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;
set_rectangle_rectangle_constraints(constraints, rect, area);
} else {
if(outvec.x < 0) {
- constraints->min_right(rect.get_right() + outvec.x);
+ constraints->constrain_right(rect.get_right() + outvec.x, addl_ground_movement.x);
+ constraints->hit.right = true;
} else {
- constraints->max_left(rect.get_left() + outvec.x);
+ constraints->constrain_left(rect.get_left() + outvec.x, addl_ground_movement.x);
+ constraints->hit.left = true;
}
if(outvec.y < 0) {
- constraints->min_bottom(rect.get_bottom() + outvec.y);
+ constraints->constrain_bottom(rect.get_bottom() + outvec.y, addl_ground_movement.y);
constraints->hit.bottom = true;
constraints->ground_movement += addl_ground_movement;
} else {
- constraints->max_top(rect.get_top() + outvec.y);
+ constraints->constrain_top(rect.get_top() + outvec.y, addl_ground_movement.y);
constraints->hit.top = true;
}
constraints->hit.slope_normal = normal;
float horiz_penetration = std::min(ileft, iright);
if(vert_penetration < horiz_penetration) {
if(itop < ibottom) {
- constraints->min_bottom(r2.get_top());
+ constraints->constrain_bottom(r2.get_top(), addl_ground_movement.y);
constraints->hit.bottom = true;
constraints->ground_movement += addl_ground_movement;
} else {
- constraints->max_top(r2.get_bottom());
+ constraints->constrain_top(r2.get_bottom(), addl_ground_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->min_right(r2.get_left());
+ constraints->constrain_right(r2.get_left(), addl_ground_movement.x);
constraints->hit.right = true;
} else {
- constraints->max_left(r2.get_right());
+ constraints->constrain_left(r2.get_right(), addl_ground_movement.x);
constraints->hit.left = true;
}
}