4
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1
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2 // written in the D programming language
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3
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4 module chipmunkd.cpCollision;
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5
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15
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6 import chipmunkd.chipmunk_types;
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4
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7 import chipmunkd.chipmunk;
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8 import chipmunkd.cpShape;
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9
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10 alias int function(const cpShape *, const cpShape *, cpContact *) collisionFunc;
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11
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12
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13 // Add contact points for circle to circle collisions.
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14 // Used by several collision tests.
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15 static int
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16 circle2circleQuery(const cpVect p1, const cpVect p2, const cpFloat r1, const cpFloat r2, cpContact *con)
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17 {
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18 cpFloat mindist = r1 + r2;
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19 cpVect delta = cpvsub(p2, p1);
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20 cpFloat distsq = cpvlengthsq(delta);
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21 if(distsq >= mindist*mindist) return 0;
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22
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23 cpFloat dist = cpfsqrt(distsq);
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24
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25 // Allocate and initialize the contact.
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26 cpContactInit(
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27 con,
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28 cpvadd(p1, cpvmult(delta, 0.5f + (r1 - 0.5f*mindist)/(dist ? dist : INFINITY))),
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29 (dist ? cpvmult(delta, 1.0f/dist) : cpv(1.0f, 0.0f)),
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30 dist - mindist,
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31 0
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32 );
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33
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34 return 1;
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35 }
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36
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37 // Collide circle shapes.
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38 static int
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39 circle2circle(const cpShape *shape1, const cpShape *shape2, cpContact *arr)
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40 {
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41 cpCircleShape *circ1 = cast(cpCircleShape*)shape1;
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42 cpCircleShape *circ2 = cast(cpCircleShape*)shape2;
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43
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44 return circle2circleQuery(circ1.tc, circ2.tc, circ1.r, circ2.r, arr);
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45 }
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46
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47 // Collide circles to segment shapes.
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48 static int
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49 circle2segment(const cpShape *circleShape, const cpShape *segmentShape, cpContact *con)
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50 {
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51 cpCircleShape *circ = cast(cpCircleShape *)circleShape;
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52 cpSegmentShape *seg = cast(cpSegmentShape *)segmentShape;
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53
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54 // Radius sum
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55 cpFloat rsum = circ.r + seg.r;
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56
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57 // Calculate normal distance from segment.
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58 cpFloat dn = cpvdot(seg.tn, circ.tc) - cpvdot(seg.ta, seg.tn);
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59 cpFloat dist = cpfabs(dn) - rsum;
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60 if(dist > 0.0f) return 0;
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61
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62 // Calculate tangential distance along segment.
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63 cpFloat dt = -cpvcross(seg.tn, circ.tc);
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64 cpFloat dtMin = -cpvcross(seg.tn, seg.ta);
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65 cpFloat dtMax = -cpvcross(seg.tn, seg.tb);
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66
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67 // Decision tree to decide which feature of the segment to collide with.
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68 if(dt < dtMin){
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69 if(dt < (dtMin - rsum)){
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70 return 0;
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71 } else {
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72 return circle2circleQuery(circ.tc, seg.ta, circ.r, seg.r, con);
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73 }
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74 } else {
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75 if(dt < dtMax){
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76 cpVect n = (dn < 0.0f) ? seg.tn : cpvneg(seg.tn);
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77 cpContactInit(
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78 con,
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79 cpvadd(circ.tc, cpvmult(n, circ.r + dist*0.5f)),
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80 n,
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81 dist,
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82 0
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83 );
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84 return 1;
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85 } else {
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86 if(dt < (dtMax + rsum)) {
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87 return circle2circleQuery(circ.tc, seg.tb, circ.r, seg.r, con);
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88 } else {
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89 return 0;
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90 }
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91 }
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92 }
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93
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94 return 1;
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95 }
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96
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97 // Helper function for working with contact buffers
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98 // This used to malloc/realloc memory on the fly but was repurposed.
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99 static cpContact *
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100 nextContactPoint(cpContact *arr, int *numPtr)
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101 {
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23
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102 int index = *numPtr;
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4
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103
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23
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104 if(index < CP_MAX_CONTACTS_PER_ARBITER){
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105 (*numPtr) = index + 1;
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106 return &arr[index];
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107 } else {
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108 return &arr[CP_MAX_CONTACTS_PER_ARBITER - 1];
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109 }
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4
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110 }
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111
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112 // Find the minimum separating axis for the give poly and axis list.
