bool PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) { sf::FloatRect Intersection; if (Object1.getGlobalBounds().intersects(Object2.getGlobalBounds(), Intersection)) { sf::IntRect O1SubRect = Object1.getTextureRect(); sf::IntRect O2SubRect = Object2.getTextureRect(); sf::Uint8* mask1 = Bitmasks.GetMask(Object1.getTexture()); sf::Uint8* mask2 = Bitmasks.GetMask(Object2.getTexture()); // Loop through our pixels for (int i = Intersection.left; i < Intersection.left+Intersection.width; i++) { for (int j = Intersection.top; j < Intersection.top+Intersection.height; j++) { sf::Vector2f o1v = Object1.getInverseTransform().transformPoint(i, j); sf::Vector2f o2v = Object2.getInverseTransform().transformPoint(i, j); // Make sure pixels fall within the sprite's subrect if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 && o1v.x < O1SubRect.width && o1v.y < O1SubRect.height && o2v.x < O2SubRect.width && o2v.y < O2SubRect.height) { if (Bitmasks.GetPixel(mask1, Object1.getTexture(), (int)(o1v.x)+O1SubRect.left, (int)(o1v.y)+O1SubRect.top) > AlphaLimit && Bitmasks.GetPixel(mask2, Object2.getTexture(), (int)(o2v.x)+O2SubRect.left, (int)(o2v.y)+O2SubRect.top) > AlphaLimit) return true; } } } } return false; }
bool PixelPerfectTest( const sf::Sprite& object1, const sf::Sprite& object2, sf::Uint8 AlphaLimit, const sf::Image & object1CollisionMask, const sf::Image & object2CollisionMask ) { sf::FloatRect intersection; if ( object1.getGlobalBounds().intersects( object2.getGlobalBounds(), intersection ) ) { //We've got an intersection we need to process the pixels //in that Rect. //Bail out now if AlphaLimit = 0 if ( AlphaLimit == 0 ) return true; //There are a few hacks here, sometimes the TransformToLocal returns negative points //Or Points outside the image. We need to check for these as they print to the error console //which is slow, and then return black which registers as a hit. sf::Vector2f o1v; sf::Vector2f o2v; //Loop through our pixels for ( int i = intersection.left; i < intersection.left+intersection.width; i++ ) //4ian : Rect now uses width/height. { for ( int j = intersection.top; j < intersection.top+intersection.height; j++ ) //4ian : Rect now uses width/height. { o1v = object1.getInverseTransform().transformPoint( i, j ); //Creating objects each loop :( o2v = object2.getInverseTransform().transformPoint( i, j ); //Hack to make sure pixels fall within the Sprite's Image if ( o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 && o1v.x < object1CollisionMask.getSize().x && o1v.y < object1CollisionMask.getSize().y && o2v.x < object2CollisionMask.getSize().x && o2v.y < object2CollisionMask.getSize().y ) { //If both sprites have opaque pixels at the same point we've got a hit if (( object1CollisionMask.getPixel( static_cast<int>( o1v.x ), static_cast<int>( o1v.y ) ).a > AlphaLimit ) && ( object2CollisionMask.getPixel( static_cast<int>( o2v.x ), static_cast<int>( o2v.y ) ).a > AlphaLimit ) ) { return true; } } } } return false; } return false; }