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