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@ -38,32 +38,68 @@ static void integrate_acceleration(struct Body *body, float dt)
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}
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}
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}
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}
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static void modify_interval(struct Body *from, float *from_interval, V2 center, V2 axis)
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struct ProcessBody
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{
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V2 vertices[4];
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struct Body *body;
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};
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struct ProcessBody make_process_body(struct Body *from)
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{
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{
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float halfbox = BOX_SIZE / 2.0f;
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float halfbox = BOX_SIZE / 2.0f;
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V2 points[4] = {
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struct ProcessBody to_return =
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{
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.vertices = {
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// important that the first one is the upper right, used to deduce rotation from vertex position
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// @Robust instead of array of vertices have type? like struct with upper_right upper_left etc
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V2add(from->position, V2rotate((V2){.x = halfbox, .y = -halfbox}, from->rotation)), // upper right
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V2add(from->position, V2rotate((V2){.x = halfbox, .y = -halfbox}, from->rotation)), // upper right
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V2add(from->position, V2rotate((V2){.x = halfbox, .y = halfbox}, from->rotation)), // bottom right
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V2add(from->position, V2rotate((V2){.x = halfbox, .y = halfbox}, from->rotation)), // bottom right
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V2add(from->position, V2rotate((V2){.x = -halfbox, .y = halfbox}, from->rotation)), // lower left
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V2add(from->position, V2rotate((V2){.x = -halfbox, .y = halfbox}, from->rotation)), // lower left
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V2add(from->position, V2rotate((V2){.x = -halfbox, .y = -halfbox}, from->rotation)), // upper left
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V2add(from->position, V2rotate((V2){.x = -halfbox, .y = -halfbox}, from->rotation)), // upper left
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},
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.body = from,
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};
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};
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for (int point_i = 0; point_i < 4; point_i++)
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return to_return;
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}
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static void project(struct ProcessBody *from, V2 axis, float *min, float *max)
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{
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{
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float value = V2projectvalue(V2sub(points[point_i], center), axis);
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float DotP = V2dot(axis, from->vertices[0]);
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if (value > from_interval[1])
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// Set the minimum and maximum values to the projection of the first vertex
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*min = DotP;
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*max = DotP;
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for (int I = 1; I < 4; I++)
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{
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{
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from_interval[1] = value;
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// Project the rest of the vertices onto the axis and extend
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// the interval to the left/right if necessary
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DotP = V2dot(axis, from->vertices[I]);
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*min = fmin(DotP, *min);
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*max = fmax(DotP, *max);
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}
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}
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}
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if (value < from_interval[0])
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static float interval_distance(float min_a, float max_a, float min_b, float max_b)
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{
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{
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from_interval[0] = value;
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if (min_a < min_b)
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return min_b - max_a;
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else
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return min_a - max_b;
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}
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}
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static void move_vertices(V2 *vertices, int num, V2 shift)
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{
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for (int i = 0; i < num; i++)
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{
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vertices[i] = V2add(vertices[i], shift);
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}
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}
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}
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}
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void process(struct GameState *gs, float dt)
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void process(struct GameState *gs, float dt)
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{
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{
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// process input
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int num_bodies = gs->num_boxes;
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int num_bodies = gs->num_boxes;
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for (int i = 0; i < MAX_PLAYERS; i++)
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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{
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@ -76,7 +112,8 @@ void process(struct GameState *gs, float dt)
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}
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}
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// @Robust do this without malloc
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// @Robust do this without malloc
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struct Body **bodies = malloc(sizeof *bodies * num_bodies);
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struct ProcessBody *bodies = malloc(sizeof *bodies * num_bodies);
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int cur_body_index = 0;
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int cur_body_index = 0;
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for (int i = 0; i < MAX_PLAYERS; i++)
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for (int i = 0; i < MAX_PLAYERS; i++)
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@ -84,24 +121,21 @@ void process(struct GameState *gs, float dt)
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struct Player *p = &gs->players[i];
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struct Player *p = &gs->players[i];
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if (!p->connected)
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if (!p->connected)
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continue;
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continue;
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bodies[cur_body_index] = &p->body;
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integrate_acceleration(&p->body, dt);
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bodies[cur_body_index] = make_process_body(&p->body);
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cur_body_index++;
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cur_body_index++;
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}
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}
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for (int i = 0; i < gs->num_boxes; i++)
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for (int i = 0; i < gs->num_boxes; i++)
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{
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{
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bodies[cur_body_index] = &gs->boxes[i].body;
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integrate_acceleration(&gs->boxes[i].body, dt);
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bodies[cur_body_index] = make_process_body(&gs->boxes[i].body);
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cur_body_index++;
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cur_body_index++;
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}
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}
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assert(cur_body_index == num_bodies);
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assert(cur_body_index == num_bodies);
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for (int i = 0; i < num_bodies; i++)
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// Collision
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{
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struct Body *body = bodies[i];
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integrate_acceleration(body, dt);
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}
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// @Robust handle when bodies are overlapping (even perfectly)
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// @Robust handle when bodies are overlapping (even perfectly)
