2D Rotation Issue C++ DirectX - c++

So I'm trying to rotate a point about another point in a window, drawing it with DirectX. My issue is that the rotation is in a weird shape:
http://prntscr.com/iynh5f
What I'm doing is just rotating a point around the center of a window and drawing lines between the points.
vec2_t vecCenter1 { gui.iWindowSize[ 0 ] / 2.f, gui.iWindowSize[ 1 ] / 2.f };
for ( float i { 0.f }; i < 360.f; i += 2.f )
{
vec2_t vecLocation { vecCenter1.x, vecCenter1.y - 100.f };
static vec2_t vecOldLocation = vecLocation;
vecLocation.Rotate( i, vecCenter1 );
if ( i > 0.f )
Line( vecOldLocation, vecLocation, 2, true, D3DCOLOR_ARGB( 255, 255, 255, 255 ) );
vecOldLocation = vecLocation;
}
Here is my rotation:
void vec2_t::Rotate( float flDegrees, vec2_t vecSubtractVector )
{
flDegrees = ToRadian( flDegrees );
float flSin = sin( flDegrees );
float flCos = cos( flDegrees );
*this -= vecSubtractVector;
x = x * flCos - y * flSin;
y = x * flSin + y * flCos;
*this += vecSubtractVector;
}
I've tried a few different methods of rotation and none of them seem to work. If anyone could tell my what I'm doing wrong, I'd appreciate it.

Key lines:
x = x * flCos - y * flSin;
y = x * flSin + y * flCos; << problem
The second line is using the modified value of x, whereas it should be using the original. You must cache both coordinates (or at least x) before updating:
void vec2_t::Rotate( float flDegrees, vec2_t vecSubtractVector )
{
float flRadians = ToRadian( flDegrees );
float flSin = sin( flRadians );
float flCos = cos( flRadians );
// cache both values + pre-subtract
float xOld = x - vecSubtractVector.x;
float yOld = y - vecSubtractVector.y;
// perform the rotation and add back
x = xOld * flCos - yOld * flSin + vecSubtractVector.x;
y = xOld * flSin + yOld * flCos + vecSubtractVector.y;
}
To get rid of the if-statement in your for-loop, just compute the first point outside the loop, and start from the delta value instead of zero
Don't use static because it might cause thread safety issues (although not important in your case) - just declare it outside the loop
You seem to be missing a line segment - the condition needs to be <= 360.f (ideally plus an epsilon)
vec2_t vecCenter1 = { gui.iWindowSize[ 0 ] / 2.f, gui.iWindowSize[ 1 ] / 2.f };
const float delta_angle = 2.f;
vec2_t vecOldLocation = { vecCenter1.x, vecCenter1.y - 100.f };
for ( float i = delta_angle; i <= 360.f; i += delta_angle ) // complete cycle
{
vec2_t vecLocation = { vecCenter1.x, vecCenter1.y - 100.f };
vecLocation.Rotate( i, vecCenter1 );
Line( vecOldLocation, vecLocation, 2, true, // no if statement
D3DCOLOR_ARGB( 255, 255, 255, 255 ) );
vecOldLocation = vecLocation;
}

