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package Collision::2D; |
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7
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7
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31316
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use 5.010_000; |
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25
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7
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298
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3
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7
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7
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34
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use warnings; |
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7
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15
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7
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158
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4
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7
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7
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32
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use strict; |
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7
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23
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7
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291
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5
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6
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7
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7
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4022
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use Collision::2D::Collision; |
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7
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46
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7
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274
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7
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7
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7
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5020
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use Collision::2D::Entity; |
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7
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20
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7
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309
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8
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7
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7
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4274
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use Collision::2D::Entity::Point; |
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7
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20
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7
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204
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9
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7
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7
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4308
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use Collision::2D::Entity::Rect; |
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7
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21
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7
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288
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10
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7
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7
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4612
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use Collision::2D::Entity::Circle; |
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7
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23
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7
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252
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11
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7
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7
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13235
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use Collision::2D::Entity::Grid; |
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7
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27
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7
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955
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12
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13
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BEGIN { |
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14
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7
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7
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60
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require Exporter; |
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15
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7
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110
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our @ISA = qw(Exporter); |
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16
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7
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30
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our @EXPORT_OK = qw( |
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17
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dynamic_collision |
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18
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intersection |
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19
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hash2point hash2rect |
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20
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obj2point obj2rect |
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21
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hash2circle obj2circle |
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22
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normalize_vec |
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23
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hash2grid |
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24
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); |
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25
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7
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6889
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our %EXPORT_TAGS = ( |
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26
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all => \@EXPORT_OK, |
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27
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#std => [qw( check_contains check_collision )], |
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28
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); |
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29
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} |
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30
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31
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our $VERSION = '0.07'; |
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32
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33
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sub dynamic_collision{ |
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34
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164
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164
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1
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1017
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my ($ent1, $ent2, %params) = @_; |
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35
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164
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100
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542
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$params{interval} //= 1; |
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36
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37
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#if $obj2 is an arrayref, do this for each thing in @$obj |
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38
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# and return all collisions, starting with the closest |
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39
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164
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50
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379
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if (ref $ent2 eq 'ARRAY'){ |
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40
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0
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0
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my @collisions = map {dynamic_collision($ent1,$_,%params)} @$ent2; |
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0
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0
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41
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0
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0
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return sort{$a->time <=> $b->time} grep{defined$_} @collisions; |
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0
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0
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0
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0
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42
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} |
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43
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44
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#now, we sort by package name. This is so we can find specific routine in predictable namespace. |
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45
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#for example, p comes before r, so point-rect collisions are at $point->_collide_rect |
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46
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164
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232
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my $swapped; |
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47
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164
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100
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452
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if ($ent1->_p > $ent2->_p ){ |
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48
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50
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94
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($ent1, $ent2) = ($ent2, $ent1); |
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49
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50
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116
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$swapped=1 |
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50
