private void SetupSimulation() { simulatedObjects = new List<CollisionObject>() { new CollisionObject(new Vector2f(100.0f, 100.0f), new Vector2f(20.0f, 400.0f)), //left new CollisionObject(new Vector2f(120.0f, 100.0f), new Vector2f(560.0f, 20.0f)), //top new CollisionObject(new Vector2f(680.0f, 100.0f), new Vector2f(20.0f, 400.0f)), //right new CollisionObject(new Vector2f(120.0f, 480.0f), new Vector2f(560.0f, 20.0f)) //bottom }; simulationPlayer = new CollisionObject(new Vector2f(79.5f, 59.5f), new Vector2f(20.0f, 40.0f), Color.Cyan); simulationPlayer.IsPlayer = true; //simulationPlayer.Velocity = new Vector2f(0.5f, 1.0f); simulatedObjects.Add(simulationPlayer); }
public static CollisionResults TestCollisions(CollisionObject object1, CollisionObject object2) { CollisionResults results = new CollisionResults() { Object1 = object1, Object2 = object2 }; //Are they already colliding? if (object1.BoundingBox.Overlaps(object2.BoundingBox)) { results.Type = CollisionType.enAbsolute; return results; } //If both items are stationary, then there's no reason for projections. Return if ((object1.Velocity.X == 0.0f && object1.Velocity.Y == 0.0f) && (object2.Velocity.X == 0.0f && object2.Velocity.Y == 0.0f)) { return results; } AABBProjection object1Projection = new AABBProjection(object1.BoundingBox, object1.Velocity); AABBProjection object2Projection = new AABBProjection(object2.BoundingBox, object2.Velocity); results.Object1Projection = object1Projection; results.Object2Projection = object2Projection; List<AABBProjection.AABBProjectionCollisionResult> projectionResults = null; bool collisions = (object1Projection.CollidesWith(object2Projection, out projectionResults) && ((object1.Velocity.X != 0.0f || object1.Velocity.Y != 0.0f) && (object2.Velocity.X != 0.0f || object2.Velocity.Y != 0.0f))); if (collisions) { List<AABBProjection.AABBProjectionCollisionResult> sorted = projectionResults.OrderBy(x => x.Length).ToList(); AABBProjection.AABBProjectionCollisionResult shortestResult = sorted[0]; AABBProjection.AABBProjectionSegmentEnum[] adjacentSegments = AABBProjection.GetAdjacentSegments(shortestResult.LocalSide); List<AABBProjection.AABBProjectionCollisionResult> adjacentSegmentResults = sorted.Where(x => x.OtherSide == shortestResult.OtherSide && adjacentSegments.Contains(x.LocalSide)).OrderBy(x => x.Length).ToList(); if (adjacentSegmentResults.Count > 0) { float shortestLength = adjacentSegmentResults[0].Length; //There could be multiples if we hit a corner adjacentSegmentResults = adjacentSegmentResults.Where(x => x.Length == shortestLength).ToList(); //Verify collision by projecting the AABB's to this point-in-time in their movement. float totalMovementDistance = Helpers.DistanceBetweenTwoPoints(object1.BoundingBox.Position, object1Projection.End.Position); //This is when the collision *MIGHT* happen for THIS collision object float pointInTime = shortestLength / totalMovementDistance; SFML.Window.Vector2f object1Position = object1.BoundingBox.Position + (object1.Velocity * pointInTime); AABB localCollisionResultProjection = new AABB(object1Position, object1.BoundingBox.Extents, SFML.Graphics.Color.Green); //Now, see where the OTHER collision object will be at this point in time. SFML.Window.Vector2f otherPosition = object2.BoundingBox.Position + (object2.Velocity * pointInTime); AABB otherCollisionResultProjection = new AABB(otherPosition, object2.BoundingBox.Extents, SFML.Graphics.Color.Blue); results.Object1CollisionAABB = localCollisionResultProjection; results.Object2CollisionAABB = otherCollisionResultProjection; results.CollisionTime = pointInTime; //Do they overlap at the projection result? if (!localCollisionResultProjection.Overlaps(otherCollisionResultProjection)) return results; foreach (AABBProjection.AABBProjectionCollisionResult collisionResult