return false;
Vector normal;
- float c;
+ float c = 0.0;
Vector p1;
Rectf area;
switch(triangle.dir & AATriangle::DEFORM_MASK) {
area.p1 = triangle.bbox.p1;
area.p2 = triangle.bbox.p2;
break;
- case AATriangle::DEFORM1:
+ case AATriangle::DEFORM_BOTTOM:
area.p1 = Vector(triangle.bbox.p1.x, triangle.bbox.p1.y + triangle.bbox.get_height()/2);
area.p2 = triangle.bbox.p2;
break;
- case AATriangle::DEFORM2:
+ case AATriangle::DEFORM_TOP:
area.p1 = triangle.bbox.p1;
area.p2 = Vector(triangle.bbox.p2.x, triangle.bbox.p1.y + triangle.bbox.get_height()/2);
break;
- case AATriangle::DEFORM3:
+ case AATriangle::DEFORM_LEFT:
area.p1 = triangle.bbox.p1;
area.p2 = Vector(triangle.bbox.p1.x + triangle.bbox.get_width()/2, triangle.bbox.p2.y);
break;
- case AATriangle::DEFORM4:
+ case AATriangle::DEFORM_RIGHT:
area.p1 = Vector(triangle.bbox.p1.x + triangle.bbox.get_width()/2, triangle.bbox.p1.y);
area.p2 = triangle.bbox.p2;
break;
} else {
if(outvec.x < 0) {
constraints->constrain_right(rect.get_right() + outvec.x, addl_ground_movement.x);
+ constraints->hit.right = true;
} else {
constraints->constrain_left(rect.get_left() + outvec.x, addl_ground_movement.x);
+ constraints->hit.left = true;
}
if(outvec.y < 0) {