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} |
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51
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164
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1089
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my $method = "_collide_$ent2"; |
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52
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53
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164
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448
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$ent1->normalize($ent2); |
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54
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164
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616
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my $collision = $ent1->$method($ent2, %params); |
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55
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164
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100
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636
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return unless $collision; |
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56
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128
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100
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100
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363
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if ($params{keep_order} and $swapped){ |
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57
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#original ent1 needs to be ent1 in collision |
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58
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1
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5
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return $collision->invert; |
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59
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} |
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60
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127
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467
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return $collision; |
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61
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} |
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62
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63
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sub intersection{ |
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64
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223
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223
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1
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318
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my ($ent1, $ent2) = @_; |
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65
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223
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50
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606
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if (ref $ent2 eq 'ARRAY'){ |
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66
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0
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0
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for (@$ent2){ |
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67
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0
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0
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0
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return 1 if intersection($ent1, $_); |
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68
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} |
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69
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0
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0
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return 0; |
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70
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} |
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71
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223
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100
|
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564
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($ent1, $ent2) = ($ent2, $ent1) if ($ent1->_p > $ent2->_p ); |
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72
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223
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1144
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my $method = "intersect_$ent2"; |
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73
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74
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223
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100
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704
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return 1 if $ent1->$method($ent2); |
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75
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82
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295
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return 0; |
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76
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} |
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77
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78
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sub normalize_vec{ |
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79
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26
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26
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1
|
8965
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my ($x,$y) = @{shift()}; |
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|
26
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52
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80
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26
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72
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my $r = sqrt($x**2+$y**2); |
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81
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26
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146
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return [$x/$r, $y/$r] |
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82
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} |
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83
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84
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sub hash2point{ |
|
85
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67
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67
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1
|
8336
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my $hash = shift; |
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86
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67
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333
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return Collision::2D::Entity::Point->new ( |
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87
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x=>$hash->{x}, |
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88
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y=>$hash->{y}, |
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89
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xv=>$hash->{xv}, |
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90
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yv=>$hash->{yv}, |
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91
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); |
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92
|
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} |
|
93
|
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sub hash2rect{ |
|
94
|
114
|
|
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114
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1
|
13163
|
my $hash = shift; |
|
95
|
114
|
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100
|
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|
1107
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return Collision::2D::Entity::Rect->new ( |
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100
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96
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x=>$hash->{x}, |
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97
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y=>$hash->{y}, |
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98
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xv=>$hash->{xv}, |
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99
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yv=>$hash->{yv}, |
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100
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h=>$hash->{h} || 1, |
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101
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w=>$hash->{w} || 1, |
|
102
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) |
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103
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|
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} |
|
104
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sub obj2point{ |
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105
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0
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0
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1
|
0
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my $obj = shift; |
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106
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0
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0
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return Collision::2D::Entity::Point->new ( |
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107
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x=>$obj->x, |
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108
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y=>$obj->y, |
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109
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xv=>$obj->xv, |
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110
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yv=>$obj->yv, |
|
111
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) |
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112
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} |
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113
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sub obj2rect{ |
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114
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0
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0
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1
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0
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my $obj = shift; |
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115
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0
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0
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0
