bool CircleCollider::IntersectsLine(const Vector2& start, const Vector2& end, float lineRadius, CollisionData *collisionData)
	{
		//Algorithm stolen from: http://www.gamedev.net/topic/304578-finite-line-circle-intersection/page__view__findpost__p__2938618

		Vector2 ePos = GetEntityPosition();

		Vector2 dir = end - start;
		Vector2 diff = (ePos + offset) - start;
		float t = diff.Dot(dir) / dir.GetSquaredMagnitude();
		if (t < 0.0f)
			t = 0.0f;
		if (t > 1.0f)
			t = 1.0f;
		Vector2 closest = (t * dir) + start;
		Vector2 d = (ePos + offset) - closest;

		if (collisionData)
		{
			collisionData->hitPoint = closest;
		}

		return d.GetSquaredMagnitude() <= (radius + lineRadius) * (radius + lineRadius);
	}
Exemple #2
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	Entity* Scene::GetNearestEntityWithTag(const Vector2 &position, const std::string &tag)
	{
		float smallestSqrMag = -1.0f;

		Entity *nearestEntity = NULL;

		for (std::list<Entity*>::iterator i = tagMap[tag].begin(); i != tagMap[tag].end(); ++i)
		{
			Vector2 diff = (*i)->position - position;
			float sqrMag = diff.GetSquaredMagnitude();
			if (smallestSqrMag <= -1 || sqrMag < smallestSqrMag)
			{
				nearestEntity = (*i);
			}
		}

		return nearestEntity;
	}
Exemple #3
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	Entity* Scene::GetNearestEntityByControlPoint(const Vector2 &position, const std::string &tag, Entity *ignoreEntity)
	{
		float smallestSqrMag = -1.0f;

		Entity *nearestEntity = NULL;

		std::list<Entity*> *entities = &this->entities;

		if (tag != "")
		{
			entities = GetAllTag(tag);
		}

		if (entities != NULL)
		{
			for (std::list<Entity*>::iterator i = entities->begin(); i != entities->end(); ++i)
			{
				if ((*i) != ignoreEntity)
				{
					Vector2 diff = (*i)->GetWorldPosition() - position;
					if (diff.IsInRange(ENTITY_CONTROLPOINT_SIZE))
					{
						float sqrMag = diff.GetSquaredMagnitude();
						if (smallestSqrMag == -1 || sqrMag < smallestSqrMag)
						{
							smallestSqrMag = sqrMag;
							nearestEntity = (*i);
						}
					}
				}

				//Entity *nearestChild = (*i)->GetNearestEntityByControlPoint(position, tag, ignoreEntity, smallestSqrMag);
				//if (nearestChild)
				//{
				//	nearestEntity = nearestChild;
				//}
			}
		}


		return nearestEntity;
	}
Exemple #4
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	Entity* Scene::GetNearestEntity(const Vector2 &position, Entity *ignoreEntity)
	{
		float smallestSqrMag = -1.0f;

		Entity *nearestEntity = NULL;

		for (std::list<Entity*>::iterator i = entities.begin(); i != entities.end(); ++i)
		{
			if ((*i) != ignoreEntity)
			{
				Vector2 diff = (*i)->position - position;
				float sqrMag = diff.GetSquaredMagnitude();
				if (smallestSqrMag <= -1 || sqrMag < smallestSqrMag)
				{
					nearestEntity = (*i);
				}
			}
		}

		return nearestEntity;
	}