OBB2D optimizaitons
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@ -24,7 +24,7 @@ import org.oscim.theme.styles.Line;
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class Debug {
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private final static float[] mDebugPoints = new float[4];
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private final static float[] mDebugPoints = new float[8];
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static void addDebugBox(ElementLayers dbg, Label l, TextItem ti, int overlaps, boolean prev,
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float scale) {
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@ -57,8 +57,9 @@ class Debug {
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points[3] = (l.y + height * scale);
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ll.addLine(points, 4, false);
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System.arraycopy(l.bbox.vec, 2, points, 0, 8);
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if (l.bbox != null && overlaps != 3) {
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ll.addLine(l.bbox.corner, 8, true);
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ll.addLine(points, 8, true);
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}
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}
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@ -17,115 +17,129 @@
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package org.oscim.utils;
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/**
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* from http://www.flipcode.com/archives/2D_OBB_Intersection.shtml
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*
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* @author Morgan McGuire morgan@cs.brown.edu
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* @author Hannes Janetzek
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* ported from http://www.flipcode.com/archives/2D_OBB_Intersection.shtml
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*/
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public class OBB2D {
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/**
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* Vector math for one array
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*/
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public static class Vec2 {
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public static void set(float[] v, int pos, float x, float y) {
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v[(pos << 1) + 0] = x;
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v[(pos << 1) + 1] = y;
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v[pos + 0] = x;
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v[pos + 1] = y;
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}
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public static float dot(float[] a, int apos, float[] b, int bpos) {
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return a[apos << 1] * b[bpos << 1] + a[(apos << 1) + 1] * b[(bpos << 1) + 1];
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public static float dot(float[] v, int a, int b) {
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return v[a] * v[b] + v[a + 1] * v[b + 1];
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}
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public final static float lengthSquared(float[] v, int pos) {
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float x = v[(pos << 1) + 0];
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float y = v[(pos << 1) + 1];
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float x = v[pos + 0];
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float y = v[pos + 1];
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return x * x + y * y;
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}
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public final static void normalizeSquared(float[] v, int pos) {
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float x = v[(pos << 1) + 0];
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float y = v[(pos << 1) + 1];
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float x = v[pos + 0];
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float y = v[pos + 1];
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float length = x * x + y * y;
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v[(pos << 1) + 0] = x / length;
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v[(pos << 1) + 1] = y / length;
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v[pos + 0] = x / length;
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v[pos + 1] = y / length;
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}
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public final static void normalize(float[] v, int pos) {
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float x = v[(pos << 1) + 0];
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float y = v[(pos << 1) + 1];
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float x = v[pos + 0];
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float y = v[pos + 1];
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double length = Math.sqrt(x * x + y * y);
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v[(pos << 1) + 0] = (float) (x / length);
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v[(pos << 1) + 1] = (float) (y / length);
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v[pos + 0] = (float) (x / length);
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v[pos + 1] = (float) (y / length);
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}
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public final static float length(float[] v, int pos) {
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float x = v[(pos << 1) + 0];
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float y = v[(pos << 1) + 1];
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float x = v[pos + 0];
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float y = v[pos + 1];
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return (float) Math.sqrt(x * x + y * y);
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}
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public final static void add(float[] result, int rpos, float[] a, int apos, float[] b,
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int bpos) {
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result[(rpos << 1) + 0] = a[(apos << 1) + 0] + b[(bpos << 1) + 0];
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result[(rpos << 1) + 1] = a[(apos << 1) + 1] + b[(bpos << 1) + 1];
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public final static void add(float[] v, int r, int a, int b) {
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v[r + 0] = v[a + 0] + v[b + 0];
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v[r + 1] = v[a + 1] + v[b + 1];
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}
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public final static void sub(float[] result, int rpos, float[] a, int apos, float[] b,
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int bpos) {
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result[(rpos << 1) + 0] = a[(apos << 1) + 0] - b[(bpos << 1) + 0];
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result[(rpos << 1) + 1] = a[(apos << 1) + 1] - b[(bpos << 1) + 1];
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public final static void sub(float[] v, int r, int a, int b) {
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v[r + 0] = v[a + 0] - v[b + 0];
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v[r + 1] = v[a + 1] - v[b + 1];
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}
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public final static void mul(float[] v, int pos, float a) {
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v[(pos << 1) + 0] *= a;
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v[(pos << 1) + 1] *= a;
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v[pos + 0] *= a;
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v[pos + 1] *= a;
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}
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}
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float originX;
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float originY;
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public final float[] vec = new float[4 * 2 + 2 * 2];
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// Corners of the box, where 0 is the lower left.
