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a performance disaster, part 2
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parent
64bacea3c7
commit
3101fc8056
core/src/mindustry
@ -1,8 +1,6 @@
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package mindustry.async;
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import arc.*;
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import arc.box2d.*;
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import arc.box2d.BodyDef.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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@ -11,6 +9,8 @@ import arc.util.pooling.Pool.*;
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import mindustry.entities.*;
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import mindustry.gen.*;
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import static mindustry.Vars.*;
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/**
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* Processes collisions.
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*
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@ -21,89 +21,81 @@ import mindustry.gen.*;
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* Collisions are resolved and stored in a list, then processed synchronously.
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*
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*/
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public class CollisionProcess implements AsyncProcess, ContactListener, ContactFilter{
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public class CollisionProcess implements AsyncProcess{
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private Pool<CollisionRef> pool = Pools.get(CollisionRef.class, CollisionRef::new);
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private Physics physics;
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private Array<CollisionRef> refs = new Array<>(false);
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private BodyDef def;
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private FixtureDef fdef;
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//private Physics physics;
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private QuadTree<Collisionc> tree;
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private Array<Collisionc> insertEntities = new Array<>();
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private Array<Collisionc> checkEntities = new Array<>();
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private EntityGroup<? extends Collisionc> group = Groups.collision;
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private Array<Collisionc> arrOut = new Array<>();
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private Vec2 l1 = new Vec2();
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private Rect r1 = new Rect();
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private Rect r2 = new Rect();
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//private Array<CollisionRef> refs = new Array<>(false);
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//private BodyDef def;
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//private FixtureDef fdef;
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private EntityGroup<? extends Collisionc> inserted = Groups.unit;
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private EntityGroup<? extends Collisionc> checked = Groups.bullet;
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private Array<Collisionc> collisions = new Array<>(Collisionc.class);
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public CollisionProcess(){
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def = new BodyDef();
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def.type = BodyType.DynamicBody;
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fdef = new FixtureDef();
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fdef.density = 1;
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fdef.isSensor = true;
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}
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@Override
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public void begin(){
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if(physics == null) return;
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//remove stale entities
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refs.removeAll(ref -> {
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if(!ref.entity.isAdded()){
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physics.destroyBody(ref.body);
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pool.free(ref);
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return true;
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}
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return false;
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});
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if(tree == null) return;
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collisions.clear();
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//find entities without bodies and assign them
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for(Collisionc entity : group){
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if(entity.colref() == null){
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//add bodies to entities that have none
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fdef.shape = new CircleShape(entity.hitSize() / 2f);
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insertEntities.size = 0;
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checkEntities.size = 0;
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def.position.set(entity);
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Body body = physics.createBody(def);
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body.createFixture(fdef);
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CollisionRef ref = pool.obtain().set(entity, body);
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refs.add(ref);
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body.setUserData(ref);
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entity.colref(ref);
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}
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//save last position
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CollisionRef ref = entity.colref();
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ref.position.set(entity);
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}
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inserted.copy(insertEntities);
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checked.copy(checkEntities);
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}
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@Override
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public void process(){
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if(physics == null) return;
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if(tree == null) return;
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collisions.clear();
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Time.mark();
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//get last position vectors before step
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for(CollisionRef ref : refs){
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//force set target position
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ref.body.setPosition(ref.position.x, ref.position.y);
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//write velocity
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ref.body.setLinearVelocity(ref.velocity);
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tree.clear();
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//insert targets
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for(Collisionc ins : insertEntities){
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tree.insert(ins);
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}
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physics.step(Core.graphics.getDeltaTime(), 2, 2);
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for(Collisionc solid : checked){
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solid.hitbox(r1);
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r1.x += (solid.lastX() - solid.getX());
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r1.y += (solid.lastY() - solid.getY());
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solid.hitbox(r2);
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r2.merge(r1);
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arrOut.clear();
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tree.getIntersect(arrOut, r2);
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for(Collisionc sc : arrOut){
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sc.hitbox(r1);
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if(r2.overlaps(r1)){
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checkCollide(solid, sc);
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//break out of loop when this object hits something
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if(!solid.isAdded()) return;
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}
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}
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}
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Log.info(Time.elapsed());
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}
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@Override
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public void end(){
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if(physics == null) return;
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if(tree == null) return;
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//processes anything that happened
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for(int i = 0; i < collisions.size; i += 2){
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@ -116,63 +108,98 @@ public class CollisionProcess implements AsyncProcess, ContactListener, ContactF
