geometry.cpp
author insilmaril
Fri, 11 Jul 2008 12:36:39 +0000
changeset 715 c7f2d53c98d1
parent 662 9abdd5e6c3dc
child 754 db0ec4bcf416
permissions -rw-r--r--
Fix for umlauts in paths
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#include "geometry.h"
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#include <math.h>
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#include <iostream>
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#include "misc.h"
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using namespace std;
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QRectF addBBox(QRectF r1, QRectF r2)
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{	
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	// Find smallest QRectF containing given rectangles
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	QRectF n;
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	// Set left border
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	if (r1.left() <= r2.left() )
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		n.setLeft(r1.left() );
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	else
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		n.setLeft(r2.left() );
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	// Set top border		
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	if (r1.top() <= r2.top() )
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		n.setTop(r1.top() );
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	else
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		n.setTop(r2.top() );
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	// Set right border
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	if (r1.right() <= r2.right() )
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		n.setRight(r2.right() );
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	else
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		n.setRight(r1.right() );
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	// Set bottom 
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	if (r1.bottom() <= r2.bottom() )
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		n.setBottom(r2.bottom() );
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	else
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		n.setBottom(r1.bottom() );
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	return n;
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}
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bool inBox(const QPointF &p, const QRectF &box)
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{
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    if (p.x() >= box.left() && p.x() <= box.right()  
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	&& p.y() <= box.bottom() && p.y() >= box.top() )
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		return true;
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    return false;	
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}
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QPointF normalize (const QPointF &p)
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{
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	if (p==QPointF(0,0)) return p;
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	qreal l=sqrt ( p.x()*p.x() + p.y()*p.y() );
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	return QPointF (p.x()/l,p.y()/l);
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}
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// Dot product of two vectors
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qreal dotProduct (const QPointF &a, const QPointF &b)
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{
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	return a.x()*b.x() + a.y()*b.y();
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}
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/* Calculate the projection of a polygon on an axis
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   and returns it as a [min, max] interval
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*/
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void ProjectPolygon(QPointF axis, QPolygonF polygon, qreal &min, qreal &max) 
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{
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    // To project a point on an axis use the dot product
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    qreal d = dotProduct(axis,polygon.at(0));
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    min = d;
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    max = d;
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    for (int i = 0; i < polygon.size(); i++) {
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        d= dotProduct (polygon.at(i),axis);
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        if (d < min) 
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            min = d;
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        else 
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		{
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            if (d> max) max = d;
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        }
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    }
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}
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/* Calculate the signed distance between [minA, maxA] and [minB, maxB]
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   The distance will be negative if the intervals overlap
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*/
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qreal intervalDistance(qreal minA, qreal maxA, qreal minB, qreal maxB) {
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    if (minA < minB) {
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        return minB - maxA;
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    } else {
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        return minA - maxB;
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    }
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}
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/*
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 Check if polygon A is going to collide with polygon B.
