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use glm::modf() for less code
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1 changed files with 2 additions and 3 deletions
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@ -607,10 +607,9 @@ bool sphereAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::
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CollisionInfo* collision = collisions.getNewCollision();
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CollisionInfo* collision = collisions.getNewCollision();
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if (collision) {
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if (collision) {
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// penetration is parallel to box side direction
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// penetration is parallel to box side direction
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BA /= maxBA;
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glm::vec3 direction;
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glm::vec3 direction;
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modff(BA.x/maxBA, &(direction.x));
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glm::modf(BA, direction);
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modff(BA.y/maxBA, &(direction.y));
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modff(BA.z/maxBA, &(direction.z));
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direction = glm::normalize(direction);
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direction = glm::normalize(direction);
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collision->_penetration = glm::dot(surfaceAB, direction) * direction;
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collision->_penetration = glm::dot(surfaceAB, direction) * direction;
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// contactPoint is on surface of A
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// contactPoint is on surface of A
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