Correction du code collision
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@ -9,13 +9,13 @@ namespace Collision {
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// initialisation du dictionnaire associant les types
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// impliqués dans une collision à leur fonction de résolution
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collision_dispatcher dispatch = {
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{std::make_pair(Player::TYPE_ID, Block::TYPE_ID), &ballToBlock},
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{std::make_pair(Block::TYPE_ID, Player::TYPE_ID), &blockToBall},
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{std::make_pair(Player::TYPE_ID, Player::TYPE_ID), &ballToBall},
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{std::make_pair(Player::TYPE_ID, Block::TYPE_ID), &playerToBlock},
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{std::make_pair(Block::TYPE_ID, Player::TYPE_ID), &blockToPlayer},
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{std::make_pair(Player::TYPE_ID, Player::TYPE_ID), &playerToPlayer},
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{std::make_pair(Block::TYPE_ID, Block::TYPE_ID), &blockToBlock}
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};
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bool ballToBlock(Object& objA, Object& objB, sf::Vector2f& normal, float& depth) {
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bool playerToBlock(Object& objA, Object& objB, sf::Vector2f& normal, float& depth) {
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Player player = dynamic_cast<Player&>(objA);
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Block block = dynamic_cast<Block&>(objB);
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@ -76,12 +76,12 @@ namespace Collision {
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// si la balle est à l'extérieur et que
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// la normale est plus longue que son rayon,
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// il n'y a pas collision
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if (!isInside && squaredLength >= ball.getRadius() * ball.getRadius()) {
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if (!isInside && squaredLength >= player.getRadius() * player.getRadius()) {
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return false;
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}
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float length = std::sqrt(squaredLength);
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depth = ball.getRadius() - length;
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depth = player.getRadius() - length;
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if (length != 0) {
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normal = prenormal / length;
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@ -94,21 +94,21 @@ namespace Collision {
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return true;
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}
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bool blockToBall(Object& objA, Object& objB, sf::Vector2f& normal, float& depth) {
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// la collision Block -> Ball est la collision Ball -> Block
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bool blockToPlayer(Object& objA, Object& objB, sf::Vector2f& normal, float& depth) {
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// la collision Block -> Player est la collision Player -> Block
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// avec une normale de collision retournée
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bool result = ballToBlock(objB, objA, normal, depth);
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bool result = playerToBlock(objB, objA, normal, depth);
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normal *= -1.f;
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return result;
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}
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bool ballToBall(Object& objA, Object& objB, sf::Vector2f& normal, float& depth) {
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Ball ballA = dynamic_cast<Ball&>(objA);
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Ball ballB = dynamic_cast<Ball&>(objB);
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bool playerToPlayer(Object& objA, Object& objB, sf::Vector2f& normal, float& depth) {
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Player playerA = dynamic_cast<Player&>(objA);
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Player playerB = dynamic_cast<Player&>(objB);
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sf::Vector2f dir = ballB.getPosition() - ballA.getPosition();
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sf::Vector2f dir = playerB.getPosition() - playerA.getPosition();
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float squaredLength = dir.x * dir.x + dir.y * dir.y;
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float totalRadius = ballB.getRadius() + ballA.getRadius();
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float totalRadius = playerB.getRadius() + playerA.getRadius();
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// si les deux balles sont à une distance supérieure
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// à la somme de leurs deux rayons, il n'y a pas eu collision
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@ -139,7 +139,7 @@ namespace Collision {
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std::unique_ptr<sf::FloatRect> aabb = blockA.getAABB();
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std::unique_ptr<sf::FloatRect> obj_aabb = blockB.getAABB();
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sf::Vector2f relpos = blockA.getPosition() - blockB.getPosition();
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sf::Vector2f relpos = blockB.getPosition() - blockA.getPosition();
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float overlap_x = aabb->width / 2 + obj_aabb->width / 2 - std::abs(relpos.x);
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float overlap_y = aabb->height / 2 + obj_aabb->height / 2 - std::abs(relpos.y);
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