//-------------------------------------------------------------
//check collision of an dynamic object with another object
//return CollisionDirection of 2nd object
//-------------------------------------------------------------
eCollisionDirection PlayMap::CheckCollision(GameObject *targetObj, GameObject *unknownObj, float &offsetX, float &offsetY)
{
	float normalX, normalY;
	float moveX, moveY;
	Box dynamicBox = targetObj->GetBoundaryBox();
	Box unknownBox = unknownObj->GetBoundaryBox();

	//neu chua va cham
	if (AABB(dynamicBox, unknownBox, moveX, moveY, offsetX, offsetY) == false)
	{
		if (targetObj->IsDynamic())
		{
			DynamicGameObject* dynamicObj = (DynamicGameObject*)targetObj;
			//neu unknownObj co van toc thi tru van toc 2 vat
			if (unknownObj->IsDynamic())
			{
				dynamicBox.fVx -= unknownBox.fVx;
				dynamicBox.fVy -= unknownBox.fVy;
				unknownBox.fVx = 0.0f;
				unknownBox.fVy = 0.0f;
			}

			//lay vung khong gian cua vat 1
			Box broadphasebox = getSweptBroadphaseBox(dynamicBox);
			//neu vat 2 nam trong vung khong gian cua vat 1
			if (AABB(broadphasebox, unknownBox, moveX, moveY, offsetX, offsetY) == true)
			{
				//su dung thuat toan sweptAABB de xac dinh va cham
				float collisiontime = sweptAABB(dynamicBox, unknownBox, normalX, normalY);
				//truong hop co xay ra va cham
				if (collisiontime > 0.0f && collisiontime < 1.0f)
				{
					//normalY != 0.0f va moveY != 0 tuc va cham theo phuong doc
					if (normalY != 0.0f && moveY != 0)
					{
						//va cham top, truong hop moveY <= 0 thi khong tinh va cham
						if (normalY == 1.0f && moveY > 0)
						{
							return eCollisionDirection::eTop;
						}
						//va cham bot, truong hop moveY >= 0 thi khong tinh va cham
						else if (normalY == -1.0f && moveY < 0)
						{
							return eCollisionDirection::eBottom;
						}
					}
					//normalX != 0.0f va moveX != 0 tuc va cham theo phuong ngang
					else if (normalX != 0.0f && moveX != 0.0f)
					{
						//va cham right, truong hop moveX >= 0 thi khong tinh va cham
						if (normalX == 1.0f && moveX < 0)
						{
							return eCollisionDirection::eRight;
						}
						//va cham left, truong hop moveX <= 0 thi khong tinh va cham
						else if (normalX == -1.0f && moveX > 0)
						{
							return eCollisionDirection::eLeft;
						}
					}
				}
			}
		}
	}
	//neu da va cham
	else
	{
		//va cham theo phuong doc
		if (moveY != 0)
		{
			//top
			if (moveY > 0.0f)
			{
				return eCollisionDirection::eTop;
			}
			//bot
			else
			{
				return eCollisionDirection::eBottom;
			}
		}
		//va cham theo phuong ngang
		else if (moveX != 0)
		{
			//left
			if (moveX < 0.0f)
			{
				return eCollisionDirection::eLeft;
			}
			//right
			else
			{
				return eCollisionDirection::eRight;
			}
		}
		//moveX == 0 va move Y == 0 tuc 2 vat dang tiep xuc
		else
		{
			//truong hop goc cham goc thi khong xac dinh duoc huong va cham
					//top left dynamicbox collide with bot right unknownbox
			if ((dynamicBox.fY == unknownBox.fY - unknownBox.fHeight && dynamicBox.fX == unknownBox.fX + unknownBox.fWidth)
					//top right dynamicbox collide with bot left unknownbox
				|| (dynamicBox.fY == unknownBox.fY - unknownBox.fHeight && dynamicBox.fX + dynamicBox.fWidth == unknownBox.fX)
					//bot right dynamicbox collide with top left unknowbox
				|| (dynamicBox.fY - dynamicBox.fHeight == unknownBox.fY && dynamicBox.fX + dynamicBox.fWidth == unknownBox.fX)
					//bot left dynamicbox collide with top right unknowbox
				|| (dynamicBox.fY - dynamicBox.fHeight == unknownBox.fY && dynamicBox.fX == unknownBox.fX + unknownBox.fWidth)
				)
				return eCollisionDirection::eNone;

			//tiep xuc voi mat tren cua vat unknown
			if (dynamicBox.fY - dynamicBox.fHeight == unknownBox.fY)
			{
				return eCollisionDirection::eTop;
			}
			//tiep xuc o mat duoi cua vat unknown
			else if (dynamicBox.fY == unknownBox.fY - unknownBox.fHeight)
			{
				return eCollisionDirection::eBottom;
			}
			//tiep xuc o mat trai cua vat unknown
			else if (dynamicBox.fX + dynamicBox.fWidth == unknownBox.fX)
			{
				return eCollisionDirection::eLeft;
			}
			//tiep xuc o mat phai cua vat unknown
			else if (dynamicBox.fX == unknownBox.fX + unknownBox.fWidth)
			{
				return eCollisionDirection::eRight;
			}
		}
	}
	return eCollisionDirection::eNone;
}
Exemple #2
-1
int Box::collide(Box box, Box block)
{
	// Box is the moving Box
	// block is the static Box
	Box broadphaseBox = getSweptBroadphaseRec(box);
	if (aabbCheck(broadphaseBox, block))
	{
		float normalx, normaly;
		float collisiontime = sweptAABB(box, block, normalx, normaly);
		float remainingtime = 1.0f - collisiontime;
		if (collisiontime <1.0f)
		{
			
			if (normalx == -1)
				return 2; //right
			if (normalx == 1)
				return 1; //left
			if (normaly == -1)
				return 4;//top
			if (normaly == 1)
				return 3; //bottom
		}
		else
			if (aabbCheck(box, block))
			{
				return 5;
			}
	}
	return 0;
}