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public final float[] corner = new float[4 * 2];
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//public final float[] corner = new float[ 4 * 2];
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private final static int CORNER_X = 0;
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private final static int CORNER_Y = CORNER_X + 1;
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private final static int CORNER_0 = CORNER_X;
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private final static int CORNER_1 = CORNER_X + 2;
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//private final static int CORNER_2 = CORNER_X + 4;
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private final static int CORNER_3 = CORNER_X + 6;
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// Two edges of the box extended away from corner[0].
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public final float[] axis = new float[2 * 2];
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// Two edges of the box extended away from origin[CORNER_X + 0].
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//public final float[] axis = new float[2 * 2];
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private final static int AXIS_X = 2 * 4;
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private final static int AXIS_Y = AXIS_X + 1;
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// origin[a] = corner[0].dot(axis[a]);
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public final float[] origin = new float[2];
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private final static int AXIS_1 = AXIS_X;
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private final static int AXIS_2 = AXIS_X + 2;
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// Returns true if other overlaps one dimension of this.
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private boolean overlaps1Way(OBB2D other) {
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for (int a = 0; a < 2; a++) {
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float ax = axis[a * 2];
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float ay = axis[a * 2 + 1];
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for (int a = 0; a <= 2; a += 2) {
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float ax = vec[AXIS_X + a];
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float ay = vec[AXIS_Y + a];
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// dot product
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float t = ax * other.corner[0] + ay * other.corner[1];
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float t = ax * other.vec[CORNER_X] + ay * other.vec[CORNER_Y];
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// Find the extent of box 2 on axis a
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float tMin = t;
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float tMax = t;
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for (int c = 2; c < 8; c += 2) {
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t = ax * other.corner[c] + ay * other.corner[c + 1];
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for (int c = CORNER_X + 2; c < 8; c += 2) {
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t = ax * other.vec[c] + ay * other.vec[c + 1];
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if (t < tMin) {
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if (t < tMin)
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tMin = t;
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} else if (t > tMax) {
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else if (t > tMax)
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tMax = t;
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}
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}
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// We have to subtract off the origin
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// See if [tMin, tMax] intersects [0, 1]
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if ((tMin > 1 + origin[a]) || (tMax < origin[a])) {
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// There was no intersection along this dimension;
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// the boxes cannot possibly overlap.
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return false;
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if (a == 0) {
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if ((tMin > 1 + originX) || (tMax < originX))
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// There was no intersection along this dimension;
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// the boxes cannot possibly overlap.
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return false;
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} else {
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if ((tMin > 1 + originY) || (tMax < originY))
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return false;
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}
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}
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@ -137,42 +151,42 @@ public class OBB2D {
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// Updates the axes after the corners move. Assumes the
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// corners actually form a rectangle.
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private void computeAxes() {
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Vec2.sub(axis, 0, corner, 1, corner, 0);
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Vec2.sub(axis, 1, corner, 3, corner, 0);
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Vec2.sub(vec, AXIS_1, CORNER_1, CORNER_0);
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Vec2.sub(vec, AXIS_2, CORNER_3, CORNER_0);
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// Make the length of each axis 1/edge length so we know any
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// dot product must be less than 1 to fall within the edge.
