Unexpected behaviour from Physics and Collision Detection - c++

I have worked on this problem for months and my current solution still does not work. I am working on simple bounding box collision between a square pawn and a vector of square tiles.
In this current method the player will collide correctly on the bottom, left and right but not on top. I do not understand why.
This is the physics function, which deals with motion:
void loop(Pawn *pawn) {
int currentFPS = fps->getFPS();
//friction
if (pawn->velX > 0.0) {
pawn->velX *= 0.91f;
}
if (pawn->velY > 0) {
pawn->velY *= 0.91f;
}
if (pawn->velX < 0) {
pawn->velX *= 0.91f;
}
if (pawn->velY < 0) {
pawn->velY *= 0.91f;
}
//gravity
pawn->velY += gravity;
//motion
pawn->posY += pawn->velY; //move along the horizontal axis
pawn->posX += pawn->velX; //move along the vertical axis
//handle collision
for (int i = 0; i < vectorSize; i++) {
collide(pawn, getLevelCollision[i]);
}
}
This is the collision function, which checks for collision and then corrects the pawn position based on which edge is intersecting the colliding rectangle:
void collide(Pawn *pawn, SDL_Rect rect2) {
bool collide = false;
//create positions of rect1
float rect1Top = pawn->posY;
float rect1Bottom = rect1Top + pawn->position.h;
float rect1Left = pawn->posX;
float rect1Right = rect1Left + pawn->position.w;
//create position of rect2
float rect2Top = rect2.y;
float rect2Bottom = rect2.y + rect2.h;
float rect2Left = rect2.x;
float rect2Right = rect2.x + rect2.w;
//if the bottom edge of rect1 intersects rect2 vertically
if (rect1Bottom > rect2Top && rect1Bottom < rect2Bottom) {
//if rect1 and rect2 are on top of each other
if (rect1Right > rect2Left && rect1Right < rect2Right || rect1Left < rect2Right && rect1Left > rect2Left) {
pawn->posY = rect2Top - pawn->position.h;
rect1Top = pawn->posY;
rect1Top = pawn->position.h;
}
}
//if the left edge of rect1 intersects rect2 horizontally
else if (rect1Left < rect2Right && rect1Left > rect2Left) {
//if rect1 and rect2 are on top of each other
if (rect1Top < rect2Bottom && rect1Top > rect2Top || rect1Bottom > rect2Top && rect1Bottom < rect2Bottom) {
pawn->posX = rect2Right;
rect1Left = pawn->posX;
rect1Right = rect1Left + pawn->position.w;
}
}
//if the right edge of rect1 intersects rect2 horizontally
else if (rect1Right > rect2Left && rect1Right < rect2Right) {
//if rect1 and rect2 are on top of each other
if (rect1Top < rect2Bottom && rect1Top > rect2Top || rect1Bottom > rect2Top && rect1Bottom < rect2Bottom) {
pawn->posX = rect2Left - pawn->position.w;
rect1Left = pawn->posX;
rect1Right = rect1Left + pawn->position.w;
}
}
//if the top edge of rect1 intersects rect2 vertically
if (rect1Top < rect2Bottom && rect1Top > rect2Top) {
//if rect1 and rect2 are on top of each other
if (rect1Right > rect2Left && rect1Right < rect2Right || rect1Left < rect2Right && rect1Left > rect2Left) {
pawn->posY = rect2Bottom;
rect1Top = pawn->posY;
rect1Top = rect1Top + pawn->position.h;
}
}
}
I cannot understand why the top edge of the pawn does not collide as every possible iteration of if / else if has been tried as well as rearranging the order of the if statements.
I am desperate for insight on this problem as well as a new set of eyes to see what I am clearly not able to.