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return Collision::2D::Entity::Rect->new ( |
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0
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116
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x=>$obj->x, |
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117
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y=>$obj->y, |
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118
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xv=>$obj->xv, |
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119
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yv=>$obj->yv, |
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120
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h=>$obj->h || 1, |
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121
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w=>$obj->w || 1, |
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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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125
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sub hash2circle{ |
|
126
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53
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53
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1
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26649
|
my $hash = shift; |
|
127
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53
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100
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514
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return Collision::2D::Entity::Circle->new ( |
|
128
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x=>$hash->{x}, |
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129
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y=>$hash->{y}, |
|
130
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xv=>$hash->{xv}, |
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131
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yv=>$hash->{yv}, |
|
132
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radius => $hash->{radius} || $hash->{r} || 1, |
|
133
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) |
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134
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} |
|
135
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136
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sub obj2circle{ |
|
137
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0
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0
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1
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0
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my $obj = shift; |
|
138
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0
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0
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0
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return Collision::2D::Entity::Circle->new ( |
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139
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x=>$obj->x, |
|
140
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y=>$obj->y, |
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141
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xv=>$obj->xv, |
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142
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yv=>$obj->yv, |
|
143
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radius => $obj->radius || 1, |
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144
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) |
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145
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146
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} |
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147
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148
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# x and y are be derivable from specified number of $cells? |
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149
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#w < cell_size * cells_w |
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150
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#cells_w > cell_size / w |
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151
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#cells: both cells_x and cells_y. this means that you want this grid to be square. |
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152
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153
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# do what? do + dimensions even need to be constrained? |
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154
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sub hash2grid{ |
|
155
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31
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31
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0
|
9038
|
my $hash = shift; |
|
156
|
31
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110
|
my ($cell_size, $w, $h, $x, $y, $cells, $cells_x, $cells_y) |
|
157
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31
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51
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= @{$hash}{qw/cell_size w h x y cells cells_x cells_y/}; |
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158
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31
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50
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33
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170
|
die 'where?' unless defined $y and defined $x; |
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159
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31
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50
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74
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die 'require cell_size' unless $cell_size; |
|
160
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161
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31
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50
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76
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if ($cells) { |
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162
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0
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0
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$w = $cell_size * $cells_x; |
|
163
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0
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0
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$h = $cell_size * $cells_y; |
|
164
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} |
|
165
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else{ |
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166
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31
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50
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68
|
if ($cells_x) { |
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167
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0
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0
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$w = $cell_size * $cells_x; |
|
168
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} |
|
169
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31
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50
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|
97
|
if ($cells_y){ |
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170
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0
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0
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$h = $cell_size * $cells_y; |
|
171
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} |
|
172
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} |
|
173
|
31
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50
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33
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|
133
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die 'require some form of w and h' unless $w and $h; |
|
174
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175
|
31
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|
147
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return Collision::2D::Entity::Grid->new ( |
|
176
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x=>$x, |
|
177
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y=>$y, |
|
178
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w=>$w, |
|
179
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h=>$h, |
|
180
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|
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cell_size => $cell_size, |
|
181
|
|
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|
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); |
|
182
|
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} |
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q|positively| |
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__END__ |
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=head1 NAME |
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Collision::2D - Continuous 2d collision detection |
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191
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=head1 SYNOPSIS |
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use Collision::2D ':all'; |
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my $rect = hash2rect ({x=>0, y=>0, h=>1, w=>1}); |
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my $circle = hash2circle ({x=>0, y=>0, radius => 1}); |
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my $collision = dynamic_collision ($rect, $circle); |
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#When your geometric objects do not move, it is static. |
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#Collision::2D is also capable of dynamic collisions, eith moving entities. |
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my $roach = hash2circle ({x=>-1, y=>-12, radius => .08, xv = 3, yv => 22}); |
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my $food = hash2circle ({x=>0, y=>3, radius => .08, xv=>-6}); |
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my $co2 = dynamic_collision ($roach, $food); |
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if ($co2){ |
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print "collision is at t=" . $co2->time . "\n" |
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print "axis of collision is (" . join(',', @{$co2->axis}) .")\n"; |
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} |
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#we can also detect whether points collide with circles and rects. |
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#these entities collide at around y=20000, x=10000, t=100: |
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my $tiny_rect = hash2rect {x=>15000-.00005, y=>30000-.00005, h=>.0001, w=>.0001, xv=>-50, yv=>-100}; |
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my $accurate_bullet = hash2point { x=>-40000, y=>80100, xv=>500, yv=> -601}; |
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my $strange_collision = dynamic_collision ($accurate_bullet, $tiny_rect, interval=>400); |
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=head1 DESCRIPTION |
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216