Related

Converting 2D Noise to 3D

I've recently started experimenting with noise (simple perlin noise), and have run into a slight problem with animating it. So far come I've across an awesome looking 3d noise (https://github.com/ashima/webgl-noise) that I could use in my project but that I understood nothing of, and a bunch of tutorials that explain how to create simple 2d noise.
For the 2d noise, I originally used the following fragment shader:
uniform sampler2D al_tex;
varying vec4 varying_pos; //Actual coords
varying vec2 varying_texcoord; //Normalized coords
uniform float time;
float rand(vec2 co) { return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); }
float ease(float p) { return 3*p*p - 2*p*p*p; }
float cnoise(vec2 p, int wavelength)
{
int ix1 = (int(varying_pos.x) / wavelength) * wavelength;
int iy1 = (int(varying_pos.y) / wavelength) * wavelength;
int ix2 = (int(varying_pos.x) / wavelength) * wavelength + wavelength;
int iy2 = (int(varying_pos.y) / wavelength) * wavelength + wavelength;
float x1 = ix1 / 1280.0f;
float y1 = iy1 / 720.0f;
float x2 = ix2 / 1280.0f;
float y2 = iy2 / 720.0f;
float xOffset = (varying_pos.x - ix1) / wavelength;
float yOffset = (varying_pos.y - iy1) / wavelength;
xOffset = ease(xOffset);
yOffset = ease(yOffset);
float t1 = rand(vec2(x1, y1));
float t2 = rand(vec2(x2, y1));
float t3 = rand(vec2(x2, y2));
float t4 = rand(vec2(x1, y2));
float tt1 = mix(t1, t2, xOffset);
float tt2 = mix(t4, t3, xOffset);
return mix(tt1, tt2, yOffset);
}
void main()
{
float t = 0;
int minFreq = 0;
int noIterations = 8;
for (int i = 0; i < noIterations; i++)
t += cnoise(varying_texcoord, int(pow(2, i + minFreq))) / pow(2, noIterations - i);
gl_FragColor = vec4(vec3(t), 1);
}
The result that I got was this:
Now, I want to animate it with time. My first thought was to change the rand function to take a vec3 instead of vec2, and then change my cnoise function accordingly, to interpolate values in the z direction too. With that goal in mind, I made this:
sampler2D al_tex;
varying vec4 varying_pos;
varying vec2 varying_texcoord;
uniform float time;
float rand(vec3 co) { return fract(sin(dot(co, vec3(12.9898, 78.2332, 58.5065))) * 43758.5453); }
float ease(float p) { return 3*p*p - 2*p*p*p; }
float cnoise(vec3 pos, int wavelength)
{
ivec3 iPos1 = (ivec3(pos) / wavelength) * wavelength; //The first value that I'll sample to interpolate
ivec3 iPos2 = iPos1 + wavelength; //The second value
vec3 transPercent = (pos - iPos1) / wavelength; //Transition percent - A float in [0-1) indicating how much of each of the above values will contribute to final result
transPercent.x = ease(transPercent.x);
transPercent.y = ease(transPercent.y);
