Started on collisions

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sam-astro 2022-01-12 07:57:25 -05:00 committed by GitHub
parent 74da7a7590
commit 6b1f311036
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@ -98,6 +98,19 @@ public:
return *this;
}
Vec2 operator-(Vec2 const& rhs)
{
return Vec2(x - rhs.x, y - rhs.y);
}
Vec2& operator-=(Vec2 const& rhs)
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
Vec2 operator*(float rhs)
{
@ -107,6 +120,103 @@ public:
float x, y;
};
struct _RotRect {
_Vector2D C;
_Vector2D S;
float ang;
};
inline void RotateVec2Clockwise(Vec2 * v, float ang)
{
float t,
cosa = cos(ang),
sina = sin(ang);
t = v->x; v->x = t*cosa + v->y*sina; v->y = -t*sina + v->y*cosa;
}
// Rotated Rectangles Collision Detection, Oren Becker, 2001
int RotRectsCollision(_RotRect * rr1, _RotRect * rr2)
{
Vec2 A, B, // vertices of the rotated rr2
C, // center of rr2
BL, TR; // vertices of rr2 (bottom-left, top-right)
float ang = rr1->ang - rr2->ang, // orientation of rotated rr1
cosa = cos(ang), // precalculated trigonometic -
sina = sin(ang); // - values for repeated use
float t, x, a; // temporary variables for various uses
float dx; // deltaX for linear equations
float ext1, ext2; // min/max vertical values
// move rr2 to make rr1 cannonic
C = rr2->C;
C-=rr1->C;
// rotate rr2 clockwise by rr2->ang to make rr2 axis-aligned
RotateVector2DClockwise(&C, rr2->ang);
// calculate vertices of (moved and axis-aligned := 'ma') rr2
BL = TR = C;
BL-=rr2->S;
TR+=rr2->S;
// calculate vertices of (rotated := 'r') rr1
A.x = -rr1->S.y*sina; B.x = A.x; t = rr1->S.x*cosa; A.x += t; B.x -= t;
A.y = rr1->S.y*cosa; B.y = A.y; t = rr1->S.x*sina; A.y += t; B.y -= t;
t = sina*cosa;
// verify that A is vertical min/max, B is horizontal min/max
if (t < 0)
{
t = A.x; A.x = B.x; B.x = t;
t = A.y; A.y = B.y; B.y = t;
}
// verify that B is horizontal minimum (leftest-vertex)
if (sina < 0) { B.x = -B.x; B.y = -B.y; }
// if rr2(ma) isn't in the horizontal range of
// colliding with rr1(r), collision is impossible
if (B.x > TR.x || B.x > -BL.x) return 0;
// if rr1(r) is axis-aligned, vertical min/max are easy to get
if (t == 0) {ext1 = A.y; ext2 = -ext1; }
// else, find vertical min/max in the range [BL.x, TR.x]
else
{
x = BL.x-A.x; a = TR.x-A.x;
ext1 = A.y;
// if the first vertical min/max isn't in (BL.x, TR.x), then
// find the vertical min/max on BL.x or on TR.x
if (a*x > 0)
{
dx = A.x;
if (x < 0) { dx -= B.x; ext1 -= B.y; x = a; }
else { dx += B.x; ext1 += B.y; }
ext1 *= x; ext1 /= dx; ext1 += A.y;
}
x = BL.x+A.x; a = TR.x+A.x;
ext2 = -A.y;
// if the second vertical min/max isn't in (BL.x, TR.x), then
// find the local vertical min/max on BL.x or on TR.x
if (a*x > 0)
{
dx = -A.x;
if (x < 0) { dx -= B.x; ext2 -= B.y; x = a; }
else { dx += B.x; ext2 += B.y; }
ext2 *= x; ext2 /= dx; ext2 -= A.y;
}
}
// check whether rr2(ma) is in the vertical range of colliding with rr1(r)
// (for the horizontal range of rr2)
return !((ext1 < BL.y && ext2 < BL.y) ||
(ext1 > TR.y && ext2 > TR.y));
}
class Sprite
{
public:
@ -340,4 +450,4 @@ int initGraphics(std::string windowTitle, int width, int height)
return 0;
}
#endif
#endif