solve_aabb_aabb now incorporates sprite position in all calculations
parent
7950e45632
commit
5185f5062b
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@ -146,10 +146,20 @@ float _solve_circle_circle(const object_t* a, const object_t* b, float* out_px,
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static inline
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float _solve_aabb_aabb(const object_t* a, const object_t* b, float* out_px, float* out_py) {
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float right = (a->physics.aabb.x + a->physics.aabb.w + a->sprite.x) - (b->physics.aabb.x + b->sprite.x);
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float left = (a->physics.aabb.x + a->sprite.x) - (b->physics.aabb.x + b->physics.aabb.w + b->sprite.x);
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float top = (a->physics.aabb.y + a->sprite.y) - (b->physics.aabb.y + b->physics.aabb.w + b->sprite.y);
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float bottom = (a->physics.aabb.y + a->physics.aabb.h) - (b->physics.aabb.y + b->sprite.y);
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float aminx = a->physics.aabb.x + a->sprite.x;
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float amaxx = aminx + a->physics.aabb.w;
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float bminx = b->physics.aabb.x + b->sprite.x;
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float bmaxx = bminx + b->physics.aabb.w;
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float aminy = a->physics.aabb.y + a->sprite.y;
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float amaxy = aminy + a->physics.aabb.h;
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float bminy = b->physics.aabb.y + b->sprite.y;
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float bmaxy = bminy + b->physics.aabb.h;
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float right = amaxx - bminx;
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float left = aminx - bmaxx;
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float top = aminy - bmaxy;
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float bottom = amaxy - bminy;
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float ret = right;
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*out_px = right;
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@ -190,7 +200,7 @@ float get_solve_force(const object_t* a, const object_t* b, float* out_px, float
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void solve_collision_slide(object_t* left, object_t* right) {
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float dx, dy;
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const float d = get_solve_force(left, right, &dx, &dy);
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get_solve_force(left, right, &dx, &dy);
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left->sprite.x += dx;
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left->sprite.y += dy;
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}
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