Added collisions detection.

This commit is contained in:
Felix Ableitner 2013-03-03 21:28:33 +01:00
parent 9fd43d1d3a
commit 310816eba6
2 changed files with 138 additions and 3 deletions

View file

@ -8,6 +8,7 @@
#include "World.h" #include "World.h"
#include <algorithm> #include <algorithm>
#include <assert.h>
#include <Thor/Vectors.hpp> #include <Thor/Vectors.hpp>
@ -40,13 +41,96 @@ World::remove(std::shared_ptr<Sprite> drawable) {
void void
World::step(int elapsed) { World::step(int elapsed) {
for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) { for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
for (auto item = v->second.begin(); item != v->second.end(); item++) { for (auto spriteA : v->second) {
sf::Vector2f speed = (*item)->getSpeed(); sf::Vector2f speed = spriteA->getSpeed();
speed *= elapsed / 1000.0f; speed *= elapsed / 1000.0f;
(*item)->setPosition((*item)->getPosition() + speed); bool overlap = false;
for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) {
for (auto spriteB : w->second) {
if (spriteA == spriteB) {
continue;
}
if (!spriteA->collisionEnabled(spriteB->getCategory()) || !spriteB->collisionEnabled(spriteA->getCategory())) {
continue;
}
if (testCollision(spriteA, spriteB, elapsed)) {
spriteA->onCollide(spriteB);
overlap = true;
} }
} }
} }
if (!overlap) {
spriteA->setPosition(spriteA->getPosition() + speed);
}
}
}
}
/**
* Tests for collisions using Seperating Axis Theorem (SAT).
*
* http://www.metanetsoftware.com/technique/tutorialA.html
*
* @param spriteA, spriteB Pair of sprites which to test for collision/overlapping.
* @param elapsed Time elapsed in this step.
* @return True if both sprites will be overlapping after their current movement.
*/
bool
World::testCollision(std::shared_ptr<Sprite> spriteA,
std::shared_ptr<Sprite> spriteB, int elapsed) const {
// circle-circle collision
if ((spriteA->mShape.type == Sprite::Shape::Type::CIRCLE) &&
(spriteB->mShape.type == Sprite::Shape::Type::CIRCLE)) {
sf::Vector2f axis = spriteA->getPosition() - spriteB->getPosition();
// If both objects are at the exact same position, allow any movement for unstucking.
if (axis == sf::Vector2f()) {
return true;
}
axis = thor::unitVector(axis);
float centerA = thor::dotProduct(axis, spriteA->getPosition());
float radiusA = std::static_pointer_cast<sf::CircleShape>(spriteA->mShape.shape)->getRadius();
float movementA = thor::dotProduct(axis, spriteA->getSpeed() * (elapsed / 1000.0f));
float centerB = thor::dotProduct(axis, spriteB->getPosition());
float radiusB = std::static_pointer_cast<sf::CircleShape>(spriteB->mShape.shape)->getRadius();
float movementB = thor::dotProduct(axis, spriteB->getSpeed() * (elapsed / 1000.0f));
// Allow movement if sprites are moving apart.
return Interval(centerA, radiusA).getOverlap(Interval(centerB, radiusB)).getLength() <
Interval(centerA + movementA, radiusA).getOverlap(Interval(centerB + movementB, radiusB)).getLength();
}
// circle-rect collision
if (((spriteA->mShape.type == Sprite::Shape::Type::CIRCLE) &&
(spriteB->mShape.type == Sprite::Shape::Type::RECTANGLE)) ||
((spriteA->mShape.type == Sprite::Shape::Type::RECTANGLE) &&
(spriteB->mShape.type == Sprite::Shape::Type::CIRCLE))) {
std::shared_ptr<Sprite> circle = spriteA;
std::shared_ptr<Sprite> rect = spriteB;
if (circle->mShape.type != Sprite::Shape::Type::CIRCLE) {
std::swap(circle, rect);
}
float radius = std::static_pointer_cast<sf::CircleShape>(circle->mShape.shape)->getRadius();
sf::Vector2f size = rect->getSize();
sf::Vector2f circlePos = circle->getPosition();
sf::Vector2f rectPos = rect->getPosition();
// Only circle movement as rectangles don't move.
sf::Vector2f circleMovement = circle->getSpeed() * (elapsed / 1000.0f);
// We assume that rectangles are always axis aligned.
float overlapNoMovementX = Interval(circlePos.x, radius)
.getOverlap(Interval (rectPos.x, (size.x / 2))).getLength();
float overlapMovementX = Interval(circlePos.x + circleMovement.x, radius)
.getOverlap(Interval (rectPos.x, (size.x / 2))).getLength();
float overlapNoMovementY = Interval(circlePos.y, radius)
.getOverlap(Interval (rectPos.y, (size.y / 2))).getLength();
float overlapMovementY = Interval(circlePos.y + circleMovement.y, radius)
.getOverlap(Interval (rectPos.y, (size.y / 2))).getLength();
return (((overlapNoMovementX < overlapMovementX) && (overlapNoMovementY > 0)) ||
((overlapNoMovementY < overlapMovementY) && (overlapNoMovementX > 0)));
}
// Rectangles can't move and thus not collide.
return false;
}
/** /**
* Deletes any sprites which return true for getDelete(). * Deletes any sprites which return true for getDelete().
@ -77,3 +161,44 @@ World::draw(sf::RenderTarget& target, sf::RenderStates states) const {
} }
} }
/**
* Creates an interval from a center point and a radius. The interval
* ranges from center - radius to center + radius.
*/
World::Interval::Interval(float center, float radius) :
start(center - radius),
end(center + radius) {
}
/**
* Returns the overlap between two intervals, e.g. the overlap between
* intervals (1,3) and (2,4) is (2,3).
*/
World::Interval
World::Interval::getOverlap(Interval other) const {
if ((start == other.start) && (end == other.end)) {
return *this;
}
Interval smaller = *this;
Interval bigger = other;
if (smaller.start > bigger.start) {
std::swap(smaller, bigger);
}
Interval iv(0, 0);
if (bigger.start < smaller.end) {
iv.start = bigger.start;
iv.end = smaller.end;
}
else {
iv.start = iv.end = 0.0f;
}
return iv;
}
/**
* Returns the length of the interval (distance between start and end).
*/
float
World::Interval::getLength() {
return end - start;
}

View file

@ -34,7 +34,17 @@ public:
// Private functions. // Private functions.
private: private:
class Interval {
public:
float start;
float end;
Interval(float center, float radius);
Interval getOverlap(Interval other) const;
float getLength();
};
void draw(sf::RenderTarget& target, sf::RenderStates states) const; void draw(sf::RenderTarget& target, sf::RenderStates states) const;
bool testCollision(std::shared_ptr<Sprite> spriteA, std::shared_ptr<Sprite> spriteB, int elapsed) const;
// Private variables. // Private variables.
private: private: