74 lines
2.7 KiB
C++
74 lines
2.7 KiB
C++
#include "KRect.h"
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#include "KCircle.h"
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#include "Utils.h"
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namespace KapitanGame {
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KRect::KRect(const KVector2D& position, const KVector2D& velocity, const KTexture& texture, const float width,
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const float height) : KShape(position, velocity, texture), Width(width), Height(height) {
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}
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void KRect::CollisionDetectionWithMapStep(const SDL_Rect& map) {
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}
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float KRect::GetWidth() const {
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return Width;
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}
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float KRect::GetHeight() const {
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return Height;
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}
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KVector2D KRect::GetSeparationVector(const float left, const float right, const float top, const float bottom) {
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auto x = left < right ? -left : right;
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auto y = top < bottom ? -top : bottom;
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if (fabs(x) < fabs(y))
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y = 0;
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if (fabs(x) > fabs(y))
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x = 0;
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return { x, y };
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}
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KVector2D KRect::GetSeparationVector(const KCircle& other) const {
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const float l = Position.X - Width / 2;
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const float r = Position.X + Width / 2;
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const float t = Position.Y - Height / 2;
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const float b = Position.Y + Height / 2;
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const auto f = KVector2D(Utils::Clamp(other.GetPosition().X, l, r),
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Utils::Clamp(other.GetPosition().Y, t, b));
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if (other.GetPosition() == f) {
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const auto left = other.GetPosition().X - l + other.GetRadius();
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const auto right = r - other.GetPosition().X + other.GetRadius();
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const auto top = other.GetPosition().Y - t + other.GetRadius();
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const auto bottom = b - other.GetPosition().Y + other.GetRadius();
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return GetSeparationVector(left, right, top, bottom) * -1.f;
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}
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return (other.GetPosition() - f) / (other.GetPosition() - f).Length() * (other.GetRadius() - (other.GetPosition() - f).Length()) * 1.f;
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}
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KVector2D KRect::GetSeparationVector(const KRect& other) const {
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const auto left = Position.X + Width / 2 - (other.Position.X - other.Width / 2);
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const auto right = other.Position.X + other.Width / 2 - (Position.X - Width / 2);
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const auto top = Position.Y + Height / 2 - (other.Position.Y - other.Height / 2);
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const auto bottom = other.Position.Y + other.Height / 2 - (Position.Y - Height / 2);
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return GetSeparationVector(left, right, top, bottom);
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}
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bool KRect::IsCollision(const KCircle& other) const {
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const auto f = KVector2D(Utils::Clamp(other.GetPosition().X, Position.X - Width / 2, Position.X + Width / 2),
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Utils::Clamp(other.GetPosition().Y, Position.Y - Height / 2, Position.Y + Height / 2));
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return (Position - f).Length() < other.GetRadius();
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}
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bool KRect::IsCollision(const KRect& other) const {
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return Position.X + Width / 2 > other.Position.X - other.Width / 2
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&& other.Position.X + other.Width / 2 > Position.X - Width / 2
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&& Position.Y + Height / 2 > other.Position.Y - other.Height / 2
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&& other.Position.Y + other.Height / 2 > Position.Y - Height / 2;
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}
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}
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