Let the ellipse size changes - if-statement

I am writing a code that can interact with the mouse movement. And now
let myY = 0;
let shape;
function setup() {
createCanvas(400, 400);
shape = millis();
}
function draw() {
background(0);

I'm not sure what you meant so I made these two. You don't have to use millis() since draw runs every frame and frameCount can be divided by 60 to get seconds (if the frame rate is set to 60 which is the default), basically frameCount is simpler.
let myY = 0;
let myX = 0;
let mX = 0;
let mY = 0;
function setup() {
createCanvas(400, 400);
}
function draw() {
background(0);
myX = lerp(myX, mouseX, 0.05);
myY = lerp(myY, mouseY, 0.05);
fill(random(255),random(255),random(255));
ellipse(myX, myY,40,10);
myX = lerp(myX, mouseX, 0.05);
myY = lerp(myY, mouseY, 0.05);
ellipse(myX, myY,10,40);
fill(255, 192);
stroke(0, 255);
strokeWeight(2);
let spacing = 10;
if(frameCount % 60 == 0){
mX = mouseX;
mY = mouseY;
}
for (let i = spacing; i < width; i += spacing) {
for (let j = spacing/2; j < height; j += spacing) {
let di = dist(mX, mY, i, j);
ellipse(i, j, di * 0.2);
}
}
}
.
let myY = 0;
let myX = 0;
function setup() {
createCanvas(400, 400);
}
function draw() {
background(0);
myX = lerp(myX, mouseX, 0.05);
myY = lerp(myY, mouseY, 0.05);
fill(random(255),random(255),random(255));
ellipse(myX, myY,40,10);
myX = lerp(myX, mouseX, 0.05);
myY = lerp(myY, mouseY, 0.05);
ellipse(myX, myY,10,40);
fill(255, 192);
stroke(0, 255);
strokeWeight(2);
let spacing = 10;
for (let i = spacing; i < width; i += spacing) {
for (let j = spacing/2; j < height; j += spacing) {
let di = dist(mouseX, mouseY, i, j);
ellipse(i, j, di * map(cos(frameCount / 20),0,1,0,0.2));
}
}
}

Related

How can I find out the size of the title bar using SDL?

Faced the following problem: I have a grid and a beam, in the form of a circle. At this stage, you just need to draw them.
Grid::render():
for (int i = 0; i < cellsInColumn; i++) {
for (int j = 0; j < cellsInRow; j++) {
SDL_Rect outlineRect = { this->x + this->bord_x + (cellWidth*j), this->y+this->bord_y, this->cellWidth, this->cellHeight };
SDL_RenderDrawRect( this->rend, &outlineRect );
}
y+=cellHeight;
}
Beam::render():
for (int w = 0; w < radius * 2; w++) {
for (int h = 0; h < radius * 2; h++) {
double dx = radius - w;
double dy = radius - h;
if ((dx*dx + dy*dy) <= (radius * radius)) {
SDL_RenderDrawPoint(this->rend, x + dx, y + dy);
}
}
}
But my screen seems to have "eaten" the top line of the grid. It turned out that the top of the grid, along with the "beam", was drawn under the title bar.
bord_y == 0
bord_y == 70
Question for the connoisseurs: how do I now draw the grid and the circle? Does the SDL know how many pixels are in the title bar, or should this indent be "by eye"? If it knows, where is this information stored?
UPD:
Grid and beam values are set in the following function:
void setStartValues(int screenWidth, int screenHeight){
Grid::setBord(screenWidth, screenHeight);
Grid::setCellSize(screenHeight);
Beam::setValues(Grid::getCellHeight(), Grid::getBord());
}
And here are all the getters and setters that are used above:
void setBord(int scrW, int scrH) {
this->bord_x = this->cellsInRow <= this->cellsInColumn? (scrW-scrH)/2 : (scrW-scrH)/6;
this->bord_y = 0;
}
void setCellSize(int scrH) {
this->cellWidth = this->cellHeight = scrH/cellsInColumn;
}
double getCellHeight() {
return this->cellHeight;
}
double getBord() {
return this->bord_x;
}
void setValues(double cellH, double bord) { //Beam
this->x = cellH/2 + bord;
this->y = cellH/2;
this->radius = cellH/4;
}

