Beispiel #1
0
        /// <summary>
        /// Detect of a Collision circle and OBB collide
        /// </summary>
        /// <param name="w1">This Collision data's world object</param>
        /// <param name="o1">OBB to check</param>
        /// <param name="w2">Other collision data's world object</param>
        /// <param name="o">Collision circle which to check</param>
        /// <returns>Whether a collision occurred</returns>
        internal static bool DetectCollision(WorldObject w1, Collision_OBB o1, WorldObject w2, Collision_BoundingCircle o)
        {
            Vector2 c1Center = o.Center + w2.Pos;
            Vector2 o1Anchor = new Vector2(w1.Pos.X, w1.Pos.Y);

            Vector2 drawPoint0 = new Vector2(o1.drawPoints[0].Position.X + o1Anchor.X, o1.drawPoints[0].Position.Y + o1Anchor.Y);
            Vector2 drawPoint1 = new Vector2(o1.drawPoints[1].Position.X + o1Anchor.X, o1.drawPoints[1].Position.Y + o1Anchor.Y);
            Vector2 drawPoint2 = new Vector2(o1.drawPoints[2].Position.X + o1Anchor.X, o1.drawPoints[2].Position.Y + o1Anchor.Y);
            Vector2 drawPoint3 = new Vector2(o1.drawPoints[3].Position.X + o1Anchor.X, o1.drawPoints[3].Position.Y + o1Anchor.Y);

            Vector2 C = drawPoint1 + Vector2.Dot(c1Center - drawPoint1, Vector2.Normalize(drawPoint1 - drawPoint0)) * Vector2.Normalize(drawPoint1 - drawPoint0);
            Vector2 D = drawPoint1 + Vector2.Dot(c1Center - drawPoint1, Vector2.Normalize(drawPoint1 - drawPoint2)) * Vector2.Normalize(drawPoint1 - drawPoint2);

            float CtoDP1   = Vector2.DistanceSquared(C, drawPoint1);
            float CtoDP0   = Vector2.DistanceSquared(C, drawPoint0);
            float DP0toDP1 = Vector2.DistanceSquared(drawPoint1, drawPoint0);

            float DtoDP1   = Vector2.DistanceSquared(D, drawPoint1);
            float DtoDP2   = Vector2.DistanceSquared(D, drawPoint2);
            float DP2toDP1 = Vector2.DistanceSquared(drawPoint1, drawPoint2);

            float CentertoDP0 = Vector2.DistanceSquared(c1Center, drawPoint0);
            float CentertoDP1 = Vector2.DistanceSquared(c1Center, drawPoint1);
            float CentertoDP2 = Vector2.DistanceSquared(c1Center, drawPoint2);
            float CentertoDP3 = Vector2.DistanceSquared(c1Center, drawPoint3);

            if (((DP0toDP1 + (o.Radius * 2) * (o.Radius * 2) + 100 >= CtoDP0 + CtoDP1) && (DP2toDP1 + (o.Radius * 2) * (o.Radius * 2) + 100 >= DtoDP2 + DtoDP1)) ||
                (CentertoDP0 <= o.Radius * o.Radius) || (CentertoDP1 <= o.Radius * o.Radius) || (CentertoDP2 <= o.Radius * o.Radius) || (CentertoDP3 <= o.Radius * o.Radius))
            {
                return(true);
            }


            return(false);
        }
Beispiel #2
0
        /// <summary>
        /// Detects OBB on OBB collision
        /// </summary>
        /// <param name="w1">This Collision data's world object</param>
        /// <param name="c1">OBB to check</param>
        /// <param name="w2">Other collision data's world object</param>
        /// <param name="o">AABB circle which to check</param>
        /// <returns>Whether a collision occurred</returns>
        internal static bool DetectCollision(WorldObject w1, Collision_OBB c1, WorldObject w2, Collision_AABB o)
        {
            //so, we've got to project the faces onto eachother and look for intersections
            //these values are values along the projected axis.
            Vector2 Corner1 = new Vector2(o.TL.X, o.BR.Y);
            var     temp    = c1.xAxis;
            var     dot     = 1;//Vector2.Dot(temp, temp);
            var     a       = (Vector2.Dot((c1.Corner1 + w1.Pos), temp) / dot);
            var     b       = (Vector2.Dot((c1.Corner2 + w1.Pos), temp) / dot);
            var     c       = (Vector2.Dot((Corner1 + w2.Pos), temp) / dot);
            var     d       = (Vector2.Dot((o.TL + w2.Pos), temp) / dot);

