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Remove commented-out code
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0f39b825e1
commit
eb128e65a4
162 changed files with 2092 additions and 6594 deletions
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@ -41,44 +41,17 @@ CollisionShape::Type CollisionShape::getType()
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return type;
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}
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/*
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bool CollisionShape::compareMask(CollisionShape &c)
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{
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for (CollisionLayerMask::iterator i = c.colliderMask.begin(); i != c.colliderMask.end(); i++)
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{
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for (CollisionLayerMask::iterator j = c.collideeMask.begin(); j != c.collideeMask.end(); j++)
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{
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if ((*i)) && (*j))
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{
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return true;
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}
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}
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}
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return false;
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}
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*/
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bool CollisionShape::compareLayer(CollisionShape &c)
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{
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{
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return (this->layer <= c.layer);
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}
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void CollisionShape::updatePosition(const Vector &position)
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{
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this->position = position + offsetPosition;
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/*
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switch (getType())
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{
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case AABB:
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{
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corners[0] = position + Vector( - xw, - yw);
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corners[1] = position + Vector(xw, - yw);
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corners[2] = position + Vector(xw, yw);
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corners[3] = position + Vector(-xw ,yw);
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}
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break;
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}
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*/
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}
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CollisionResult CollisionShape::findOverlap(CollisionShape &collisionShape)
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@ -97,21 +70,21 @@ CollisionResult CollisionShape::findOverlap(CollisionShape &collisionShape)
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break;
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case AABB:
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{
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float txw = collisionShape.xw;
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float tyw = collisionShape.yw;
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Vector d = position - collisionShape.position;//tile->obj delta
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int px = (txw + radius) - fabsf(d.x);//penetration depth in x
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if(0 < px)
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{
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int py = (tyw + radius) - fabsf(d.y);//pen depth in y
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if(0 < py)
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{
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//object may be colliding with tile
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//determine grid/voronoi region of circle center
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float oH = 0;
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float oV = 0;
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@ -125,7 +98,7 @@ CollisionResult CollisionShape::findOverlap(CollisionShape &collisionShape)
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//circle is on right side of tile
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oH = 1;
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}
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if(d.y < -tyw)
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{
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//circle is on top side of tile
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@ -135,14 +108,14 @@ CollisionResult CollisionShape::findOverlap(CollisionShape &collisionShape)
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{
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//circle is on bottom side of tile
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oV = 1;
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}
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}
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c = collideCircleWithAABB(collisionShape, px, py, oH, oV);
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//ResolveCircleTile(px,py,oH,oV,this,c);
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}
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}
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//return collideCircleWithAABB(collisionShape);
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}
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break;
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case TOP_HALF_CIRCLE:
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@ -158,20 +131,16 @@ CollisionResult CollisionShape::findOverlap(CollisionShape &collisionShape)
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CollisionResult CollisionShape::collideCircleWithCircle(CollisionShape &collisionShape)
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{
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CollisionResult c;
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Vector dist = position - collisionShape.position;// - position;
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Vector dist = position - collisionShape.position;
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float fastLen = dist.getSquaredLength2D();
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float totalDist = (radius + collisionShape.radius);
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if (fastLen < (totalDist*totalDist))
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{
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/*
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std::ostringstream os;
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os << "len " << len << " totalDist " << totalDist;
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msg(os.str());
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*/
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float len = dist.getLength2D();
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c.collided = true;
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dist.setLength2D(totalDist - len);
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//dist |= totalDist;
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c.overlap = dist;
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}
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else
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@ -210,11 +179,9 @@ void CollisionShape::render()
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drawCircle(radius);
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break;
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case AABB:
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//case CIRCLE:
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//glColor3f(1,1,1);
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//glLineWidth(2);
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glBegin(GL_QUADS);
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{
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glVertex2f(-xw,yw);
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@ -222,21 +189,7 @@ void CollisionShape::render()
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glVertex2f(xw,-yw);
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glVertex2f(-xw,-yw);
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/*
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glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
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glVertex2f(topLeft.x, topLeft.y);
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glVertex2f(bottomRight.x, topLeft.y);
