rm comments

This commit is contained in:
Dane Madsen 2025-12-29 18:20:22 +10:00
parent d1511f78a4
commit d782230c77

View File

@ -2470,28 +2470,23 @@ Vector2 GetCollisionV(Rectangle rec1, Rectangle rec2)
result.x = 0.0f; result.x = 0.0f;
result.y = 0.0f; result.y = 0.0f;
// Centers
float ax = rec1.x + rec1.width * 0.5f; float ax = rec1.x + rec1.width * 0.5f;
float ay = rec1.y + rec1.height * 0.5f; float ay = rec1.y + rec1.height * 0.5f;
float bx = rec2.x + rec2.width * 0.5f; float bx = rec2.x + rec2.width * 0.5f;
float by = rec2.y + rec2.height * 0.5f; float by = rec2.y + rec2.height * 0.5f;
// Delta from a → b
float dx = bx - ax; float dx = bx - ax;
float dy = by - ay; float dy = by - ay;
// Combined half extents
float hx = (rec1.width * 0.5f) + (rec2.width * 0.5f); float hx = (rec1.width * 0.5f) + (rec2.width * 0.5f);
float hy = (rec1.height * 0.5f) + (rec2.height * 0.5f); float hy = (rec1.height * 0.5f) + (rec2.height * 0.5f);
// Overlap along each axis
float px = hx - fabsf(dx); float px = hx - fabsf(dx);
if (px <= 0.0f) return result; // no overlap → no collision if (px <= 0.0f) return result;
float py = hy - fabsf(dy); float py = hy - fabsf(dy);
if (py <= 0.0f) return result; // no overlap → no collision if (py <= 0.0f) return result;
// Resolve along smallest penetration axis
if (px < py) { if (px < py) {
result.x = (dx > 0.0f ? 1.0f : -1.0f) * px; result.x = (dx > 0.0f ? 1.0f : -1.0f) * px;
result.y = 0.0f; result.y = 0.0f;