            if (
                !(//check if they intersect, if they don't we're not colliding.
                    a <= b ?
                    //is c or d between a b?
                    (a <= c && c <= b) || (a <= d && d <= b) :
                    (b <= c && c <= a) || (b <= d && d <= a)
                    )
                )
            {
                return(false);
            }
            temp = c1.yAxis;
            dot  = 1;//Vector2.Dot(temp, temp);
            a    = (Vector2.Dot((c1.Corner1 + w1.Pos), temp) / dot);
            b    = (Vector2.Dot((c1.Corner3 + w1.Pos), temp) / dot);
            c    = (Vector2.Dot((Corner1 + w2.Pos), temp) / dot);
            d    = (Vector2.Dot((o.BR + w2.Pos), temp) / dot);
            if (
                !(//check if they intersect, if they don't we're not colliding.
                    a <= b ?
                    //is c or d between a b?
                    (a <= c && c <= b) || (a <= d && d <= b) :
                    (b <= c && c <= a) || (b <= d && d <= a)
                    )
                )
            {
                return(false);
            }
            return(true);
        }
 /// <summary>
 /// Detects OBB on OBB collision
 /// </summary>
 /// <param name="w1">This Collision data's world object</param>
 /// <param name="c1">OBB to check</param>
 /// <param name="w2">Other collision data's world object</param>
 /// <param name="o">Collision circle which to check</param>
 /// <returns>Whether a collision occurred</returns>
 internal static bool detectCollision(WorldObject w1, Collision_OBB c1, WorldObject w2, Collision_OBB o)
 {
     return false;
 }
        /// <summary>
        /// Detect of a Collision circle and OBB collide
        /// </summary>
        /// <param name="w1">This Collision data's world object</param>
        /// <param name="o1">OBB to check</param>
        /// <param name="w2">Other collision data's world object</param>
        /// <param name="o">Collision circle which to check</param>
        /// <returns>Whether a collision occurred</returns>
        internal static bool detectCollision(WorldObject w1, Collision_OBB o1, WorldObject w2, Collision_BoundingCircle o)
        {
            Vector2 c1Center = o.centerPointOffset + w2.Pos;
            Vector2 o1Anchor = new Vector2(w1.Pos.X, w1.Pos.Y);

            Vector2 drawPoint0 = new Vector2(o1.drawPoints[0].Position.X + o1Anchor.X, o1.drawPoints[0].Position.Y + o1Anchor.Y);
            Vector2 drawPoint1 = new Vector2(o1.drawPoints[1].Position.X + o1Anchor.X, o1.drawPoints[1].Position.Y + o1Anchor.Y);
            Vector2 drawPoint2 = new Vector2(o1.drawPoints[2].Position.X + o1Anchor.X, o1.drawPoints[2].Position.Y + o1Anchor.Y);
            Vector2 drawPoint3 = new Vector2(o1.drawPoints[3].Position.X + o1Anchor.X, o1.drawPoints[3].Position.Y + o1Anchor.Y);

            Vector2 C = drawPoint1 + Vector2.Dot(c1Center - drawPoint1, Vector2.Normalize(drawPoint1 - drawPoint0)) * Vector2.Normalize(drawPoint1 - drawPoint0);
            Vector2 D = drawPoint1 + Vector2.Dot(c1Center - drawPoint1, Vector2.Normalize(drawPoint1 - drawPoint2)) * Vector2.Normalize(drawPoint1 - drawPoint2);

            float CtoDP1 = Vector2.DistanceSquared(C, drawPoint1);
            float CtoDP0 = Vector2.DistanceSquared(C, drawPoint0);
            float DP0toDP1 = Vector2.DistanceSquared(drawPoint1, drawPoint0);

            float DtoDP1 = Vector2.DistanceSquared(D, drawPoint1);
            float DtoDP2 = Vector2.DistanceSquared(D, drawPoint2);
            float DP2toDP1 = Vector2.DistanceSquared(drawPoint1, drawPoint2);

            float CentertoDP0 = Vector2.DistanceSquared(c1Center, drawPoint0);
            float CentertoDP1 = Vector2.DistanceSquared(c1Center, drawPoint1);
            float CentertoDP2 = Vector2.DistanceSquared(c1Center, drawPoint2);
            float CentertoDP3 = Vector2.DistanceSquared(c1Center, drawPoint3);

