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; }
static public 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 OnCollision(CollisionResults results) { currentFrameCollisionResults.Add(results); }
private void HandleCollision(CollisionResults results) { if (IsPlayer && results.Type == CollisionType.enAbsolute) { CollisionResults reaffirm = CollisionManager.TestCollisions(this, (this == results.Object1) ? results.Object2 : results.Object1); } if (IsPlayer && ((results.CollisionTime > 0.0f && results.CollisionTime < 1.0f) || (results.Sides.Count > 1))) { int i = 0; } BoundingBox.Color = SFML.Graphics.Color.Green; //For testing purposes. This will stop an object BEFORE it collides. if (results.Object1 == this) { foreach (AABB.AABBSide collision in results.Sides.Keys) { switch (collision) { case AABB.AABBSide.enTop: { if (velocity.Y < 0.0f) velocity.Y = 0.0f; } break; case AABB.AABBSide.enRight: { if (velocity.X > 0.0f) velocity.X = 0.0f; } break; case AABB.AABBSide.enBottom: { if (velocity.Y > 0.0f) velocity.Y = 0.0f; } break; case AABB.AABBSide.enLeft: { if (velocity.X < 0.0f) velocity.X = 0.0f; } break; }; BoundingBox.Sides[(int)collision].SetColor(SFML.Graphics.Color.Red); } } else { foreach (AABB.AABBSide collision in results.Sides.Values) { switch (collision) { case AABB.AABBSide.enTop: { if (velocity.Y < 0.0f) velocity.Y = 0.0f; } break; case AABB.AABBSide.enRight: { if (velocity.X > 0.0f) velocity.X = 0.0f; } break; case AABB.AABBSide.enBottom: { if (velocity.Y > 0.0f) velocity.Y = 0.0f; } break; case AABB.AABBSide.enLeft: { if (velocity.X < 0.0f) velocity.X = 0.0f; } break; }; BoundingBox.Sides[(int)collision].SetColor(SFML.Graphics.Color.Red); } } }
private void HandleCollision(CollisionResults results) { if (IsPlayer && results.Type == CollisionType.enAbsolute) { CollisionResults reaffirm = CollisionManager.TestCollisions(this, (this == results.Object1) ? results.Object2 : results.Object1); } if (IsPlayer && ((results.CollisionTime > 0.0f && results.CollisionTime < 1.0f) || (results.Sides.Count > 1))) { int i = 0; } BoundingBox.Color = SFML.Graphics.Color.Green; //For testing purposes. This will stop an object BEFORE it collides. if (results.Object1 == this) { foreach (AABB.AABBSide collision in results.Sides.Keys) { switch (collision) { case AABB.AABBSide.enTop: { if (velocity.Y < 0.0f) { velocity.Y = 0.0f; } } break; case AABB.AABBSide.enRight: { if (velocity.X > 0.0f) { velocity.X = 0.0f; } } break; case AABB.AABBSide.enBottom: { if (velocity.Y > 0.0f) { velocity.Y = 0.0f; } } break; case AABB.AABBSide.enLeft: { if (velocity.X < 0.0f) { velocity.X = 0.0f; } } break; } ; BoundingBox.Sides[(int)collision].SetColor(SFML.Graphics.Color.Red); } } else { foreach (AABB.AABBSide collision in results.Sides.Values) { switch (collision) { case AABB.AABBSide.enTop: { if (velocity.Y < 0.0f) { velocity.Y = 0.0f; } } break; case AABB.AABBSide.enRight: { if (velocity.X > 0.0f) { velocity.X = 0.0f; } } break; case AABB.AABBSide.enBottom: { if (velocity.Y > 0.0f) { velocity.Y = 0.0f; } } break; case AABB.AABBSide.enLeft: { if (velocity.X < 0.0f) { velocity.X = 0.0f; } } break; } ; BoundingBox.Sides[(int)collision].SetColor(SFML.Graphics.Color.Red); } } }