CFD in C++, Lattice boltzmann method, I dont know what im doing

I'm trying to create my own CFD in C++. I have watched some videos on youtube about the Lattice Boltzmann method, but I cant get my simulations to look like the simulations performed in the videos with lattice Boltzmann implemented in Python.
I use SDL2 to create an image on my screen. I am not trying to create anything fast. Just something that will make pretty simulations on the CPU.
Here is my class for each cell:
//cell class
class cell {
public:
double Fi[nL] = {0,0,0,0,0,0,0,0,0};
double density = 0;
double momentumX = 0;
double momentumY = 0;
double velocityX = 0;
double velocityY = 0;
double Fieq[nL] = {0,0,0,0,0,0,0,0,0};
//obstacle
bool obstacle = false;
void densityOperator() {
for (int i = 0; i < nL; i++) {
density += Fi[i];
}
}
void momentumOperator() {
for (int i = 0; i < nL; i++) {
momentumX += Fi[i] * cX[i];
momentumY += Fi[i] * cY[i];
}
}
void velocityOperator() {
for (int i = 0; i < nL; i++) {
if (density == 0) {
density += 0.001;
}
velocityX += momentumX / density; // prolly very slow
velocityY += momentumY / density;
//velocityX += cX[i];
//velocityY += cY[i];
}
}
void FieqOperator() {
for (int i = 0; i < nL; i++) {
Fieq[i] = weights[i] * density *
(
1 +
(cX[i] * velocityX + cY[i] * velocityY) / Cs +
pow((cX[i] * velocityX + cY[i] * velocityY), 2) / (2 * pow(Cs, 4)) -
(velocityX * velocityX + velocityY * velocityY) / (2 * pow(Cs, 2))
);
}
}
void FiOperator() {
for (int i = 0; i < nL; i++) {
Fi[i] = Fi[i] - (timestep / tau) * (Fi[i] - Fieq[i]);
}
}
void addRightVelocity() {
Fi[0] = 1.f;
Fi[1] = 1.f;
Fi[2] = 1.f;
Fi[3] = 6.f;
Fi[4] = 1.f;
Fi[5] = 1.f;
Fi[6] = 1.f;
Fi[7] = 1.f;
Fi[8] = 1.f;
}
};
Please note that im am using a vector for my cells instead of a 2d array. I am using a index function to go from x,y to 1d cordinate.
int index(int x, int y) {
return x * nY + y;
}
Variables:
//box
const int nX = 400;
const int nY = 100;
//viscosity
float tau = 0.5; // 0.53
//time delta time per iteration
float timestep = 1;
//distance between cells
float dist = 1000;
//Speed of sound
float Cs = 1 / sqrt(3) * (dist / timestep);
//viscociti
float v = pow(Cs, 2) * (tau - timestep / 2); // tau will need to be much smaller
//time steps
int nT = 3000;
//lattice speeds and weights
const int nL = 9;
//Ci vector direction, discrete velocity
int cX[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
int cY[9] = { 0, 1, 1, 0, -1, -1, -1, 0 , 1 };
//weights, based on navier stokes
float weights[9] = { 4 / 9, 1 / 9, 1 / 36, 1 / 9, 1 / 36, 1 / 9, 1 / 36, 1 / 4, 1 / 36 };
//opposite populations
int cO[9] = { 0, 5, 6, 7, 8, 1, 2, 3, 4 };
My main function:
int main() {
//init vector cells
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cell cellUnit;
cells.push_back(cellUnit);
TempCells.push_back(cellUnit);
}
}
//SDL
//SDL
//-------------------------------------------------------------
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(nX* 3, nY * 3, 0, &window, &renderer);
SDL_RenderSetScale(renderer, 3, 3);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//-------------------------------------------------------------//
//Circle Object Gen
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
//cicle position
int circleX = 5;
int circleY = 50;
