{
const float& xb = pBall->positionRaw().m_fX;
const float& yb = pBall->positionRaw().m_fY;
- const float& rad = pBall->radius;
+ const float& rad = pBall->m_radius;
vecMin.m_fX = xb - rad;
vecMin.m_fY = yb - rad;
if( pPoly != NULL )
{
- vecMin = pPoly->minP;
- vecMax = pPoly->maxP;
+ vecMin = pPoly->m_minP;
+ vecMax = pPoly->m_maxP;
goto start;
}
const Vector2& vecNormal = cInfo.m_vecNormal;
const Vector2& vecPoint = cInfo.m_vecPoint;
- float m1 = pb1->mass;
- float m2 = pb2->mass;
+ float m1 = pb1->m_mass;
+ float m2 = pb2->m_mass;
- float e = (pb1->CoR + pb2->CoR) / 2;
+ float e = (pb1->m_CoR + pb2->m_CoR) / 2;
Vector2 v1 = pb1->velocityRaw();
Vector2 v2 = pb2->velocityRaw();
// a few values to simplify the equations
const Vector2& vecNorm = cInfo.m_vecNormal;
- float fCoR = pBall->CoR;
+ float fCoR = pBall->m_CoR;
Vector2 vecVelo = pBall->velocityRaw();
// impulse divided by mass
// CoR penetration fix, adds the polygon-ball jitters
// from center to point
- Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->radius;
+ Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->m_radius;
pBall->applyNudge(cInfo.m_vecPoint + vecCollP - pBall->positionRaw());
}
bool getInfo(const Ball* pb1, const Ball* pb2, CollisionInfo* pcInfo)
{
// a few values to simplify the equations
- float r1 = pb1->radius;
- float r2 = pb2->radius;
+ float r1 = pb1->m_radius;
+ float r2 = pb2->m_radius;
Vector2 p1 = pb1->positionRaw();
Vector2 p2 = pb2->positionRaw();
bool getInfo(const Polygon* pPoly, const Ball* pBall, CollisionInfo* pcInfo)
{
// a few values to simplify the equations
- float fRad = pBall->radius;
+ float fRad = pBall->m_radius;
Vector2 vecPos = pBall->positionRaw();
Vector2 vecVelo = pBall->velocityRaw();
- float fMaxX = pPoly->maxP.m_fX;
- float fMinX = pPoly->minP.m_fX;
- float fMaxY = pPoly->maxP.m_fY;
- float fMinY = pPoly->minP.m_fY;
+ float fMaxX = pPoly->m_maxP.m_fX;
+ float fMinX = pPoly->m_minP.m_fX;
+ float fMaxY = pPoly->m_maxP.m_fY;
+ float fMinY = pPoly->m_minP.m_fY;
// quick binding box check
if (vecPos.m_fX - fRad > fMaxX || vecPos.m_fX + fRad < fMinX ||
int iTot = 0;
{
- const vector<Vector2>& pts = pPoly->points;
+ const vector<Vector2>& pts = pPoly->m_points;
unsigned int num = pts.size();
for (unsigned int i = 0; i < num; i++)