            if (((DP0toDP1 + (o.radius * 2) * (o.radius * 2) + 100 >= CtoDP0 + CtoDP1) && (DP2toDP1 + (o.radius * 2) * (o.radius * 2) + 100 >= DtoDP2 + DtoDP1)) ||
                  (CentertoDP0 <= o.radius * o.radius) || (CentertoDP1 <= o.radius * o.radius) || (CentertoDP2 <= o.radius * o.radius) || (CentertoDP3 <= o.radius * o.radius))
                return true;

            return false;
        }
 /// <summary>
 /// Determine if OBB and BoundingCircle collide
 /// </summary>
 /// /// <param name="w1">This Collision data's world object</param>
 /// <param name="c1">Cricle to check</param>
 /// <param name="w2">Other collision data's world object</param>
 /// <param name="o">OBB which to check</param>
 /// <returns>Whether a collision occurred</returns>
 internal static bool detectCollision(WorldObject w1, Collision_BoundingCircle c1, WorldObject w2, Collision_OBB o)
 {
     return detectCollision(w2, o, w1, c1);
 }
Beispiel #6
0
        /// <summary>
        /// Loads the animations from a file.
        /// </summary>
        /// <param name="filename">Name of animfile</param>
        /// <param name="contentSubfolder">Folder where content is stored</param>
        private void LoadAnimation(string filename, string contentSubfolder)
        {
            filename = String.Format("Content/{0}/{1}", contentSubfolder, filename);

            if (!File.Exists(filename))
            {
                throw new Exception(String.Format("Animation file {0} does not exist.", filename));
            }
            XDocument doc = XDocument.Load(filename);
            foreach (var frame in doc.Descendants("Frame"))
            {
                SpriteFrame sf = new SpriteFrame();

                string[] sp = frame.Attribute("TLPos").Value.Split(',');
                sf.StartPos = new Vector2(float.Parse(sp[0]), float.Parse(sp[1]));

                ///image
                string file = frame.Attribute("SpriteSheet").Value;
                sf.Image = This.Game.Content.Load<Texture2D>(String.Format("{0}/{1}", contentSubfolder, file));

                /** sets frame delay */
                sf.Pause = int.Parse(frame.Attribute("FrameDelay").Value);

                //Image's width and height
                sf.Width = int.Parse(frame.Attribute("Width").Value);
                sf.Height = int.Parse(frame.Attribute("Height").Value);

                var point = frame.Attribute("AnimationPeg").Value.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
                float pegX = float.Parse(point.First());
                float pegY = float.Parse(point.Last());

                /** Set the animation Peg*/
                sf.AnimationPeg = new Vector2(pegX + (float)sf.Width / 2, pegY + (float)sf.Height / 2);

                Frames.Add(sf);
            }
            //add collision data
            int idCount = 0;
            foreach (var collision in doc.Descendants("Collision"))
            {
                if (collision.Attribute("Type").Value == "Circle")
                {
                    string[] pt = collision.Attribute("Pos").Value.Split(',');

                    var col = new Collision_BoundingCircle(
                        idCount++,
                        new Vector2(float.Parse(pt[0]), float.Parse(pt[1])),
                        float.Parse(collision.Attribute("Radius").Value));

                    CollisionData.Add(col);
                    objects.Add(new Background_Collision(col));
                }
                else if (collision.Attribute("Type").Value == "Rectangle")
                {
                    string[] tl = collision.Attribute("TLPos").Value.Split(',');
                    float tlx = float.Parse(tl[0]);
                    float tly = float.Parse(tl[1]);
                    string[] br = collision.Attribute("BRPos").Value.Split(',');
                    float brx = float.Parse(br[0]);
                    float bry = float.Parse(br[1]);

                    var col = new Collision_AABB(
                        idCount++,
                        new Vector2(tlx, tly),
                        new Vector2(brx, bry)
                        );
                    CollisionData.Add(col);
                    objects.Add(new Background_Collision(col));
                }
                else if (collision.Attribute("Type").Value == "OBB")
                {
                    string[] c1 = collision.Attribute("Corner1").Value.Split(',');
                    float c1x = float.Parse(c1[0]);
                    float c1y = float.Parse(c1[1]);
                    string[] c2 = collision.Attribute("Corner2").Value.Split(',');
                    float c2x = float.Parse(c2[0]);
                    float c2y = float.Parse(c2[1]);
                    float thickness = float.Parse(collision.Attribute("Thickness").Value.ToString());
                    var col = new Collision_OBB(
                        idCount++,
                        new Vector2(c1x, c1y),
                        new Vector2(c2x, c2y),
                        thickness
                        );
                    CollisionData.Add(col);
                    objects.Add(new Background_Collision(col));
                }
            }
        }
Beispiel #7
0
        /// <summary>
        /// Loads the animations from a file.
        /// </summary>
        /// <param name="filename">Name of animfile</param>
        /// <param name="contentSubfolder">Folder where content is stored</param>
        private void LoadAnimation(string filename, string contentSubfolder)
        {
            filename = String.Format("Content/{0}/{1}", contentSubfolder, filename);