Related

Simple Oriented Bounding Box OBB collision detection explaining

I can implement the AABB method to detect collisions it is easy and cheap but I want to implement OBB for more accuracy so I create the bounding box with the model initialization it is consists of 8 bounding vertices and center, each frame I transform all the vertices with the transformation matrix to fit the Oriented Bounding Box but I can't understand the method for detecting the collision between two OBBs and I can't find a simplified and clear tutorial which explain the algorithm with the code view point not the math because I am not a mathematician.
if I have
struct Box {
glm::vec3 vertices[8];
Box() {
for (int i = 0; i < 8; i++) {
vertices[i] = glm::vec3(0);
}
}
glm::vec3 max;
glm::vec3 min;
glm::vec3 origin;
void reCompute() {
max = vertices[0];
min = vertices[0];
for (int i = 1; i < 8; i++) {
max.x = max.x > vertices[i].x ? max.x : vertices[i].x;
max.y = max.y > vertices[i].y ? max.y : vertices[i].y;
max.z = max.z > vertices[i].z ? max.z : vertices[i].z;
min.x = min.x < vertices[i].x ? min.x : vertices[i].x;
min.y = min.y < vertices[i].y ? min.y : vertices[i].y;
min.z = min.z < vertices[i].z ? min.z : vertices[i].z;
}
origin = glm::vec3((max.x + min.x) / 2.0f, (max.y + min.y) / 2.0f, (max.z + min.z) / 2.0f);
}
//AABB intersection
bool intersects(const Box &b) const {
return (min.x < b.max.x) && (max.x > b.min.x) && (min.y < b.max.y) && (max.y > b.min.y) && (min.z < b.max.z) && (max.z > b.min.z) && *this != b;
}
bool operator==(const Box& b) const {
return (max.x == b.max.x && max.y == b.max.y && max.z == b.max.z && min.x == b.min.x && min.y == b.min.y && min.z == b.min.z);
}
bool operator!=(const Box& b) const {
return (max.x != b.max.x) || (max.y != b.max.y) || (max.z != b.max.z) || (min.x != b.min.x) || (min.y != b.min.y) || (min.z != b.min.z);
}
};
on model initialization I create the box
box.vertices[0] = glm::vec3(meshMinX, meshMinY, meshMinZ);
box.vertices[1] = glm::vec3(meshMaxX, meshMinY, meshMinZ);
box.vertices[2] = glm::vec3(meshMinX, meshMaxY, meshMinZ);
box.vertices[3] = glm::vec3(meshMaxX, meshMaxY, meshMinZ);
box.vertices[4] = glm::vec3(meshMinX, meshMinY, meshMaxZ);
box.vertices[5] = glm::vec3(meshMaxX, meshMinY, meshMaxZ);
box.vertices[6] = glm::vec3(meshMinX, meshMaxY, meshMaxZ);
box.vertices[7] = glm::vec3(meshMaxX, meshMaxY, meshMaxZ);
and each frame I recompute the box with the transformation matrix of the model
for (int n = 0; n < 8; n++) {
boxs[j].vertices[n] = glm::vec3(matrix * glm::vec4(box.vertices[n], 1));
}
boxs[j].reCompute();
A C++ code implementation of the separating axis theorem for simple collision detection between two 3D OBB would be this:
#include <iostream>
// define the operations to be used in our 3D vertices
struct vec3
{
float x, y, z;
vec3 operator- (const vec3 & rhs) const { return{ x - rhs.x, y - rhs.y, z - rhs.z }; }
float operator* (const vec3 & rhs) const { return{ x * rhs.x + y * rhs.y + z * rhs.z }; } // DOT PRODUCT
vec3 operator^ (const vec3 & rhs) const { return{ y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x }; } // CROSS PRODUCT
vec3 operator* (const float& rhs)const { return vec3{ x * rhs, y * rhs, z * rhs }; }
};
// set the relevant elements of our oriented bounding box
struct OBB
{
vec3 Pos, AxisX, AxisY, AxisZ, Half_size;
};
// check if there's a separating plane in between the selected axes