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for (int i = 0; i < num_bodies; i++)
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for (int i = 0; i < num_bodies; i++)
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{
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{
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@ -109,34 +143,124 @@ void process(struct GameState *gs, float dt)
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{
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{
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if (ii == i)
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if (ii == i)
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continue;
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continue;
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struct Body *from = bodies[i];
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struct ProcessBody *from = &bodies[i];
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struct Body *to = bodies[ii];
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struct ProcessBody *to = &bodies[ii];
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dbg_line(from->body->position, to->body->position);
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float MinDistance = 10000.0f;
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V2 axis = V2normalize(V2sub(to->position, from->position));
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struct Edge
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V2 center = V2scale(V2add(to->position, from->position), 0.5f);
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{
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struct ProcessBody *parent;
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V2 *from;
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V2 *to;
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};
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dbg_line(from->position, to->position);
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struct ProcessBody *bodies[2] = {from, to};
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bool was_collision = false;
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V2 normal = {0};
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struct Edge edge = {0};
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for (int body_i = 0; body_i < 2; body_i++)
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{
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struct ProcessBody *body = bodies[body_i];
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for (int edge_from_i = 0; edge_from_i < 3; edge_from_i++)
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{
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int edge_to_i = edge_from_i + 1;
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V2 *edge_from = &body->vertices[edge_from_i];
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V2 *edge_to = &body->vertices[edge_to_i];
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dbg_rect(center);
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// normal vector of edge
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V2 axis = (V2){
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.x = edge_from->y - edge_to->y,
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.y = edge_to->x - edge_from->x,
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};
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axis = V2normalize(axis);
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float from_interval[2] = {1000.0f, -1000.0f};
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float min_from, min_to, max_from, max_to = 0.0f;
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float to_interval[2] = {1000.0f, -1000.0f};
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project(from, axis, &min_from, &max_from);
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modify_interval(from, from_interval, center, axis);
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project(to, axis, &min_to, &max_to);
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modify_interval(to, to_interval, center, axis);
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assert(from_interval[0] < from_interval[1]);
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assert(to_interval[0] < to_interval[1]);
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// @BeforeShip debug compile time flag in preprocessor
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float distance = interval_distance(min_from, min_to, max_from, max_to);
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if (from_interval[1] > to_interval[0]) // intersecting
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if (distance > 0.0f)
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break;
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else if (fabsf(distance) < MinDistance)
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{
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MinDistance = fabsf(distance);
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was_collision = true;
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normal = axis;
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edge = (struct Edge){
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.parent = &body,
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.from = edge_from,
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.to = edge_to,
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};
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}
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}
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}
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float depth = MinDistance;
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if (was_collision)
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{
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{
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float intersection_depth = from_interval[1] - to_interval[0];
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float intersection_depth = from_interval[1] - to_interval[0];
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move_vertices(from->vertices, 4, V2scale(axis, intersection_depth * -0.5f));
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move_vertices(to->vertices, 4, V2scale(axis, intersection_depth * 0.5f));
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}
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}
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}
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from->position = V2add(from->position, V2scale(axis, intersection_depth*-0.5f));
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// Wall
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to->position = V2add(to->position, V2scale(axis, intersection_depth*0.5f));
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if (true)
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{
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for (int i = 0; i < num_bodies; i++)
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{
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for (int v_i = 0; v_i < 4; v_i++)
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{
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V2 *vert = &bodies[i].vertices[v_i];
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if (vert->x > 2.0f)
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{
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vert->x = 2.0f;
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}
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}
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}
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}
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}
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}
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// Correct for differences in vertex position
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const int edge_update_iters = 3;
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for (int iter = 0; iter < edge_update_iters; iter++)
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{
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for (int i = 0; i < num_bodies; i++)
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{
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for (int v_i = 0; v_i < 3; v_i++)
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{
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int other_v_i = v_i + 1;
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V2 *from = &bodies[i].vertices[v_i];
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V2 *to = &bodies[i].vertices[other_v_i];
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V2 line = V2sub(*to, *from);
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float len = V2length(line);
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float diff = len - BOX_SIZE;
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line = V2normalize(line);
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*from = V2add(*from, V2scale(line, diff * 0.5f));
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*to = V2sub(*to, V2scale(line, diff * 0.5f));
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}
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}
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}
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// Reupdate the positions of the bodies based on how the vertices changed
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for (int i = 0; i < num_bodies; i++)
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{
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float upper_right_angle = V2angle(V2sub(bodies[i].vertices[0], bodies[i].body->position));
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bodies[i].body->rotation = upper_right_angle - (PI / 4.0f);
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V2 avg = {0};
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for (int v_i = 0; v_i < 4; v_i++)
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{
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avg = V2add(avg, bodies[i].vertices[v_i]);
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}
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avg = V2scale(avg, 1.0f / 4.0f);
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bodies[i].body->position = avg;
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}
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}
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free(bodies);
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free(bodies);
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