diff options
Diffstat (limited to 'src/crepe/system/CollisionSystem.cpp')
-rw-r--r-- | src/crepe/system/CollisionSystem.cpp | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index 1282f7a..6b1954e 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -155,8 +155,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal data1.rigidbody); vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, data2.rigidbody); - resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2, - collider_pos1, true); + resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, + collider_pos1); break; } case CollisionInternalType::CIRCLE_CIRCLE: { @@ -182,7 +182,11 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, data2.rigidbody); resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, +<<<<<<< HEAD + collider_pos2); +======= collider_pos2, false); +>>>>>>> 33a072db28d71ba65e59f9491abd42dbf9695fc4 break; } } @@ -268,8 +272,12 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider, const BoxCollider & box_collider, const vec2 & circle_position, +<<<<<<< HEAD + const vec2 & box_position) const { +======= const vec2 & box_position, bool inverse) const { +>>>>>>> 33a072db28d71ba65e59f9491abd42dbf9695fc4 vec2 delta = circle_position - box_position; // Compute half-dimensions of the box @@ -291,7 +299,11 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co // Compute penetration depth float penetration_depth = circle_collider.radius - distance; +<<<<<<< HEAD + +======= if (inverse) collision_normal = -collision_normal; +>>>>>>> 33a072db28d71ba65e59f9491abd42dbf9695fc4 // Compute the resolution vector vec2 resolution = collision_normal * penetration_depth; |