bool getSeparatingPlane(const vec3& RPos, const vec3& Plane, const OBB& box1, const OBB&box2)
{
return (fabs(RPos*Plane) >
(fabs((box1.AxisX*box1.Half_size.x)*Plane) +
fabs((box1.AxisY*box1.Half_size.y)*Plane) +
fabs((box1.AxisZ*box1.Half_size.z)*Plane) +
fabs((box2.AxisX*box2.Half_size.x)*Plane) +
fabs((box2.AxisY*box2.Half_size.y)*Plane) +
fabs((box2.AxisZ*box2.Half_size.z)*Plane)));
}
// test for separating planes in all 15 axes
bool getCollision(const OBB& box1, const OBB&box2)
{
static vec3 RPos;
RPos = box2.Pos - box1.Pos;
return !(getSeparatingPlane(RPos, box1.AxisX, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisY, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisZ, box1, box2) ||
getSeparatingPlane(RPos, box2.AxisX, box1, box2) ||
getSeparatingPlane(RPos, box2.AxisY, box1, box2) ||
getSeparatingPlane(RPos, box2.AxisZ, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisX^box2.AxisX, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisX^box2.AxisY, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisX^box2.AxisZ, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisY^box2.AxisX, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisY^box2.AxisY, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisY^box2.AxisZ, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisZ^box2.AxisX, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisZ^box2.AxisY, box1, box2) ||
getSeparatingPlane(RPos, box1.AxisZ^box2.AxisZ, box1, box2));
}
// a quick test to see the code working
int _tmain(int argc, _TCHAR* argv[])
{
// create two obbs
OBB A, B;
// set the first obb's properties
A.Pos = { 0.f, 0.f, 0.f }; // set its center position
// set the half size
A.Half_size.x = 10.f;
A.Half_size.y = 1.f;
A.Half_size.z = 1.f;
// set the axes orientation
A.AxisX = { 1.f, 0.f, 0.f };
A.AxisY = { 0.f, 1.f, 0.f };
A.AxisZ = { 0.f, 0.f, 1.f };
// set the second obb's properties
B.Pos = { 20.f, 0.f, 0.f }; // set its center position
// set the half size
B.Half_size.x = 10.f;
B.Half_size.y = 1.f;
B.Half_size.z = 1.f;
// set the axes orientation
B.AxisX = { 1.f, 0.f, 0.f };
B.AxisY = { 0.f, 1.f, 0.f };
B.AxisZ = { 0.f, 0.f, 1.f };
// run the code and get the result as a message
if (getCollision(A, B)) std::cout << "Collision!!!" << std::endl;
else std::cout << "No collision." << std::endl;
// pause and quit
std::cout << std::endl;
system("pause");
return 0;
}
To know if two OBB collide you use SAT(separating axis theorem): you have to project all the points of the two shapes on every normal of the two shapes. Then you see if the projection of the two shapes overlap on each normals there is a collision. If there is at least one normal where there is no overlap then they do not collide.
And that's all, to do that you will need a method to do orthogonal projection of a vector on another vector which returns a scalar, and a method to see if two intervals overlap.
I have some code in Java :
Orthagonal projection of U on V :
/**
* Vec u is projected on Vec v
* #param u 2d point
* #param v 2d axe
* #return the orthogonal projection
*/
public static float orthagonalProjectionOf(Vector2f u, Vector2f v){
float norme_u = u.lenght();
float norme_v = v.lenght();
float dot_u_v = dot(u, v);
float buffer = (dot_u_v/(norme_u*norme_v))*norme_u;
if(Float.isNaN(buffer))return 0;//If the vector u is null, then is orthogonal projection is 0, not a NaN
else return buffer;
}
Overlapping of two interval :
/**
* Get the overlapping of two interval on an axis.