transPercent.z = ease(transPercent.z);
float t1 = rand(vec3(iPos1.x, iPos1.y, iPos1.z));
float t2 = rand(vec3(iPos2.x, iPos1.y, iPos1.z));
float t3 = rand(vec3(iPos2.x, iPos2.y, iPos1.z));
float t4 = rand(vec3(iPos1.x, iPos2.y, iPos1.z));
float t5 = rand(vec3(iPos1.x, iPos1.y, iPos2.z));
float t6 = rand(vec3(iPos2.x, iPos1.y, iPos2.z));
float t7 = rand(vec3(iPos2.x, iPos2.y, iPos2.z));
float t8 = rand(vec3(iPos1.x, iPos2.y, iPos2.z));
float tt1 = mix(t1, t2, transPercent.x);
float tt2 = mix(t4, t3, transPercent.x);
float tt3 = mix(t5, t6, transPercent.x);
float tt4 = mix(t8, t7, transPercent.x);
float tt5 = mix(tt1, tt2, transPercent.y);
float tt6 = mix(tt3, tt4, transPercent.y);
return mix(tt5, tt6, transPercent.z);
}
float fbm(vec3 p)
{
float t = 0;
int noIterations = 8;
for (int i = 0; i < noIterations; i++)
t += cnoise(p, int(pow(2, i))) / pow(2, noIterations - i);
return t;
}
void main()
{
vec3 p = vec3(varying_pos.xy, time);
float t = fbm(p);
gl_FragColor = vec4(vec3(t), 1);
}
However, on doing this, the animation feels... strange. It's as though I'm watching a slideshow of perlin noise slides, with the individual slides fading in. All other perlin noise examples that I have tried (like https://github.com/ashima/webgl-noise) are actually animated with time - you can actually see it being animated, and don't just feel like the images are fading in, and not being actually animated. I know that I could just use the webgl-noise shader, but I want to make one for myself, and for some reason, I'm failing miserably. Could anyone tell me where I am going wrong, or suggest me on how I can actually animate it properly with time?
You should proably include z in the sin function:
float rand(vec3 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233)) + co.z) * 43758.5453); }
Apparently the somewhat random numbers are prime numbers. This is to avoid patterns in the noise. I found another prime number, 94418953, and included that in the sin/dot function. Try this:
float rand(vec3 co) { return fract(sin(dot(co.xyz ,vec3(12.9898,78.233, 9441.8953))) * 43758.5453); }
EDIT: You don't take into account wavelength on the z axis. This means that all your iterations will have the same interpolation distance. In other words, you will get the fade effect you're describing. Try calculating z the same way you calculate x and y:
int iz1 = (int(p.z) / wavelength) * wavelength;
int iz2 = (int(p.z) / wavelength) * wavelength + wavelength;
float z1 = iz1 / 720.0f;
float z2 = iz2 / 720.0f;
float zOffset = (varying_pos.z - iz1) / wavelength;
This means however that the z value will variate the same rate that y will. So if you want it to scale from 0 to 1 then you should proably multiply z with 720 before passing it into the noise function.