//circle radius
float radius = 10;
//distance bewtween cell and circle pos
float distance = sqrt(pow(circleX - x, 2) + pow(circleY - y, 2));
if (distance < radius) {
cells[index(x,y)].obstacle = true;
}
else {
cells[index(x, y)].obstacle = false;
}
}
}
//add velocity
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cells[index(x, y)].addRightVelocity();
//random velocity
for (int i = 0; i < nL; i++) {
cells[index(x,y)].Fi[i] += (rand() % 200) / 100;
}
}
}
for (int t = 0; t < nT; t++) {
//SDL
//--------------------------------------------------------------
//clear renderer
if (t % 20 == 0) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
}
//--------------------------------------------------------------
//streaming:
//because we will loop over the same populations we do not want to switch the same population twice
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
if (x == 0) {
cells[index(x, y)].Fi[3] += 0.4;
}
//for populations
for (int i = 0; i < nL; i++) {
//boundary
//checs if cell is object or air
if (cells[index(x, y)].obstacle == false) {
//air
//targetet cell
int cellX = x + cX[i];
int cellY = y + cY[i];
//out of bounds check + rearange to other side
if (cellX < 0) {
//left to right
cellX = nX;
}
if (cellX >= nX) {
//right to left
cellX = 0;
continue;
}
if (cellY < 0) {
//top to buttom
cellY = nY;
}
if (cellY >= nY) {
//bottom to top
cellY = 0;
}
//if neighborinig cell is object --> collision with object
if (cells[index(cellX, cellY)].obstacle == true) {
//Boundary handling https://youtu.be/jfk4feD7rFQ?t=2821
TempCells[index(x,y)].Fi[cO[i]] = cells[index(x, y)].Fi[i];
}
//if not then stream to neighbor air cell with oposite population
TempCells[index(cellX, cellY)].Fi[cO[i]] = cells[index(x, y)].Fi[i];
}
else {
//wall
//SDL GRAPICHS
if (t % 20 == 0) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
}
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
for (int i = 0; i < nL; i++) {
cells[index(x, y)].Fi[i] = TempCells[index(x, y)].Fi[cO[i]];
}
}
}
//collision:
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
//density:
cells[index(x, y)].densityOperator();
//momentum:
cells[index(x, y)].momentumOperator();
//velocity:
cells[index(x, y)].velocityOperator();
//Fieq + new new Fi:
for (int i = 0; i < nL; i++) {
cells[index(x, y)].FieqOperator();
}
//SDL Graphics
if (t % 20 == 0) {
if (cells[index(x, y)].obstacle == false) {
SDL_SetRenderDrawColor(renderer, cells[index(x, y)].density, cells[index(x, y)].density , 255 , 255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cells[index(x, y)].FiOperator();
}
}
//SDL Graphics
if (t % 20 == 0 ) {
SDL_RenderPresent(renderer);
}
}
return 0;
}
I do realize my code might be a bit messy and not easy to understand at first. And it is definitely not optimal.
If anyone has any experience in programming their own LBM in c++ i would like to hear your input.
It seams like my simulations is working but i do not get those bueatiful animations like in, https://youtu.be/ZUXmO4hu-20?t=3394
Thanks for any help.
Edit:
I have edited my script to reset, density, velocity X Y and Momentum X Y
Simulation visualised by density, pink is higher, loops if density exceeds color range of 255
Simulation visualised by density
Simulation visualised by density

