Fix interval overlap case for collision detection
If one interval were completely contained within another then the logic would not correctly identify the overlap. Instead check the length of the intervals and ensure the smaller interval of the two is compared against the larger one.
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@ -389,6 +389,34 @@ b32 moveEntity(GameState *state, Entity *entity, i32 entityIndex, v2 ddP,
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return willCollide;
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}
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INTERNAL void addAsteroid(GameState *state, v2 windowSize)
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{
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Entity *asteroid = &state->entityList[state->entityIndex];
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asteroid->id = state->entityIndex++;
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i32 randValue = rand();
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i32 randX = (randValue % (i32)windowSize.w);
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i32 randY = (randValue % (i32)windowSize.h);
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asteroid->pos = V2i(randX, randY);
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asteroid->size = V2(75.0f, 75.0f);
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asteroid->hitbox = asteroid->size;
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asteroid->offset = V2(asteroid->size.w * -0.5f, 0);
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asteroid->scale = 1;
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asteroid->rotation = 45;
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asteroid->type = entitytype_asteroid;
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asteroid->direction = direction_null;
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asteroid->renderMode = rendermode_polygon;
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asteroid->numVertexPoints = 10;
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asteroid->vertexPoints = createAsteroidVertexList(
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&state->persistentArena, asteroid->numVertexPoints,
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(i32)(asteroid->size.x * 0.5f));
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asteroid->tex = NULL;
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asteroid->collides = TRUE;
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}
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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v2 windowSize, f32 dt)
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{
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@ -406,34 +434,9 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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state->pixelsPerMeter = 70.0f;
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{ // Init asteroid entities
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i32 numAsteroids = 1;
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i32 numAsteroids = 15;
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for (i32 i = 0; i < numAsteroids; i++)
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{
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Entity *asteroid = &state->entityList[state->entityIndex];
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asteroid->id = state->entityIndex++;
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i32 randValue = rand();
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i32 randX = (randValue % (i32)windowSize.w);
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i32 randY = (randValue % (i32)windowSize.h);
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asteroid->pos = V2i(100 + (i * 100), 500);
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asteroid->size = V2(100.0f, 100.0f);
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asteroid->hitbox = asteroid->size;
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asteroid->offset = V2(asteroid->size.w * -0.5f, 0);
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asteroid->scale = 1;
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asteroid->rotation = 45;
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asteroid->type = entitytype_asteroid;
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asteroid->direction = direction_null;
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asteroid->renderMode = rendermode_polygon;
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asteroid->numVertexPoints = i + 10;
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asteroid->vertexPoints = createAsteroidVertexList(
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&state->persistentArena, asteroid->numVertexPoints,
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(i32)(asteroid->size.x * 0.5f));
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asteroid->tex = NULL;
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asteroid->collides = TRUE;
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}
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addAsteroid(state, windowSize);
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}
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#if 1
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@ -503,6 +506,12 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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}
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if (getKeyStatus(&state->input.keys[keycode_left_square_bracket],
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readkeytype_repeat, 0.2f, dt))
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{
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addAsteroid(state, windowSize);
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}
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for (i32 i = 0; i < state->entityIndex; i++)
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{
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Entity *entity = &state->entityList[i];
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@ -574,7 +583,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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v2 ddP = {0};
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#if 0
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#if 1
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switch (entity->direction)
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{
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case direction_north:
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@ -642,8 +651,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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// NOTE(doyle): Make asteroids start and move at constant speed
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ddPSpeedInMs = 1;
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entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs);
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#endif
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entity->rotation += (60 * dt);
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#endif
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}
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b32 willCollide = moveEntity(state, entity, i, ddP, dt, ddPSpeedInMs);
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@ -661,7 +670,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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entityColor, flags);
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}
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#if 0
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#if 1
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debug_drawUi(state, dt);
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debug_clearCounter();
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#endif
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@ -191,9 +191,20 @@ INTERNAL inline v2 v2_normalise(const v2 a)
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return result;
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}
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INTERNAL inline b32 v2_intervalsOverlap(const v2 a, const v2 b)
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INTERNAL inline b32 v2_intervalsOverlap(v2 a, v2 b)
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{
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b32 result = FALSE;
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f32 lenOfA = a.max - a.min;
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f32 lenOfB = b.max - b.min;
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if (lenOfA > lenOfB)
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{
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v2 tmp = a;
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a = b;
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b = tmp;
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}
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if ((a.min >= b.min && a.min <= b.max) ||
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(a.max >= b.min && a.max <= b.max))
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{
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