Check for NaN
Seems some setups are sensitive to this and others are not.
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@ -3,7 +3,7 @@
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| Ray Cast World v1.0 |
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| Ray Cast World v1.01 |
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+-------------------------------------------------------------+
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NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
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@ -310,10 +310,6 @@ void olc::rcw::Engine::Update(float fElapsedTime)
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olc::vi2d vAreaTL = { std::min(vCurrentCell.x, vTargetCell.x) - 1, std::min(vCurrentCell.y, vTargetCell.y) - 1 };
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olc::vi2d vAreaBR = { std::max(vCurrentCell.x, vTargetCell.x) + 1, std::max(vCurrentCell.y, vTargetCell.y) + 1 };
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bool bRecheck = false;
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do
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{
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bRecheck = false;
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// Iterate through each cell in test area
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olc::vi2d vCell;
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@ -338,6 +334,7 @@ void olc::rcw::Engine::Update(float fElapsedTime)
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// But modified to work :P
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olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
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float fOverlap = object->fRadius - vRayToNearest.mag();
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if(std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
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// If overlap is positive, then a collision has occurred, so we displace backwards by the
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// overlap amount. The potential position is then tested against other tiles in the area
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@ -358,15 +355,11 @@ void olc::rcw::Engine::Update(float fElapsedTime)
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HandleObjectVsScenery(object, vCell.x, vCell.y, side, vNearestPoint.x - float(vCell.x), vNearestPoint.y - float(vCell.y));
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}
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bRecheck = true;
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}
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}
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}
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}
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}
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while (bRecheck);
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}
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// Set the objects new position to the allowed potential position
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object->pos = vPotentialPosition;
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