C++ : How do I make this particle simulation faster?

I have a simple 2D simulation which has particles travelling at given velocities and could collide with each other and the walls. But the fps drops when there are more than 500 particles. I want to simulate at least 5000 particles smoothly because I'll be adding more features to the program. Is there a different and efficient approach to this? Thanks!
gas.cpp:
#include<cstdlib>
#include<vector>
#include<glut.h>
#include "gas.h"
#include<time.h>
float t = 1; //time step
void gas::p(float pos_x, float pos_y, float vx, float vy, float mass)
{
srand(time(0));
m = mass;
x = pos_x;
y = pos_y;
velx = vx;
vely = vy;
size = 3;
}
void gas::draw()
{
glColor3f(1, 1, 1);
glVertex2f(x, y);
}
void gas::move(float t)
{
x += velx * t;
y += vely * t;
}
float temp;
//Function to be ran at every frame:
void run(std::vector <gas>& bn)
{
int it = 0;
for (gas& i : bn)
{
int jt = 0;
for (gas& j : bn)
{
if (it != jt)
{
//Handling collisions:
if (abs(i.y - (j.y + j.size)) < 1 && (abs(j.x - i.x) <= i.size + 1) && i.vely < 0)
{
temp = i.vely;
i.vely = j.vely;
j.vely = temp;
}
if (abs(j.y - (i.y + i.size)) < 1 && (abs(i.x - j.x) <= j.size + 1) && i.vely > 0)
{
temp = i.vely;
i.vely = j.vely;
j.vely = temp;
}
if (abs(j.x - (i.x + i.size)) < 1 && (abs(i.y - j.y) <= i.size + 1) && i.velx > 0)
{
temp = i.velx;
i.velx = j.velx;
j.velx = temp;
}
if (abs(i.x - (j.x + j.size)) < 1 && (abs(j.y - i.y) <= i.size + 1) && i.velx < 0)
{
temp = i.velx;
i.velx = j.velx;
j.velx = temp;
}
}
jt += 1;
}
//Boundary Collisions:
if (i.x > 600 - i.size) { i.x = 600 - i.size; i.velx = -i.velx; }
if (i.x < i.size) { i.x = i.size; i.velx = -i.velx; }
if (i.y > 600 - i.size) { i.y = 600 - i.size; i.vely = -i.vely; }
if (i.y < i.size) { i.y = i.size; i.vely = -i.vely; }
i.move(t);
it += 1;
}
}
gas.h:
#pragma once
class gas
{
public:
float m = 1;
float x = 0;
float y = 0;
float velx = 0;
float vely = 0;
float size = 3;
float density = 100;
float r = 1; float g = 1; float b = 1;
void p(float pos_x, float pos_y, float vx, float vy, float mass);
void draw();
void move(float t);
};
void run(std::vector<gas>& bn);
simulate.cpp (main file):
#include<cstdlib>
#include<glut.h>
#include<vector>
#include "gas.h"
#include<thread>
#include<time.h>
void display();
void reshape(int, int);
const int n = 600; //Number of particles
void init()
{
glClearColor(0, 0, 0, 1);
}
std::vector <gas> b(n);
void timer(int)
{
run(b);
glutPostRedisplay();
glutTimerFunc(1000 / 60, timer, 0);
}
void show(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInitWindowPosition(300, 60);
glutInitWindowSize(600, 600);
glutCreateWindow("Particles");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(1000, timer, 0); // Args: Time delay per frame in milliseconds, function to be called
init();
glutMainLoop();
}
int main(int argc, char** argv)
{
int it = 0;
for (gas& i : b)
{
srand(it);
i.p(rand() % 600, rand() % 600, (rand() % 10) * pow(-1, it + 1), (rand() % 10) * pow(-1, it), 1);
it += 1;
}
show(argc, argv);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glPointSize(3);
glBegin(GL_POINTS);
for (gas& i : b)
{
i.draw();
}
glEnd();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 600, 0, 600);
glMatrixMode(GL_MODELVIEW);
}