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113 static int
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114 findMSA(const cpPolyShape *poly, const cpPolyShapeAxis *axes, const int num, cpFloat *min_out)
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115 {
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116 int min_index = 0;
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117 cpFloat min = cpPolyShapeValueOnAxis(poly, axes.n, axes.d);
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118 if(min > 0.0f) return -1;
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119
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120 for(int i=1; i<num; i++){
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121 cpFloat dist = cpPolyShapeValueOnAxis(poly, axes[i].n, axes[i].d);
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122 if(dist > 0.0f) {
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123 return -1;
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124 } else if(dist > min){
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125 min = dist;
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126 min_index = i;
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127 }
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128 }
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129
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130 (*min_out) = min;
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131 return min_index;
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132 }
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133
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134 // Add contacts for probably penetrating vertexes.
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135 // This handles the degenerate case where an overlap was detected, but no vertexes fall inside
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136 // the opposing polygon. (like a star of david)
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137 static int
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138 findVertsFallback(cpContact *arr, const cpPolyShape *poly1, const cpPolyShape *poly2, const cpVect n, const cpFloat dist)
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139 {
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140 int num = 0;
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141
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142 for(int i=0; i<poly1.numVerts; i++){
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143 cpVect v = poly1.tVerts[i];
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144 if(cpPolyShapeContainsVertPartial(poly2, v, cpvneg(n)))
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145 cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1.shape.hashid, cast(const cpHashValue)i));
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146 }
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147
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148 for(int i=0; i<poly2.numVerts; i++){
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149 cpVect v = poly2.tVerts[i];
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150 if(cpPolyShapeContainsVertPartial(poly1, v, n))
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151 cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2.shape.hashid, cast(const cpHashValue)i));
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152 }
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153
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154 return num;
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155 }
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156
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157 // Add contacts for penetrating vertexes.
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158 static int
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159 findVerts(cpContact *arr, const cpPolyShape *poly1, const cpPolyShape *poly2, const cpVect n, const cpFloat dist)
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160 {
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161 int num = 0;
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162
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163 for(int i=0; i<poly1.numVerts; i++){
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164 cpVect v = poly1.tVerts[i];
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165 if(cpPolyShapeContainsVert(poly2, v))
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166 cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1.shape.hashid, cast(const cpHashValue)i));
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167 }
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168
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169 for(int i=0; i<poly2.numVerts; i++){
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170 cpVect v = poly2.tVerts[i];
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171 if(cpPolyShapeContainsVert(poly1, v))
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172 cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2.shape.hashid, cast(const cpHashValue)i));
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173 }
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174
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175 return (num ? num : findVertsFallback(arr, poly1, poly2, n, dist));
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176 }
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177
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178 // Collide poly shapes together.
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179 static int
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180 poly2poly(const cpShape *shape1, const cpShape *shape2, cpContact *arr)
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181 {
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182 cpPolyShape *poly1 = cast(cpPolyShape *)shape1;
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183 cpPolyShape *poly2 = cast(cpPolyShape *)shape2;
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184
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185 cpFloat min1;
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186 int mini1 = findMSA(poly2, poly1.tAxes, poly1.numVerts, &min1);
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187 if(mini1 == -1) return 0;
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188
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189 cpFloat min2;
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190 int mini2 = findMSA(poly1, poly2.tAxes, poly2.numVerts, &min2);
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191 if(mini2 == -1) return 0;
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192
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193 // There is overlap, find the penetrating verts
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194 if(min1 > min2)
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195 return findVerts(arr, poly1, poly2, poly1.tAxes[mini1].n, min1);
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196 else
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197 return findVerts(arr, poly1, poly2, cpvneg(poly2.tAxes[mini2].n), min2);
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198 }
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199
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200 // Like cpPolyValueOnAxis(), but for segments.
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201 static cpFloat
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202 segValueOnAxis(const cpSegmentShape *seg, const cpVect n, const cpFloat d)
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203 {
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204 cpFloat a = cpvdot(n, seg.ta) - seg.r;
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205 cpFloat b = cpvdot(n, seg.tb) - seg.r;
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206 return cpfmin(a, b) - d;
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207 }
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208
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209 // Identify vertexes that have penetrated the segment.
