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path: root/src/crepe/system/CollisionSystem.cpp
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-rw-r--r--src/crepe/system/CollisionSystem.cpp16
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;