* #param minA
* #param maxA
* #param minB
* #param maxB
* #return true overlapping. false if there is no overlapping
*/
public static boolean isOverlapping(float minA, float maxA, float minB, float maxB) {
float minOverlap = Float.NaN;
float maxOverlap = Float.NaN;
//If B contain in A
if(minA <= minB && minB <= maxA) {
if(Float.isNaN(minOverlap) || minB < minOverlap)minOverlap = minB;
}
if(minA <= maxB && maxB <= maxA) {
if(Float.isNaN(maxOverlap) || maxB > minOverlap)maxOverlap = maxB;
}
//If A contain in B
if(minB <= minA && minA <= maxB) {
if(Float.isNaN(minOverlap) || minA < minOverlap)minOverlap = minA;
}
if(minB <= maxA && maxA <= maxB) {
if(Float.isNaN(maxOverlap) || maxA > minOverlap)maxOverlap = maxA;
}
if(Float.isNaN(minOverlap) || Float.isNaN(maxOverlap))return false; //Pas d'intersection
else return true;//Intersection
}
With that your are able to do a method to test collision between two OBB :
public boolean OBBwOBB(RigidBody bodyA, RigidBody bodyB) {
Shape shapeA = bodyA.getObb().getShape();
Shape shapeB = bodyB.getObb().getShape();
short overlapCompt = 0;
//We test for each normal the projection of the two shape
//Shape A :
for(int i = 0; i < shapeA.getNbrOfNormals(); i++) {
Vector2f normal = shapeA.getNormal(i, bodyA.getAngle());
boolean overlap = overlapOnThisNormal(bodyA, bodyB, normal);
if(overlap) {
overlapCompt++;
}
}
//Shape B :
for(int i = 0; i < shapeB.getNbrOfNormals(); i++) {
Vector2f normal = shapeB.getNormal(i, bodyB.getAngle());
boolean overlap = overlapOnThisNormal(bodyA, bodyB, normal);
if(overlap){
overlapCompt++;
}
}
//Now we see if there is a collision
short howManyNormals = (short) (shapeA.getNbrOfNormals() + shapeB.getNbrOfNormals());
if(overlapCompt == howManyNormals){//If the number of overlap equal the number of normal in both shape :
return true;
}
else return false;
}
And you will need that to get the min and max of the projection of the two shape projected on a vector:
/**
* Test if the orthogonal projection of two shape on a vector overlap.
* #param bodyA
* #param bodyB
* #param normal
* #return null if no overlap, else Vector2f(minOverlaping, maxOverlaping).
*/
public static boolean overlapOnThisNormal(RigidBody bodyA, RigidBody bodyB, Vector2f normal) {
Shape shapeA = bodyA.getObb().getShape();
Shape shapeB = bodyB.getObb().getShape();
//We test each vertex of A
float minA = Float.NaN;
float maxA = Float.NaN;
for(short j = 0; j < shapeA.getNbrOfPoint(); j++){
Vector2f vertex = shapeA.getVertex(j, bodyA.getScale().x, bodyA.getScale().y, bodyA.getPosition().x, bodyA.getPosition().y, bodyA.getAngle());
float bufferA = Vector2f.orthagonalProjectionOf(vertex, normal);
if(Float.isNaN(minA) || bufferA < minA)minA = bufferA;//Set min interval
if(Float.isNaN(maxA) || bufferA > maxA)maxA = bufferA;//Set max interval
}
//We test each vertex of B
float minB = Float.NaN;
float maxB = Float.NaN;
for(short j = 0; j < shapeB.getNbrOfPoint(); j++){
Vector2f vertex = shapeB.getVertex(j, bodyB.getScale().x, bodyB.getScale().y, bodyB.getPosition().x, bodyB.getPosition().y, bodyB.getAngle());
float bufferB = Vector2f.orthagonalProjectionOf(vertex, normal);
if(Float.isNaN(minB) || bufferB < minB)minB = bufferB;//Set min interval
if(Float.isNaN(maxB) || bufferB > maxB)maxB = bufferB;//Set max interval
}
//We test if there overlap
boolean overlap = isOverlapping(minA, maxA, minB, maxB);
return overlap;
}
I hope this helps you ;)

Implementing a collision in 2D platform game ( Icy Tower )

I'm fighting with this for like few days, and I have no idea, how to do that, so I'd like to ask you for help. I've got no idea how collision should look like right here, so player could jump through 'down zone' of the block, and stay right on the block.