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Vec2.normalizeSquared(axis, 0);
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origin[0] = Vec2.dot(corner, 0, axis, 0);
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Vec2.normalizeSquared(vec, AXIS_1);
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originX = Vec2.dot(vec, CORNER_0, AXIS_1);
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Vec2.normalizeSquared(axis, 1);
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origin[1] = Vec2.dot(corner, 0, axis, 1);
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}
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public OBB2D(float cx, float cy, float w, float h, float angle) {
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float rcos = (float) Math.cos(angle);
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float rsin = (float) Math.sin(angle);
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float[] tmp = new float[4 * 2];
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Vec2.set(tmp, 0, rcos, rsin);
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Vec2.set(tmp, 1, -rsin, rcos);
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Vec2.mul(tmp, 0, w / 2);
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Vec2.mul(tmp, 1, h / 2);
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Vec2.add(tmp, 2, tmp, 0, tmp, 1);
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Vec2.sub(tmp, 3, tmp, 0, tmp, 1);
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Vec2.set(tmp, 0, cx, cy);
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Vec2.sub(corner, 0, tmp, 0, tmp, 3);
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Vec2.add(corner, 1, tmp, 0, tmp, 3);
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Vec2.add(corner, 2, tmp, 0, tmp, 2);
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Vec2.sub(corner, 3, tmp, 0, tmp, 2);
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computeAxes();
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Vec2.normalizeSquared(vec, AXIS_2);
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originY = Vec2.dot(vec, CORNER_0, AXIS_2);
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}
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// public OBB2D(float cx, float cy, float w, float h, float angle) {
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// float rcos = (float) Math.cos(angle);
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// float rsin = (float) Math.sin(angle);
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//
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// float[] tmp = new float[4 * 2];
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// Vec2.set(tmp, 0, rcos, rsin);
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// Vec2.set(tmp, 1, -rsin, rcos);
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//
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// Vec2.mul(tmp, 0, w / 2);
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// Vec2.mul(tmp, 1, h / 2);
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//
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// Vec2.add(tmp, 2, tmp, 0, tmp, 1);
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// Vec2.sub(tmp, 3, tmp, 0, tmp, 1);
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//
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// Vec2.set(tmp, 0, cx, cy);
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//
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// Vec2.sub(origin, CORNER_X + 0, tmp, 0, tmp, 3);
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// Vec2.add(origin, CORNER_X + 2, tmp, 0, tmp, 3);
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// Vec2.add(origin, CORNER_X + 4, tmp, 0, tmp, 2);
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// Vec2.sub(origin, CORNER_X + 6, tmp, 0, tmp, 2);
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//
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// computeAxes();
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// }
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//
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public OBB2D() {
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}
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@ -185,17 +199,17 @@ public class OBB2D {
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float ux = (float) -asin * height / 2;
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float uy = (float) acos * height / 2;
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corner[0] = cx + (vx - ux);
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corner[1] = cy + (vy - uy);
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vec[CORNER_X] = cx + (vx - ux);
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vec[CORNER_Y] = cy + (vy - uy);
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corner[2] = cx + (-vx - ux);
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corner[3] = cy + (-vy - uy);
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vec[CORNER_X + 2] = cx + (-vx - ux);
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vec[CORNER_Y + 2] = cy + (-vy - uy);
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corner[4] = cx + (-vx + ux);
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corner[5] = cy + (-vy + uy);
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vec[CORNER_X + 4] = cx + (-vx + ux);
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vec[CORNER_Y + 4] = cy + (-vy + uy);
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corner[6] = cx + (vx + ux);
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corner[7] = cy + (vy + uy);
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vec[CORNER_X + 6] = cx + (vx + ux);
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vec[CORNER_Y + 6] = cy + (vy + uy);
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computeAxes();
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}
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@ -219,17 +233,17 @@ public class OBB2D {
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ux *= hh;
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uy *= hh;
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corner[0] = cx - (vx - ux);
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corner[1] = cy - (vy - uy);
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vec[CORNER_X] = cx - (vx - ux);
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vec[CORNER_Y] = cy - (vy - uy);
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corner[2] = cx + (vx - ux);
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corner[3] = cy + (vy - uy);
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vec[CORNER_X + 2] = cx + (vx - ux);
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vec[CORNER_Y + 2] = cy + (vy - uy);
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corner[4] = cx + (vx + ux);
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corner[5] = cy + (vy + uy);
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vec[CORNER_X + 4] = cx + (vx + ux);
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vec[CORNER_Y + 4] = cy + (vy + uy);
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corner[6] = cx - (vx + ux);
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corner[7] = cy - (vy + uy);
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vec[CORNER_X + 6] = cx - (vx + ux);
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vec[CORNER_Y + 6] = cy - (vy + uy);