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210 static void
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211 findPointsBehindSeg(cpContact *arr, int *num, const cpSegmentShape *seg, const cpPolyShape *poly, const cpFloat pDist, const cpFloat coef)
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212 {
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213 cpFloat dta = cpvcross(seg.tn, seg.ta);
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214 cpFloat dtb = cpvcross(seg.tn, seg.tb);
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215 cpVect n = cpvmult(seg.tn, coef);
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216
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217 for(int i=0; i<poly.numVerts; i++){
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218 cpVect v = poly.tVerts[i];
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219 if(cpvdot(v, n) < cpvdot(seg.tn, seg.ta)*coef + seg.r){
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220 cpFloat dt = cpvcross(seg.tn, v);
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221 if(dta >= dt && dt >= dtb){
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222 cpContactInit(nextContactPoint(arr, num), v, n, pDist, CP_HASH_PAIR(poly.shape.hashid, cast(const cpHashValue)i));
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223 }
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224 }
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225 }
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226 }
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227
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228 // This one is complicated and gross. Just don't go there...
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229 // TODO: Comment me!
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230 static int
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231 seg2poly(const cpShape *shape1, const cpShape *shape2, cpContact *arr)
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232 {
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233 cpSegmentShape *seg = cast(cpSegmentShape *)shape1;
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234 cpPolyShape *poly = cast(cpPolyShape *)shape2;
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235 cpPolyShapeAxis *axes = poly.tAxes;
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236
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237 cpFloat segD = cpvdot(seg.tn, seg.ta);
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238 cpFloat minNorm = cpPolyShapeValueOnAxis(poly, seg.tn, segD) - seg.r;
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239 cpFloat minNeg = cpPolyShapeValueOnAxis(poly, cpvneg(seg.tn), -segD) - seg.r;
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240 if(minNeg > 0.0f || minNorm > 0.0f) return 0;
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241
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242 int mini = 0;
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243 cpFloat poly_min = segValueOnAxis(seg, axes.n, axes.d);
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244 if(poly_min > 0.0f) return 0;
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245 for(int i=0; i<poly.numVerts; i++){
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246 cpFloat dist = segValueOnAxis(seg, axes[i].n, axes[i].d);
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247 if(dist > 0.0f){
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248 return 0;
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249 } else if(dist > poly_min){
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250 poly_min = dist;
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251 mini = i;
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252 }
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253 }
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254
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255 int num = 0;
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256
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257 cpVect poly_n = cpvneg(axes[mini].n);
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258
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259 cpVect va = cpvadd(seg.ta, cpvmult(poly_n, seg.r));
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260 cpVect vb = cpvadd(seg.tb, cpvmult(poly_n, seg.r));
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261 if(cpPolyShapeContainsVert(poly, va))
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262 cpContactInit(nextContactPoint(arr, &num), va, poly_n, poly_min, CP_HASH_PAIR(seg.shape.hashid, cast(cpHashValue)0));
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263 if(cpPolyShapeContainsVert(poly, vb))
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264 cpContactInit(nextContactPoint(arr, &num), vb, poly_n, poly_min, CP_HASH_PAIR(seg.shape.hashid, cast(cpHashValue)1));
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265
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266 // Floating point precision problems here.
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267 // This will have to do for now.
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268 poly_min -= cp_collision_slop;
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269 if(minNorm >= poly_min || minNeg >= poly_min) {
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270 if(minNorm > minNeg)
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271 findPointsBehindSeg(arr, &num, seg, poly, minNorm, 1.0f);
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272 else
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273 findPointsBehindSeg(arr, &num, seg, poly, minNeg, -1.0f);
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274 }
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275
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276 // If no other collision points are found, try colliding endpoints.
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277 if(num == 0){
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278 cpVect poly_a = poly.tVerts[mini];
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279 cpVect poly_b = poly.tVerts[(mini + 1)%poly.numVerts];
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280
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281 if(circle2circleQuery(seg.ta, poly_a, seg.r, 0.0f, arr))
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282 return 1;
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283
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284 if(circle2circleQuery(seg.tb, poly_a, seg.r, 0.0f, arr))
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285 return 1;
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286
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287 if(circle2circleQuery(seg.ta, poly_b, seg.r, 0.0f, arr))
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288 return 1;
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289
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290 if(circle2circleQuery(seg.tb, poly_b, seg.r, 0.0f, arr))
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291 return 1;
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292 }
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293
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294 return num;
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295 }
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296
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297 // This one is less gross, but still gross.
