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package Collision::2D::Entity::Point; |
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7
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use strict; |
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225
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3
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93
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use warnings; |
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7
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698
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4
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5
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require DynaLoader; |
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our @ISA = qw(DynaLoader Collision::2D::Entity); |
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7
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bootstrap Collision::2D::Entity::Point; |
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9
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10
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184
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184
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496
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sub _p{3} #meh priority |
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7
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7
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38
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use overload '""' => sub{'point'}; |
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164
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82
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164
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387
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1
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1
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0
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383
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sub typename{'point'} |
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14
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sub new{ |
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15
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163
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163
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0
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571
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my ($package, %params) = @_; |
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16
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163
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100
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3073
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my $self = __PACKAGE__->_new ( |
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100
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100
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100
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100
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100
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100
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100
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17
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$params{x} || 0, |
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18
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$params{y} || 0, |
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19
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$params{xv} || 0, |
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20
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$params{yv} || 0, |
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21
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$params{relative_x} || 0, |
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22
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$params{relative_y} || 0, |
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23
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$params{relative_xv} || 0, |
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24
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$params{relative_yv} || 0, |
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25
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); |
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26
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163
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593
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return $self; |
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27
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} |
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28
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29
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#I daresay, 2 points mayn't collide |
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30
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sub _collide_point{ |
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31
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0
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0
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0
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return; |
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32
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} |
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33
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34
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35
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#Here, $self is assumed to be normalized. |
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36
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37
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sub _collide_rect{ |
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38
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78
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78
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157
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my ($self, $rect, %params) = @_; |
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39
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#if we start inside rect, return the null collision, so to speak. |
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40
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#if ($rect->contains_point($self)){ |
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41
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# return $self->null_collision($rect) |
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42
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#} |
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43
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#this line segment is path of point during this interval |
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44
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78
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192
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my $x1 = $self->relative_x; |
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45
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78
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253
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my $x2 = $x1 + ($self->relative_xv * $params{interval}); |
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46
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78
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151
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my $y1 = $self->relative_y; |
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47
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78
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210
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my $y2 = $y1 + ($self->relative_yv * $params{interval}); |
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48
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78
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173
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my $w = $rect->w; |
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49
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78
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141
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my $h = $rect->h; |
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50
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51
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#if it contains point at t=0, relatively... |
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52
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78
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50
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100
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535
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if ( $x1>0 and $x1<$w |
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100
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66
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53
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and $y1>0 and $y1<$h){ |
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54
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0
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0
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return $self->null_collision($rect); |
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55
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} |
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56
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else{ |
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57
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#start outside box, so return if no relative movement |
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58
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78
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50
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33
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512
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return unless $params{interval} and ($self->relative_x or $self->relative_y); |
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33
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59
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} |
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60
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78
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100
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212
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unless ($self->relative_xv){ #no horizontal movement. Don't worry about inverting, it's easy. |
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61
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25
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50
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33
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170
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return unless ($x1 > 0 and $x1 < $w); |
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62
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25
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33
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my $t; |
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63
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25
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100
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66
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164
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if ($y1 < 0 and $y2 > 0){ |
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50
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33
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64
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22
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43
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$t = -$y1 / $self->relative_yv; |
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65
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} elsif ($y1 > $h and $y2 < $h){ |
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66
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3
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12
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$t = ($y1-$h) / -$self->relative_yv; |
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67
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}else { |
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68
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return |
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69
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0
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0
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} |
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70
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25
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87
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return Collision::2D::Collision->new( |
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71
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time => $t, |
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72
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axis => 'y', |
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73
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ent1 => $self, |
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74
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ent2 => $rect, |
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75
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); |
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76
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} |
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77
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78
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#now see if point starts and ends on one of 4 sides of this rect. |
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79
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#probably worth it because most things don't collide with each other every frame |
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80
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53
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100
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100
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143
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if ($x1 > $w and $x2 > $w ){ |
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81
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return |
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82
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1
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4
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} |
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83
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52
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100
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100
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201
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if ($x1 < 0 and $x2 < 0){ |
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84
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return |
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85
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5
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17
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} |
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86
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47
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100
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100
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155
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if ($y1 > $h and $y2 > $h ){ |