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computeAxes();
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}
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@ -251,17 +265,17 @@ public class OBB2D {
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vx *= hw;
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vy *= hw;
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corner[0] = cx - vx - ux;
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corner[1] = cy - vy - uy;
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vec[CORNER_X] = cx - vx - ux;
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vec[CORNER_Y] = cy - vy - uy;
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corner[2] = cx + vx - ux;
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corner[3] = cy + vy - uy;
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vec[CORNER_X + 2] = cx + vx - ux;
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vec[CORNER_Y + 2] = cy + vy - uy;
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corner[4] = cx + vx + ux;
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corner[5] = cy + vy + uy;
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vec[CORNER_X + 4] = cx + vx + ux;
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vec[CORNER_Y + 4] = cy + vy + uy;
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corner[6] = cx - vx + ux;
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corner[7] = cy - vy + uy;
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vec[CORNER_X + 6] = cx - vx + ux;
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vec[CORNER_Y + 6] = cy - vy + uy;
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computeAxes();
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}
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@ -284,17 +298,17 @@ public class OBB2D {
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vx *= hw;
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vy *= hw;
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corner[0] = cx - vx - ux;
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corner[1] = cy - vy - uy;
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vec[CORNER_X + 0] = cx - vx - ux;
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vec[CORNER_Y + 0] = cy - vy - uy;
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corner[2] = cx + vx - ux;
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corner[3] = cy + vy - uy;
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vec[CORNER_X + 2] = cx + vx - ux;
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vec[CORNER_Y + 2] = cy + vy - uy;
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corner[4] = cx + vx + ux;
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corner[5] = cy + vy + uy;
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vec[CORNER_X + 4] = cx + vx + ux;
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vec[CORNER_Y + 4] = cy + vy + uy;
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corner[6] = cx - vx + ux;
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corner[7] = cy - vy + uy;
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vec[CORNER_X + 6] = cx - vx + ux;
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vec[CORNER_Y + 6] = cy - vy + uy;
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computeAxes();
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}
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@ -305,26 +319,26 @@ public class OBB2D {
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float hw = width / 2;
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float hh = height / 2;
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corner[0] = cx - hw;
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corner[1] = cy - hh;
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vec[CORNER_X] = cx - hw;
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vec[CORNER_Y] = cy - hh;
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corner[2] = cx - hw;
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corner[3] = cy + hh;
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vec[CORNER_X + 2] = cx - hw;
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vec[CORNER_Y + 2] = cy + hh;
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corner[4] = cx + hw;
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corner[5] = cy + hh;
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vec[CORNER_X + 4] = cx + hw;
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vec[CORNER_Y + 4] = cy + hh;
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corner[6] = cx + hw;
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corner[7] = cy - hh;
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vec[CORNER_X + 6] = cx + hw;
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vec[CORNER_Y + 6] = cy - hh;
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axis[0] = 0;
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axis[1] = 1 / height;
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vec[AXIS_X + 0] = 0;
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vec[AXIS_X + 1] = 1 / height;
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axis[2] = 1 / width;
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axis[3] = 0;
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vec[AXIS_X + 2] = 1 / width;
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vec[AXIS_X + 3] = 0;
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origin[0] = corner[1] * axis[1];
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origin[1] = corner[2] * axis[2];
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vec[0] = vec[CORNER_Y] * vec[AXIS_Y];
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vec[1] = vec[CORNER_X + 2] * vec[AXIS_X + 2];
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}
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// Returns true if the intersection of the boxes is non-empty.
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@ -334,12 +348,12 @@ public class OBB2D {
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// // For testing purposes.
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// void moveTo(Vec2 center) {
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// Vec2 centroid = (corner[0] + corner[1] + corner[2] + corner[3]) / 4;
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// Vec2 centroid = (origin[CORNER_X + 0] + origin[CORNER_X + 1] + origin[CORNER_X + 2] + origin[CORNER_X + 3]) / 4;
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//
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// Vec2 translation = center - centroid;
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//
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// for (int c = 0; c < 4; ++c) {
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// corner[c] += translation;
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// origin[CORNER_X + c] += translation;
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// }
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//
|
||||
// computeAxes();
|
||||
@ -348,7 +362,7 @@ public class OBB2D {
|
||||
// void render() {
|
||||
// glBegin(GL_LINES);
|
||||
// for (int c = 0; c < 5; ++c) {
|
||||
// glVertex2fv(corner[c & 3]);
|
||||
// glVertex2fv(origin[CORNER_X + c & 3]);
|
||||
// }
|
||||
// glEnd();
|
||||
// }
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user