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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2026-02-04 12:09:20 +01:00
Remove Point2f, replace with Vector2f
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@@ -22,25 +22,25 @@ namespace Collision
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struct CollisionRect
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{
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CollisionRect() = default;
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CollisionRect(const Point2f& pos, const Point2f& size) : pos(pos), size(size) {}
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CollisionRect(const Point2f& pos, const Point2f& size, const Point2f& vel) : pos(pos), size(size), vel(vel) {}
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Point2f pos;
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Point2f size;
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Point2f vel;
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CollisionRect(const Vector2f& pos, const Vector2f& size) : pos(pos), size(size) {}
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CollisionRect(const Vector2f& pos, const Vector2f& size, const Vector2f& vel) : pos(pos), size(size), vel(vel) {}
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Vector2f pos;
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Vector2f size;
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Vector2f vel;
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std::map<CollisionDirection, CollisionRect*> ContactMap{};
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};
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struct TileCollisionRect
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{
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Point2f pos;
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Point2f size;
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Point2f vel;
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Vector2f pos;
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Vector2f size;
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Vector2f vel;
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TileCollisionRect(const Point2f& pos, const Point2f& size, WorldTile* tile);
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TileCollisionRect(const Vector2f& pos, const Vector2f& size, WorldTile* tile);
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WorldTile* tile;
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bool Contains(Point2f point2_f) {
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bool Contains(Vector2f point2_f) {
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return utils::IsPointInRect(point2_f, Rectf{ pos.x, pos.y, size.x, size.y });
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}
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@@ -49,13 +49,13 @@ namespace Collision
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}
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};
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bool PointVsRect(const Point2f p, const CollisionRect& r);
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bool PointVsRect(const Vector2f p, const CollisionRect& r);
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bool RectVsRect(const CollisionRect& r1, const CollisionRect r2);
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bool RayVsRect(const Point2f& rayOrigin, const Point2f& rayDirection, const Collision::CollisionRect target, Point2f& contactPoint, Point2f& contactNormal, float& t_HitNear);
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bool RayVsRect(const Vector2f& rayOrigin, const Vector2f& rayDirection, const Collision::CollisionRect target, Vector2f& contactPoint, Vector2f& contactNormal, float& t_HitNear);
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bool DynamicRectVsRect(const CollisionRect& dynamicRectangle, float ElapsedTime, const CollisionRect& staticRectangle, Point2f& contactPoint, Point2f& contactNormal, float& contactTime);
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bool DynamicRectVsRect(const CollisionRect& dynamicRectangle, float ElapsedTime, const CollisionRect& staticRectangle, Vector2f& contactPoint, Vector2f& contactNormal, float& contactTime);
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bool ResolveDynamicRectVsRect(CollisionRect& dynamicRectangle, float ElapsedTime, CollisionRect* staticRectangle);
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