working on collision detection when entities get warped at world boundaries
parent
95e709ce3f
commit
1687b657d4
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@ -250,6 +250,27 @@ bool PhysicsBase::CalcNextCollision (
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int coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &temp_info);
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// Here we check
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if (coll2d_result == 0) {
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// Now we have to check whether a warp is required
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vector3d warp_directions = CheckEntityWarp (entity_a, stepsize);
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if (warp_directions.length2() == 0.) {
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// If none is reported for entity_a we still have to check whether we might have
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// to warp entity_b. If so, we have to negate the warp_direction as
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// all further processing assumes, that entity_a is being warped.
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// Warping of entity_b by d is equivalent to warping entity_a by -d.
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warp_directions = CheckEntityWarp (entity_b, stepsize);
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if (warp_directions.length2() != 0.)
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warp_directions *= -1.;
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}
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// if a valid warp direction was found we perform the checks at
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// the warped positions
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if (warp_directions.length2() != 0.) {
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coll2d_result = PerformWarpedCollisionChecks (stepsize, entity_a, entity_b, warp_directions, temp_info);
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}
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}
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if (!HandleColl2dError (coll2d_result, stepsize, entity_a, entity_b, temp_info)) {
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LogError ("Could not handle coll2d error: %d\n", coll2d_result);
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}
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@ -274,6 +295,29 @@ bool PhysicsBase::CalcNextCollision (
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return false;
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}
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int PhysicsBase::PerformWarpedCollisionChecks (float stepsize, EntityPhysicState* entity_a, EntityPhysicState* entity_b, vector3d warp_directions, coll2d::CollisionInfo &info) {
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int coll2d_result = 0;
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vector3d entity_original_pos = entity_a->mPosition;
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vector3d test_warp(warp_directions[0], 0., 0.);
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LogMessage ("warping position %f, %f, %f", test_warp[0], test_warp[1], test_warp[2]);
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entity_a->mPosition += test_warp;
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entity_a->UpdateShape();
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coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &info);
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LogMessage ("collision result = %d", coll2d_result);
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if (coll2d_result == 0) {
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test_warp.setValues (warp_directions[0], warp_directions[1], 0.);
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}
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// reset the entity
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entity_a->mPosition = entity_original_pos;
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entity_a->UpdateShape();
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return coll2d_result;
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}
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/**
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* This function updates the velocity of the Entity with id of
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* incidence_entity_id so that it no more is in collision with with Entity
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@ -521,6 +565,39 @@ void PhysicsBase::CheckContactCache (EntityPhysicState* entity) {
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}
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}
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vector3d PhysicsBase::CheckEntityWarp (EntityPhysicState* entity, float stepsize) {
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vector3d result (0., 0., 0.);
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float bounding_sphere_radius = entity->mShape->getBoundingRadius();
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vector3d world_size = mWorldMax - mWorldMin;
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// first we check, whether the entity already overlaps
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if (mWorldWarp.test(WorldWarpModeX)) {
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vector3d test_dir (1., 0., 0.);
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vector3d test_pos = entity->mPosition + test_dir * bounding_sphere_radius;
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if (test_pos[0] > mWorldMax[0])
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result += vector3d (-world_size[0], 0., 0.);
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else {
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test_pos = entity->mPosition - test_dir * bounding_sphere_radius;
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if (test_pos[0] < mWorldMin[0])
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result += vector3d (world_size[0], 0., 0.);
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}
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// then we check whether the entity overlaps at its final destination
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test_dir.setValues (1., 0., 0.);
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test_pos = entity->mPosition + test_dir * bounding_sphere_radius + entity->mVelocity * stepsize;
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if (test_pos[0] > mWorldMax[0])
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result += vector3d (-world_size[0], 0., 0.);
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else {
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test_pos = entity->mPosition - test_dir * bounding_sphere_radius + entity->mVelocity * stepsize;
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if (test_pos[0] < mWorldMin[0])
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result += vector3d (world_size[0], 0., 0.);
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}
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}
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return result;
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}
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/**
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* So far we ignore overlapping if one entity is an EntityBaseTypeActor and
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* the other a EntityBaseTypeParticle.