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glVertex2f(bottomRight.x, topLeft.y);
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glVertex2f(bottomRight.x, bottomRight.y);
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glVertex2f(bottomRight.x, bottomRight.y);
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glVertex2f(topLeft.x, bottomRight.y);
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glVertex2f(topLeft.x, bottomRight.y);
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glVertex2f(topLeft.x, topLeft.y);
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*/
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}
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glEnd();
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@ -244,47 +197,11 @@ void CollisionShape::render()
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}
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glTranslatef(-offsetPosition.x, -offsetPosition.y,0);
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//glDisable(GL_BLEND);
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}
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/*
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// FOR EDGES
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if (position.y > collisionShape.getY1() - radius && position.y < collisionShape.getY2() + radius)
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{
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float dist = collisionShape.getX1() - position.x;
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if (dist > 0 && dist < radius)
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{
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c.collided = true;
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c.overlap = Vector(radius - dist,0);
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}
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else if (dist < 0 && -dist < radius)
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{
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c.collided = true;
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c.overlap = -Vector(radius - (-dist),0);
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}
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}
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if (!c.collided)
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{
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if (position.y > collisionShape.getY1() - radius && position.y < collisionShape.getY2() + radius)
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{
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float dist = collisionShape.getX2() - position.x;
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if (dist > 0 && dist < radius)
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{
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c.collided = true;
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c.overlap += Vector(radius - dist,0);
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}
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else if (dist < 0 && -dist < radius)
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{
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c.collided = true;
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c.overlap += -Vector(radius - (-dist),0);
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}
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}
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}
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*/
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CollisionResult CollisionShape::collideCircleWithAABB(CollisionShape &collisionShape, float x, float y, int oH, int oV)
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{
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@ -296,12 +213,12 @@ CollisionResult CollisionShape::collideCircleWithAABB(CollisionShape &collisionS
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//collision with current cell
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if(x < y)
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{
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{
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//penetration in x is smaller; project in x
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float dx = position.x - collisionShape.position.x;//get sign for projection along x-axis
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// msg("oH==0, oV ==0, x <y");
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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if(dx < 0)
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@ -316,48 +233,48 @@ CollisionResult CollisionShape::collideCircleWithAABB(CollisionShape &collisionS
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}
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}
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else
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{
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{
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// msg("oH==0, oV ==0, x >= y");
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//penetration in y is smaller; project in y
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//penetration in y is smaller; project in y
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float dy = position.y - collisionShape.position.y;//get sign for projection along y-axis
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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if(dy < 0)
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{
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c.reportCollision(Vector(0, -y));
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return c;
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}
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else
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{
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{
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c.reportCollision(Vector(0, y));
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return c;
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}
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}
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}
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}
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}
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else
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{
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// msg ("oH == 0, oV != 0");
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c.reportCollision(Vector(0, y*oV));
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return c;
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}
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}
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else if(oV == 0)
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{
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// msg ("oV == 0");
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c.reportCollision(Vector(x*oH,0));
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return c;
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}
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else
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{
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{
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//diagonal collision
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//get diag vertex position
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float vx = collisionShape.position.x + (oH*collisionShape.xw);
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float vy = collisionShape.position.y + (oV*collisionShape.yw);
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float dx = position.x - vx - 1;//calc vert->circle vector
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float dx = position.x - vx - 1;//calc vert->circle vector
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float dy = position.y - vy - 1;
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float len = sqrtf(dx*dx + dy*dy);
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float pen = radius - len;
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if(0 < pen)
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@ -374,16 +291,16 @@ CollisionResult CollisionShape::collideCircleWithAABB(CollisionShape &collisionS
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dx /= len;
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dy /= len;
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}
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c.reportCollision(Vector(dx*pen, dy*pen));
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//obj.ReportCollisionVsWorld(dx*pen, dy*pen, dx, dy, t);
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return c;
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}
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}
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return c;
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}
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bool CollisionShape::isPointWithin(Vector point)
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