Quick refactoring and reformating
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@ -43,21 +43,22 @@ static bool separating_axis(
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max_q = std::max(max_q, projection);
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max_q = std::max(max_q, projection);
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}
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}
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if (max_p >= min_q && max_q >= min_p) {
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if (max_p < min_q || max_q < min_p)
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double d;
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return true;
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if (max_q - min_p < max_p - min_q) {
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d = max_q - min_p;
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double d;
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*impact_point = min_p_point;
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if (max_q - min_p < max_p - min_q) {
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} else {
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d = max_q - min_p;
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d = max_p - min_q;
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*impact_point = min_p_point;
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*impact_point = max_p_point;
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} else {
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}
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d = max_p - min_q;
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// push a bit more than needed so the shapes do not overlap in future
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*impact_point = max_p_point;
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// tests due to float precision
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double d_over_o_squared = d / vec2d::dot(axis, axis) + 1e-10;
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*pv = d_over_o_squared * axis;
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return false;
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}
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}
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// push a bit more than needed so the shapes do not overlap in
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// future tests due to float precision
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double d_over_o_squared = d / vec2d::dot(axis, axis) + 1e-10;
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*pv = d_over_o_squared * axis;
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return false;
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return true;
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return true;
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}
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}
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8
game.h
8
game.h
@ -6,16 +6,16 @@
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/* simulation/game framework
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/* simulation/game framework
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*/
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*/
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extern double delta; /* simulation time delta in seconds */
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extern double delta; /* simulation time delta in seconds */
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#define DEFAULT_DELTA 0.01
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#define DEFAULT_DELTA 0.01
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extern int width; /* game canvas width */
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extern int width; /* game canvas width */
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extern int height; /* game canvas height */
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extern int height; /* game canvas height */
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#define DEFAULT_WIDTH 800
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#define DEFAULT_WIDTH 800
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#define DEFAULT_HEIGHT 800
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#define DEFAULT_HEIGHT 800
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extern GtkWidget * canvas; /* game canvas object */
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extern GtkWidget* canvas; /* game canvas object */
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#endif
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#endif
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