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Copy pathCircleCollider.cpp
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84 lines (69 loc) · 2.61 KB
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#include "CircleCollider.h"
#include "RectangleCollider.h"
CircleCollider::CircleCollider(unsigned int r, Vector2 pos, RigidBody* rb)
{
type = t;
position = pos;
radius = r;
parentBody = rb;
colliderShape = ColliderShape::Circle;
}
bool CircleCollider::isCollision(CollisionVolume* s)
{
if (s->getShape() == CollisionVolume::ColliderShape::Circle) { /* Circle-Circle collision */
CircleCollider* circle_col = dynamic_cast<CircleCollider*>(s);
int xDif = (this->getPosition().x - circle_col->getPosition().x);
int yDif = (this->getPosition().y - circle_col->getPosition().y);
float distance = sqrt(pow(xDif, 2) + pow(yDif, 2));
int radiusSum = this->getRadius() + circle_col->getRadius();
if (distance <= radiusSum) {
Vector2 normal = (this->getPosition() - circle_col->getPosition()).Normalised();
float penetrationDistance = abs(distance - (this->getRadius() + circle_col->getRadius()));
this->setCollisionNormal(normal);
this->setCollisionPenDistance(penetrationDistance);
s->setCollisionNormal(normal);
s->setCollisionPenDistance(penetrationDistance);
return true;
}
return false;
}
else { /* Circle-AABB collision */
RectangleCollider* rectangle_col = dynamic_cast<RectangleCollider*>(s);
float testX = this->getPosition().x;
float testY = this->getPosition().y;
// Circle
int cx = this->getPosition().x;
int cy = this->getPosition().y;
int r = this->getRadius();
// AABB
int rx = rectangle_col->getPosition().x;
int ry = rectangle_col->getPosition().y;
int rw = rectangle_col->getHalfSize().x;
int rh = rectangle_col->getHalfSize().y;
// which edge is closest?
if (cx < rx - rw) testX = rx - rw; // Test left edge
else if (cx > rx + rw) testX = rx + rw; // Test right edge
if (cy < ry - rh) testY = ry - rh; // Test bottom edge
else if (cy > ry + rh) testY = ry + rh; // Test Top edge
// get distance from closes edges
int distX = cx - testX;
int distY = cy - testY;
float distance = sqrt(pow(distX, 2) + pow(distY, 2));
// if the distance is less than the radius we have a collision
if (distance < r) {
Vector2 closestPoint(testX, testY);
Vector2 normal = (this->getPosition() - closestPoint).Normalised();
float penetrationDistance = abs(this->getRadius() - distance);
this->setCollisionNormal(normal);
this->setCollisionPenDistance(penetrationDistance);
s->setCollisionNormal(-normal);
s->setCollisionPenDistance(penetrationDistance);
return true;
}
}
return false;
}
float CircleCollider::getRadius() const
{
return radius;
}