            if (!File.Exists(filename))
            {
                throw new Exception(String.Format("Animation file {0} does not exist.", filename));
            }
            XDocument doc = XDocument.Load(filename);

            foreach (var frame in doc.Descendants("Frame"))
            {
                SpriteFrame sf = new SpriteFrame();

                string[] sp = frame.Attribute("TLPos").Value.Split(',');
                sf.StartPos = new Vector2(float.Parse(sp[0]), float.Parse(sp[1]));

                ///image
                string file = frame.Attribute("SpriteSheet").Value;
                sf.Image = This.Game.Content.Load <Texture2D>(String.Format("{0}/{1}", contentSubfolder, file));

                /** sets frame delay */
                sf.Pause = int.Parse(frame.Attribute("FrameDelay").Value);

                //Image's width and height
                sf.Width  = int.Parse(frame.Attribute("Width").Value);
                sf.Height = int.Parse(frame.Attribute("Height").Value);


                var   point = frame.Attribute("AnimationPeg").Value.Split(new char[] { ',' }, StringSplitOptions.RemoveEmptyEntries);
                float pegX  = float.Parse(point.First());
                float pegY  = float.Parse(point.Last());

                /** Set the animation Peg*/
                sf.AnimationPeg = new Vector2(pegX + (float)sf.Width / 2, pegY + (float)sf.Height / 2);

                Frames.Add(sf);
            }
            //add collision data
            int idCount = 0;

            foreach (var collision in doc.Descendants("Collision"))
            {
                if (collision.Attribute("Type").Value == "Circle")
                {
                    string[] pt = collision.Attribute("Pos").Value.Split(',');

                    var col = new Collision_BoundingCircle(
                        idCount++,
                        new Vector2(float.Parse(pt[0]), float.Parse(pt[1])),
                        float.Parse(collision.Attribute("Radius").Value));

                    CollisionData.Add(col);
                    objects.Add(new Background_Collision(col));
                }
                else if (collision.Attribute("Type").Value == "Rectangle")
                {
                    string[] tl  = collision.Attribute("TLPos").Value.Split(',');
                    float    tlx = float.Parse(tl[0]);
                    float    tly = float.Parse(tl[1]);
                    string[] br  = collision.Attribute("BRPos").Value.Split(',');
                    float    brx = float.Parse(br[0]);
                    float    bry = float.Parse(br[1]);

