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fixed intersection tests with zero radius shapes (treated as points generally)
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@ -29,12 +29,12 @@ local COLLIDE_EPS = 1e-6
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-- circles
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function intersect.circle_point_overlap(pos, rad, v)
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return pos:distance_squared(v) < rad * rad
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return pos:distance_squared(v) <= rad * rad
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end
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function intersect.circle_circle_overlap(a_pos, a_rad, b_pos, b_rad)
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local rad = a_rad + b_rad
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return a_pos:distance_squared(b_pos) < rad * rad
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return a_pos:distance_squared(b_pos) <= rad * rad
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end
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function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
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@ -46,7 +46,7 @@ function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
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local rad = a_rad + b_rad
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local dist = delta:length_squared()
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local res = false
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if dist < rad * rad then
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if dist <= rad * rad then
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if dist == 0 then
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--singular case; just resolve vertically
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dist = 1
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@ -278,7 +278,7 @@ function intersect.aabb_point_overlap(pos, hs, v)
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:pooled_copy()
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:vector_sub_inplace(v)
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:abs_inplace()
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local overlap = delta.x < hs.x and delta.y < hs.y
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local overlap = delta.x <= hs.x and delta.y <= hs.y
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delta:release()
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return overlap
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end
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@ -320,7 +320,7 @@ function intersect.aabb_aabb_overlap(a_pos, a_hs, b_pos, b_hs)
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local total_size = a_hs
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:pooled_copy()
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:vector_add_inplace(b_hs)
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local overlap = delta.x < total_size.x and delta.y < total_size.y
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local overlap = delta.x <= total_size.x and delta.y <= total_size.y
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vec2.release(delta, total_size)
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return overlap
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end
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@ -375,7 +375,7 @@ function intersect.aabb_circle_overlap(a_pos, a_hs, b_pos, b_rad)
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local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
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local edge_distance_squared = clamped:distance_squared(b_pos)
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clamped:release()
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return edge_distance_squared < (b_rad * b_rad)
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return edge_distance_squared <= (b_rad * b_rad)
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end
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-- return msv on collision, false otherwise
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