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@ -37,6 +37,32 @@ class PhysicsBase : public Module {
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virtual void RegisterEntity (EntityPhysicState* entity);
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/** \brief Unregisters the physical state of an Entity */
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virtual void UnregisterEntity (const unsigned int id);
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/** \brief Calculates the next pair of Entities that will collide */
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bool CalcNextCollision (float stepsize,
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unsigned int &reference_entity_id,
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unsigned int &incidence_entity_id,
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coll2d::CollisionInfo &info);
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/** \brief Modes for warping entities when they reach the world boundaries */
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enum WorldWarp {
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WorldWarpModeX = 0,
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WorldWarpModeY,
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WorldWarpModeZ,
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WorldWarpModeLast
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};
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void EnableWorldWarp (WorldWarp mode) {
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mWorldWarp.set(mode, true);
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}
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void DisableWorldWarp (WorldWarp mode) {
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mWorldWarp.set(mode, false);
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}
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/** \brief Sets world boundaries (needed for Entity warping) */
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void SetWorldBounds (const vector3d &min_bound, const vector3d &max_bound) {
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mWorldMin = min_bound;
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mWorldMax = max_bound;
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}
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protected:
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/** \brief Initializes the system */
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@ -50,11 +76,6 @@ class PhysicsBase : public Module {
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/** \brief Checks whether two given Entities can collide */
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bool CheckPossibleCollisionPair (EntityPhysicState* entity_a, EntityPhysicState* entity_b);
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/** \brief Calculates the next pair of Entities that will collide */
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bool CalcNextCollision (float stepsize,
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unsigned int &reference_entity_id,
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unsigned int &incidence_entity_id,
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coll2d::CollisionInfo &info);
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/** \brief Resolves the collision that CalcNextCollision has found
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* It resolves a found collision and prevents interpenetration of cached contacts.
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*/
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@ -76,11 +97,30 @@ class PhysicsBase : public Module {
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/** \brief Checks whether the entries in the contact cache are still valid
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*/
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void CheckContactCache (EntityPhysicState* entity);
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/** \brief Checks whether the entity has to be warped from one world boundary to the other
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*
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* \returns The directions in which the entity should be warped
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* */
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vector3d CheckEntityWarp (EntityPhysicState* entity, float stepsize);
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/** \brief Performs collision checks for all candidates of warped positions
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*
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* \returns >0 for collisions, = 0 for no collisions, < 0 coll2d error
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*/
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int PerformWarpedCollisionChecks (float stepsize,
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EntityPhysicState* entity_a,
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EntityPhysicState* entity_b,
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vector3d warp_directions,
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coll2d::CollisionInfo &info);
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/** \brief Allows to ignore certain kinds of errors reported by coll2d
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*/
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bool HandleColl2dError (int coll2d_result, float stepsize,
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EntityPhysicState* entity_a, EntityPhysicState* entity_b, coll2d::CollisionInfo &info);
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std::bitset<WorldWarpModeLast> mWorldWarp;
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vector3d mWorldMin;
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vector3d mWorldMax;
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};
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/** \brief Creates an EntityPhysicState with all the required information */
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@ -4,6 +4,7 @@
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#include "PhysicsBase.h"
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#include "ModelBase.h"
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#include "EntityBase.h"
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#include "coll2d.h"
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using namespace std;
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using namespace Engine;
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@ -64,3 +65,54 @@ TEST_FIXTURE ( PhysicsFixture, PhysicsModuleActorActorCollision ) {
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PhysicsModule.UnregisterEntity (actor_2_entity->mId);
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}
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TEST_FIXTURE (PhysicsFixture, PhysicsTestWarpCollisionX ) {
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float world_size = 10;
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PhysicsModule.SetWorldBounds (
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vector3d (-world_size, -world_size, -world_size),
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vector3d (world_size, world_size, world_size)
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);
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EntityPhysicState* actor_2_entity = CreateEntityPhysicState (EntityBaseTypeActor, 4);
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assert (actor_2_entity->mShape);
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assert (actor_entity->mShape);
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PhysicsModule.RegisterEntity (actor_2_entity);
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float actor_radius = dynamic_cast<coll2d::Sphere*>(actor_entity->mShape)->getRadius();
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// actor_entity->mPosition = vector3d (-world_size + actor_radius + 0.01 + 2 * world_size, 0., world_size - actor_radius);
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actor_entity->mPosition = vector3d (-world_size + actor_radius + 0.01, 0., world_size - actor_radius);
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actor_entity->mVelocity = vector3d (-1., 0., 0.);
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actor_2_entity->mPosition = vector3d (world_size - actor_radius - 0.01, 0., world_size - actor_radius);
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actor_2_entity->mVelocity = vector3d (0., 0., 0.);
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bool coll_res = false;
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coll2d::CollisionInfo info;
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// with disabled world warp, there should not be a collision ...
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PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeX);
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coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
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CHECK (!coll_res);
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// ... however with WorldWarp enabled, there should be!
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PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeX);
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coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
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CHECK (coll_res);
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// Now we change the velocities and let actor_2 move out of the maximum x
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// direction
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actor_entity->mVelocity = vector3d (0., 0., 0.);
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actor_2_entity->mVelocity = vector3d (1., 0., 0.);
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// with disabled world warp, there should not be a collision ...
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PhysicsModule.DisableWorldWarp(PhysicsBase::WorldWarpModeX);
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coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
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CHECK (!coll_res);
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// ... however with WorldWarp enabled, there should be!
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PhysicsModule.EnableWorldWarp (PhysicsBase::WorldWarpModeX);
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coll_res = PhysicsModule.CalcNextCollision (1., actor_entity->mId, actor_2_entity->mId, info);
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CHECK (coll_res);
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}
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