Handle division by zero in a better way in Vector2, Vector3 getUnit() and normalize()
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@ -54,7 +54,9 @@ Vector2::~Vector2() {
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Vector2 Vector2::getUnit() const {
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Vector2 Vector2::getUnit() const {
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decimal lengthVector = length();
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decimal lengthVector = length();
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assert(lengthVector > MACHINE_EPSILON);
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if (lengthVector < MACHINE_EPSILON) {
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return *this;
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}
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// Compute and return the unit vector
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// Compute and return the unit vector
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decimal lengthInv = decimal(1.0) / lengthVector;
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decimal lengthInv = decimal(1.0) / lengthVector;
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@ -178,7 +178,9 @@ inline decimal Vector2::dot(const Vector2& vector) const {
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// Normalize the vector
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// Normalize the vector
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inline void Vector2::normalize() {
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inline void Vector2::normalize() {
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decimal l = length();
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decimal l = length();
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assert(l > std::numeric_limits<decimal>::epsilon());
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if (l < MACHINE_EPSILON) {
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return;
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}
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x /= l;
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x /= l;
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y /= l;
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y /= l;
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}
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}
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@ -55,7 +55,9 @@ Vector3::~Vector3() {
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Vector3 Vector3::getUnit() const {
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Vector3 Vector3::getUnit() const {
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decimal lengthVector = length();
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decimal lengthVector = length();
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assert(lengthVector > MACHINE_EPSILON);
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if (lengthVector < MACHINE_EPSILON) {
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return *this;
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}
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// Compute and return the unit vector
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// Compute and return the unit vector
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decimal lengthInv = decimal(1.0) / lengthVector;
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decimal lengthInv = decimal(1.0) / lengthVector;
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@ -193,7 +193,9 @@ inline Vector3 Vector3::cross(const Vector3& vector) const {
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// Normalize the vector
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// Normalize the vector
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inline void Vector3::normalize() {
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inline void Vector3::normalize() {
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decimal l = length();
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decimal l = length();
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assert(l > std::numeric_limits<decimal>::epsilon());
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if (l < MACHINE_EPSILON) {
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return;
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}
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x /= l;
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x /= l;
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y /= l;
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y /= l;
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z /= l;
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z /= l;
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@ -1,38 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "PhysicsEventListener.h"
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// Called when a new contact point is found between two bodies that were separated before
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void PhysicsEventListener::beginContact(const rp3d::ContactPointInfo& contact) {
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}
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// Called when a new contact point is found between two bodies
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void PhysicsEventListener::newContact(const rp3d::ContactPointInfo& contact) {
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}
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@ -1,66 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef PHYSICSEVENTLISTENER_H
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#define PHYSICSEVENTLISTENER_H
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// Libraries
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#include "reactphysics3d.h"
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#include "openglframework.h"
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// Structure ContactPoint
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struct ContactPoint {
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public:
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openglframework::Vector3 point;
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/// Constructor
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ContactPoint(const openglframework::Vector3& contactPoint) : point(contactPoint) {
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}
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};
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// Class PhysicsEventListener
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// This class inherits from the EventListener class
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// of ReactPhysics3D in order to be notified of events
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// that occured in a physics world
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class PhysicsEventListener : rp3d::EventListener {
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private:
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// Current contact points
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std::vector<ContactPoint> mCurrentContactPoints;
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public:
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/// Called when a new contact point is found between two bodies that were separated before
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virtual void beginContact(const rp3d::ContactPointInfo& contact);
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/// Called when a new contact point is found between two bodies
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virtual void newContact(const rp3d::ContactPointInfo& contact);
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};
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#endif
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