| 1170 | } |
| 1171 | |
| 1172 | int CCollision::IntersectNoLaserNoWalls(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const |
| 1173 | { |
| 1174 | float Distance = distance(Pos0, Pos1); |
| 1175 | vec2 Last = Pos0; |
| 1176 | |
| 1177 | const int DistanceRounded = std::ceil(Distance); |
| 1178 | for(int i = 0; i < DistanceRounded; i++) |
| 1179 | { |
| 1180 | float a = (float)i / Distance; |
| 1181 | vec2 Pos = mix(Pos0, Pos1, a); |
| 1182 | if(IsNoLaser(round_to_int(Pos.x), round_to_int(Pos.y)) || IsFrontNoLaser(round_to_int(Pos.x), round_to_int(Pos.y))) |
| 1183 | { |
| 1184 | if(pOutCollision) |
| 1185 | *pOutCollision = Pos; |
| 1186 | if(pOutBeforeCollision) |
| 1187 | *pOutBeforeCollision = Last; |
| 1188 | if(IsNoLaser(round_to_int(Pos.x), round_to_int(Pos.y))) |
| 1189 | return GetCollisionAt(Pos.x, Pos.y); |
| 1190 | else |
| 1191 | return GetFrontCollisionAt(Pos.x, Pos.y); |
| 1192 | } |
| 1193 | Last = Pos; |
| 1194 | } |
| 1195 | if(pOutCollision) |
| 1196 | *pOutCollision = Pos1; |
| 1197 | if(pOutBeforeCollision) |
| 1198 | *pOutBeforeCollision = Pos1; |
| 1199 | return 0; |
| 1200 | } |
| 1201 | |
| 1202 | int CCollision::IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) const |
| 1203 | { |
no test coverage detected