insilmaril@650
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#include "geometry.h"
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insilmaril@650
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insilmaril@656
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#include <math.h>
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insilmaril@662
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#include <iostream>
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#include "misc.h"
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insilmaril@662
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using namespace std;
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QRectF addBBox(QRectF r1, QRectF r2)
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{
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// Find smallest QRectF containing given rectangles
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QRectF n;
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// Set left border
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if (r1.left() <= r2.left() )
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n.setLeft(r1.left() );
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else
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n.setLeft(r2.left() );
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// Set top border
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if (r1.top() <= r2.top() )
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n.setTop(r1.top() );
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else
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n.setTop(r2.top() );
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// Set right border
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if (r1.right() <= r2.right() )
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n.setRight(r2.right() );
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else
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n.setRight(r1.right() );
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// Set bottom
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if (r1.bottom() <= r2.bottom() )
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n.setBottom(r2.bottom() );
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else
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n.setBottom(r1.bottom() );
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return n;
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}
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bool inBox(const QPointF &p, const QRectF &box)
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{
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if (p.x() >= box.left() && p.x() <= box.right()
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&& p.y() <= box.bottom() && p.y() >= box.top() )
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return true;
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return false;
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}
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QPointF normalize (const QPointF &p)
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{
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if (p==QPointF(0,0)) return p;
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qreal l=sqrt ( p.x()*p.x() + p.y()*p.y() );
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return QPointF (p.x()/l,p.y()/l);
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}
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// Dot product of two vectors
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qreal dotProduct (const QPointF &a, const QPointF &b)
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{
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return a.x()*b.x() + a.y()*b.y();
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}
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/* Calculate the projection of a polygon on an axis
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and returns it as a [min, max] interval
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*/
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void ProjectPolygon(QPointF axis, QPolygonF polygon, qreal &min, qreal &max)
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{
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// To project a point on an axis use the dot product
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qreal d = dotProduct(axis,polygon.at(0));
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min = d;
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max = d;
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for (int i = 0; i < polygon.size(); i++) {
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d= dotProduct (polygon.at(i),axis);
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if (d < min)
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min = d;
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else
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{
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if (d> max) max = d;
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}
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}
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}
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/* Calculate the signed distance between [minA, maxA] and [minB, maxB]
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The distance will be negative if the intervals overlap
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*/
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qreal intervalDistance(qreal minA, qreal maxA, qreal minB, qreal maxB) {
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if (minA < minB) {
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return minB - maxA;
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} else {
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return minA - maxB;
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}
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}
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/*
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Check if polygon A is going to collide with polygon B.
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The last parameter is the *relative* velocity
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of the polygons (i.e. velocityA - velocityB)
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*/
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PolygonCollisionResult PolygonCollision(QPolygonF polygonA,
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QPolygonF polygonB, QPointF velocity) {
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PolygonCollisionResult result;
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result.intersect = true;
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result.willIntersect = true;
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int edgeCountA = polygonA.size();
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int edgeCountB = polygonB.size();
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qreal minIntervalDistance = 1000000000;
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QPointF translationAxis;
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QPointF edge;
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cout << "\nA: ";
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for (int k=0; k<edgeCountA;k++)
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cout <<polygonA.at(k);
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cout << "\nB: ";
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for (int k=0; k<edgeCountB;k++)
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cout <<polygonB.at(k);
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// Loop through all the edges of both polygons
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int i=0;
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int j=0;
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while (i<edgeCountA && j<edgeCountB)
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{
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if (i< edgeCountA)
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{
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if (i<edgeCountA - 1)
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edge = QPointF (
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polygonA.at(i+1).x()-polygonA.at(i).x(),
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polygonA.at(i+1).y()-polygonA.at(i).y());
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else
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edge = QPointF (
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polygonA.at(0).x()-polygonA.at(i).x(),
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polygonA.at(0).y()-polygonA.at(i).y());
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i++;
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} else
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{
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if (i < edgeCountB -1)
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edge = QPointF (
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polygonB.at(j+1).x() - polygonA.at(i).x(),
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polygonB.at(j+1).y() - polygonA.at(i).y());
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else
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edge = QPointF (
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polygonB.at(0).x() - polygonA.at(i).x(),
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polygonB.at(0).y() - polygonA.at(i).y());
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j++;
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}
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// ===== 1. Find if the polygons are currently intersecting =====
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// Find the axis perpendicular to the current edge
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QPointF axis (-edge.y(), edge.x());
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axis=normalize(axis);
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// Find the projection of the polygon on the current axis
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qreal minA = 0; qreal minB = 0; qreal maxA = 0; qreal maxB = 0;
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ProjectPolygon(axis, polygonA, minA, maxA);
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ProjectPolygon(axis, polygonB, minB, maxB);
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// Check if the polygon projections are currentlty intersecting
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if (intervalDistance(minA, maxA, minB, maxB) > 0)
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result.intersect = false;
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else
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result.intersect = true;
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// ===== 2. Now find if the polygons *will* intersect =====
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// Project the velocity on the current axis
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qreal velocityProjection = dotProduct(axis,velocity);
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// Get the projection of polygon A during the movement
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if (velocityProjection < 0)
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minA += velocityProjection;
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else
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maxA += velocityProjection;
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// Do the same test as above for the new projection
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qreal d = intervalDistance(minA, maxA, minB, maxB);
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if (d > 0) result.willIntersect = false;
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/*
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*/
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cout <<" ";
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cout <<"minA="<<minA<<" ";
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cout <<"maxA="<<maxA<<" ";
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cout <<"minB="<<minB<<" ";
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cout <<"maxB="<<maxB<<" ";
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cout <<" d="<<d<<" ";
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cout <<"minD="<<minIntervalDistance<<" ";
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cout <<"axis="<<axis<<" ";
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cout <<"int="<<result.intersect<<" ";
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cout <<"wint="<<result.willIntersect<<" ";
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//cout <<"velProj="<<velocityProjection<<" ";
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cout <<endl;
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if (result.intersect || result.willIntersect)
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{
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// Check if the current interval distance is the minimum one. If so
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// store the interval distance and the current distance. This will
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// be used to calculate the minimum translation vector
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if (d<0) d=-d;
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if (d < minIntervalDistance) {
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minIntervalDistance = d;
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translationAxis = axis;
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cout << "tAxix="<<translationAxis<<endl;
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//QPointF t = polygonA.Center - polygonB.Center;
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QPointF t = polygonA.at(0) - polygonB.at(0);
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if (dotProduct(t,translationAxis) < 0)
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translationAxis = -translationAxis;
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}
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}
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}
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// The minimum translation vector
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// can be used to push the polygons appart.
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if (result.willIntersect)
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result.minTranslation =
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translationAxis * minIntervalDistance;
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return result;
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}
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/* The function can be used this way:
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QPointF polygonATranslation = new QPointF();
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*/
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/*
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PolygonCollisionResult r = PolygonCollision(polygonA, polygonB, velocity);
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if (r.WillIntersect)
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// Move the polygon by its velocity, then move
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// the polygons appart using the Minimum Translation Vector
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polygonATranslation = velocity + r.minTranslation;
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else
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// Just move the polygon by its velocity
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polygonATranslation = velocity;
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polygonA.Offset(polygonATranslation);
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*/
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