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Added aabb_point_collide()
Pushes point out along minimum axis. Nudges it out with COLLIDE_EPS added to the msv.
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@ -232,6 +232,26 @@ function intersect.aabb_point_overlap(pos, hs, v)
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return _apo_delta.x < hs.x and _apo_delta.y < hs.y
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return _apo_delta.x < hs.x and _apo_delta.y < hs.y
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end
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end
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-- discrete displacement
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-- return msv to push point to closest edge of aabb
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local _apo_delta_c = vec2:zero()
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local _apo_delta_c_abs = vec2:zero()
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local _apo_normal = vec2:zero()
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function intersect.aabb_point_collide(pos, hs, v, into)
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_apo_delta_c:vset(v):vsubi(pos)
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_apo_delta_c_abs:vset(_apo_delta_c):absi()
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if _apo_delta_c_abs.x < hs.x and _apo_delta_c_abs.y < hs.y then
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into = into or vec2:zero()
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-- ahh get the point outta here
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_apo_normal:vset(hs):vsubi(_apo_delta_c_abs):minori()
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_apo_delta_c:vmuli(_apo_normal):normalisei():smuli(_apo_normal:length())
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-- nudge it a bit
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into:vset(_apo_delta_c):vaddi(_apo_delta_c:normalisei():smuli(COLLIDE_EPS))
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return into
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end
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return false
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end
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--return true on overlap, false otherwise
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--return true on overlap, false otherwise
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local _aao_abs_delta = vec2:zero()
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local _aao_abs_delta = vec2:zero()
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local _aao_total_size = vec2:zero()
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local _aao_total_size = vec2:zero()
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