bool RayIntersectsAABB(const ray& intersectionRay, float* tEntry, float* tExit, const vector4 * aabbVertices) { return RayIntersectsAABB(intersectionRay, tEntry, tExit, aabbVertices[AABB_EXTENTS_MIN], aabbVertices[AABB_EXTENTS_MAX]); }
bool RayIntersectsAABB(const ray& r, const AABB& b) { vec3 vecIntersection; return RayIntersectsAABB(r, b, vecIntersection); }