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@ -29,12 +29,12 @@ namespace SemiColinGames {
return degToRad[degrees]; return degToRad[degrees];
} }
public static float Sin(double radians) { public static float Sin(double degrees) {
return (float) Math.Sin(radians); return (float) Math.Sin(degrees);
} }
public static float Cos(double radians) { public static float Cos(double degrees) {
return (float) Math.Cos(radians); return (float) Math.Cos(degrees);
} }
public static T Clamp<T>(T value, T min, T max) where T : IComparable { public static T Clamp<T>(T value, T min, T max) where T : IComparable {
@ -139,6 +139,7 @@ namespace SemiColinGames {
return null; return null;
} }
// TODO: which of delta/normal/hitPos do we actually care about?
if (px < py) { if (px < py) {
int sign = Math.Sign(dx); int sign = Math.Sign(dx);
Vector2 delta = new Vector2(px * sign, 0); Vector2 delta = new Vector2(px * sign, 0);
@ -184,13 +185,14 @@ namespace SemiColinGames {
Vector2 normal = nearTimeX > nearTimeY ? Vector2 normal = nearTimeX > nearTimeY ?
new Vector2(-signX, 0) : new Vector2(-signX, 0) :
new Vector2(0, -signY); new Vector2(0, -signY);
Vector2 hitDelta = Vector2.Multiply(delta, -(1.0f - hitTime)); // TODO: replace these with Vector2.Multiply (etc)
Vector2 hitPos = Vector2.Add(pos, Vector2.Multiply(delta, hitTime)); Vector2 hitDelta = new Vector2((1.0f - hitTime) * -delta.X, (1.0f - hitTime) * -delta.Y);
Vector2 hitPos = new Vector2(pos.X + delta.X * hitTime, pos.Y + delta.Y * hitTime);
return new Hit(this, hitPos, hitDelta, normal, hitTime); return new Hit(this, hitPos, hitDelta, normal, hitTime);
} }
public Sweep Sweep(AABB box, Vector2 delta) { public Sweep Sweep(AABB box, Vector2 delta) {
// Fast-path case if the other box is static. // fast-path case if the other box is static
if (delta.X == 0 && delta.Y == 0) { if (delta.X == 0 && delta.Y == 0) {
Hit? staticHit = Intersect(box); Hit? staticHit = Intersect(box);
// TODO: I don't understand the original source here, but I think this is correct. // TODO: I don't understand the original source here, but I think this is correct.
@ -201,16 +203,18 @@ namespace SemiColinGames {
return new Sweep(null, Vector2.Add(box.Position, delta), 1); return new Sweep(null, Vector2.Add(box.Position, delta), 1);
} }
Hit hit = (Hit) maybeHit; Hit hit = (Hit) maybeHit;
Vector2 hitPos = Vector2.Add(box.Position, Vector2.Multiply(delta, hit.Time)); Vector2 hitPos = new Vector2(
box.Position.X + delta.X * hit.Time,
box.Position.Y + delta.Y * hit.Time);
Vector2 direction = Vector2.Normalize(delta);
// TODO: why is this calculation made, and then thrown away? // TODO: why is this calculation made, and then thrown away?
// Vector2 direction = Vector2.Normalize(delta); Vector2 sweepHitPos = new Vector2(
// Vector2 sweepHitPos = new Vector2( FMath.Clamp(hit.Position.X + direction.X * box.HalfSize.X,
// FMath.Clamp(hit.Position.X + direction.X * box.HalfSize.X, Position.X - HalfSize.X,
// Position.X - HalfSize.X, Position.X + HalfSize.X),
// Position.X + HalfSize.X), FMath.Clamp(hit.Position.Y + direction.Y * box.HalfSize.Y,
// FMath.Clamp(hit.Position.Y + direction.Y * box.HalfSize.Y, Position.Y - HalfSize.Y,
// Position.Y - HalfSize.Y, Position.Y + HalfSize.Y));
// Position.Y + HalfSize.Y));
return new Sweep(hit, hitPos, hit.Time); return new Sweep(hit, hitPos, hit.Time);
} }
} }