in Debug_demo/Collisions.cpp [11:30]
CollisionType getCollisionWithBrick(const Ball& b, const QRectF& brick) {
auto ballBB = b.aabb();
auto inters = ballBB.intersected(brick);
if (inters.isEmpty()) {
return None;
}
else {
if (inters.width() > inters.height()){
if(inters.center().y()<ballBB.center().y()) {
return Top;
}
else
{
return Bottom;
}
} else if(ballBB.center().x()>inters.center().x()) {
return Left;
} else return Right;
}
}