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Now using CollisionInfo
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2 changed files with 52 additions and 112 deletions
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@ -4,61 +4,51 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var IntersectsRect = require('./IntersectsRect');
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var CollisionInfo = require('./CollisionInfo');
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var CONST = require('./const');
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/**
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* Calculates and returns the vertical overlap between two arcade physics bodies.
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*
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* We know the bodies are intersecting based on a previous check, so the point of this function
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* is to determine which face the overlap is occurring on and at what depth.
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* Takes a CollisionInfo object and tests to see if the two bodies are still intersecting / touching.
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*
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* @function Phaser.Physics.Arcade.CheckOverlapY
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* @since 3.17.0
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*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {number} [padding=0] -
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*
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* @return {boolean}
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*/
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var CheckOverlapY = function (body1, body2, padding)
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var CheckOverlapY = function (body, collisionInfo)
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{
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if (padding === undefined) { padding = 0; }
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collisionInfo = CollisionInfo.update(collisionInfo);
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var distance1 = body1.bottom - body2.y;
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var distance2 = body2.bottom - body1.y;
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var face = collisionInfo.face;
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var body1 = collisionInfo.body1;
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var body2 = collisionInfo.body2;
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var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
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var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
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var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
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var intersects = IntersectsRect(body1, body2, padding);
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if (intersects && !topFace)
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if (face === CONST.FACING_UP)
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{
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if (body1.checkCollision.up && body2.checkCollision.down)
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{
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body1.setTouchingDown();
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body2.setTouchingUp();
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// console.log('CheckOverlapY topFace from', body.gameObject.name, 'body1 is', body1.gameObject.name, 'touching', collisionInfo.touching, 'inter', collisionInfo.intersects, 'oy', collisionInfo.overlapY);
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// console.log('body1', body1.x, body1.right, body1.y, body1.bottom, 'body2', body2.x, body2.right, body2.y, body2.bottom);
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body1.setBlockedDown(body2, false);
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body2.setBlockedUp(body1, false);
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}
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body1.setTouchingUp();
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body2.setTouchingDown();
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body1.setBlockedUp();
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body2.setBlockedDown();
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}
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else if (intersects && topFace)
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else if (face === CONST.FACING_DOWN)
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{
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if (body1.checkCollision.down && body2.checkCollision.up)
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{
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body1.setTouchingUp();
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body2.setTouchingDown();
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// console.log('CheckOverlapY bottomFace from', body.gameObject.name, 'body1 is', body1.gameObject.name);
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body1.setBlockedUp(body2, false);
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body2.setBlockedDown(body1, false);
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}
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body1.setTouchingDown();
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body2.setTouchingUp();
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body1.setBlockedDown();
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body2.setBlockedUp();
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}
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return intersects;
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return collisionInfo.touching;
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};
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module.exports = CheckOverlapY;
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@ -4,110 +4,60 @@
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var IntersectsRect = require('./IntersectsRect');
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var CollisionInfo = require('./CollisionInfo');
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var CONST = require('./const');
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/**
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* Calculates and returns the vertical overlap between two arcade physics bodies.
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*
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* We know the bodies are intersecting based on a previous check, so the point of this function
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* is to determine which face the overlap is occurring on and at what depth.
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*
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* @function Phaser.Physics.Arcade.GetOverlapY
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* @since 3.0.0
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* @since 3.17.0
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*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
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* @param {boolean} [overlapOnly] - Is this an overlap only check, or part of separation?
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* @param {number} [bias] - A value added to the delta values during collision checks. Increase it to prevent sprite tunneling (sprites passing through each other instead of colliding).
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*
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* @return {number[]} An array containing the amount of overlap in element 0 and the face of body1 in element 1 (true = bottom, false = top).
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* @return {CollisionInfo} A Collision Info object.
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*/
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var GetOverlapY = function (body1, body2, overlapOnly, bias)
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{
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if (overlapOnly === undefined) { overlapOnly = false; }
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if (bias === undefined) { bias = 0; }
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var overlap = 0;
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var collisionInfo = CollisionInfo.get(body1, body2, overlapOnly, bias);
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// var maxOverlap = body1.deltaAbsY() + body2.deltaAbsY() + bias;
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var distance1 = body1.bottom - body2.y;
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var distance2 = body2.bottom - body1.y;
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var prevDistance1 = (body1.prev.y + body1.height) - body2.prev.y;
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var prevDistance2 = (body2.prev.y + body2.height) - body1.prev.y;
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var embedded = false;
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var topFace = (distance1 > distance2 && prevDistance1 > prevDistance2);
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var intersects = IntersectsRect(body1, body2);
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if (!topFace)
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if (!overlapOnly)
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{
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// body1 bottom is touching body2 top
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if (intersects)
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{
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overlap = distance1;
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}
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if (!body1.checkCollision.down || !body2.checkCollision.up)
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{
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overlap = 0;
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intersects = false;
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}
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if (!overlapOnly)
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{
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console.log('GetOverlapY !topFace');
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body1.setTouchingDown();
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body2.setTouchingUp();
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body1.setBlockedDown(body2, intersects);
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body2.setBlockedUp(body1, intersects);
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}
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}
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else
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{
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// body1 top is touching body2 bottom
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if (intersects)
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{
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overlap = distance2;
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}
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if (!body1.checkCollision.up || !body2.checkCollision.down)
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{
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overlap = 0;
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intersects = false;
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}
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if (!overlapOnly)
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if (collisionInfo.face === CONST.FACING_UP)
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{
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console.log('GetOverlapY topFace');
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body1.setTouchingUp();
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body2.setTouchingDown();
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if (collisionInfo.body1 === body1)
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{
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body1.setTouchingUp();
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body2.setTouchingDown();
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body1.setBlockedUp(collisionInfo);
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body2.setBlockedDown(collisionInfo);
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}
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}
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else if (collisionInfo.face === CONST.FACING_DOWN)
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{
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console.log('GetOverlapY bottomFace');
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body1.setBlockedUp(body2, intersects);
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body2.setBlockedDown(body1, intersects);
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if (collisionInfo.body1 === body1)
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{
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body1.setTouchingDown();
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body2.setTouchingUp();
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body1.setBlockedDown(collisionInfo);
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body2.setBlockedUp(collisionInfo);
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}
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}
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}
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// Resets the overlapY to zero if there is no overlap, or to the actual pixel value if there is
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body1.overlapY = overlap;
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body2.overlapY = overlap;
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if (embedded)
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{
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// We let the block resolution move it
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overlap = 0;
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body1.embedded = embedded;
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body2.embedded = embedded;
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}
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return { overlap: overlap, topFace: topFace, intersects: intersects };
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return collisionInfo;
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};
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module.exports = GetOverlapY;
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