Exemple #1
0
void projectPolygon(Vector axis, ConvexPolygon polygon, qreal &min, qreal &max) 
{
    // To project a point on an axis use the dot product

    //qDebug() << "Projecting on "<< axis;
    qreal d = axis.dotProduct(polygon.at(0));
    min = d;
    max = d;
    for (int i = 0; i < polygon.size(); i++) 
    {
        d= polygon.at(i).dotProduct (axis);
        if (d < min) 
            min = d;
        else 
            if (d> max) max = d;
    //	qDebug() << "p="<<polygon.at(i)<<"  d="<<d<<"  (min, max)=("<<min<<","<<max<<")";	
    }
}
Exemple #2
0
PolygonCollisionResult polygonCollision(ConvexPolygon polygonA, 
                              ConvexPolygon polygonB, Vector velocity) 
{
    PolygonCollisionResult result;
    result.intersect = true;
    result.willIntersect = true;

    int edgeCountA = polygonA.size();
    int edgeCountB = polygonB.size();
    qreal minIntervalDistance = 1000000000;
    QPointF translationAxis;
    QPointF edge;

/*
    qDebug() << "A: ";
    for (int k=0; k<edgeCountA;k++)
	qDebug() <<polygonA.at(k);
    qDebug() << "B: ";
    for (int k=0; k<edgeCountB;k++)
	qDebug() <<polygonB.at(k);
    qDebug() ;    
*/	
	
    // Loop through all the edges of both polygons
    for (int i=0;i<edgeCountA + edgeCountB;i++)
    {
        if (i< edgeCountA) 
	{
	    // Loop through polygon A
	    if (i<edgeCountA-1)
		edge = QPointF (
		    polygonA.at(i+1).x()-polygonA.at(i).x(), 
		    polygonA.at(i+1).y()-polygonA.at(i).y());
	    else	
		edge = QPointF (
		    polygonA.at(0).x()-polygonA.at(i).x(), 
		    polygonA.at(0).y()-polygonA.at(i).y());
        } else 
	{
	    // Loop through polygon B
	    if (i < edgeCountA +edgeCountB -1 )
		edge = QPointF (
		    polygonB.at(i-edgeCountA+1).x() - polygonB.at(i-edgeCountA).x(), 
		    polygonB.at(i-edgeCountA+1).y() - polygonB.at(i-edgeCountA).y());
	    else    
		edge = QPointF (
		    polygonB.at(0).x() - polygonB.at(i-edgeCountA).x(), 
		    polygonB.at(0).y() - polygonB.at(i-edgeCountA).y());
	}

        // ===== 1. Find if the polygons are currently intersecting =====

        // Find the axis perpendicular to the current edge

        Vector axis (-edge.y(), edge.x());
        axis.normalize();

        // Find the projection of the polygon on the current axis

        qreal minA = 0; qreal minB = 0; qreal maxA = 0; qreal maxB = 0;
        projectPolygon(axis, polygonA, minA, maxA);
        projectPolygon(axis, polygonB, minB, maxB);

        // Check if the polygon projections are currentlty intersecting

        qreal d = intervalDistance(minA, maxA, minB, maxB);
        if (d > 0) result.intersect = false;

       // ===== 2. Now find if the polygons *will* intersect =====


        // Project the velocity on the current axis

        qreal velocityProjection = axis.dotProduct(velocity);

        // Get the projection of polygon A during the movement

        if (velocityProjection < 0) 
            minA += velocityProjection;
        else 
            maxA += velocityProjection;

        // Do the same test as above for the new projection

        // d = intervalDistance(minA, maxA, minB, maxB);
        //if (d > 0) result.willIntersect = false;
	/*
	qDebug() <<"   ";
	qDebug() << "edge="<<edge<<"  ";
	qDebug() <<"axis="<<axis<<"  ";
	qDebug() <<"dA=("<<minA<<","<<maxA<<")  dB=("<<minB<<","<<maxB<<")";
	qDebug() <<"  d="<<d<<"   ";
	//qDebug() <<"minD="<<minIntervalDistance<<"  ";
	qDebug() <<"int="<<result.intersect<<"  ";
	//qDebug() <<"wint="<<result.willIntersect<<"  ";
	//qDebug() <<"velProj="<<velocityProjection<<"  ";
	qDebug() ;
	*/
    
        if (result.intersect )// || result.willIntersect) 
	{
	    // Check if the current interval distance is the minimum one. If so
	    // store the interval distance and the current distance.  This will
	    // be used to calculate the minimum translation vector

	    if (d<0) d=-d;
	    if (d < minIntervalDistance) {
		minIntervalDistance = d;
		//translationAxis = axis;
		//qDebug() << "tAxix="<<translationAxis;

		//QPointF t = polygonA.Center - polygonB.Center;
		//QPointF t = polygonA.at(0) - polygonB.at(0);
		//if (dotProduct(t,translationAxis) < 0)
		//  translationAxis = -translationAxis;
	    }
	}
    }

    // The minimum translation vector
    // can be used to push the polygons appart.

    if (result.willIntersect)
        result.minTranslation = 
               translationAxis * minIntervalDistance;
    
    return result;
}