block.cpp
bool block::CollidingWithPlayer(character& player) {
for (int i = 1; i < MAX_BLOCKS; i++) {
if (player.x + player.width >= coordinateX[i] && player.x <= coordinateX[i] + width[i] && player.y + player.height >= coordinateY[i] && player.y <= coordinateY[i] + block_height) {
player.onGround = true;
return true;
}
}
}
character.cpp
void character::startJump(map& Map, character& player) {
if (onGround)
{
vel[1] = -11.0;
onGround = false;
}
}
void character::updateJump(block& Block, character& player) {
if (!onGround) {
Block.CollidingWithPlayer(player);
vel[1] += 0.5;
y += vel[1];
x += vel[0];
}
if (y > 460){
y = 460;
vel[1] = 0.0;
onGround = true;
vel[0] = 0.0;
}
if ((x + width >= START_OF_RIGHT_WALL && x <= WALL_WIDTH + START_OF_RIGHT_WALL) || (x + width >= START_OF_LEFT_WALL &&x <= START_OF_LEFT_WALL + WALL_WIDTH)){
vel[0] *= -1;
bound = true;
if (direction == 1)
direction = 2;
else if (direction == 2)
direction = 1;
}
}

Qt/Windows, resizable frameless window

I need to create a frameless Qt Windows app that supports resizing.
If I use
setWindowFlags(Qt::FramelessWindowHint);
then I can resize only from bottom-right corner (like with the size grip, I guess QMainWindow includes it somehow?).
Is there any easy way to make it resizable from all sides like a normal window? Maybe something platform-specific (Windows)?
Solved it using WM_NCHITTEST, based on code from https://bugreports.qt.io/browse/QTBUG-40578 (bug report not related to this).
.h
class MainWindow : public QMainWindow
{
Q_OBJECT
......
protected:
bool nativeEvent(const QByteArray& eventType, void* message, long* result) override;
};
.cpp
bool MainWindow::nativeEvent(const QByteArray& eventType, void* message, long* result)
{
MSG* msg = static_cast<MSG*>(message);
if (msg->message == WM_NCHITTEST)
{
if (isMaximized())
{
return false;
}
*result = 0;
const LONG borderWidth = 8;
RECT winrect;
GetWindowRect(reinterpret_cast<HWND>(winId()), &winrect);
// must be short to correctly work with multiple monitors (negative coordinates)
short x = msg->lParam & 0x0000FFFF;
short y = (msg->lParam & 0xFFFF0000) >> 16;
bool resizeWidth = minimumWidth() != maximumWidth();
bool resizeHeight = minimumHeight() != maximumHeight();
if (resizeWidth)
{
//left border
if (x >= winrect.left && x < winrect.left + borderWidth)
{
*result = HTLEFT;
}
//right border
if (x < winrect.right && x >= winrect.right - borderWidth)
{
*result = HTRIGHT;
}
}
if (resizeHeight)
{
//bottom border
if (y < winrect.bottom && y >= winrect.bottom - borderWidth)
{
*result = HTBOTTOM;
}
//top border
if (y >= winrect.top && y < winrect.top + borderWidth)
{
*result = HTTOP;
}
}
if (resizeWidth && resizeHeight)
{
//bottom left corner
if (x >= winrect.left && x < winrect.left + borderWidth &&
y < winrect.bottom && y >= winrect.bottom - borderWidth)
{
*result = HTBOTTOMLEFT;
}
//bottom right corner
if (x < winrect.right && x >= winrect.right - borderWidth &&
y < winrect.bottom && y >= winrect.bottom - borderWidth)
{
*result = HTBOTTOMRIGHT;
}
//top left corner
if (x >= winrect.left && x < winrect.left + borderWidth &&
y >= winrect.top && y < winrect.top + borderWidth)
{
*result = HTTOPLEFT;
}
//top right corner
if (x < winrect.right && x >= winrect.right - borderWidth &&
y >= winrect.top && y < winrect.top + borderWidth)
{
*result = HTTOPRIGHT;
}
}
if (*result != 0)
return true;
QWidget *action = QApplication::widgetAt(QCursor::pos());
if (action == this){
*result = HTCAPTION;
return true;
}
}
return false;
}
implementation from Qt: Resize borderless widget did not work well: sometimes the window is moved during resizing (even in the first version without dragging)

SFML Axis independent collision

I've implemented tilemap collision into my game, it works but the problem comes when I'm colliding on one axis and trying to move on the other. I can't slide along the wall.
