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[SFML] Kolizja

Ostatnio zmodyfikowano 2012-01-19 11:08
Autor Wiadomość
tomek5321
Temat założony przez niniejszego użytkownika
» 2012-01-18 18:39:13
gra.cpp
C/C++
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "Collision.h"



int main()
{
    int los;
    srand( time( NULL ) );
    float kat;
    kat = 0;
    sf::RenderWindow oknoAplikacji( sf::VideoMode( 800, 600, 32 ), "Gra" /*,sf::Style::Fullscreen*/ );
    //postacie
    sf::Image obohater, owrog, otlo;
    sf::Sprite bohater, wrog, tlo;
   
    obohater.LoadFromFile( "Obiekty/bohater.png" );
    owrog.LoadFromFile( "Obiekty/bohater.png" );
    otlo.LoadFromFile( "Obiekty/tlo.jpg" );
   
    tlo.SetImage( otlo ); bohater.SetPosition( 0, 0 );
    int b_x, b_y, w_y, w_x;
    b_x = 680;
    b_y = 480;
    w_y = 0;
    w_x = 0;
   
    bohater.SetImage( obohater );
    bohater.SetPosition( b_x, b_y );
    bohater.SetScale( 0.2, 0.2 );
   
    wrog.SetImage( owrog );
    wrog.SetPosition( w_x, w_y );
    wrog.SetScale( 0.2, 0.2 );
   
    //dzwieki
    sf::Music dzik;
   
    while( oknoAplikacji.IsOpened() ) // petla glowna
    {
        sf::Event zdarzenie;
        while( oknoAplikacji.GetEvent( zdarzenie ) )
        {
            if( zdarzenie.Type == sf::Event::Closed || zdarzenie.Type == sf::Event::KeyPressed && zdarzenie.Key.Code == sf::Key::Escape ) oknoAplikacji.Close();
           
            if( zdarzenie.Key.Code == sf::Key::Space ) {
                los =( rand() % 3 ) + 1;
                if( los == 1 ) { if( !dzik.OpenFromFile( "Muzyka/dzik1.wav" ) ) return EXIT_FAILURE; }
                if( los == 2 ) { if( !dzik.OpenFromFile( "Muzyka/dzik2.wav" ) ) return EXIT_FAILURE; }
                if( los == 3 ) { if( !dzik.OpenFromFile( "Muzyka/dzik3.wav" ) ) return EXIT_FAILURE; }
                if( los == 4 ) { if( !dzik.OpenFromFile( "Muzyka/dzik4.wav" ) ) return EXIT_FAILURE; }
                dzik.Play(); }
        }
       
        const sf::Input & sterowanie = oknoAplikacji.GetInput(); //sterowanie
       
        if( sterowanie.IsKeyDown( sf::Key::Left ) ) if( b_x > 0 ) bohater.Move( - 0.2, 0 );
       
        if( sterowanie.IsKeyDown( sf::Key::Right ) ) if( b_x < 690 ) bohater.Move( + 0.2, 0 );
       
        if( sterowanie.IsKeyDown( sf::Key::Up ) ) if( b_y > 0 ) bohater.Move( 0, - 0.2 );
       
        if( sterowanie.IsKeyDown( sf::Key::Down ) ) if( b_y < 490 ) bohater.Move( 0, + 0.2 );
       
        //wrog
        if( sterowanie.IsKeyDown( sf::Key::A ) ) { //kat+=0.1; bohater.SetRotation(kat);
            wrog.Move( - 0.1, 0 ); }
        if( sterowanie.IsKeyDown( sf::Key::D ) ) { // kat-=0.1; bohater.SetRotation( kat);
            wrog.Move( + 0.1, 0 ); }
        if( sterowanie.IsKeyDown( sf::Key::W ) ) wrog.Move( 0, - 0.2 );
       
        if( sterowanie.IsKeyDown( sf::Key::S ) ) { wrog.Move( 0, + 0.2 ); }
       
        //kolizje
        Collision::PixelPerfectTest( const sf::Sprite & bohater, const sf::Sprite & wrog, sf::Uint8 AlphaLimit );
       