                    var col = new Collision_AABB(
                        idCount++,
                        new Vector2(tlx, tly),
                        new Vector2(brx, bry)
                        );
                    CollisionData.Add(col);
                    objects.Add(new Background_Collision(col));
                }
                else if (collision.Attribute("Type").Value == "OBB")
                {
                    string[] c1        = collision.Attribute("Corner1").Value.Split(',');
                    float    c1x       = float.Parse(c1[0]);
                    float    c1y       = float.Parse(c1[1]);
                    string[] c2        = collision.Attribute("Corner2").Value.Split(',');
                    float    c2x       = float.Parse(c2[0]);
                    float    c2y       = float.Parse(c2[1]);
                    float    thickness = float.Parse(collision.Attribute("Thickness").Value.ToString());
                    var      col       = new Collision_OBB(
                        idCount++,
                        new Vector2(c1x, c1y),
                        new Vector2(c2x, c2y),
                        thickness
                        );
                    CollisionData.Add(col);
                    objects.Add(new Background_Collision(col));
                }
            }
        }
Beispiel #8
0
 /// <summary>
 /// Detects OBB on OBB collision
 /// </summary>
 /// <param name="w1">This Collision data's world object</param>
 /// <param name="c1">AABB to check</param>
 /// <param name="w2">Other collision data's world object</param>
 /// <param name="o">OBB circle which to check</param>
 /// <returns>Whether a collision occurred</returns>
 internal static bool DetectCollision(WorldObject w1, Collision_AABB c1, WorldObject w2, Collision_OBB o)
 {
     return(DetectCollision(w2, o, w1, c1));
 }
Beispiel #9
0
 /// <summary>
 /// Determine if OBB and BoundingCircle collide
 /// </summary>
 /// /// <param name="w1">This Collision data's world object</param>
 /// <param name="c1">Cricle to check</param>
 /// <param name="w2">Other collision data's world object</param>
 /// <param name="o">OBB which to check</param>
 /// <returns>Whether a collision occurred</returns>
 internal static bool DetectCollision(WorldObject w1, Collision_BoundingCircle c1, WorldObject w2, Collision_OBB o)
 {
     return(DetectCollision(w2, o, w1, c1));
 }
Beispiel #10
0
 /// <summary>
 /// Detects OBB on OBB collision
 /// </summary>
 /// <param name="w1">This Collision data's world object</param>
 /// <param name="c1">OBB to check</param>
 /// <param name="w2">Other collision data's world object</param>
 /// <param name="o">Collision circle which to check</param>
 /// <returns>Whether a collision occurred</returns>
 internal static bool DetectCollision(WorldObject w1, Collision_OBB c1, WorldObject w2, Collision_OBB o)
 {
     //so, we've got to project the faces onto eachother and look for intersections
     //these values are values along the projected axis.
     var temp = c1.xAxis;
     var dot = 1;//Vector2.Dot(temp, temp);
     var a = (Vector2.Dot((c1.Corner1 + w1.Pos), temp) / dot);
     var b = (Vector2.Dot((c1.Corner2 + w1.Pos), temp) / dot);
     var c = (Vector2.Dot((o.Corner1 + w2.Pos), temp) / dot);
     var d = (Vector2.Dot((o.Corner2 + w2.Pos), temp) / dot);
     if (
         !(//check if they intersect, if they don't we're not colliding.
             a <= b ?
         //is c or d between a b?
             (a <= c && c <= b) || (a <= d && d <= b) :
             (b <= c && c <= a) || (b <= d && d <= a)
             )
         )
         return false;
     temp = c1.yAxis;
     dot = 1;//Vector2.Dot(temp, temp);
     a = (Vector2.Dot((c1.Corner1 + w1.Pos), temp) / dot);
     b = (Vector2.Dot((c1.Corner3 + w1.Pos), temp) / dot);
     c = (Vector2.Dot((o.Corner1 + w2.Pos), temp) / dot);
     d = (Vector2.Dot((o.Corner3 + w2.Pos), temp) / dot);
     if (
         !(//check if they intersect, if they don't we're not colliding.
            a <= b ?
         //is c or d between a b?
            (a <= c && c <= b) || (a <= d && d <= b) :
            (b <= c && c <= a) || (b <= d && d <= a)
            )
         )
         return false;
     temp = o.xAxis;
     dot = 1;//Vector2.Dot(temp, temp);
     a = (Vector2.Dot((c1.Corner1 + w1.Pos), temp) / dot);
     b = (Vector2.Dot((c1.Corner2 + w1.Pos), temp) / dot);
     c = (Vector2.Dot((o.Corner1 + w2.Pos), temp) / dot);
     d = (Vector2.Dot((o.Corner2 + w2.Pos), temp) / dot);
     if (
         !(//check if they intersect, if they don't we're not colliding.
            a <= b ?
         //is c or d between a b?
            (a <= c && c <= b) || (a <= d && d <= b) :
            (b <= c && c <= a) || (b <= d && d <= a)
            )
         )
         return false;
     temp = o.yAxis;
     dot = 1;//Vector2.Dot(temp, temp);
     a = (Vector2.Dot((c1.Corner1 + w1.Pos), temp) / dot);
     b = (Vector2.Dot((c1.Corner3 + w1.Pos), temp) / dot);
     c = (Vector2.Dot((o.Corner1 + w2.Pos), temp) / dot);
     d = (Vector2.Dot((o.Corner3 + w2.Pos), temp) / dot);
     if (
         !(//check if they intersect, if they don't we're not colliding.
            a <= b ?
         //is c or d between a b?
            (a <= c && c <= b) || (a <= d && d <= b) :
            (b <= c && c <= a) || (b <= d && d <= a)
            )
         )
         return false;
     return true;
 }
Beispiel #11
0
 /// <summary>
 /// Detects OBB on OBB collision
 /// </summary>
 /// <param name="w1">This Collision data's world object</param>
 /// <param name="c1">AABB to check</param>
 /// <param name="w2">Other collision data's world object</param>
 /// <param name="o">OBB circle which to check</param>
 /// <returns>Whether a collision occurred</returns>
 internal static bool DetectCollision(WorldObject w1, Collision_AABB c1, WorldObject w2, Collision_OBB o)
 {
     return DetectCollision(w2, o, w1, c1);
 }