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Use new sf::Vector2<T> utilities
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@ -36,18 +36,12 @@ namespace
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// Compute the normal of a segment
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sf::Vector2f computeNormal(const sf::Vector2f& p1, const sf::Vector2f& p2)
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{
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sf::Vector2f normal(p1.y - p2.y, p2.x - p1.x);
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float length = std::sqrt(normal.x * normal.x + normal.y * normal.y);
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sf::Vector2f normal = (p2 - p1).perpendicular();
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float length = normal.length();
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if (length != 0.f)
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normal /= length;
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return normal;
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}
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// Compute the dot product of two vectors
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float dotProduct(const sf::Vector2f& p1, const sf::Vector2f& p2)
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{
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return p1.x * p2.x + p1.y * p2.y;
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}
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}
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@ -280,9 +274,9 @@ void Shape::updateOutline()
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// Make sure that the normals point towards the outside of the shape
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// (this depends on the order in which the points were defined)
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if (dotProduct(n1, m_vertices[0].position - p1) > 0)
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if (n1.dot(m_vertices[0].position - p1) > 0)
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n1 = -n1;
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if (dotProduct(n2, m_vertices[0].position - p1) > 0)
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if (n2.dot(m_vertices[0].position - p1) > 0)
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n2 = -n2;
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// Combine them to get the extrusion direction
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