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Made the comments on rect collision less informal.
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FireBrandMint committed Oct 29, 2024
1 parent 21e3187 commit 296b521
Showing 1 changed file with 3 additions and 6 deletions.
9 changes: 3 additions & 6 deletions modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -777,8 +777,7 @@ static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transf
return;
}

//WAIT WHAT?
//Yes, it's the same goddam normal for both of them,
//It's the same normal for both axis tests,
//but the second one is just inverted and has the x as inverse.
const Vector2 rect_fn = p_transform_a.columns[0].normalized();

Expand Down Expand Up @@ -862,8 +861,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor
return;
}

//WAIT WHAT?
//Yes, it's the same goddam normal for both of them,
//It's the same normal for both axis tests,
//but the second one is just inverted and has the x as inverse.
const Vector2 rect_fn = p_transform_a.columns[0].normalized();

Expand Down Expand Up @@ -947,8 +945,7 @@ static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const T
return;
}

//WAIT WHAT?
//Yes, it's the same goddam normal for both of them,
//It's the same normal for both axis tests,
//but the second one is just inverted and has the x as inverse.
const Vector2 rect_fn = p_transform_a.columns[0].normalized();

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