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87
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return |
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88
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1
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5
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} |
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89
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46
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100
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100
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129
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if ($y1 < 0 and $y2 < 0){ |
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90
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return |
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91
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1
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8
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} |
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92
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93
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#not that simple. either it enters rect, or passes by a corner. check each rect line segment. |
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94
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45
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55
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my ($best_time, $best_axis); |
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95
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45
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50
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121
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if ($self->relative_xv){ |
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96
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45
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100
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66
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231
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if ($x1 < 0 and $x2 > 0){ # horizontally pass rect's left side |
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100
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66
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97
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29
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128
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my $t = (-$x1) / $self->relative_xv; |
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98
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29
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116
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my $y_at_t = $y1 + ($t * $self->relative_yv); |
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99
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29
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100
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100
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128
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if ($y_at_t < $h and $y_at_t > 0) { |
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100
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12
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16
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$best_time = $t; |
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101
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12
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23
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$best_axis = 'x'; |
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102
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} |
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103
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} |
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104
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elsif ($x1 > $w and $x2 < $w){ #horizontally pass rect's right side |
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105
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6
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24
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my $t = ($x1 - $w) / -$self->relative_xv; |
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106
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6
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74
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my $y_at_t = $y1 + ($t * $self->relative_yv); |
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107
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6
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100
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100
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36
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if ($y_at_t < $h and $y_at_t > 0) { |
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108
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4
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8
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$best_time = $t; |
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109
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4
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7
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$best_axis = 'x'; |
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110
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} |
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111
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} |
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112
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} |
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113
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45
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100
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124
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if ($self->relative_yv){ |
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114
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39
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100
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100
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194
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if ($y1 < 0 and $y2 > 0){ #vertically pass rect's lower side |
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100
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66
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115
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10
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26
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my $t = (-$y1) / $self->relative_yv; |
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116
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10
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50
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33
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27
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if (!defined($best_time) or $t < $best_time){ |
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117
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10
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22
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my $x_at_t = $x1 + ($t * $self->relative_xv); |
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118
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10
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100
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100
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55
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if ($x_at_t < $w and $x_at_t > 0) { |
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119
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4
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7
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$best_time = $t; |
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120
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4
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6
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$best_axis = 'y'; |
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121
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} |
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122
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} |
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123
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} |
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124
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elsif ($y1 > $h and $y2 < $h){ #vertically pass rect's upper side |
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125
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17
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51
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my $t = ($y1 - $h) / -$self->relative_yv; |
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126
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17
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50
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66
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120
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if (!defined($best_time) or $t < $best_time){ |
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127
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17
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53
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my $x_at_t = $x1 + ($t * $self->relative_xv); |
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128
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17
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100
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100
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80
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if ($x_at_t < $w and $x_at_t > 0) { |
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129
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8
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14
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$best_time = $t; |
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130
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8
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13
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$best_axis = 'y'; |
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131
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} |
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132
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} |
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133
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} |
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134
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} |
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135
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45
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100
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139
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return unless $best_axis; |
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136
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28
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119
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return Collision::2D::Collision->new( |
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137
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time => $best_time, |
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138
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axis => $best_axis, |
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139
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ent1 => $self, |
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140
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ent2 => $rect, |
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141
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); |
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142
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} |
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143
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144
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2 |
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145
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146
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__END__ |
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147
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=head1 NAME |
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148
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149
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Collision::2D::Entity::Rect - A Point entity. |
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150
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151
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=head1 DESCRIPTION |
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152
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153
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This is a point entity. |
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154
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Attributes (x, y) are the location of this point. See L<Collision::2D::Entity>. |
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155
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156
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Points can not collide with other points. Use a very small circle instead. |
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157
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158
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=head1 ATTRIBUTES |
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159
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160
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Anything in L<Collision::2D::Entity>. |
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161
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162
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=head1 METHODS |
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163
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164
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Anything in L<Collision::2D::Entity>. |
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165
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166
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=head2 collide |
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167
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168
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See L<< Collision::2D::Entity->collide|Collision::2D::Entity/collide >> |
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169
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170
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print 'boom' if $point->collide($rect); |
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171
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print 'zing' if $point->collide($circle); |
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172
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print 'yotz' if $point->collide($grid); |
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173
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174
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=head2 intersect |
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175
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176
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See L<< Collision::2D::Entity->intersect|Collision::2D::Entity/intersect >> |
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177
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178
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print 'bam' if $point->intersect($rect); |
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179
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# etc.. |