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Collision::2D contains sets of several geometrical classes to help you model dynamic (continuous) |
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collisions in your programs. It is targeted for any game or other application that requires |
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dynamic collision detection between moving circles, rectangles, and points. |
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=head2 WHY |
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Typically, collision detection in games and game libraries tends to be static. |
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That is, they only detect overlap of motionless polygons. |
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This is somewhat simple, but naive, because often the developer may want a |
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description of the |
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collision, so that he may implement a response. |
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Supply Collision::2D with any 2 moving entities |
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(L<rects|Collision::2D::Entity::Rect>, |
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L<circles|Collision::2D::Entity::Circle>, and |
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L<points|Collision::2D::Entity::Point>) |
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and an interval of time and it will return a Collision::2D::Collision object. |
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This $collision has attributes ->time and ->axis, which describe when and how the collision took place. |
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235
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=head2 HOW |
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Initially, I implemented point-rect and point-circle. I used these to compose the other types of detection. |
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Circle-circle is just an extension of point-circle, and it reduces to a single |
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point-circle detection. |
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Circle-rect and may use a bunch of calls to point-collision routines. This is a worst case, though. |
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If both entities stay entirely separate on either dimension, no such calculation is required. |
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If they intersect at t=0, it returns the null collision, with no axis involved. |
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Rect-rect operates independently of point operations. |
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In any case, if one entity is observed to remain on one side of the other, then |
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we can be certain that they don't collide. |
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251
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=head1 FUNCTIONS |
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253
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=over |
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255
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=item dynamic_collision |
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257
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Detects collisions between 2 entities. The entities may be any combination |
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of rects, circles, and points. You may specify a time interval as an keyed parameter. |
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By default, the interval is 1. |
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261
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my $circle = hash2circle ({x=>0, y=>0, yv => 1, radius => 1}); |
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my $point = hash2point ({x=>0, y=>-2, yv => 2}); |
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my $collision = dynamic_collision ($circle, $point, interval => 4); |
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#$collision->time == 1. More on that in L<Collision::2D::Collision>. |
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265
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#$collision->axis ~~ [0,1] or [0,-1]. More on that in L<Collision::2D::Collision>. |
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267
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=item intersection |
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269
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print 'whoops' unless intersection ($table, $pie); |
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271
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Detects overlap between 2 entities. This is similar to dynamic_collision, |
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except that time and motion is not considered. intersection() does not return a |
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273
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L<Collision::2D::Collision>, but instead true or false values. |
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274
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275
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=item hash2circle, hash2point, hash2rect |
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277
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my $circle = hash2circle ({x=>0, y=>0, yv => 1, radius => 1}); |
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279
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These takes a hash reference, and return the appropriate entity. |
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The hash typically includes absolute coordinates and velocities. |
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For hash2circle, it takes radius. |
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For hash2rect, it takes h and w. |
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283
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284
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=item obj2circle, obj2point, obj2rect |
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285
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286
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my $circle = hash2circle ($game_sprite); |
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288
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These takes an object with the appropriate methods and return the appropriate entity. |
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C<< ->x(), ->y(), ->xv(), and ->yv() >> must be callable methods of the $object. |
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For C<obj2circle>, it takes radius. |
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For C<obj2rect>, it takes h and w. |
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292
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293
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=item normalize_vec |
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294
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295
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Normalize your 2d vectors |
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296
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297
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my $vec = [3,4]; |
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298
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my $nvec = normalize_vec($vec); |
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299
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# $nvec is now [3/5, 4/5] |
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301
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=back |
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302
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303
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=head1 EXPORTABLE SYMBOLS |
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304
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305
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Collision::2D doesn't export anything by default. You have to explicitly |
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define function names or use the :all tag. |
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308
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=head1 TODO |
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310
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*point-point collisions? Don't expect much if you try it now. |
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*either triangles or line segments (or both!) to model slopes. |
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312
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*Something that can model walking on mario-style platformers. |
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313
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**maybe entities should be linked to whatever entities they stand/walk on? |
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314
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**How should entities fit into 'gaps' in the floor that are their exact size? |
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315
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316
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=head1 CONTRIBUTORS |
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317
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318
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Zach P. Morgan, C<< <zpmorgan at cpan.org> >> |
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320
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Stefan Petrea C<< <stefan.petrea@gmail.com> >> |
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322
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Kartik Thakore C<< <kthakore@cpan.org> >> |
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323
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324
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325
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=head1 ACKNOWLEDGEMENTS |
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326
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327
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Many thanks to Breno G. de Oliveira and Kartik Thakore for their help and insights. |
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328
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329
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330
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=head1 LICENSE |
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331
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332
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This program is free software; you can redistribute it and/or modify it |
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333
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under the terms of either: the GNU General Public License as published |
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334
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by the Free Software Foundation; or the Artistic License. |
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335
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336
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See http://dev.perl.org/licenses/ for more information. |