       
        //inne
        if( zdarzenie.Key.Code == sf::Key::F1 )
        {
            sf::Image zrzutEkranu = oknoAplikacji.Capture();
            zrzutEkranu.SaveToFile( "zrzut-ekranu.png" );
        }
       
        oknoAplikacji.Clear( sf::Color( 7, 123, 4 ) );
        oknoAplikacji.Draw( tlo );
        oknoAplikacji.Draw( bohater );
        oknoAplikacji.Draw( wrog );
        oknoAplikacji.Display();
    }
    return 0;
}

Collision.h
C/C++
/*
   * File: collision.h
   * Author: Nick Koirala
   *
   * Collision Detection and handling class
   * For SFML.

   (c) 2009 - LittleMonkey Ltd

   This software is provided 'as-is', without any express or
  implied warranty.  In no event will the authors be held
  liable for any damages arising from the use of this software.

   Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute
  it freely, subject to the following restrictions:

   1.  The origin of this software must not be misrepresented;
     you must not claim that you wrote the original software.
     If you use this software in a product, an acknowledgment
     in the product documentation would be appreciated but
     is not required.

   2.  Altered source versions must be plainly marked as such,
     and must not be misrepresented as being the original software.

   3.  This notice may not be removed or altered from any
     source distribution.

    *
   * Created on 30 January 2009, 11:02
   */

#ifndef _COLLISION_H
#define _COLLISION_H


#ifndef PI
#define PI (3.14159265358979323846)
#endif
#define RADIANS_PER_DEGREE (PI/180.0)


class Collision {
public:
   
    virtual ~Collision();
   
    /**
           * Test for a pixel perfect collision detection between
           * two Sprites, Rotation and Scale is supported in this test
           *
           * @param Object1 The first sprite
           * @param Object2 The second sprite
           * @AlphaLimit How opaque a pixel needs to be before a hit it registered
           */
    static bool PixelPerfectTest( const sf::Sprite & Object1, const sf::Sprite & Object2, sf::Uint8 AlphaLimit = 127 );
   
    /**
           * Test for collision using circle collision dection
           * Radius is averaged from the dimesnions of the sprite so
           * roughly circular objects will be much more accurate
           */
    static bool CircleTest( const sf::Sprite & Object1, const sf::Sprite & Object2 );
   
    /**
           * Test for bounding box collision using OBB Box.
           * To test against AABB use PixelPerfectTest with AlphaLimit = 0
           *
           * @see Collision::PixelPerfectTest
           */
    static bool BoundingBoxTest( const sf::Sprite & Object1, const sf::Sprite & Object2 );
   
    /**
           * Generate a Axis-Aligned Bounding Box for broad phase of
           * Pixel Perfect detection.
           *
           * @returns IntRect to round off Floating point positions.
           */
    static sf::IntRect GetAABB( const sf::Sprite & Object );
   
    /**
           * Helper function in order to rotate a point by an Angle
           *
           * Rotation is CounterClockwise in order to match SFML Sprite Rotation
           *
           * @param Point a Vector2f representing a coordinate
           * @param Angle angle in degrees
           */
    static sf::Vector2f RotatePoint( const sf::Vector2f & Point, float Angle );
   
    /**
           * Helper function to get the minimum from a list of values
           */
    static float MinValue( float a, float b, float c, float d );
   
    /**
           * Helper function to get the maximum from a list of values
           */
    static float MaxValue( float a, float b, float c, float d );
   
private:
   
    Collision();
};

#endif /* _COLLISION_H */

Collision.cpp
C/C++
/*
   * File: collision.cpp
   * Author: Nick
   *
   * Created on 30 January 2009, 11:02
   */
#include <SFML/Graphics.hpp>
#include "Collision.h"

