/* * CollisionModel.cpp * * Created on: 07.05.2013 * Author: Felix */ #include "CollisionModel.h" #include #include #include "Circle.h" #include "Rectangle.h" #include "../util/Interval.h" CollisionModel::~CollisionModel() { } /** * Tests for collision between a circle and a rectangle. Offset is the maximum * value between zero and the original value of previous, for which the * objects do not collide. Rectangles are assumed to be axis aligned. * * @param [in,out] offset The movement offset of the circle. * @param offsetSecond Movement offset of the rectangle. * @return True if a collision occured. */ bool CollisionModel::testCollision(const Circle& circle, const Rectangle& rect, sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) { sf::Vector2f halfSize = rect.getSize() / 2.0f; sf::Vector2f rectNewPos = rect.getPosition() + offsetSecond; sf::Vector2f circleRotatedPos = circle.getPosition() + offsetFirst - rectNewPos; circleRotatedPos = thor::rotatedVector(circleRotatedPos, -rect.mShape.getRotation()); circleRotatedPos += rectNewPos; // If circle center is inside rect on x plane, we just take y direction result. if (Interval::IntervalFromRadius(rectNewPos.x, halfSize.x) .isInside(circleRotatedPos.x)) { float overlapY = Interval::IntervalFromRadius(circleRotatedPos.y, circle.getRadius()) .getOverlap(Interval::IntervalFromRadius(rectNewPos.y, halfSize.y)) .getLength(); offsetFirst += ((circleRotatedPos.y > rectNewPos.y) ? 1.0f : - 1.0f) * thor::rotatedVector(sf::Vector2f(0, overlapY), rect.mShape.getRotation()); return overlapY > 0; } // Same here (just switched x/y). else if (Interval::IntervalFromRadius(rectNewPos.y, halfSize.y) .isInside(circleRotatedPos.y)) { float overlapX = Interval::IntervalFromRadius(circleRotatedPos.x, circle.getRadius()) .getOverlap(Interval::IntervalFromRadius(rectNewPos.x, halfSize.x)) .getLength(); offsetFirst += ((circleRotatedPos.x > rectNewPos.x) ? 1.0f : - 1.0f) * thor::rotatedVector(sf::Vector2f(overlapX, 0), rect.mShape.getRotation()); return overlapX > 0; } // Test if the circle is colliding with a corner of the rectangle, using // the same method as circle-circle collision (distance to corner instead // of radius. else { sf::Vector2f axis(thor::unitVector(rectNewPos - circleRotatedPos)); // Use correct vector for corner projections (positive/negative // direction does not matter). float rectHalfSizeProjected; if ((circleRotatedPos.x > rectNewPos.x && circleRotatedPos.y > rectNewPos.y) || (circleRotatedPos.x < rectNewPos.x && circleRotatedPos.y < rectNewPos.y)) rectHalfSizeProjected = thor::dotProduct(axis, halfSize); else rectHalfSizeProjected = thor::dotProduct(axis, sf::Vector2f(halfSize.x, -halfSize.y)); Interval projectedCircle = Interval::IntervalFromRadius( thor::dotProduct(axis, circleRotatedPos), circle.getRadius()); Interval projectedRect = Interval::IntervalFromRadius( thor::dotProduct(axis, rectNewPos), rectHalfSizeProjected); // using -5: works perfectly going between corner/side // without -5 works perfectly on corner, but skips when going in between tiles float overlap = projectedCircle.getOverlap(projectedRect).getLength() - 5; if (overlap > 0) offsetFirst -= thor::rotatedVector(overlap * axis, rect.mShape.getRotation()); return overlap > 0; } } /** * Tests for collision between two circles. Offset is the maximum value between * zero and the original value of previous, for which the objects do * not collide. * * @param [in,out] offset The movement offset of the first circle. * @param offsetSecond Movement offset of the second circle. * @return True if a collision occured. */ bool CollisionModel::testCollision(const Circle& first, const Circle& second, sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) { sf::Vector2f axis(thor::unitVector(second.getPosition() + offsetFirst - (first.getPosition() + offsetSecond))); Interval projectedFirst = Interval::IntervalFromRadius( thor::dotProduct(axis, first.getPosition() + offsetFirst), first.getRadius()); Interval projectedSecond = Interval::IntervalFromRadius( thor::dotProduct(axis, second.getPosition() + offsetSecond), second.getRadius()); float overlap = projectedFirst.getOverlap(projectedSecond).getLength(); if (overlap > 0) offsetFirst -= overlap * axis; return overlap > 0; } /** * Tests for collision between two rectangles. Always returns false as * these can't occur (rectangles can't move). * * @return True if a collision occured. */ bool CollisionModel::testCollision(const Rectangle& first, const Rectangle& second, sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) { return false; }