check this code. it's a simple version of 3d noise:
// Here are some easy to understand noise gens... the D line in cubic interpolation (rounding)
function rndng ( n: float ): float
{//random proportion -1, 1 ... many people use Sin to take
//linearity out of a pseudo random, exp n*n is faster on central processor.
var e = ( n *321.9234)%1;
return (e*e*111.07546)%2-1;
}
function lerps(o:float, v:float, alpha:float):float
{
o += ( v - o ) * alpha;
return o;
}
//3d ----------------
function lnz ( vtx: Vector3 ): float //3d perlin noise code fast
{
vtx= Vector3 ( Mathf.Abs(vtx.x) , Mathf.Abs(vtx.y) , Mathf.Abs(vtx.z) ) ;
var I = Vector3 (Mathf.Floor(vtx.x),Mathf.Floor(vtx.y),Mathf.Floor(vtx.z));
var D = Vector3(vtx.x%1,vtx.y%1,vtx.z%1);
D = Vector3(D.x*D.x*(3.0-2.0*D.x),D.y*D.y*(3.0-2.0*D.y),D.z*D.z*(3.0-2.0*D.z));
var W = I.x + I.y*71.0 + 125.0*I.z;
return lerps(
lerps( lerps(rndng(W+0.0),rndng(W+1.0),D.x) , lerps(rndng(W+71.0),rndng(W+72.0),D.x) , D.y)
,
lerps( lerps(rndng(W+125.0),rndng(W+126.0),D.x) , lerps(rndng(W+153.0),rndng(W+154.0),D.x) , D.y)
,
D.z
);
}
//1d ----------------
function lnzo ( vtx: Vector3 ): float //perlin noise, same as unityfunction version
{
var total = 0.0;
for (var i:int = 1; i < 5; i ++)
{
total+= lnz2(Vector3 (vtx.x*(i*i),0.0,vtx.z*(i*i)))/(i*i);
}
return total*5;
}
//2d 3 axis honeycombe noise ----------------
function lnzh ( vtx: Vector3 ): float // perlin noise, 2d, with 3 axes at 60'instead of 2 x y axes
{
vtx= Vector3 ( Mathf.Abs(vtx.z) , Mathf.Abs(vtx.z*.5-vtx.x*.866) , Mathf.Abs(vtx.z*.5+vtx.x*.866) ) ;
var I = Vector3 (Mathf.Floor(vtx.x),Mathf.Floor(vtx.y),Mathf.Floor(vtx.z));
var D = Vector3(vtx.x%1,vtx.y%1,vtx.z%1);
//D = Vector3(D.x*D.x*(3.0-2.0*D.x),D.y*D.y*(3.0-2.0*D.y),D.z*D.z*(3.0-2.0*D.z));
var W = I.x + I.y*71.0 + 125.0*I.z;
return lerps(
lerps( lerps(rndng(W+0.0),rndng(W+1.0),D.x) , lerps(rndng(W+71.0),rndng(W+72.0),D.x) , D.y)
,
lerps( lerps(rndng(W+125.0),rndng(W+126.0),D.x) , lerps(rndng(W+153.0),rndng(W+154.0),D.x) , D.y)
,
D.z
);
}
//2d ----------------
function lnz2 ( vtx: Vector3 ): float // i think this is 2d perlin noise
{
vtx= Vector3 ( Mathf.Abs(vtx.x) , Mathf.Abs(vtx.y) , Mathf.Abs(vtx.z) ) ;
var I = Vector3 (Mathf.Floor(vtx.x),Mathf.Floor(vtx.y),Mathf.Floor(vtx.z));
var D = Vector3(vtx.x%1,vtx.y%1,vtx.z%1);
D = Vector3(D.x*D.x*(3.0-2.0*D.x),D.y*D.y*(3.0-2.0*D.y),D.z*D.z*(3.0-2.0*D.z));
var W = I.x + I.y*71.0 + 125.0*I.z;
return lerps(
lerps( lerps(rndng(W+0.0),rndng(W+1.0),D.x) , lerps(rndng(W+71.0),rndng(W+72.0),D.x) , D.z)
,
lerps( rndng(W+125.0), rndng(W+126.0),D.x)
,
D.z
);
}