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298 // TODO: Comment me!
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299 static int
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300 circle2poly(const cpShape *shape1, const cpShape *shape2, cpContact *con)
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301 {
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302 cpCircleShape *circ = cast(cpCircleShape *)shape1;
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303 cpPolyShape *poly = cast(cpPolyShape *)shape2;
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304 cpPolyShapeAxis *axes = poly.tAxes;
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305
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306 int mini = 0;
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307 cpFloat min = cpvdot(axes.n, circ.tc) - axes.d - circ.r;
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308 for(int i=0; i<poly.numVerts; i++){
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309 cpFloat dist = cpvdot(axes[i].n, circ.tc) - axes[i].d - circ.r;
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310 if(dist > 0.0f){
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311 return 0;
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312 } else if(dist > min) {
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313 min = dist;
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314 mini = i;
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315 }
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316 }
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317
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318 cpVect n = axes[mini].n;
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319 cpVect a = poly.tVerts[mini];
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320 cpVect b = poly.tVerts[(mini + 1)%poly.numVerts];
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321 cpFloat dta = cpvcross(n, a);
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322 cpFloat dtb = cpvcross(n, b);
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323 cpFloat dt = cpvcross(n, circ.tc);
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324
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325 if(dt < dtb){
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326 return circle2circleQuery(circ.tc, b, circ.r, 0.0f, con);
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327 } else if(dt < dta) {
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328 cpContactInit(
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329 con,
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330 cpvsub(circ.tc, cpvmult(n, circ.r + min/2.0f)),
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331 cpvneg(n),
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332 min,
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333 0
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334 );
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335
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336 return 1;
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337 } else {
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338 return circle2circleQuery(circ.tc, a, circ.r, 0.0f, con);
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339 }
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340 }
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341
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342 static const collisionFunc builtinCollisionFuncs[9] = [
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343 &circle2circle,
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344 null,
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345 null,
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346 &circle2segment,
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347 null,
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348 null,
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349 &circle2poly,
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350 &seg2poly,
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351 &poly2poly,
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352 ];
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353
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354 static collisionFunc[cpShapeType.CP_NUM_SHAPES * cpShapeType.CP_NUM_SHAPES] colfuncs = builtinCollisionFuncs;
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355
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356 static void
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357 addColFunc(const cpShapeType a, const cpShapeType b, collisionFunc func)
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358 {
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359 colfuncs[a + b*cpShapeType.CP_NUM_SHAPES] = func;
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360 }
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361
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362 // Initializes the array of collision functions.
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363 // Called by cpInitChipmunk().
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364 void cpInitCollisionFuncs()
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365 {
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366 addColFunc(cpShapeType.CP_CIRCLE_SHAPE, cpShapeType.CP_CIRCLE_SHAPE, &circle2circle);
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367 addColFunc(cpShapeType.CP_CIRCLE_SHAPE, cpShapeType.CP_SEGMENT_SHAPE, &circle2segment);
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368 addColFunc(cpShapeType.CP_SEGMENT_SHAPE, cpShapeType.CP_POLY_SHAPE, &seg2poly);
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369 addColFunc(cpShapeType.CP_CIRCLE_SHAPE, cpShapeType.CP_POLY_SHAPE, &circle2poly);
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370 addColFunc(cpShapeType.CP_POLY_SHAPE, cpShapeType.CP_POLY_SHAPE, &poly2poly);
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371 }
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372
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373
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374 int
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375 cpCollideShapes(const cpShape *a, const cpShape *b, cpContact *arr)
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376 {
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377 // Their shape types must be in order.
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378 assert(a.klass.type <= b.klass.type, "Collision shapes passed to cpCollideShapes() are not sorted.");
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379
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380 collisionFunc cfunc = colfuncs[a.klass.type + b.klass.type*cpShapeType.CP_NUM_SHAPES];
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381 return (cfunc) ? cfunc(a, b, arr) : 0;
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382 }
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