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fixed stuck-on-corner-physics-glitch
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aca6dd808b
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720db23058
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@ -39,7 +39,20 @@ void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces
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}
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}
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// TODO: OPT: rewrite this smarter!
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static bool test_box(vec2 pos, vec2 size)
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{
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size *= 0.5f;
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if(col_check_point(pos.x-size.x, pos.y-size.y))
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return true;
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if(col_check_point(pos.x+size.x, pos.y-size.y))
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return true;
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if(col_check_point(pos.x-size.x, pos.y+size.y))
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return true;
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if(col_check_point(pos.x+size.x, pos.y+size.y))
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return true;
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return false;
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}
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void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
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{
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// do the move
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@ -49,56 +62,35 @@ void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
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float distance = length(vel);
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int max = (int)distance;
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vec2 offsets[4] = { vec2(-size.x/2, -size.y/2), vec2( size.x/2, -size.y/2),
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vec2(-size.x/2, size.y/2), vec2( size.x/2, size.y/2)};
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if(distance > 0.00001f)
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{
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vec2 old_pos = pos;
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//vec2 old_pos = pos;
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float fraction = 1.0f/(float)(max+1);
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for(int i = 0; i <= max; i++)
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{
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float amount = i/(float)max;
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if(max == 0)
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amount = 0;
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//float amount = i/(float)max;
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//if(max == 0)
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//amount = 0;
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vec2 new_pos = pos + vel*amount; // TODO: this row is not nice
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vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice
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for(int p = 0; p < 4; p++)
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if(test_box(new_pos, size))
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{
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vec2 np = new_pos+offsets[p];
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vec2 op = old_pos+offsets[p];
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if(col_check_point(np))
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if(test_box(vec2(pos.x, new_pos.y), size))
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{
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int affected = 0;
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if(col_check_point(np.x, op.y))
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{
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vel.x = -vel.x*elasticity;
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pos.x = old_pos.x;
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new_pos.x = old_pos.x;
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affected++;
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new_pos.y = pos.y;
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vel.y = 0;
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}
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if(col_check_point(op.x, np.y))
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if(test_box(vec2(new_pos.x, pos.y), size))
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{
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vel.y = -vel.y*elasticity;
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pos.y = old_pos.y;
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new_pos.y = old_pos.y;
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affected++;
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}
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if(!affected)
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{
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new_pos = old_pos;
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pos = old_pos;
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vel *= -elasticity;
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}
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new_pos.x = pos.x;
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vel.x = 0;
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}
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}
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old_pos = new_pos;
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pos = new_pos;
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}
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pos = old_pos;
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}
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*inout_pos = pos;
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