* Early out AABB collision optimisation from Robert Beckebans (Xreal)
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5 changed files with 69 additions and 1 deletions
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@ -530,7 +530,7 @@ vec_t VectorLengthSquared( const vec3_t v );
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vec_t Distance( const vec3_t p1, const vec3_t p2 );
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vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
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void VectorNormalizeFast( vec3_t v );
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void VectorInverse( vec3_t v );
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@ -563,6 +563,13 @@ void AxisCopy( vec3_t in[3], vec3_t out[3] );
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void SetPlaneSignbits( struct cplane_s *out );
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int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
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qboolean BoundsIntersect(const vec3_t mins, const vec3_t maxs,
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const vec3_t mins2, const vec3_t maxs2);
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qboolean BoundsIntersectSphere(const vec3_t mins, const vec3_t maxs,
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const vec3_t origin, vec_t radius);
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qboolean BoundsIntersectPoint(const vec3_t mins, const vec3_t maxs,
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const vec3_t origin);
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float AngleMod(float a);
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float LerpAngle (float from, float to, float frac);
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float AngleSubtract( float a1, float a2 );
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