C++ Sandbox Game Low Performance Difficulty

I started Learning C++ yesterday And In that time i was rewriting my java "Falling Sand" Sandbox Game code in C++ using SFML (bit simplified since i don't know C++). but Performance in C++ was much worse in than java, what could be the reason for it, I Know this is very unfocused question, but my code is simple, i probably have a newbie mistakes which should be easy to correct.
#include <SFML/Graphics.hpp>
#include <iostream>
sf::Clock sclock;
const int WIDTH = 1440, HEIGHT = 960;
const char Blank = 0, Sand = 1, Water = 2;
const char* title = "Sandbox Simulation";
char map[WIDTH*HEIGHT];
sf::Vector2i mousePos;
int dist(int x1, int x2, int y1, int y2) {
return sqrt(pow(x1 - x2, 2) + pow(y1 - y2, 2));
}
int localBrushSize = 48;
short halfBrush = (short)floor(localBrushSize / 2);
char chosen = Sand;
void place() {
int randY = 0;
int randX = 0;
randX = randY = 1;
for (int y = mousePos.y - halfBrush; y <= mousePos.y + halfBrush; y += randY) {
for (int x = mousePos.x - halfBrush; x <= mousePos.x + halfBrush; x += randX) {
int I = x + y * WIDTH;
int distance = dist(mousePos.x, x, mousePos.y, y);
if (distance < halfBrush && I > 0) {
map[I] = chosen;
}
}
}
}
float Delta_Time() {
return sclock.restart().asSeconds();
}
int main() {
map[11111] = 2;
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), title);
sf::Event evnt;
sf::RectangleShape pixel(sf::Vector2f(1.0f, 1.0f));
window.clear();
while (window.isOpen()) {
while (window.pollEvent(evnt)) {
switch (evnt.type) {
case sf::Event::Closed:
window.close();
break;
}
}
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
mousePos = sf::Mouse::getPosition(window);
place();
}
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
int I = x + y * WIDTH;
switch (map[I]) {
case Sand:
pixel.setPosition(x, y);
pixel.setFillColor(sf::Color::Yellow);
window.draw(pixel);
break;
case Water:
pixel.setPosition(x, y);
pixel.setFillColor(sf::Color::Cyan);
window.draw(pixel);
break;
}
}
}
window.display();
}
return 0;
}
You might be able to make a cached / "framebuffer" like this
TOTALLY untested concept code. WIDTH/HEIGHT might be mixed up, endianess is not OK, etc.
sf::Image image;
sf:Image.create(WIDTH, HEIGHT, sf::Color(0, 0, 0));
sf::Sprite sprite;
std::array<sf::Uint8, WIDTH * HEIGHT * 4> pixels; // you can reuse this. The 4 is the size of RGBA
...
for(int y = 0; y < HEIGHT; y++) {
for(int x = 0; x < WIDTH; x++) {
int offset = (x + y * WIDTH) * 4;
pixels[offset] = sf::Color::Yellow.toInteger(); // in case BIG/Litte endian confusion you might have to do the below.
//pixels[offset + 0 ] = 255; // R?
//pixels[offset + 1 ] = 255; // G?
//pixels[offset + 2 ] = 255; // B?
//pixels[offset + 3 ] = 255; // A?
}
}
image.LoadFromPixels(WIDTH, HEIGHT, pixels);
sprite.SetImage(image);
window.Draw(sprite);
window.Display();

