if( b != NULL )
{
- const float& xb = b->positionRaw().x;
- const float& yb = b->positionRaw().y;
+ const float& xb = b->positionRaw().m_fX;
+ const float& yb = b->positionRaw().m_fY;
const float& rad = b->radius;
- minP.x = xb - rad;
- minP.y = yb - rad;
- maxP.x = xb + rad;
- maxP.y = yb + rad;
+ minP.m_fX = xb - rad;
+ minP.m_fY = yb - rad;
+ maxP.m_fX = xb + rad;
+ maxP.m_fY = yb + rad;
goto start;
}
return;
start:
- for( int x = static_cast<int>( minP.x / (screenX / xDivisions) );
- x <= static_cast<int>( maxP.x / (screenX / xDivisions) );
+ for( int x = static_cast<int>( minP.m_fX / (screenX / xDivisions) );
+ x <= static_cast<int>( maxP.m_fX / (screenX / xDivisions) );
x++ )
{
if(x < 0 || xDivisions <= x)
break;
- for( int y = static_cast<int>( minP.y / (screenY / yDivisions) );
- y <= static_cast<int>( maxP.y / (screenY / yDivisions) );
+ for( int y = static_cast<int>( minP.m_fY / (screenY / yDivisions) );
+ y <= static_cast<int>( maxP.m_fY / (screenY / yDivisions) );
y++ )
{
if(y < 0 || yDivisions <= y)
Vector2 v2 = b2->velocityRaw();
// quick binding box check
- if (p1.x - r1 > p2.x + r2
- || p1.x + r1 < p2.x - r2
- || p1.y - r1 > p2.y + r2
- || p1.y + r1 < p2.y - r2)
+ if (p1.m_fX - r1 > p2.m_fX + r2
+ || p1.m_fX + r1 < p2.m_fX - r2
+ || p1.m_fY - r1 > p2.m_fY + r2
+ || p1.m_fY + r1 < p2.m_fY - r2)
return false;
// test if not touching
Vector2 vecPos = pBall->positionRaw();
Vector2 vecVelo = pBall->velocityRaw();
- float fMaxX = pPoly->maxP.x;
- float fMinX = pPoly->minP.x;
- float fMaxY = pPoly->maxP.y;
- float fMinY = pPoly->minP.y;
+ float fMaxX = pPoly->maxP.m_fX;
+ float fMinX = pPoly->minP.m_fX;
+ float fMaxY = pPoly->maxP.m_fY;
+ float fMinY = pPoly->minP.m_fY;
// quick binding box check
- if (vecPos.x - fRad > fMaxX || vecPos.x + fRad < fMinX ||
- vecPos.y - fRad > fMaxY || vecPos.y + fRad < fMinY)
+ if (vecPos.m_fX - fRad > fMaxX || vecPos.m_fX + fRad < fMinX ||
+ vecPos.m_fY - fRad > fMaxY || vecPos.m_fY + fRad < fMinY)
return false;
for (unsigned int i = 0; i < num; i++)
{
Vector2 vec = vectorToLine(vecPos,
- pts[i].x,
- pts[i].y,
- pts[(i + 1) % num].x,
- pts[(i + 1) % num].y);
+ pts[i].m_fX,
+ pts[i].m_fY,
+ pts[(i + 1) % num].m_fX,
+ pts[(i + 1) % num].m_fY);
if (vec.sqrLength() <= fRad*fRad && 0 < vec.dot(vecVelo))
{