From f4a182547e02bafaf996b7f504344c2e28d19254 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Fri, 6 Dec 2024 12:39:03 +0100 Subject: fixed float round issue --- src/crepe/system/CollisionSystem.cpp | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'src/crepe') diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp index bde217f..9da08cb 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -509,10 +509,10 @@ bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, // Calculate the distance squared between the circle's center and the closest point on the box float distance_x = final_position2.x - closest_x; float distance_y = final_position2.y - closest_y; - float distance_squared = distance_x * distance_x + distance_y * distance_y; + float distance_squared = std::round(distance_x * distance_x + distance_y * distance_y); // Compare distance squared with the square of the circle's radius - return distance_squared <= circle2.radius * circle2.radius; + return distance_squared < std::round(circle2.radius * circle2.radius); } bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, @@ -527,13 +527,13 @@ bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1 float distance_x = final_position1.x - final_position2.x; float distance_y = final_position1.y - final_position2.y; - float distance_squared = distance_x * distance_x + distance_y * distance_y; + float distance_squared = std::round(distance_x * distance_x + distance_y * distance_y); // Calculate the sum of the radii float radius_sum = circle1.radius + circle2.radius; // Check if the distance between the centers is less than or equal to the sum of the radii - return distance_squared <= radius_sum * radius_sum; + return distance_squared < std::round(radius_sum * radius_sum); } vec2 CollisionSystem::get_current_position(const vec2 & collider_offset, @@ -554,3 +554,5 @@ vec2 CollisionSystem::get_current_position(const vec2 & collider_offset, // Final positions considering scaling and rotation return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); } + + -- cgit v1.2.3