/* Easy Circle Vs Rectangle Collision Resolution "Everything's just damp, the walls, the roof, everything!" - javidx9 Video: https://youtu.be/D2a5fHX-Qrs License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2021 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Links ~~~~~ YouTube: https://www.youtube.com/javidx9 https://www.youtube.com/javidx9extra Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2019, 2020, 2021 */ #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" #define OLC_PGEX_TRANSFORMEDVIEW #include "olcPGEX_TransformedView.h" class CircleVsRect : public olc::PixelGameEngine { public: CircleVsRect() { sAppName = "Circle Vs Rectangle"; } private: olc::TileTransformedView tv; struct sWorldObject { olc::vf2d vPos; olc::vf2d vVel; float fRadius = 0.5f; }; sWorldObject object; std::string sWorldMap = "################################" "#..............................#" "#.......#####.#.....#####......#" "#.......#...#.#.....#..........#" "#.......#...#.#.....#..........#" "#.......#####.#####.#####......#" "#..............................#" "#.....#####.#####.#####..##....#" "#.........#.#...#.....#.#.#....#" "#.....#####.#...#.#####...#....#" "#.....#.....#...#.#.......#....#" "#.....#####.#####.#####.#####..#" "#..............................#" "#..............................#" "#..#.#..........#....#.........#" "#..#.#..........#....#.........#" "#..#.#.......#####.#######.....#" "#..#.#..........#....#.........#" "#..#.#.............###.#.#.....#" "#..#.##########................#" "#..#..........#....#.#.#.#.....#" "#..#.####.###.#................#" "#..#.#......#.#................#" "#..#.#.####.#.#....###..###....#" "#..#.#......#.#....#......#....#" "#..#.########.#....#......#....#" "#..#..........#....#......#....#" "#..############....#......#....#" "#..................########....#" "#..............................#" "#..............................#" "################################"; olc::vi2d vWorldSize = { 32, 32 }; bool bFollowObject = false; public: bool OnUserCreate() override { // Create "Tiled World", where each tile is 32x32 screen pixels. Coordinates // for drawing will exist in unit-tile space from now on... tv = olc::TileTransformedView({ ScreenWidth(), ScreenHeight() }, { 32, 32 }); object.vPos = { 3.0f, 3.0f }; return true; } bool OnUserUpdate(float fElapsedTime) override { // Control of Player Object object.vVel = { 0.0f, 0.0f }; if (GetKey(olc::Key::W).bHeld) object.vVel += { 0.0f, -1.0f }; if (GetKey(olc::Key::S).bHeld) object.vVel += { 0.0f, +1.0f }; if (GetKey(olc::Key::A).bHeld) object.vVel += { -1.0f, 0.0f }; if (GetKey(olc::Key::D).bHeld) object.vVel += { +1.0f, 0.0f }; if (object.vVel.mag2() > 0) object.vVel = object.vVel.norm() * (GetKey(olc::Key::SHIFT).bHeld ? 5.0f : 2.0f); if (GetKey(olc::Key::SPACE).bReleased) bFollowObject = !bFollowObject; // Where will object be worst case? olc::vf2d vPotentialPosition = object.vPos + object.vVel * fElapsedTime; // Extract region of world cells that could have collision this frame olc::vi2d vCurrentCell = object.vPos.floor(); olc::vi2d vTargetCell = vPotentialPosition; olc::vi2d vAreaTL = (vCurrentCell.min(vTargetCell) - olc::vi2d(1, 1)).max({ 0,0 }); olc::vi2d vAreaBR = (vCurrentCell.max(vTargetCell) + olc::vi2d(1, 1)).min(vWorldSize); olc::vf2d vRayToNearest; // Iterate through each cell in test area olc::vi2d vCell; for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++) { for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++) { // Check if the cell is actually solid... if (sWorldMap[vCell.y * vWorldSize.x + vCell.x] == '#') { // ...it is! So work out nearest point to future player position, around perimeter // of cell rectangle. We can test the distance to this point to see if we have // collided. olc::vf2d vNearestPoint; vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1))); vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1))); olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition; float fOverlap = object.fRadius - vRayToNearest.mag(); if (std::isnan(fOverlap)) fOverlap = 0; // If overlap is positive, then a collision has occurred, so we displace backwards by the // overlap amount. The potential position is then tested against other tiles in the area // therefore "statically" resolving the collision if (fOverlap > 0) { // Statically resolve the collision vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap; } } } } // Set the objects new position to the allowed potential position object.vPos = vPotentialPosition; // Clear World Clear(olc::VERY_DARK_BLUE); if (bFollowObject) { tv.SetWorldOffset(object.vPos - tv.ScaleToWorld(olc::vf2d(ScreenWidth()/2.0f, ScreenHeight()/2.0f))); DrawString({ 10,10 }, "Following Object"); } // Handle Pan & Zoom if (GetMouse(2).bPressed) tv.StartPan(GetMousePos()); if (GetMouse(2).bHeld) tv.UpdatePan(GetMousePos()); if (GetMouse(2).bReleased) tv.EndPan(GetMousePos()); if (GetMouseWheel() > 0) tv.ZoomAtScreenPos(2.0f, GetMousePos()); if (GetMouseWheel() < 0) tv.ZoomAtScreenPos(0.5f, GetMousePos()); // Draw World olc::vi2d vTL = tv.GetTopLeftTile().max({ 0,0 }); olc::vi2d vBR = tv.GetBottomRightTile().min(vWorldSize); olc::vi2d vTile; for (vTile.y = vTL.y; vTile.y < vBR.y; vTile.y++) for (vTile.x = vTL.x; vTile.x < vBR.x; vTile.x++) { if (sWorldMap[vTile.y * vWorldSize.x + vTile.x] == '#') { tv.DrawRect(vTile, { 1.0f, 1.0f }, olc::WHITE); tv.DrawLine(vTile, vTile + olc::vf2d(1.0f, 1.0f), olc::WHITE); tv.DrawLine(vTile + olc::vf2d(0.0f, 1.0f), vTile + olc::vf2d(1.0f, 0.0f), olc::WHITE); } } tv.FillRectDecal(vAreaTL, vAreaBR - vAreaTL + olc::vi2d(1,1), olc::Pixel(0,255,255,32)); // Draw Boundary tv.DrawCircle(object.vPos, object.fRadius, olc::WHITE); // Draw Velocity if (object.vVel.mag2() > 0) { tv.DrawLine(object.vPos, object.vPos + object.vVel.norm() * object.fRadius, olc::MAGENTA); } return true; } }; int main() { CircleVsRect demo; if (demo.Construct(640, 480, 2, 2)) demo.Start(); return 0; }