' From the book '2d game collision detection' ' circle vs oriented rectangle collision Import mojo ' This is the collision class. ' Class collision ' Collision function ' the circle vs oriented rectangle collision Function circle_oriented_rectangle_collide:Bool(c:circle, r:orientedrectangle) Local origin:vector2d = New vector2d(0,0) Local size:vector2d = New vector2d(0,0) Local lr:rectangle = New rectangle(origin,size) lr.size = multiply_vector(r.halfextend,2) Local center:vector2d = New vector2d(0,0) Local lc:circle = New circle(center,c.radius) Local distance:vector2d = subtract_vector(c.center,r.center) distance = rotate_vector(distance,-r.rotation) lc.center = add_vector(distance,r.halfextend) Return circle_rectangle_collide(lc,lr) End Function ' needed for circle vs oriented rectangle collision Function circle_rectangle_collide:Bool(c:circle,r:rectangle) Local clamped:vector2d = clamp_on_rectangle(c.center,r) Return circle_point_collide(c,clamped) End Function ' Needed for circle_segment_collide Function circle_point_collide:Bool(c:circle,p:vector2d) Local distance:vector2d = subtract_vector(c.center,p) Return vector_length(distance) <= c.radius End Function ' Helper Functions ........ ' ' Function multiply_vector:vector2d(v:vector2d,scalar:Float) Local r:vector2d = New vector2d() r.x = v.x * scalar r.y = v.y * scalar Return r End Function Function clamp_on_rectangle:vector2d(p:vector2d,r:rectangle) Local clamp:vector2d = New vector2d() clamp.x = Clamp(p.x,r.origin.x,r.origin.x+r.size.x) clamp.y = Clamp(p.y,r.origin.y,r.origin.y+r.size.y) Return clamp End Function Function vector_length:Float(v:vector2d) Return Sqrt(v.x * v.x + v.y * v.y) End Function Function subtract_vector:vector2d(a:vector2d,b:vector2d) Local r:vector2d = New vector2d() r.x = a.x - b.x r.y = a.y - b.y Return r End Function Function add_vector:vector2d(a:vector2d,b:vector2d) Local r:vector2d = New vector2d(0,0) r.x = a.x + b.x r.y = a.y + b.y Return r End Function ' Here is the function that rotates a vector. It returns the ' new rotated vector. ' Function rotate_vector:vector2d(v:vector2d,degrees:Float) Local r:vector2d = New vector2d() r.x = v.x * Cos(degrees) - v.y * Sin(degrees) r.y = v.x * Sin(degrees) + v.y * Cos(degrees) Return r End Function End Class Class vector2d ' x and y hold the position of the vector Field x:Int,y:Int Method New(x:Int,y:Int) Self.x = x Self.y = y End Method End Class Class rectangle ' origin is a vector that holds the x and y coordinates ' of the rectangle Field origin:vector2d ' size is a vector that holds the x(width) and ' y(height) of the rectangle Field size:vector2d Method New(origin:vector2d,size:vector2d) Self.origin = origin Self.size = size End Method Method draw() ' x1,y1,w,h are used to hold the rectangle ' location and size. Local x1:Int=origin.x Local y1:Int=origin.y Local w:Int=size.x Local h:Int=size.y DrawRect x1,y1,w,h End Method End Class Class circle Field center:vector2d Field radius:Float Method New(center:vector2d,radius:Float) Self.center = center Self.radius = radius End Method Method draw() DrawCircle center.x,center.y,radius End Method End Class Class orientedrectangle Field center:vector2d Field halfextend:vector2d Field rotation:Float Method New(center:vector2d,halfextend:vector2d,rotation:Float) Self.center = center Self.halfextend = halfextend Self.rotation = rotation End Method Method draw() Local v1:vector2d,v2:vector2d,v3:vector2d,v4:vector2d 'topside v1 = New vector2d(-halfextend.x,-halfextend.y) v2 = New vector2d(halfextend.x,-halfextend.y) v1 = rotate_vector(v1,rotation) v2 = rotate_vector(v2,rotation) v1.x += center.x v1.y += center.y v2.x += center.x v2.y += center.y ' rightside v3 = New vector2d(halfextend.x,halfextend.y) v3 = rotate_vector(v3,rotation) v3.x += center.x v3.y += center.y ' bottom side v4 = New vector2d(-halfextend.x,halfextend.y) v4 = rotate_vector(v4,rotation) v4.x += center.x v4.y += center.y DrawLine v1.x,v1.y,v2.x,v2.y DrawLine v2.x,v2.y,v3.x,v3.y DrawLine v3.x,v3.y,v4.x,v4.y DrawLine v4.x,v4.y,v1.x,v1.y End Method Function rotate_vector:vector2d(v:vector2d,degrees:Float) Local r:vector2d = New vector2d() r.x = v.x * Cos(degrees) - v.y * Sin(degrees) r.y = v.x * Sin(degrees) + v.y * Cos(degrees) Return r End Function End Class ' col is the caller of the class collision. ' we use it to use the collision methods. Global col:collision = New collision Class MyGame Extends App Field angle:Float Method OnCreate() SetUpdateRate(30) End Method Method OnUpdate() angle+=1 If angle > 360 Then angle = 0 End Method Method OnRender() Cls 0,0,0 SetColor 255,255,255 ' Here we set up the circle where we test ' the collision with Local cc:vector2d = New vector2d(320,200) Local r:Float = 50 Local circle1:circle = New circle(cc,r) ' Here we set up the oriented rectangle Local orc:vector2d = New vector2d(MouseX,MouseY) Local ors:vector2d = New vector2d(100,50) 'size of the oriented rectangle Local orect:orientedrectangle = New orientedrectangle(orc,ors,angle) ' Collision test If col.circle_oriented_rectangle_collide(circle1,orect) DrawText "Circle vs Oriented rect Collide",0,0 Else DrawText "Circle vs Oriented rect NO Collision",0,0 End If orect.draw circle1.draw DrawText "Move the Mouse to test for Collision",DeviceWidth/2,0 End Method End Class Function Main() New MyGame() End Function
Artificial intelligence/templates/examples/rts/rpg/strategy ect. in MonkeyX/CerberusX language. You can download the free version of MonkeyX from itch.io or Cerberus-x.com The Flash applets will stop working in around 2020.
Saturday, March 4, 2017
Monkey-X - Collision - Circle vs Oriented Rectangle - code example
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