SDLPP: add collider IDs
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@@ -9,6 +9,12 @@ CollisionPolygon::CollisionPolygon( const Vec2D< double > &input ) {
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original = input;
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position = { 0, 0 };
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}
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CollisionPolygon::CollisionPolygon( double x, double y, uint64_t id )
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: CollisionPolygon( Vec2D< double >( x, y ), id ) {}
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CollisionPolygon::CollisionPolygon( const Vec2D< double > &input, uint64_t id )
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: CollisionPolygon( input ) {
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_id = id;
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}
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bool CollisionPolygon::isInfinite() const {
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return infinite;
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@@ -17,7 +23,10 @@ void CollisionPolygon::setInfinite() {
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infinite = true;
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}
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void CollisionPolygon::updateCollision( int x, int y, int w, int h ) {
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void CollisionPolygon::updateCollision( int x, int y, int w, int h,
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uint64_t id ) {
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if ( _id == static_cast< uint64_t >( -1 ) )
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_id = id;
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position = Vec2D< int >( original.getX() * w + x, original.getY() * h + y );
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}
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@@ -34,6 +43,12 @@ void CollisionPolygon::setColor( const std::string &color ) {
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void CollisionPolygon::setOutlineColor( const std::string &color ) {
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sdl_outline = getSDLColorHEX( color );
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}
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void CollisionPolygon::setId( uint64_t id ) {
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_id = id;
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}
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uint64_t CollisionPolygon::getId() {
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return _id;
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}
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bool infinityIntersection( const SDLPP::CollisionPolygon &infinite,
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const SDLPP::CollisionPolygon &other ) {
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