using better method to decide whether or not a collision is valid

This commit is contained in:
Sara 2023-10-18 13:49:41 +02:00
parent ed274c415f
commit 19daff6ddd

View file

@ -102,7 +102,7 @@ int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Col
.edge_right = shape_get_point_transformed(self_shape, (1 + shortest_escape_edge) % self_point_count, *self_transform),
};
return shortest_sqrmag != 0;
return !veqf(shortest_escape, ZeroVector);
}
static