collision: draw collision polyline in 2d
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@ -822,23 +822,20 @@ void render_collision(ta_parameter_writer& writer, const mat4x4& model_trans, co
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vec3 a = trans * model->position[line->a];
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vec3 b = trans * model->position[line->b];
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if (a.z < 0 || b.z < 0)
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continue;
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render_line(writer,
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screen_transform(a),
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screen_transform(b),
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screen_transform((vec3){a.x, a.z, 4.f}),
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screen_transform((vec3){b.x, b.z, 4.f}),
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collided[i] ? 0xffff0000 : base_color);
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}
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vec3 a = {last_dx * -2, last_dy * 2, 1};
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vec3 b = {0, 0, 1};
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if (a.z > 0) {
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vec3 a = {last_dx * -4, last_dy * -4, 4};
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vec3 b = {last_dx * 0.5f, last_dy * 0.5f, 4};
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//if (a.z > 0) {
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render_line(writer,
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screen_transform(a),
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screen_transform(b),
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0xff00ff00);
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}
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//}
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}
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void transfer_scene(ta_parameter_writer& writer, const mat4x4& mansion_model_trans, const mat4x4& screen, const mat4x4& cone_model)
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@ -995,8 +992,9 @@ constexpr inline mat4x4 update_analog(const mat4x4& model_trans, const mat4x4& s
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last_dx = x;
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last_dy = y;
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vec3 a = {last_dx * -2, 0.f, last_dy * 2};
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vec3 b = {0, 0.f, 1.f};
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vec3 a = {last_dx * -4, 0.f, last_dy * -4};
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//vec3 b = {0, 0.f, 0.f};
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vec3 b = {last_dx * 0.5f, 0.f, last_dy * 0.5f};
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if (line_has_collision(a, b, model_trans, screen)) {
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x = 0;
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