in adjacentSegmentResults) { AABB.AABBSide collisionSide = AABBProjection.GetSideFromProjectionSegments(shortestResult.LocalSide, collisionResult.LocalSide); AABB.AABBSide otherCollisionSide = AABB.GetOppositeSide(collisionSide); results.Object1CollisionAABB.Sides[(int)collisionSide].SetColor(SFML.Graphics.Color.Red); results.Object2CollisionAABB.Sides[(int)otherCollisionSide].SetColor(SFML.Graphics.Color.Red); results.Sides[collisionSide] = otherCollisionSide; } results.Type = CollisionType.enPrediction; } } else { List<ProjectionsSideCollisionInfo> collisionInfo = null; AABBProjection checkedObjectProjection = null; if (object1.Velocity.X != 0.0f || object1.Velocity.Y != 0.0f) { //Test projection1 against projection2's End's segments TestProjectionAgainstAABB(object1Projection, object2Projection.End, out collisionInfo); checkedObjectProjection = object1Projection; } else if (object2.Velocity.X != 0.0f || object2.Velocity.Y != 0.0f) { //Test projection2 against projection1's End segments TestProjectionAgainstAABB(object2Projection, object1Projection.End, out collisionInfo); checkedObjectProjection = object2Projection; } if(collisionInfo != null) { if (collisionInfo.Count > 0) { collisionInfo = collisionInfo.OrderBy(x => x.Length).ToList(); ProjectionsSideCollisionInfo closestInfo = collisionInfo[0]; float shortestLength = closestInfo.Length; //Verify collision by projecting the AABB's to this point-in-time in their movement. float totalMovementDistance = Helpers.DistanceBetweenTwoPoints(checkedObjectProjection.Start.Position, checkedObjectProjection.End.Position); //This is when the collision *MIGHT* happen for THIS collision object float pointInTime = shortestLength / totalMovementDistance; SFML.Window.Vector2f object1Position = object1.BoundingBox.Position + (object1.Velocity * pointInTime); AABB localCollisionResultProjection = new AABB(object1Position, object1.BoundingBox.Extents, SFML.Graphics.Color.Green); //Now, see where the OTHER collision object will be at this point in time. SFML.Window.Vector2f otherPosition = object2.BoundingBox.Position + (object2.Velocity * pointInTime); AABB otherCollisionResultProjection = new AABB(otherPosition, object2.BoundingBox.Extents, SFML.Graphics.Color.Blue); //Do they overlap at the projection result? //if (!localCollisionResultProjection.Overlaps(otherCollisionResultProjection)) //return results; results.Object1CollisionAABB = localCollisionResultProjection; results.Object2CollisionAABB = otherCollisionResultProjection; AABB.AABBSide object1Side = AABB.GetOppositeSide(closestInfo.Side); results.Object1CollisionAABB.Sides[(int)object1Side].SetColor(SFML.Graphics.Color.Red); results.Object2CollisionAABB.Sides[(int)closestInfo.Side].SetColor(SFML.Graphics.Color.Red); results.Type = CollisionType.enPrediction; results.Sides[object1Side] = closestInfo.Side; results.CollisionTime = pointInTime; } } } if (results.CollisionTime == (1.0f / 0.0f)) { int i = 0; } return results; }
public void AABBProjectionTestE() { float currentFrame = GetNextTestTime(); Vector2f velocity1 = new SFML.Window.Vector2f(0.0f, -249.0f); Vector2f velocity2 = new SFML.Window.Vector2f(1.0f, -1.0f); Vector2f startPosition1 = new SFML.Window.Vector2f(300.0f, 550.0f) + (velocity1 * currentFrame); Vector2f startPosition2 = new SFML.Window.Vector2f(340.0f, 300.0f) + (velocity2 * currentFrame); velocity1 = velocity1 - (velocity1 * currentFrame); velocity2 = velocity2 - (velocity2 * currentFrame); CollisionObject box1 = new CollisionObject(startPosition1, new Vector2f(50.0f, 50.0f), Color.Blue); CollisionObject box2 = new CollisionObject(startPosition2, new Vector2f(50.0f, 50.0f), Color.Magenta); box1.Velocity = velocity1; box2.Velocity = velocity2; CollisionResults results = CollisionManager.TestCollisions(box1, box2); window.Draw(results); }