Zombeesh overview 1 – Collision detection circle based

After less than one week – weekend not counted in (I have had over 24hrs of sleep during weekend, I really hate to be sick) I have cought up with university material. Material covered:

  • Tile system for map loaded from a file
  • offset for moving map
  • entity manager for all objects on the map – plus improvement
  • messaging system –┬ácommunication between instances of objects
  • collision detection – and my own improvement
  • moving around the map – mouse based
  • font manager

Plans for next week

  • Selecting objects by mouse click – hoping to select more than one element
  • collision detection applied for object on a map
  • placing building on the map
  • shooting to zombies and other stuff.

Meanwhile I will post some code – I haven’t done that for a while.

Collision detection class with improvements

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// Collision.h
#pragma once
#ifndef COLLISION_H
#define COLLISION_H
 
const float TOUCH_DISTANCE = 0.000000000001;
 
static enum CollisionResults {
  NO_COLLISION, TOUCHING, OVERLAPPING
};
 
struct Circle{
  D3DXVECTOR3& position;
  float radius;
};
 
struct BoundingBox{
  D3DXVECTOR3& position;
  D3DXVECTOR3& size;
};
 
bool TestCollision(const BoundingBox& a, const BoundingBox& b);
 
CollisionResults TestCollisionCircle(const Circle& a, const Circle& b);
#endif

Pretty easy stuff here – two structs for BoundingBox and Circle enum for collision between circles – I have added it because I want to base selecting objects and – well all collision on two circles.

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// Collision.cpp
#include "Collision.h"
 
bool TestCollision(const BoundingBox& a, const BoundingBox& b){
  float t;
  if((t = a.position.x - b.position.x) > b.size.x || -t > a.size.x)
    return false;
  if((t = a.position.y - b.position.y) > b.size.y || -t > a.size.y)
    return false;
  if((t = a.position.z - b.position.z) > b.size.z || -t > a.size.z)
    return false;
  return true;
}
 
CollisionResults TestCollisionCircle(const Circle& a, const Circle& b){
  //for math
  CollisionResults colliding;
  float distance_squared;
  float radii_squared;
 
  //a*a + b*b = c*c
  distance_squared = ((a.position.x - b.position.x)* (a.position.x - b.position.x))+
                     ((a.position.y - b.position.y)* (a.position.y - b.position.y));
 
  //Multiplication is faster than taking a square root
  radii_squared = (a.radius + b.radius) * (a.radius + b.radius);
 
  if( -TOUCH_DISTANCE < radii_squared - distance_squared &&radii_squared - distance_squared < TOUCH_DISTANCE) 		
    colliding = TOUCHING;
  else if(radii_squared > distance_squared)
    colliding = OVERLAPPING;
  else
    colliding = NO_COLLISION;
 
  return colliding;
}

pretty simple stuff here as well – Pythagorean theorem based. if distance between two points is bigger than sum of radius of circles then there is no collision if it is equal there is a collision but if it is smaller they overlap – so we have covered all 3 states first two for collision detection on the map and third one for selecting. simple

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