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 The last parameter is the *relative* velocity 
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 of the polygons (i.e. velocityA - velocityB)
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*/
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PolygonCollisionResult PolygonCollision(QPolygonF polygonA, 
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                              QPolygonF polygonB, QPointF velocity) {
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    PolygonCollisionResult result;
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    result.intersect = true;
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    result.willIntersect = true;
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    int edgeCountA = polygonA.size();
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    int edgeCountB = polygonB.size();
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    qreal minIntervalDistance = 1000000000;
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    QPointF translationAxis;
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    QPointF edge;
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	cout << "\nA: ";
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	for (int k=0; k<edgeCountA;k++)
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		cout <<polygonA.at(k);
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	cout << "\nB: ";
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	for (int k=0; k<edgeCountB;k++)
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		cout <<polygonB.at(k);
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    // Loop through all the edges of both polygons
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	int i=0;
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	int j=0;
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	while (i<edgeCountA && j<edgeCountB)
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	{
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        if (i< edgeCountA) 
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		{
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			if (i<edgeCountA - 1)
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				edge = QPointF (
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					polygonA.at(i+1).x()-polygonA.at(i).x(), 
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					polygonA.at(i+1).y()-polygonA.at(i).y());
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			else		
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				edge = QPointF (
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					polygonA.at(0).x()-polygonA.at(i).x(), 
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					polygonA.at(0).y()-polygonA.at(i).y());
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			i++;		
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        } else 
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		{
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			if (i < edgeCountB -1)
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				edge = QPointF (
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					polygonB.at(j+1).x() - polygonA.at(i).x(), 
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					polygonB.at(j+1).y() - polygonA.at(i).y());
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			else	
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				edge = QPointF (
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					polygonB.at(0).x() - polygonA.at(i).x(), 
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					polygonB.at(0).y() - polygonA.at(i).y());
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			j++;
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		}
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        // ===== 1. Find if the polygons are currently intersecting =====
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        // Find the axis perpendicular to the current edge
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        QPointF axis (-edge.y(), edge.x());
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        axis=normalize(axis);
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        // Find the projection of the polygon on the current axis
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        qreal minA = 0; qreal minB = 0; qreal maxA = 0; qreal maxB = 0;
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        ProjectPolygon(axis, polygonA, minA, maxA);
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        ProjectPolygon(axis, polygonB, minB, maxB);
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        // Check if the polygon projections are currentlty intersecting
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        if (intervalDistance(minA, maxA, minB, maxB) > 0)
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            result.intersect = false;
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		else	
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            result.intersect = true;
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        // ===== 2. Now find if the polygons *will* intersect =====
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        // Project the velocity on the current axis
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        qreal velocityProjection = dotProduct(axis,velocity);
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        // Get the projection of polygon A during the movement
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        if (velocityProjection < 0) 
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            minA += velocityProjection;
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        else 
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            maxA += velocityProjection;
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        // Do the same test as above for the new projection
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        qreal d = intervalDistance(minA, maxA, minB, maxB);
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        if (d > 0) result.willIntersect = false;
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		/*
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		*/
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		cout <<"   ";
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		cout <<"minA="<<minA<<"  ";
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		cout <<"maxA="<<maxA<<"  ";
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		cout <<"minB="<<minB<<"  ";
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		cout <<"maxB="<<maxB<<"  ";
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		cout <<"  d="<<d<<"   ";
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		cout <<"minD="<<minIntervalDistance<<"  ";
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		cout <<"axis="<<axis<<"  ";
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		cout <<"int="<<result.intersect<<"  ";
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		cout <<"wint="<<result.willIntersect<<"  ";
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		//cout <<"velProj="<<velocityProjection<<"  ";
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		cout <<endl;
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        if (result.intersect || result.willIntersect) 
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		{
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			// Check if the current interval distance is the minimum one. If so
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			// store the interval distance and the current distance.  This will
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			// be used to calculate the minimum translation vector
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			if (d<0) d=-d;
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			if (d < minIntervalDistance) {
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				minIntervalDistance = d;
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				translationAxis = axis;
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				cout << "tAxix="<<translationAxis<<endl;
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				//QPointF t = polygonA.Center - polygonB.Center;
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				QPointF t = polygonA.at(0) - polygonB.at(0);
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				if (dotProduct(t,translationAxis) < 0)
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					translationAxis = -translationAxis;
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			}
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		}
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    }
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    // The minimum translation vector
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    // can be used to push the polygons appart.
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    if (result.willIntersect)
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        result.minTranslation = 
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               translationAxis * minIntervalDistance;
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    return result;
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}
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/* The function can be used this way: 
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   QPointF polygonATranslation = new QPointF();
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*/   
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/*
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PolygonCollisionResult r = PolygonCollision(polygonA, polygonB, velocity);
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if (r.WillIntersect) 
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  // Move the polygon by its velocity, then move
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  // the polygons appart using the Minimum Translation Vector
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  polygonATranslation = velocity + r.minTranslation;
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else 
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  // Just move the polygon by its velocity
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  polygonATranslation = velocity;
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polygonA.Offset(polygonATranslation);
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*/
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