bool CCollider::AABBCollision(CCollider & other, const double dt) { Vector3 oMin = other.GetMinBound(); Vector3 oMax = other.GetMaxBound(); if ( ( !(m_ignore[IGNORE_X] || other.GetIgnore(IGNORE_X)) && (m_maxBound.x < oMin.x || m_minBound.x > oMax.x) ) || ( !(m_ignore[IGNORE_Y] || other.GetIgnore(IGNORE_Y)) && (m_maxBound.y < oMin.y || m_minBound.y > oMax.y) ) || ( !(m_ignore[IGNORE_Z] || other.GetIgnore(IGNORE_Z)) && (m_maxBound.z < oMin.z || m_minBound.z > oMax.z) ) ) { return false; } return true; }