コード例 #1
0
ファイル: verlet.cpp プロジェクト: kaikai2/tankwarca
    size_t collide(CircleShape &circle, BoxShape &box, float dt, Contact *pxContacts, size_t numMaxContacts)
    {
        dt, pxContacts, numMaxContacts;
        const Point2f &p1 = circle.body.getPosition();
        const Point2f &p2 = box.body.getPosition();

        // work in the box's coordinate system
        const Point2f kDiff = p1 - p2;

        // compute squared distance and closest point on box
        float fSqrDistance = 0.0f, fDelta;
        Point2f kClosest(kDiff * box.GetDir(0), kDiff * box.GetDir(1));
        const Point2f &extents = box.GetExtents();
        if (kClosest.x < -extents.x)
        {
            fDelta = kClosest.x + extents.x;
            fSqrDistance += fDelta*fDelta;
            kClosest.x = -extents.x;
        }
        else if (kClosest.x > extents.x)
        {
            fDelta = kClosest.x - extents.x;
            fSqrDistance += fDelta*fDelta;
            kClosest.x = extents.x;
        }
        if (kClosest.y < -extents.y)
        {
            fDelta = kClosest.y + extents.y;
            fSqrDistance += fDelta*fDelta;
            kClosest.y = -extents.y;
        }
        else if (kClosest.y > extents.y)
        {
            fDelta = kClosest.y - extents.y;
            fSqrDistance += fDelta*fDelta;
            kClosest.y = extents.y;
        }
        if (fSqrDistance > circle.GetRadius() * circle.GetRadius())
        {
            return 0;
        }
        Point2f d = p2 + kClosest - p1;
        d.Normalize();

        pxContacts[0] = Contact(p1 + d * circle.GetRadius(), p2 + kClosest, &circle.body, &box.body);
        return 1;
    }
コード例 #2
0
ファイル: verlet.cpp プロジェクト: kaikai2/tankwarca
    size_t collide(CircleShape &circle1, CircleShape &circle2, float dt, Contact *pxContacts, size_t numMaxContacts)
    {
        dt, numMaxContacts;

        float rR = circle1.GetRadius() + circle2.GetRadius();
        const Point2f &p1 = circle1.body.getPosition();
        const Point2f &p2 = circle2.body.getPosition();
        Point2f d = p2 - p1;
        float len = d.Length();
        if (len > rR)
        {
            return 0;
        }
        d.Normalize();
        
        pxContacts[0] = Contact(p1 + d * circle1.GetRadius(), p1 + d * (len - circle1.GetRadius()), &circle1.body, &circle2.body);
        return 1;
    }