in Player.cpp
void Player::update(float delta, std::vector<Tile>& tiles) {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || sf::Joystick::getAxisPosition(0, sf::Joystick::Y) < -20) {
newPos.y -= speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) || sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || sf::Joystick::getAxisPosition(0, sf::Joystick::X) < -20) {
newPos.x -= speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S) || sf::Keyboard::isKeyPressed(sf::Keyboard::Down) || sf::Joystick::getAxisPosition(0, sf::Joystick::Y) > 20) {
newPos.y += speed * delta;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D) || sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || sf::Joystick::getAxisPosition(0, sf::Joystick::X) > 20) {
newPos.x += speed * delta;
}
sf::Vector2f oldPos = sprite.getPosition();
move(delta, newPos);
for (int i = 0; i < tiles.size(); i++) {
if (Collision::PixelPerfectTest(sprite, tiles[i].sprite) && tiles[i].collision) {
sprite.setPosition(oldPos);
newPos = oldPos;
}
}
}
void Player::move(float delta, sf::Vector2f position) {
sprite.setPosition(position);
}
In Collision.cpp
bool PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) {
sf::FloatRect Intersection;
if (Object1.getGlobalBounds().intersects(Object2.getGlobalBounds(), Intersection)) {
sf::IntRect O1SubRect = Object1.getTextureRect();
sf::IntRect O2SubRect = Object2.getTextureRect();
sf::Uint8* mask1 = Bitmasks.GetMask(Object1.getTexture());
sf::Uint8* mask2 = Bitmasks.GetMask(Object2.getTexture());
// Loop through our pixels
for (int i = Intersection.left; i < Intersection.left + Intersection.width; i++) {
for (int j = Intersection.top; j < Intersection.top + Intersection.height; j++) {
sf::Vector2f o1v = Object1.getInverseTransform().transformPoint(i, j);
sf::Vector2f o2v = Object2.getInverseTransform().transformPoint(i, j);
// Make sure pixels fall within the sprite's subrect
if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 &&
o1v.x < O1SubRect.width && o1v.y < O1SubRect.height &&
o2v.x < O2SubRect.width && o2v.y < O2SubRect.height) {
if (Bitmasks.GetPixel(mask1, Object1.getTexture(), (int)(o1v.x) + O1SubRect.left, (int)(o1v.y) + O1SubRect.top) > AlphaLimit &&
Bitmasks.GetPixel(mask2, Object2.getTexture(), (int)(o2v.x) + O2SubRect.left, (int)(o2v.y) + O2SubRect.top) > AlphaLimit)
return true;
}
}
}
}
return false;
}
That's because your collision test is all or nothing. I would do extra collision tests to see if the x or y new position is valid or not, something like:
if (tiles[i].collision && Collision::PixelPerfectTest(sprite, tiles[i].sprite))
{
sf::Vector2f checkPosX = newPos;
sf::Vector2f checkPosY = newPos;
checkPosX.y = oldPos.y;
checkPosY.x = oldPos.x;
sprite.setPosition(checkPosX);
if (!Collision::PixelPerfectTest(sprite, tiles[i].sprite))
{
newPos = checkPosX;
}
else
{
sprite.setPosition(checkPosY);
if (!Collision::PixelPerfectTest(sprite, tiles[i].sprite))
{
newPos = checkPosY;
}
else
{
sprite.setPosition(oldPos);
newPos = oldPos;
}
}
}
As an aside, if you do test tiles[i].collision first you will skip the more expensive PixelPerfectTest() test for non-collision tiles due to the expression short-circuiting.

