Exemple #1
0
 OrientedBoundingBox (const sf::Sprite& Object) // Calculate the four points of the OBB from a transformed (scaled, rotated...) sprite
 {
     sf::Transform trans = Object.getTransform();
     sf::IntRect local = Object.getTextureRect();
     Points[0] = trans.transformPoint(0.f, 0.f);
     Points[1] = trans.transformPoint(local.width, 0.f);
     Points[2] = trans.transformPoint(local.width, local.height);
     Points[3] = trans.transformPoint(0.f, local.height);
 }
Exemple #2
0
sf::IntRect Collision::GetAABB(const sf::Sprite& Object) {

    //Get the top left corner of the sprite regardless of the sprite's center
    //This is in Global Coordinates so we can put the rectangle back into the right place
    sf::Transform objectGlobalTransform = Object.getTransform();
    sf::Vector2f pos = objectGlobalTransform.transformPoint(sf::Vector2f(0, 0));

    //Store the size so we can calculate the other corners
    sf::Vector2f size = getSize(Object);

    float Angle = Object.getRotation();

    //Bail out early if the sprite isn't rotated
    if (Angle == 0.0f) {
        return sf::IntRect(static_cast<int> (pos.x),
                static_cast<int> (pos.y),
                static_cast<int> (pos.x + size.x),
                static_cast<int> (pos.y + size.y));
    }

    //Calculate the other points as vectors from (0,0)
    //Imagine sf::Vector2f A(0,0); but its not necessary
    //as rotation is around this point.
    sf::Vector2f B(size.x, 0);
    sf::Vector2f C(size.x, size.y);
    sf::Vector2f D(0, size.y);

    //Rotate the points to match the sprite rotation
    B = RotatePoint(B, Angle);
    C = RotatePoint(C, Angle);
    D = RotatePoint(D, Angle);

    //Round off to int and set the four corners of our Rect
    int Left = static_cast<int> (MinValue(0.0f, B.x, C.x, D.x));
    int Top = static_cast<int> (MinValue(0.0f, B.y, C.y, D.y));
    int Right = static_cast<int> (MaxValue(0.0f, B.x, C.x, D.x));
    int Bottom = static_cast<int> (MaxValue(0.0f, B.y, C.y, D.y));

    Left += pos.x;
    Top  += pos.y;

    //Create a Rect from out points and move it back to the correct position on the screen
    sf::IntRect AABB = sf::IntRect(Left, Top, size.x, size.y);
    //AABB.Offset(static_cast<int> (pos.x), static_cast<int> (pos.y));
    return AABB;
}
void TEALShow::OrientedBox( sf::Sprite &s, sf::Color col)
{
	AddTransformedRectanglePoints( s.getLocalBounds(), s.getTransform(), col );
}