Why are my openGL ellipses pointed?

I copied this ellipse code directly from the opengl textbook:
void ellipseMidpoint (int xCenter, int yCenter, int Rx, int Ry)
{
int Rx2 = Rx * Rx;
int Ry2 = Ry * Ry;
int twoRx2 = 2 * Rx2;
int twoRy2 = 2 * Ry2;
int p;
int x = 0;
int y = Ry;
int px = 0;
int py = twoRx2 * y;
//initial points in both quadrants
ellipsePlotPoints (xCenter, yCenter, x, y);
//Region 1
p = round (Ry2 - (Rx2 * Ry) + (0.25 * Rx2));
while (px < py) {
x++;
px += twoRy2;
if (p < 0)
p += Ry2 + px;
else {
y--;
py -= twoRx2;
p += Ry2 + px - py;
}
ellipsePlotPoints (xCenter, yCenter, x, y);
}
//Region 2
p = round (Ry2 * (x+0.5) * (x+0.5) + Rx2 * (y-1) * (y-1) - Rx2 * Ry2);
while (y > 0) {
y--;
py -= twoRx2;
if (p > 0)
p += Rx2 - py;
else {
x++;
px += twoRy2;
p += Rx2 - py + px;
}
ellipsePlotPoints (xCenter, yCenter, x, y);
}
}
void ellipsePlotPoints (int xCenter, int yCenter, int x, int y)
{
setPixel (xCenter + x, yCenter + y);
setPixel (xCenter - x, yCenter + y);
setPixel (xCenter + x, yCenter - y);
setPixel (xCenter - x, yCenter - y);
}
void setPixel (GLint xPos, GLint yPos)
{
glBegin (GL_POINTS);
glVertex2i(xPos, yPos);
glEnd();
}
The smaller ellipses seem to be fine but the larger ones are pointy and sort of flat at the ends.
Any ideas why?
Here is a current screenshot:
I think you're encountering overflow. I played with your code. While I never saw exactly the same "lemon" type shapes from your pictures, things definitely fell apart at large sizes, and it was caused by overflowing the range of the int variables used in the code.
For example, look at one of the first assignments:
int py = twoRx2 * y;
If you substitute, this becomes:
int py = 2 * Rx * Rx * Ry;
If you use a value of 1000 each for Rx and Ry, this is 2,000,000,000. Which is very close to the 2^31 - 1 top of the range of a 32-bit int.
If you want to use this algorithm for larger sizes, you could use 64-bit integer variables. Depending on your system, the type would be long or long long. Or more robustly, int64_t after including <stdint.h>.
Now, if all you want to do is draw an ellipsis with OpenGL, there are much better ways. The Bresenham type algorithms used in your code are ideal if you need to draw a curve pixel by pixel. But OpenGL is a higher level API, which knows how to render more complex primitives than just pixels. For a curve, you will most typically use a connected set of line segments to approximate the curve. OpenGL will then take care of turning those line segments into pixels.
The simplest way to draw an ellipsis is to directly apply the parametric representation. With phi an angle between 0 and PI, and using the naming from your code, the points on the ellipsis are:
x = xCenter + Rx * cos(phi)
y = yCenter + Ry * sin(phi)
You can use an increment for phi that meets your precision requirements, and the code will look something to generate an ellipsis approximated by DIV_COUNT points will look something like this:
float angInc = 2.0f * m_PI / (float)DIV_COUNT;
float ang = 0.0f;
glBegin(GL_LINE_LOOP);
for (int iDiv = 0; iDiv < DIV_COUNT; ++iDiv) {
ang += angInc;
float x = xCenter + Rx * cos(ang);
float y = yCenter + Ry * sin(ang);
glVertex2f(x, y);
glEnd();
If you care about efficiency, you can avoid calculating the trigonometric functions for each point, and apply an incremental rotation to calculate each point from the previous one:
float angInc = 2.0f * M_PI / (float)DIV_COUNT;
float cosInc = cos(angInc);
float sinInc = sin(angInc);
float cosAng = 1.0f;
float sinAng = 0.0f
glBegin(GL_LINE_LOOP);
for (int iDiv = 0; iDiv < DIV_COUNT; ++iDiv) {
float newCosAng = cosInc * cosAng - sinInc * sinAng;
sinAng = sinInc * cosAng + cosInc * sinAng;
cosAng = newCosAng;
float x = xCenter + Rx * cosAng;
float y = yCenter + Ry * sinAng;
glVertex2f(x, y);
glEnd();
This code is of course just for illustrating the math, and to get you started. In reality, you should use current OpenGL rendering methods, which includes vertex buffers, etc.

