Added collision detection for rotated rectangles.
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2 changed files with 18 additions and 15 deletions
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@ -31,58 +31,60 @@ bool
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CollisionModel::testCollision(const Circle& circle, const Rectangle& rect,
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) {
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sf::Vector2f halfSize = rect.getSize() / 2.0f;
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sf::Vector2f circleNewPos = circle.getPosition() + offsetFirst;
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sf::Vector2f rectNewPos = rect.getPosition() + offsetSecond;
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sf::Vector2f circleRotatedPos = circle.getPosition() + offsetFirst - rectNewPos;
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circleRotatedPos = thor::rotatedVector(circleRotatedPos, -rect.mShape.getRotation());
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circleRotatedPos += rectNewPos;
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// If circle center is inside rect on x plane, we just take y direction result.
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if (Interval::IntervalFromRadius(rectNewPos.x, halfSize.x)
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.isInside(circleNewPos.x)) {
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.isInside(circleRotatedPos.x)) {
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float overlapY =
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Interval::IntervalFromRadius(circleNewPos.y, circle.getRadius())
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Interval::IntervalFromRadius(circleRotatedPos.y, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectNewPos.y, halfSize.y))
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.getLength();
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offsetFirst.y += (circleNewPos.y > rectNewPos.y)
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? overlapY : - overlapY;
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offsetFirst += ((circleRotatedPos.y > rectNewPos.y) ? 1.0f : - 1.0f) *
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thor::rotatedVector(sf::Vector2f(0, overlapY), rect.mShape.getRotation());
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return overlapY > 0;
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}
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// Same here (just switched x/y).
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else if (Interval::IntervalFromRadius(rectNewPos.y, halfSize.y)
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.isInside(circleNewPos.y)) {
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.isInside(circleRotatedPos.y)) {
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float overlapX =
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Interval::IntervalFromRadius(circleNewPos.x, circle.getRadius())
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Interval::IntervalFromRadius(circleRotatedPos.x, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectNewPos.x, halfSize.x))
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.getLength();
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offsetFirst.x += (circleNewPos.x > rectNewPos.x)
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? overlapX : - overlapX;
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offsetFirst += ((circleRotatedPos.x > rectNewPos.x) ? 1.0f : - 1.0f) *
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thor::rotatedVector(sf::Vector2f(overlapX, 0), rect.mShape.getRotation());
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return overlapX > 0;
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}
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// Test if the circle is colliding with a corner of the rectangle, using
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// the same method as circle-circle collision (distance to corner instead
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// of radius.
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else {
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sf::Vector2f axis(thor::unitVector(rectNewPos - circleNewPos));
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sf::Vector2f axis(thor::unitVector(rectNewPos - circleRotatedPos));
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// Use correct vector for corner projections (positive/negative
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// direction does not matter).
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float rectHalfSizeProjected;
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if ((circleNewPos.x > rectNewPos.x && circleNewPos.y > rectNewPos.y) ||
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(circleNewPos.x < rectNewPos.x && circleNewPos.y < rectNewPos.y))
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if ((circleRotatedPos.x > rectNewPos.x && circleRotatedPos.y > rectNewPos.y) ||
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(circleRotatedPos.x < rectNewPos.x && circleRotatedPos.y < rectNewPos.y))
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rectHalfSizeProjected = thor::dotProduct(axis, halfSize);
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else
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rectHalfSizeProjected = thor::dotProduct(axis,
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sf::Vector2f(halfSize.x, -halfSize.y));
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Interval projectedCircle = Interval::IntervalFromRadius(
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thor::dotProduct(axis, circleNewPos),
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thor::dotProduct(axis, circleRotatedPos),
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circle.getRadius());
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Interval projectedRect = Interval::IntervalFromRadius(
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thor::dotProduct(axis, rectNewPos),
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rectHalfSizeProjected);
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// using -5: works perfectly going between corner/side
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// without -5 works perfectly on corner, but skips when going in between
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// without -5 works perfectly on corner, but skips when going in between tiles
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float overlap = projectedCircle.getOverlap(projectedRect).getLength() - 5;
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if (overlap > 0)
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offsetFirst -= overlap * axis;
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offsetFirst -= thor::rotatedVector(overlap * axis, rect.mShape.getRotation());
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return overlap > 0;
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}
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}
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@ -64,6 +64,7 @@ protected:
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void setPosition(const sf::Vector2f& position);
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private:
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friend class CollisionModel;
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friend class World;
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sf::RectangleShape mShape;
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