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by popular demand, liveposting math class

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Box-Box Intersection Working
Tonight I wrote up moving box vs static box intersection. It’s basically like testing against a line segment with only one point. I add the player box’s half-extents to the static box’s and that gives us the volume to check against.
I quickly found a bug! I was getting positive intersections when the two were nowhere near one another. I went back to the wikipedia for line-line intersections and saw that I not only need to get the intersection with respect to the ray (player movement), but also with respect to the line segment. If both intersection times are between 0 and 1, the intersection is valid. That was a quick fix, but the actual time to track it down was a little longer.
The other thing I realized, although not an issue yet, is that my boxes currently support specifying a center along with the half-extents. Right now my math all assumes that the center is 0,0 relative to the object’s position. Once that is not the case, the intersections will be incorrect. I don’t see needing that any time in the near future, so I’m going to put it in my ToDo list to come back to.
With my two intersection tests done, the next thing I’m going to move on to is getting collision from the current animation frame. I’ve already added the collision data to my player, but I’m not using it at the moment. After that I need to test non axis-aligned line segments and collision resolution, and after that I should be done!
Gotta love our current assignments in geometry. Trigenometry is so relevant to your carefully planned syllabus, obviously.
Why can't it be a quadangles? If you are going to have triangles you need to follow the trend. WTF is a rectangle anyway? The angle of your rectum? Cause no one wants to know that.
I have chem AND a trig tests tomorrow.
One ninth period and one eleventh.
I only have english in between to study. But we're discussing the Scarlet Letter and I like it
Wahh and I know nothing.
Poop.

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