OpenGL mouse coordinates

i have a little problem.
I have interval. 250 means 0 and 500 means 2. How i can get number between 0-2 by changing coordinates from 250 to 250.
void MouseButton(int button, int state, int x, int y)
{
// MIN(250) - 0
// MAX(500) - 2
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
pos2[0] = ( (float)x * 2 ) / ((float)m_viewport[2] -1);
printf("%f - %d\n", pos2[0], x);
}
}
Have you tried this:
pos2[0] = ( (float)(x * 2.0) ) / ( (float)(m_viewport[2] * 1.0 - 1) );
float scalar = 2.0f
float lBound = 250.0f;
float rBound = 500.0f;
float t = ((float)x-lBound)/(rBound-lBound)
pos2[0] = std::max(std::min(0.0f, t), 1.0f)*scalar

Separating Axis Theorem is driving me nuts!

i am working on an implementation of the Separting Axis Theorem for use in 2D games. It kind of works but just kind of.
I use it like this:
bool penetration = sat(c1, c2) && sat(c2, c1);
Where c1 and c2 are of type Convex, defined as:
class Convex
{
public:
float tx, ty;
public:
std::vector<Point> p;
void translate(float x, float y) {
tx = x;
ty = y;
}
};
(Point is a structure of float x, float y)
The points are typed in clockwise.
My current code (ignore Qt debug):
bool sat(Convex c1, Convex c2, QPainter *debug)
{
//Debug
QColor col[] = {QColor(255, 0, 0), QColor(0, 255, 0), QColor(0, 0, 255), QColor(0, 0, 0)};
bool ret = true;
int c1_faces = c1.p.size();
int c2_faces = c2.p.size();
//For every face in c1
for(int i = 0; i < c1_faces; i++)
{
//Grab a face (face x, face y)
float fx = c1.p[i].x - c1.p[(i + 1) % c1_faces].x;
float fy = c1.p[i].y - c1.p[(i + 1) % c1_faces].y;
//Create a perpendicular axis to project on (axis x, axis y)
float ax = -fy, ay = fx;
//Normalize the axis
float len_v = sqrt(ax * ax + ay * ay);
ax /= len_v;
ay /= len_v;
//Debug graphics (ignore)
debug->setPen(col[i]);
//Draw the face
debug->drawLine(QLineF(c1.tx + c1.p[i].x, c1.ty + c1.p[i].y, c1.p[(i + 1) % c1_faces].x + c1.tx, c1.p[(i + 1) % c1_faces].y + c1.ty));
//Draw the axis
debug->save();
debug->translate(c1.p[i].x, c1.p[i].y);
debug->drawLine(QLineF(c1.tx, c1.ty, ax * 100 + c1.tx, ay * 100 + c1.ty));
debug->drawEllipse(QPointF(ax * 100 + c1.tx, ay * 100 + c1.ty), 10, 10);
debug->restore();
//Carve out the min and max values
float c1_min = FLT_MAX, c1_max = FLT_MIN;
float c2_min = FLT_MAX, c2_max = FLT_MIN;
//Project every point in c1 on the axis and store min and max
for(int j = 0; j < c1_faces; j++)
{
float c1_proj = (ax * (c1.p[j].x + c1.tx) + ay * (c1.p[j].y + c1.ty)) / (ax * ax + ay * ay);
c1_min = min(c1_proj, c1_min);
c1_max = max(c1_proj, c1_max);
}
//Project every point in c2 on the axis and store min and max
for(int j = 0; j < c2_faces; j++)
{
float c2_proj = (ax * (c2.p[j].x + c2.tx) + ay * (c2.p[j].y + c2.ty)) / (ax * ax + ay * ay);
c2_min = min(c2_proj, c2_min);
c2_max = max(c2_proj, c2_max);
}
//Return if the projections do not overlap
if(!(c1_max >= c2_min && c1_min <= c2_max))
ret = false; //return false;
}
return ret; //return true;
}
What am i doing wrong? It registers collision perfectly but is over sensitive on one edge (in my test using a triangle and a diamond):
//Triangle
push_back(Point(0, -150));
push_back(Point(0, 50));
push_back(Point(-100, 100));
//Diamond
push_back(Point(0, -100));
push_back(Point(100, 0));
push_back(Point(0, 100));
push_back(Point(-100, 0));
I am getting this mega-adhd over this, please help me out :)
http://u8999827.fsdata.se/sat.png
OK, I was wrong the first time. Looking at your picture of a failure case it is obvious a separating axis exists and is one of the normals (the normal to the long edge of the triangle). The projection is correct, however, your bounds are not.
I think the error is here:
float c1_min = FLT_MAX, c1_max = FLT_MIN;
float c2_min = FLT_MAX, c2_max = FLT_MIN;
FLT_MIN is the smallest normal positive number representable by a float, not the most negative number. In fact you need:
float c1_min = FLT_MAX, c1_max = -FLT_MAX;
float c2_min = FLT_MAX, c2_max = -FLT_MAX;
or even better for C++
float c1_min = std::numeric_limits<float>::max(), c1_max = -c1_min;
float c2_min = std::numeric_limits<float>::max(), c2_max = -c2_min;
because you're probably seeing negative projections onto the axis.