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a.collision(b, cx, cy);
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b.collision(a, cx, cy);
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}
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//update velocity state based on frame movement
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for(CollisionRef ref : refs){
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ref.velocity.set(ref.entity).sub(ref.position);
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}
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}
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@Override
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public void reset(){
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if(physics != null){
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pool.freeAll(refs);
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refs.clear();
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physics.dispose();
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physics = null;
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}
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tree = null;
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insertEntities.clear();
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checkEntities.clear();
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}
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@Override
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public void init(){
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reset();
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physics = new Physics(new Vec2(), true);
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physics.setContactListener(this);
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physics.setContactFilter(this);
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tree = new QuadTree<>(new Rect(-finalWorldBounds, -finalWorldBounds, world.width() * tilesize + finalWorldBounds * 2, world.height() * tilesize + finalWorldBounds * 2));
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}
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@Override
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public void beginContact(Contact contact){
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CollisionRef a = contact.getFixtureA().getBody().getUserData();
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CollisionRef b = contact.getFixtureB().getBody().getUserData();
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private void checkCollide(Collisionc a, Collisionc b){
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//save collision
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collisions.add(a.entity, b.entity);
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a.hitbox(this.r1);
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b.hitbox(this.r2);
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r1.x += (a.lastX() - a.getX());
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r1.y += (a.lastY() - a.getY());
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r2.x += (b.lastX() - b.getX());
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r2.y += (b.lastY() - b.getY());
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float vax = a.getX() - a.lastX();
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float vay = a.getY() - a.lastY();
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float vbx = b.getX() - b.lastX();
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float vby = b.getY() - b.lastY();
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if(a != b && a.collides(b)){
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l1.set(a.getX(), a.getY());
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boolean collide = r1.overlaps(r2) || collide(r1.x, r1.y, r1.width, r1.height, vax, vay,
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r2.x, r2.y, r2.width, r2.height, vbx, vby, l1);
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if(collide){
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collisions.add(a);
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collisions.add(b);
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//a.collision(b, l1.x, l1.y);
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//b.collision(a, l1.x, l1.y);
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}
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}
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}
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@Override
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public void endContact(Contact contact){
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private boolean collide(float x1, float y1, float w1, float h1, float vx1, float vy1,
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float x2, float y2, float w2, float h2, float vx2, float vy2, Vec2 out){
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float px = vx1, py = vy1;
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}
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vx1 -= vx2;
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vy1 -= vy2;
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@Override
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public void preSolve(Contact contact, Manifold oldManifold){
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float xInvEntry, yInvEntry;
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float xInvExit, yInvExit;
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}
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if(vx1 > 0.0f){
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xInvEntry = x2 - (x1 + w1);
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xInvExit = (x2 + w2) - x1;
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}else{
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xInvEntry = (x2 + w2) - x1;
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xInvExit = x2 - (x1 + w1);
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}
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@Override
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public void postSolve(Contact contact, ContactImpulse impulse){
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if(vy1 > 0.0f){
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yInvEntry = y2 - (y1 + h1);
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yInvExit = (y2 + h2) - y1;
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}else{
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yInvEntry = (y2 + h2) - y1;
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yInvExit = y2 - (y1 + h1);
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}
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}
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float xEntry, yEntry;
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float xExit, yExit;
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@Override
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public boolean shouldCollide(Fixture fixtureA, Fixture fixtureB){
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CollisionRef a = fixtureA.getBody().getUserData();
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CollisionRef b = fixtureB.getBody().getUserData();
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xEntry = xInvEntry / vx1;
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xExit = xInvExit / vx1;
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//note that this method is called in a different thread, but for simple collision checks state doesn't matter too much
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return a != b && a.entity.collides(b.entity) && b.entity.collides(a.entity);
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yEntry = yInvEntry / vy1;
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yExit = yInvExit / vy1;
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float entryTime = Math.max(xEntry, yEntry);
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float exitTime = Math.min(xExit, yExit);
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if(entryTime > exitTime || xExit < 0.0f || yExit < 0.0f || xEntry > 1.0f || yEntry > 1.0f){
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return false;
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}else{
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float dx = x1 + w1 / 2f + px * entryTime;
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float dy = y1 + h1 / 2f + py * entryTime;
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out.set(dx, dy);
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return true;
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}
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}
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public static class CollisionRef implements Poolable{
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@ -20,11 +20,6 @@ class AllDefs{
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}
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@GroupDef(value = Collisionc.class)
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class gcollision{
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}
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@GroupDef(value = Unitc.class, spatial = true, mapping = true)
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class gunit{
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@ -57,6 +57,10 @@ public class EntityGroup<T extends Entityc> implements Iterable<T>{
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each(Entityc::update);
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}
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public void copy(Array arr){
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arr.addAll(array);
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}
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public void each(Cons<T> cons){
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for(index = 0; index < array.size; index++){
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cons.get(array.items[index]);
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