Rectangular Boundary Collision
SFML's sprites and shapes can provide you with their axis-aligned boundary boxes (getGlobalBounds) and you can easily use these rectangles to test if they intersect. Unfortunately, this only allows axis-aligned collision detection.
Rectangular Boundary Collision allows testing collision based on their original rectangular boundary box (getLocalBounds). It tests to see if an object's rectangular boundary collides with another object's rectangular boundary. This method, however, allows transformations to be taken into account - most notably, rotation.
Rectangular Boundary Collision is a single, templated free-function contained within the "collision" namespace:
const bool spritesAreColliding = collision::areColliding(sprite1, sprite2);
You only need the header (https://github.com/Hapaxia/SfmlSnippets/blob/master/RectangularBoundaryCollision/RectangularBoundaryCollision.hpp), which is approximately 100 lines of code...
The collision is performed in three stages:
- Level 0 - AABB (axis-aligned boundaries boxes):
tests the axis-aligned boundaries boxes (equivalent to getGlobalBounds) of the objects to see if they intersect. - Level 1 - Corner inside opposite object:
tests to see if any of either object's corner is inside the other object. - Level 2 - SAT (Separating Axis Theorem):
tests using a simplified version (for rectangles) of SAT to catch other cases.
If, at any time, the result is certain, the following stages are not calculated. This allows easier detections to be done without resorting to the more involved calculations.
The collision level represents after which stage to leave the function, regardless of if a result is certain.
(http://i.imgur.com/llRqULb.png)
(red = collision, green = no collision)
Wiki page:
https://github.com/SFML/SFML/wiki/Source%3A-Rectangular-Boundary-Collision
GitHub repository (it's a part of SfmlSnippets):
https://github.com/Hapaxia/SfmlSnippets/tree/master/RectangularBoundaryCollision
Example used to create the above screenshots is included in the repository and also on the wiki page.
That is cool. ;D Did something like that time ago. But i did so that shapes are made of triangles, so that you can check if any point is inside of a triangle using something like that
float sign (fPoint p1, fPoint p2, fPoint p3)
{
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
}
bool PointInTriangle (fPoint pt, fPoint v1, fPoint v2, fPoint v3)
{
float d1, d2, d3;
bool has_neg, has_pos;
d1 = sign(pt, v1, v2);
d2 = sign(pt, v2, v3);
d3 = sign(pt, v3, v1);
has_neg = (d1 < 0) || (d2 < 0) || (d3 < 0);
has_pos = (d1 > 0) || (d2 > 0) || (d3 > 0);
return !(has_neg && has_pos);
}
And so you can construct any shapes out of these triangles, and make complex hitboxes. Will be sweet if you will add such a feauture. ;)