simple 2d collision problem

I want to find when a collision between a static and a moving ball occurs, but the algorithm I came up with, sometimes doesn't detect a collision and the moving ball goes through the static one. The moving ball is affected by gravity and the static one is not.
Here's my collision detection code:
GLfloat whenSpheresCollide(const sphere2d &firstSphere, const sphere2d &secondSphere)
{
Vector2f relativePosition = subtractVectors(firstSphere.vPosition, secondSphere.vPosition);
Vector2f relativeVelocity = subtractVectors(firstSphere.vVelocity, secondSphere.vVelocity);
GLfloat radiusSum = firstSphere.radius + secondSphere.radius;
//We'll find the time when objects collide if a collision takes place
//r(t) = P[0] + t * V[0]
//
//d^2(t) = P[0]^2 + 2 * t * P[0] * V[0] + t^2 * V[0]^2
//
//d^2(t) = V[0]^2 * t^2 + 2t( P[0] . V[0] ) + P[0]^2
//
//d(t) = R
//
//d(t)^2 = R^2
//
//V[0]^2 * t^2 + 2t( P[0] . V[0] ) + P[0]^2 - R^2 = 0
//
//delta = ( P[0] . V[0] )^2 - V[0]^2 * (P[0]^2 - R^2)
//
// We are interested in the lowest t:
//
//t = ( -( P[0] . V[0] ) - sqrt(delta) ) / V[0]^2
//
GLfloat equationDelta = squaref( dotProduct(relativePosition, relativeVelocity) ) - squarev( relativeVelocity ) * ( squarev( relativePosition ) - squaref(radiusSum) );
if (equationDelta >= 0.0f)
{
GLfloat collisionTime = ( - dotProduct(relativePosition, relativeVelocity) - sqrtf(equationDelta) ) / squarev(relativeVelocity);
if (collisionTime >= 0.0f && collisionTime <= 1.0f / GAME_FPS)
{
return collisionTime;
}
}
return -1.0f;
}
And here is the updating function that calls collision detection:
void GamePhysicsManager::updateBallPhysics()
{
//
//Update velocity
vVelocity->y -= constG / GAME_FPS; //v = a * t = g * 1 sec / (updates per second)
shouldApplyForcesToBall = TRUE;
vPosition->x += vVelocity->x / GAME_FPS;
vPosition->y += vVelocity->y / GAME_FPS;
if ( distanceBetweenVectors( *pBall->getPositionVector(), *pBasket->getPositionVector() ) <= pBasket->getRadius() + vectorLength(*vVelocity) / GAME_FPS )
{
//Ball sphere
sphere2d ballSphere;
ballSphere.radius = pBall->getRadius();
ballSphere.mass = 1.0f;
ballSphere.vPosition = *( pBall->getPositionVector() );
ballSphere.vVelocity = *( pBall->getVelocityVector() );
sphere2d ringSphereRight;
ringSphereRight.radius = 0.05f;
ringSphereRight.mass = -1.0f;
ringSphereRight.vPosition = *( pBasket->getPositionVector() );
//ringSphereRight.vPosition.x += pBasket->getRadius();
ringSphereRight.vPosition.x += (pBasket->getRadius() - ringSphereRight.radius);
ringSphereRight.vVelocity = zeroVector();
GLfloat collisionTime = whenSpheresCollide(ballSphere, ringSphereRight);
if ( collisionTime >= 0.0f )
{
DebugLog("collision");
respondToCollision(&ballSphere, &ringSphereRight, collisionTime, pBall->getRestitution() * 0.75f );
}
//
//Implement selection of the results that are first to collide collision
vVelocity->x = ballSphere.vVelocity.x;
vVelocity->y = ballSphere.vVelocity.y;
vPosition->x = ballSphere.vPosition.x;
vPosition->y = ballSphere.vPosition.y;
}
Why isn't the collision being detected in 100% of cases? It's being detected only in 70% of cases.
Thanks.
UPDATE: Problem seems to be solved when I change FPS from 30 to 10. How does FPS affect my collision detection?
delta = ( P[0] . V[0] )^2 - V[0]^2 * (P[0]^2 - R^2)
Shouldn't that be delta = b2 - 4 ac?
[Edit] Oh I see, you factored the 4 out. In that case, are you sure you're considering both solutions for t?
t = ( -( P[0] . V[0] ) - sqrt(delta) ) / V[0]^2
and
t = ( -( P[0] . V[0] ) + sqrt(delta) ) / V[0]^2
How large are the sphere's and how fast are they moving? Can a sphere "jump" over the second one during a frame (i.e., is it's velocity vector longer than it's width?).
Along those lines, what happens if you remove the upper limit here:
if (collisionTime >= 0.0f && collisionTime <= 1.0f / GAME_FPS)
{
return collisionTime;
}
If the sphere was moving too fast, maybe your algorithm is detecting a collision that happened more than one frame ago .. (?)