How to render an AABB while rotating

Hello I'm new to C++ SFML. I'm supposed to draw some rectangles and render their AABB while rotating and I want to detect if the dimensions set for them intersect another rotating AABB rectangle. Here is what I use to detect them.
Is it enough to check it that way if theyre rotating? would i need to use stuff like the separating axis theorem? or is there a way to not need to use that if its just an AABB than an OBB
#define RECT 5
sf::RectangleShape Rect[RECT];
Rect[0].setSize(sf::Vector2f(50.0f, 50.0f));
Rect[1].setSize(sf::Vector2f(50.0f, 100.0f));
Rect[2].setSize(sf::Vector2f(60.0f, 80.0f));
Rect[3].setSize(sf::Vector2f(100.0f, 60.0f));
Rect[4].setSize(sf::Vector2f(30.0f, 250.0f));
sf::Vector2f MinPoint[RECT];
sf::Vector2f MaxPoint[RECT];
for (int x = 0; x < RECT; x++)
{
//Starting Position
Rect[x].setOrigin(Rect[x].getSize().x / 2, Rect[x].getSize().y / 2);
xpos += 150;
Rect[x].setPosition(xpos, ypos);
colcount++;
if (colcount == 3)
{
xpos = 0;
ypos += 200;
colcount = 0;
}
Rect[x].setFillColor(sf::Color::Red);
}
while (window.isOpen())
{
window.clear(sf::Color::Black);
//Drawing Shapes
for (int x = 0; x < RECT; x++)
{
window.draw(Rect[x]);
}
Rect[0].rotate(90*3.14/180);
Rect[1].rotate(12 * 3.14 / 180);
Rect[2].rotate(10 * 3.14 / 180);
Rect[3].rotate(180 * 3.14 / 180);
Rect[4].rotate(360 * 3.14 / 180);
for (int i = 0; i < RECT; i++)
{
MinPoint[i].x = Rect[i].getPosition().x - (Rect[i].getSize().x / 2);
MaxPoint[i].x = Rect[i].getPosition().x + (Rect[i].getSize().x / 2);
MinPoint[i].y = Rect[i].getPosition().y - (Rect[i].getSize().y / 2);
MaxPoint[i].y = Rect[i].getPosition().y + (Rect[i].getSize().y / 2);
}
//Collision Detection
for (int i = 0; i < RECT; i++)
{
for (int j = i + 1; j < RECT; j++)
{
if (i != j)
{
if (MaxPoint[i].x >= MinPoint[j].x && MaxPoint[j].x >= MinPoint[i].x && MaxPoint[i].y >= MinPoint[j].y && MaxPoint[j].y >= MinPoint[i].y)
{
Rect[i].setFillColor(sf::Color::Green);
Rect[j].setFillColor(sf::Color::Green);
}
}
}
}
Apparently all I needed to do was make another set of transparent rectangles with outlines that were set at the same position as my rotating rectangle boxes then set their sizes to getGlobalBounds of my rotating rectangles. the collision check would then instead be put under these transparent bounding boxes instead of the rotating rectangle itself.
#define RECT 5
sf::RectangleShape Rect[RECT];
sf::RectangleShape AABB[RECT];
Rect[0].setSize(sf::Vector2f(50.0f, 50.0f));
Rect[1].setSize(sf::Vector2f(50.0f, 100.0f));
Rect[2].setSize(sf::Vector2f(60.0f, 80.0f));
Rect[3].setSize(sf::Vector2f(100.0f, 60.0f));
Rect[4].setSize(sf::Vector2f(30.0f, 250.0f));
sf::Vector2f MinPoint[RECT];
sf::Vector2f MaxPoint[RECT];
for (int x = 0; x < RECT; x++)
{
//Starting Position
Rect[x].setOrigin(Rect[x].getSize().x / 2, Rect[x].getSize().y / 2);
AABB[x].setOrigin(AABB[x].getSize().x / 2, AABB[x].getSize().y / 2);
xpos += 150;
Rect[x].setPosition(xpos, ypos);
AABB[x].setSize(sf::Vector2f(Rect[x].getGlobalBounds().width, Rect[x].getGlobalBounds().height));
AABB[x].setPosition(Rect[x].getPosition().x, Rect[x].getPosition().y);
colcount++;
if (colcount == 3)
{
xpos = 0;
ypos += 200;
colcount = 0;
}
Rect[x].setFillColor(sf::Color::Red);
AABB[x].setFillColor(sf::Color::Transparent);
AABB[x].setOutlineThickness(1);
AABB[x].setOutlineColor(sf::Color::White);
}
while (window.isOpen())
{
window.clear(sf::Color::Black);
//Drawing Shapes
for (int x = 0; x < RECT; x++)
{
window.draw(Rect[x]);
window.draw(AABB[x]);
}
//Rotation
Rect[0].rotate(1);
Rect[1].rotate(45);
Rect[2].rotate(11.25);
Rect[3].rotate(5.625);
Rect[4].rotate(22.5);
for (int i = 0; i < RECT; i++)
{
MinPoint[i].x = AABB[i].getPosition().x - (AABB[i].getSize().x / 2);
MaxPoint[i].x = AABB[i].getPosition().x + (AABB[i].getSize().x / 2);
MinPoint[i].y = AABB[i].getPosition().y - (AABB[i].getSize().y / 2);
MaxPoint[i].y = AABB[i].getPosition().y + (AABB[i].getSize().y / 2);
AABB[i].setOrigin(AABB[i].getSize().x / 2, AABB[i].getSize().y / 2);
AABB[i].setSize(sf::Vector2f(Rect[i].getGlobalBounds().width, Rect[i].getGlobalBounds().height));
AABB[i].setPosition(Rect[i].getPosition().x, Rect[i].getPosition().y);
}
//Collision Detection
for (int i = 0; i < RECT; i++)
{
for (int j = i + 1; j < RECT; j++)
{
if (i != j)
{
if (MaxPoint[i].x >= MinPoint[j].x && MaxPoint[j].x >= MinPoint[i].x && MaxPoint[i].y >= MinPoint[j].y && MaxPoint[j].y >= MinPoint[i].y)
{
Rect[i].setFillColor(sf::Color::Green);
Rect[j].setFillColor(sf::Color::Green);
AABB[i].setOutlineColor(sf::Color::Blue);
AABB[j].setOutlineColor(sf::Color::Blue);
}
}
}
}