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Use matrix4::getRotationRadians
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@@ -124,13 +124,13 @@ bool boxLineCollision(const aabb3f &box, const v3f start,
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return false;
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}
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bool boxLineCollision(const aabb3f &box, const v3f rotation,
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const v3f start, const v3f dir,
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bool boxLineCollision(const aabb3f &box, v3f rotation_radians,
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v3f start, v3f dir,
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v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal)
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{
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// Inversely transform the ray rather than rotating the box faces;
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// this allows us to continue using a simple ray - AABB intersection
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core::quaternion rot(rotation * core::DEGTORAD);
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core::quaternion rot(rotation_radians);
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rot.makeInverse();
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bool collision = boxLineCollision(box, rot * start, rot * dir, collision_point, collision_normal);
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