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Getting rid of nasty tabs
[supertux.git]
/
src
/
collision.cpp
diff --git
a/src/collision.cpp
b/src/collision.cpp
index
e9c25fb
..
6ff2295
100644
(file)
--- a/
src/collision.cpp
+++ b/
src/collision.cpp
@@
-57,11
+57,11
@@
namespace {
c /= nval;
}
c /= nval;
}
- static const float DELTA = .0001;
+ static const float DELTA = .0001
f
;
}
bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
}
bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
- const AATriangle& triangle)
+ const AATriangle& triangle
, const Vector& addl_ground_movement
)
{
if(!intersects(rect, (const Rect&) triangle))
return false;
{
if(!intersects(rect, (const Rect&) triangle))
return false;
@@
-128,7
+128,7
@@
bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
std::cout << "Norm: " << normal << " Depth: " << depth << "\n";
#endif
std::cout << "Norm: " << normal << " Depth: " << depth << "\n";
#endif
- Vector outvec = normal * (depth + 0.2);
+ Vector outvec = normal * (depth + 0.2
f
);
const float RDELTA = 3;
if(p1.x < area.p1.x - RDELTA || p1.x > area.p2.x + RDELTA
const float RDELTA = 3;
if(p1.x < area.p1.x - RDELTA || p1.x > area.p2.x + RDELTA
@@
-146,6
+146,7
@@
bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
if(outvec.y < 0) {
constraints->bottom = rect.get_bottom() + outvec.y;
constraints->hit.bottom = true;
if(outvec.y < 0) {
constraints->bottom = rect.get_bottom() + outvec.y;
constraints->hit.bottom = true;
+ constraints->ground_movement += addl_ground_movement;
} else {
constraints->top = rect.get_top() + outvec.y;
constraints->hit.top = true;
} else {
constraints->top = rect.get_top() + outvec.y;
constraints->hit.top = true;
@@
-157,7
+158,7
@@
bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
}
void set_rectangle_rectangle_constraints(Constraints* constraints,
}
void set_rectangle_rectangle_constraints(Constraints* constraints,
- const Rect& r1, const Rect& r2)
+ const Rect& r1, const Rect& r2
, const Vector& addl_ground_movement
)
{
float itop = r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
{
float itop = r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
@@
-170,6
+171,7
@@
void set_rectangle_rectangle_constraints(Constraints* constraints,
if(itop < ibottom) {
constraints->bottom = std::min(constraints->bottom, r2.get_top());
constraints->hit.bottom = true;
if(itop < ibottom) {
constraints->bottom = std::min(constraints->bottom, r2.get_top());
constraints->hit.bottom = true;
+ constraints->ground_movement += addl_ground_movement;
} else {
constraints->top = std::max(constraints->top, r2.get_bottom());
constraints->hit.top = true;
} else {
constraints->top = std::max(constraints->top, r2.get_bottom());
constraints->hit.top = true;