Collision::Collision() {
}

Collision::~Collision() {
}

sf::IntRect Collision::GetAABB( const sf::Sprite & Object ) {
   
    //Get the top left corner of the sprite regardless of the sprite's center
    //This is in Global Coordinates so we can put the rectangle back into the right place
    sf::Vector2f pos = Object.TransformToGlobal( sf::Vector2f( 0, 0 ) );
   
    //Store the size so we can calculate the other corners
    sf::Vector2f size = Object.GetSize();
   
    float Angle = Object.GetRotation();
   
    //Bail out early if the sprite isn't rotated
    if( Angle == 0.0f ) {
        return sf::IntRect( static_cast < int >( pos.x ),
        static_cast < int >( pos.y ),
        static_cast < int >( pos.x + size.x ),
        static_cast < int >( pos.y + size.y ) );
    }
   
    //Calculate the other points as vectors from (0,0)
    //Imagine sf::Vector2f A(0,0); but its not necessary
    //as rotation is around this point.
    sf::Vector2f B( size.x, 0 );
    sf::Vector2f C( size.x, size.y );
    sf::Vector2f D( 0, size.y );
   
    //Rotate the points to match the sprite rotation
    B = RotatePoint( B, Angle );
    C = RotatePoint( C, Angle );
    D = RotatePoint( D, Angle );
   
    //Round off to int and set the four corners of our Rect
    int Left = static_cast < int >( MinValue( 0.0f, B.x, C.x, D.x ) );
    int Top = static_cast < int >( MinValue( 0.0f, B.y, C.y, D.y ) );
    int Right = static_cast < int >( MaxValue( 0.0f, B.x, C.x, D.x ) );
    int Bottom = static_cast < int >( MaxValue( 0.0f, B.y, C.y, D.y ) );
   
    //Create a Rect from out points and move it back to the correct position on the screen
    sf::IntRect AABB = sf::IntRect( Left, Top, Right, Bottom );
    AABB.Offset( static_cast < int >( pos.x ), static_cast < int >( pos.y ) );
    return AABB;
}

float Collision::MinValue( float a, float b, float c, float d ) {
    float min = a;
   
    min =( b < min ? b: min );
    min =( c < min ? c: min );
    min =( d < min ? d: min );
   
    return min;
}

float Collision::MaxValue( float a, float b, float c, float d ) {
    float max = a;
   
    max =( b > max ? b: max );
    max =( c > max ? c: max );
    max =( d > max ? d: max );
   
    return max;
}

sf::Vector2f Collision::RotatePoint( const sf::Vector2f & Point, float Angle ) {
    Angle = Angle * RADIANS_PER_DEGREE;
    sf::Vector2f RotatedPoint;
    RotatedPoint.x = Point.x * cos( Angle ) + Point.y * sin( Angle );
    RotatedPoint.y = - Point.x * sin( Angle ) + Point.y * cos( Angle );
    return RotatedPoint;
}

bool Collision::PixelPerfectTest( const sf::Sprite & Object1, const sf::Sprite & Object2, sf::Uint8 AlphaLimit ) {
    //Get AABBs of the two sprites
    sf::IntRect Object1AABB = GetAABB( Object1 );
    sf::IntRect Object2AABB = GetAABB( Object2 );
   
    sf::IntRect Intersection;
   
    if( Object1AABB.Intersects( Object2AABB, & 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::IntRect O1SubRect = Object1.GetSubRect();
        sf::IntRect O2SubRect = Object2.GetSubRect();
       
        sf::Vector2i O1SubRectSize( O1SubRect.GetWidth(), O1SubRect.GetHeight() );
        sf::Vector2i O2SubRectSize( O2SubRect.GetWidth(), O2SubRect.GetHeight() );
       
        sf::Vector2f o1v;
        sf::Vector2f o2v;
        //Loop through our pixels
        for( int i = Intersection.Left; i < Intersection.Right; i++ ) {
            for( int j = Intersection.Top; j < Intersection.Bottom; j++ ) {
               
                o1v = Object1.TransformToLocal( sf::Vector2f( i, j ) ); //Creating Objects each loop :(
                o2v = Object2.TransformToLocal( sf::Vector2f( i, j ) );
               
