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8ca79a1875
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90ca6c4b58
@ -29,12 +29,12 @@ namespace SemiColinGames {
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return degToRad[degrees];
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}
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public static float Sin(double radians) {
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return (float) Math.Sin(radians);
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public static float Sin(double degrees) {
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return (float) Math.Sin(degrees);
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}
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public static float Cos(double radians) {
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return (float) Math.Cos(radians);
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public static float Cos(double degrees) {
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return (float) Math.Cos(degrees);
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}
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public static T Clamp<T>(T value, T min, T max) where T : IComparable {
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@ -139,6 +139,7 @@ namespace SemiColinGames {
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return null;
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}
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// TODO: which of delta/normal/hitPos do we actually care about?
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if (px < py) {
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int sign = Math.Sign(dx);
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Vector2 delta = new Vector2(px * sign, 0);
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@ -184,13 +185,14 @@ namespace SemiColinGames {
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Vector2 normal = nearTimeX > nearTimeY ?
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new Vector2(-signX, 0) :
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new Vector2(0, -signY);
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Vector2 hitDelta = Vector2.Multiply(delta, -(1.0f - hitTime));
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Vector2 hitPos = Vector2.Add(pos, Vector2.Multiply(delta, hitTime));
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// TODO: replace these with Vector2.Multiply (etc)
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Vector2 hitDelta = new Vector2((1.0f - hitTime) * -delta.X, (1.0f - hitTime) * -delta.Y);
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Vector2 hitPos = new Vector2(pos.X + delta.X * hitTime, pos.Y + delta.Y * hitTime);
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return new Hit(this, hitPos, hitDelta, normal, hitTime);
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}
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public Sweep Sweep(AABB box, Vector2 delta) {
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// Fast-path case if the other box is static.
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// fast-path case if the other box is static
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if (delta.X == 0 && delta.Y == 0) {
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Hit? staticHit = Intersect(box);
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// TODO: I don't understand the original source here, but I think this is correct.
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@ -201,16 +203,18 @@ namespace SemiColinGames {
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return new Sweep(null, Vector2.Add(box.Position, delta), 1);
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}
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Hit hit = (Hit) maybeHit;
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Vector2 hitPos = Vector2.Add(box.Position, Vector2.Multiply(delta, hit.Time));
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Vector2 hitPos = new Vector2(
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box.Position.X + delta.X * hit.Time,
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box.Position.Y + delta.Y * hit.Time);
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Vector2 direction = Vector2.Normalize(delta);
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// TODO: why is this calculation made, and then thrown away?
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// Vector2 direction = Vector2.Normalize(delta);
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// Vector2 sweepHitPos = new Vector2(
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// FMath.Clamp(hit.Position.X + direction.X * box.HalfSize.X,
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// Position.X - HalfSize.X,
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// Position.X + HalfSize.X),
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// FMath.Clamp(hit.Position.Y + direction.Y * box.HalfSize.Y,
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// Position.Y - HalfSize.Y,
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// Position.Y + HalfSize.Y));
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Vector2 sweepHitPos = new Vector2(
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FMath.Clamp(hit.Position.X + direction.X * box.HalfSize.X,
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Position.X - HalfSize.X,
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Position.X + HalfSize.X),
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FMath.Clamp(hit.Position.Y + direction.Y * box.HalfSize.Y,
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Position.Y - HalfSize.Y,
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Position.Y + HalfSize.Y));
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return new Sweep(hit, hitPos, hit.Time);
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}
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}
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