Example #1
0
    // This function calculate Circle to ABB collisions
    public static CollisionInfo CircleToOBBCollision(CollisionHull2D a, CollisionHull2D b)
    {
        Vector2 closestPointToCircle = new Vector2(Math.Max(b.GetMinimumCorner().x, Math.Min(a.GetPosition().x, b.GetMaximumCorner().x)), Math.Max(b.GetMinimumCorner().y, Math.Min(a.GetPosition().y, b.GetMaximumCorner().y)));

        Vector2 distance        = a.GetPosition() - closestPointToCircle;
        float   distanceSquared = Vector2.Dot(distance, distance);
        float   penetration     = a.GetDimensions().x - Mathf.Sqrt(distanceSquared);

        // Does the check pass?
        if (penetration > 0)
        {
            // If yes, then inform the parents of the complex shape object (if applicable)
            ReportCollisionToParent(a, b);
        }
        else
        {
            // If no, return nothing
            return(null);
        }

        // Return full details of the Collision list if the two collide
        return(new CollisionInfo(a, b, penetration));
    }
Example #2
0
    // This function calculates Circle to OBB collisions
    public static CollisionInfo CircleToABBCollision(CollisionHull2D a, CollisionHull2D b)
    {
        // Find the closest point to the circle from the AABB
        Vector2 closestPointToCircle = new Vector2(Math.Max(b.GetMinimumCorner().x, Math.Min(a.GetPosition().x, b.GetMaximumCorner().x)), Math.Max(b.GetMinimumCorner().y, Math.Min(a.GetPosition().y, b.GetMaximumCorner().y)));

        // Get the distance between the closest point and the circle's position
        Vector2 distance        = a.GetPosition() - closestPointToCircle;
        float   distanceSquared = Vector2.Dot(distance, distance);

        // Calculate the penetration
        float penetration = a.GetDimensions().x - Mathf.Sqrt(distanceSquared);

        // Is the penetration a positive value
        if (penetration > 0)
        {
            // If yes, then inform the parents of the complex shape object (if applicable)
            ReportCollisionToParent(a, b);
        }
        else
        {
            // If no, return nothing
            return(null);
        }

        // Return full details of the Collision list if the two collide
        return(new CollisionInfo(a, b, penetration));
    }