                //Hack to make sure pixels fall withint the Sprite's Image
                if( o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 &&
                o1v.x < O1SubRectSize.x && o1v.y < O1SubRectSize.y &&
                o2v.x < O2SubRectSize.x && o2v.y < O2SubRectSize.y ) {
                   
                    //If both sprites have opaque pixels at the same point we've got a hit
                    if(( Object1.GetPixel( static_cast < int >( o1v.x ), static_cast < int >( o1v.y ) ).a > AlphaLimit ) &&
                    ( Object2.GetPixel( static_cast < int >( o2v.x ), static_cast < int >( o2v.y ) ).a > AlphaLimit ) ) {
                        return true;
                    }
                }
            }
        }
        return false;
    }
    return false;
}

bool Collision::CircleTest( const sf::Sprite & Object1, const sf::Sprite & Object2 ) {
    //Simplest circle test possible
    //Distance between points <= sum of radius
   
    float Radius1 =( Object1.GetSize().x + Object1.GetSize().y ) / 4;
    float Radius2 =( Object2.GetSize().x + Object2.GetSize().y ) / 4;
    float xd = Object1.GetPosition().x - Object2.GetPosition().x;
    float yd = Object1.GetPosition().y - Object2.GetPosition().y;
   
    return sqrt( xd * xd + yd * yd ) <= Radius1 + Radius2;
}

//From Rotated Rectangles Collision Detection, Oren Becker, 2001

bool Collision::BoundingBoxTest( const sf::Sprite & Object1, const sf::Sprite & Object2 ) {
   
    sf::Vector2f A, B, C, BL, TR;
    sf::Vector2f HalfSize1 = Object1.GetSize();
    sf::Vector2f HalfSize2 = Object2.GetSize();
   
    //For somereason the Vector2d divide by operator
    //was misbehaving
    //Doing it manually
    HalfSize1.x / = 2;
    HalfSize1.y / = 2;
    HalfSize2.x / = 2;
    HalfSize2.y / = 2;
    //Get the Angle we're working on
    float Angle = Object1.GetRotation() - Object2.GetRotation();
    float CosA = cos( Angle * RADIANS_PER_DEGREE );
    float SinA = sin( Angle * RADIANS_PER_DEGREE );
   
    float t, x, a, dx, ext1, ext2;
   
    //Normalise the Center of Object2 so its axis aligned an represented in
    //relation to Object 1
    C = Object2.GetPosition();
   
    C - = Object1.GetPosition();
   
    C = RotatePoint( C, Object2.GetRotation() );
   
    //Get the Corners
    BL = TR = C;
    BL - = HalfSize2;
    TR + = HalfSize2;
   
    //Calculate the vertices of the rotate Rect
    A.x = - HalfSize1.y * SinA;
    B.x = A.x;
    t = HalfSize1.x * CosA;
    A.x + = t;
    B.x - = t;
   
    A.y = HalfSize1.y * CosA;
    B.y = A.y;
    t = HalfSize1.x * SinA;
    A.y + = t;
    B.y - = t;
   
    t = SinA * CosA;
   
    // verify that A is vertical min/max, B is horizontal min/max
    if( t < 0 ) {
        t = A.x;
        A.x = B.x;
        B.x = t;
        t = A.y;
        A.y = B.y;
        B.y = t;
    }
   
    // verify that B is horizontal minimum (leftest-vertex)
    if( SinA < 0 ) {
        B.x = - B.x;
        B.y = - B.y;
    }
   
