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fix broken build for using unititialized const float
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1 changed files with 3 additions and 1 deletions
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@ -624,6 +624,8 @@ glm::vec3 cubeNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f,
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// hence the first pair is (1, 2) because the OTHER faces for xFace are (yFace, zFace) = (1, 2)
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int wallIndices[] = { 1, 2, 0, 2, 0, 1 };
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const float INV_SQRT_TWO = 1.0f / SQUARE_ROOT_OF_2;
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bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
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const CapsuleShape* capsuleA = static_cast<const CapsuleShape*>(shapeA);
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const AACubeShape* cubeB = static_cast<const AACubeShape*>(shapeB);
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@ -699,7 +701,7 @@ bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& co
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if (depth > 0.0f) {
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if (depth < capsuleRadius) {
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// need to recast against the diagonal plane: wall rotated away from the face
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glm::vec3 diagonalNormal = INV_SQUARE_ROOT_OF_2 * (wallNormal - faceNormal);
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glm::vec3 diagonalNormal = INV_SQRT_TWO * (wallNormal - faceNormal);
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distances[i] = glm::min(glm::dot(capsuleStart, diagonalNormal), 0.0f);
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} else {
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// capsule misses this wall by more than capsuleRadius
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