Simple Clipping in DirectX 9

I am interested in simple rect clipping in Directx9.
On the top picture you see what I get.
I want to get what is on the bottom picture without changing the coordinates and/or viewport.
Meaning, I will draw the entire circle but Directx9 will just clip it.
It would be preferable that clip rect will be given in WINDOW coordinates, so it will not be affected by current state transformations.
In additions, it should affect everything going from now on to window, including polygons, sprites, textures, text etc.
Can somone suggest how to do this?
You're describing a scissor test, which is built into the directx device.
See Scissor Test
More specifically, you just set the rectangle in screen coordinates using SetScissorRect
And then enable the scissor test by calling
device->SetRenderState( D3DRS_SCISSORTESTENABLE , TRUE );
I had the same question a month ago and I came up with a solution myself after trying to locate a clipping method, so I had to develop my own... This should work:
void Clip(LPDIRECT3DDEVICE9 device, LPDIRECT3DSURFACE9 surface, LPDIRECT3DSURFACE9 backbuffer, int x, int y, int width, int height, int destX, int destY, int destWidth, int destHeight)
{
RECT source;
if (x >= destX && (x+width) <= (destX+destWidth))
{
source.left = 0;
source.right = width;
}
else if ( (x >= destX && x <= (destX+destWidth)) && ((x+width) > (destX+destWidth)))
{
source.left = 0;
source.right = width - ((x+width) - (destX+destWidth));
source.right = abs(source.right);
}
else if (x < destX && (x+width) < (destX+destWidth))
{
source.left = abs(x);
source.right = width;
}
else if ( (x < destX) && ((x+width) > (destX+destWidth)))
{
source.left = abs(x);
source.right = source.left + (destWidth);
}
else
{
return;
}
if (y >= destY && (y+height) <= (destY+destHeight))
{
source.top = 0;
source.bottom = height;
}
else if ( (y >= destY && y <= (destY+destHeight)) && ((y+height) > (destY+destHeight)) )
{
source.top = 0;
source.bottom = height - ((y+height) - (destY+destHeight));
source.bottom = abs(source.bottom);
}
else if (y < destY && (y+height) > destY && (y+height) <= (destY+destHeight))
{
source.top = abs(y);
source.bottom = height;
}
else if ( (y < destY) && ((y+height) > (destY+destHeight)))
{
source.top = abs(y);
source.bottom = source.top + (destHeight);
}
else
{
return;
}
RECT destination;
if (x >= destX && (x+width) <= (destX+destWidth))
{
destination.left = x;
destination.right = x + width;
}
else if ( (x >= destX && x <= (destX+destWidth)) && ((x+width) > (destX+destWidth)))
{
destination.left = x;
destination.right = (destX+destWidth);
}
else if ( (x < destX) && ((x+width) < (destX+destWidth)) && ((x+width) >= x))
{
destination.left = destX;
destination.right = width - abs(x);
}
else if ( (x < destX) && ((x+width) > (destX+destWidth)))
{
destination.left = destX;
destination.right = (destX+destWidth);
}
else
{
return;
}
if (y >= destY && (y+height) <= (destY+destHeight))
{
destination.top = y;
destination.bottom = y + height;
}
else if ( (y >= destY && y <= (destY+destHeight)) && (y+height) > (destY+destHeight))
{
destination.top = y;
destination.bottom = (destY+destHeight);
}
else if (y < destY && (y+height) > destY && (y+height) <= (destY+destHeight))
{
destination.top = destY;
destination.bottom = height - abs(y);
}
else if ( (y < destY) && ((y+height) > (destY+destHeight)))
{
destination.top = destY;
destination.bottom = (destY+destHeight);
}
else
{
return;
}
device->StretchRect(surface, &source, backbuffer, &destination, D3DTEXF_NONE);
DeleteObject(&source);
DeleteObject(&destination);
};