    // if rr2(ma) isn't in the horizontal range of
    // colliding with rr1(r), collision is impossible
    if( B.x > TR.x || B.x > - BL.x ) return false;
   
    // if rr1(r) is axis-aligned, vertical min/max are easy to get
    if( t == 0 ) {
        ext1 = A.y;
        ext2 = - ext1;
    } // else, find vertical min/max in the range [BL.x, TR.x]
    else {
        x = BL.x - A.x;
        a = TR.x - A.x;
        ext1 = A.y;
        // if the first vertical min/max isn't in (BL.x, TR.x), then
        // find the vertical min/max on BL.x or on TR.x
        if( a * x > 0 ) {
            dx = A.x;
            if( x < 0 ) {
                dx - = B.x;
                ext1 - = B.y;
                x = a;
            } else {
                dx + = B.x;
                ext1 + = B.y;
            }
            ext1 * = x;
            ext1 / = dx;
            ext1 + = A.y;
        }
       
        x = BL.x + A.x;
        a = TR.x + A.x;
        ext2 = - A.y;
        // if the second vertical min/max isn't in (BL.x, TR.x), then
        // find the local vertical min/max on BL.x or on TR.x
        if( a * x > 0 ) {
            dx = - A.x;
            if( x < 0 ) {
                dx - = B.x;
                ext2 - = B.y;
                x = a;
            } else {
                dx + = B.x;
                ext2 + = B.y;
            }
            ext2 * = x;
            ext2 / = dx;
            ext2 - = A.y;
        }
    }
   
    // check whether rr2(ma) is in the vertical range of colliding with rr1(r)
    // (for the horizontal range of rr2)
    return !(( ext1 < BL.y && ext2 < BL.y ) ||
    ( ext1 > TR.y && ext2 > TR.y ) );
   
}

@Dravven w szkole mam tylko niemiecki (i polski oczywiście ;)), dlatego bardzo słabo znam angielski xd
P-48666
pekfos
» 2012-01-18 18:41:51
tak myślałem.. Zapraszam do postaw. Nie potrafisz wywołać funkcji..
P-48668
hincu
» 2012-01-18 18:45:05
Collision::PixelPerfectTest( const sf::Sprite & bohater, const sf::Sprite & wrog, sf::Uint8 AlphaLimit );
zamien na
Collision::PixelPerfectTest( twojsprite1, twojsprite2, ten argument mozesz pominac );

wiec przykladowe wywolanie funkcji wygladaloby tak
Collision::PixelPerfectTest( bohater, wrog );

po wczesniejszym zdefiniowaniu zmiennych bohater oraz wrog klasy sf::Sprite
P-48669
tomek5321
Temat założony przez niniejszego użytkownika
» 2012-01-18 19:47:55
C/C++
sf::Image obohater, owrog, otlo;
sf::Sprite bohater, wrog, tlo;
Collision::PixelPerfectTest( bohater, wrog );

wywala teraz taki błąd:
undefined reference to `Collision::PixelPerfectTest(sf::Sprite const&, sf::Sprite const&, unsigned char)'|

Mam trochę braki i nie wiem zbytnio co to jest te const ;)
PS. Nie zabijcie mnie za to
P-48674
hincu
» 2012-01-18 20:08:44
ogod to jest podstawowa wiedza typie const to typ staly ale mniejsza o to

P-48675
pekfos
» 2012-01-18 20:09:53
masz collision.cpp w projekcie? Przy okazji podaj pełny log kompilacji.
P-48676
DejaVu
» 2012-01-18 20:11:42
@up: pełny log kompilacji nie jest potrzebny, ponieważ to jest błąd linkera :)
P-48677
pekfos
» 2012-01-18 20:18:14
@up: I z jakiegoś powodu ten błąd występuje :) Odpowiedź pewnie będzie w wywołaniu linkera, które można zobaczyć w logu :)
P-48678
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