true;
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}
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bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
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@@ -258,7 +262,8 @@ bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFrom
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{
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if (!world->HasComponent(entity, "AABB")) {
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if (forceBoxFromModel) {
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attachAABBComponentFromModel(world, entity);
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if (!attachAABBComponentFromModel(world, entity))
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return false;
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} else {
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return false;
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}
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@@ -7,16 +7,14 @@ AABB::AABB(const glm::vec3& minPos, const glm::vec3& maxPos)
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, m_Center(0.5f * (maxPos + minPos))
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, m_HalfSize(0.5f * (maxPos - minPos))
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{
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IF_DEBUG_IS(true) {
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if (glm::any(glm::lessThan(m_MaxCorner, m_MinCorner))) {
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LOG_WARNING("AABB maxCorner coordinates are not greater than minCorner");
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m_MaxCorner.x = glm::max(m_MaxCorner.x, m_MinCorner.x);
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m_MinCorner.x = glm::min(m_MaxCorner.x, m_MinCorner.x);
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m_MaxCorner.y = glm::max(m_MaxCorner.y, m_MinCorner.y);
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m_MinCorner.y = glm::min(m_MaxCorner.y, m_MinCorner.y);
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m_MaxCorner.z = glm::max(m_MaxCorner.z, m_MinCorner.z);
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m_MinCorner.z = glm::min(m_MaxCorner.z, m_MinCorner.z);
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}
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DEBUG_IF(glm::any(glm::lessThan(m_MaxCorner, m_MinCorner))) {
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LOG_WARNING("AABB maxCorner coordinates are not greater than minCorner");
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m_MaxCorner.x = glm::max(m_MaxCorner.x, m_MinCorner.x);
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m_MinCorner.x = glm::min(m_MaxCorner.x, m_MinCorner.x);
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m_MaxCorner.y = glm::max(m_MaxCorner.y, m_MinCorner.y);
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m_MinCorner.y = glm::min(m_MaxCorner.y, m_MinCorner.y);
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m_MaxCorner.z = glm::max(m_MaxCorner.z, m_MinCorner.z);
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m_MinCorner.z = glm::min(m_MaxCorner.z, m_MinCorner.z);
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}
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}
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