Allegro Circle Collision Detection - c++

I have a function that is supposed to return true if two circles are colliding and false otherwise, and to help while developing I have also added a part within the function to draw the hitbox only when they're not colliding.
My issue is even when they are colliding it will continue to draw the hitbox, and say they're not colliding, indicating that the function isn't working properly.
int colliding(int x, int y, int r, int x1, int y1, int r1)
{
//compare the distance to combined radii
int dx = x1 - x;
int dy = y1 - y;
int radii = r + r1;
if ((dx * dx) + (dy * dy) < radii * radii)
{
return true;
}
else
{
player.hitbox.draw();
return false;
}
}
int main()
{
while (true)
{
player.draw();
int cx = 300;
int cy = 300;
int cr = 50;
al_draw_filled_circle(camera.getScreenPosX(cx), camera.getScreenPosY(cy), cr, al_map_rgb(0, 0, 0));
colliding(player.hitbox.posX, player.hitbox.posY, player.hitbox.radius, cx, cy, cr);
al_flip_display();
al_clear_to_color(al_map_rgb(255, 255, 255));
}
}

I would assume that camera.getScreenPosX/Y() transforms your cx/cy/cr circle into another space than the one where player.hitbox.posx/y are. I cannot be sure however, because implementation of player.hitbox.draw() is not given.
Your collision function seems fine, so I'd go and check whether player.hitpox.posx/y and cx/cy are in the same coordinate space.

Related

A ball animation in simple harmonic motion using SDL2 and C++

I'm trying to emulate the following ball. Notice the simple harmonic motion of the ball, with the very ends of the ball bounce having a smaller velocity compared to the velocity in the middle:
I'm able to implement a bouncing ball, however it's not simple harmonic motion:
The corresponding code is as follows:
Dot::Dot() {
//Initialize the offsets
mPosX = 300;
mPosY = 0;
//Initialize the velocity
mVelX = 0;
mVelY = 4;
}
void Dot::move() {
//Move the dot up or down
mPosY += mVelY;
//If the dot went too far up or down
if( ( mPosY < 0 ) || ( mPosY + DOT_HEIGHT > SCREEN_HEIGHT ) )
{
//Move back
mVelY = -mVelY;
}
}
I have a simple harmonic motion model, like so:
The corresponding code is as follows:
Dot::Dot() {
//Initialize the offsets
mPosX = 300;
mPosY = 0;
//Initialize the velocity
mVelX = 0;
mVelY = 0;
}
void Dot::move() {
time_t current_time;
current_time = time(NULL);
mPosY = int(((460) - 10) * sin(2.4 * 2 * 3.141592 / 60 * current_time + (SCREEN_HEIGHT / 2)
));
//const int SCREEN_HEIGHT = 480
}
The issues with this implementation are that:
(1). the ball image appears every now and then, rather than continuously like in the blue ball model I tried to emulate at the very beginning
(2). the ball goes well beyond the top frame of the window, rather than slowing down at the very top of the window, again like the blue ball model.
For (2), I understand that I need to add a phase shift, i.e x in A*sin(wt + x), however changing this value doesn't do anything to prevent the ball from disappearing at the top of the window.
Any ideas on how to solve these issues?
Edit: I was able to solve (1) by doing += to mPosY rather than =, such as:
mPosY += int(4 * cos(2.4 * 2 * 3.141592 / 60 * current_time + (SCREEN_HEIGHT / 2) ));
However, I'm still unable to get the ball to bounce up and down within the frame of the window I created.
I recommend using actual simple harmonic equations.
For example, if your display dimensions are (500, 500), the center Y is 250. from there say your equation is in the form of x = acos(nt + m) + c where x is displacement (meters), a is amplitude n is for the period, for example the period (T) = 2PI/n t is time (seconds) and m is for phase shift and c is for the center. That way when you need the velocity of the object, you have a function that follows along the lines of
double Velocity(double time){
double vel = derivative_of_displacement_equation(time);
return vel;
}
And so in the program, you adjust the equation to suit the display dimensions, then you set the objects X/Y coordinates as the value returned from the displacement equation (PLUS THE CENTER OFFSET, in this example, if the center is at the middle of the screen, you would set the Y coordinate to the equation PLUS 250). Keep in mind coordinates begin at (0,0) so your displacement equation (at least the part where it involves the proportional factor, which in this case is time), you make that negative instead.
Here is some code that I believe answers your question:
#include <SDL2/SDL.h>
#include <chrono>
#include <math.h>
#include <iostream>
const double PI = 3.14159265358979;
void draw_circle(SDL_Renderer *renderer, int x, int y, int radius, SDL_Color color)
{
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
for (int w = 0; w < radius * 2; w++)
{
for (int h = 0; h < radius * 2; h++)
{
int dx = radius - w; // horizontal offset
int dy = radius - h; // vertical offset
if ((dx*dx + dy*dy) <= (radius * radius))
{
SDL_RenderDrawPoint(renderer, x + dx, y + dy);
}
}
}
}
double Displacement(double time, double a, double n, double m, double c)
{
double displacement = a*cos(n*time + m) + c;
return displacement;
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow("SHM", 0, 30, 500, 500, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);// | SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED );
double timeDifference;
std::chrono::steady_clock::time_point start, finish;
start = std::chrono::steady_clock::now();
finish = start;
SDL_Event event;
bool running = true;
while (running){
while (SDL_PollEvent(&event)){
if (event.type == SDL_QUIT){
running = false;
break;
}
}
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderClear(renderer);
finish = std::chrono::steady_clock::now();
timeDifference = std::chrono::duration_cast<std::chrono::nanoseconds>(finish - start).count();
timeDifference = timeDifference / 1000000000;
///The "-(250-20) is the center y (250) minus the radius of the circle (20), and its - out the front as negative a due to coordinates
double yPosition = round( Displacement(timeDifference, -(250-20), 2, 0, 250 ) );
draw_circle(renderer, 250, yPosition, 20, {255,0,0});
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
In general you have a0 + a/2*cos (2*𝝥*t/T + 𝝫) where a0 is the vertical position of the half of the vertical travel, a is the height of the travel, t is time, T the period ie., the time to do a complete cycle for going and coming back to the same state or uple { position, momentum }, and 𝝫 the time shift, ie., the moment where the height is at zero of the cos.
So if you want the ball to be on the floor at t=0, you want cos at the minimum, ie., 𝝫 = -𝝥/2.
You want to manage your position in function of your game's time t, so you can decouple the time to compute (which depend on your compute calpabilities) and the game's time (that you want constant from a machine to another).
Therefore you want:
auto VerticalPosition(double t)
-> double { return CorrectedScreenHeight/2*(1 + cos(2*PI*t/T + phi)); }
And you define CorrectedScreenHeight = SCREEN_HEIGHT - DOT_HEIGHT, T and phi outside, as properties of your system.
Between two consecutive images, you increment t, in order to have the correct experienced time. Typically you have 60 images/s (WPF, DirectX, web, etc), hence a period of 1.0/60s between consecutive images, this goes in your function that modifies t. The speed of your ball then depend on T, that you can tune independently.

weird inaccuracy in line rotation - c++

I have programmed a simple dragon curve fractal. It seems to work for the most part, but there is an odd logical error that shifts the rotation of certain lines by one pixel. This wouldn't normally be an issue, but after a few generations, at the right size, the fractal begins to look wonky.
I am using open cv in c++ to generate it, but I'm pretty sure it's a logical error rather than a display error. I have printed the values to the console multiple times and seen for myself that there is a one-digit difference between values that are intended to be the exact same - meaning a line may have a y of 200 at one end and 201 at another.
Here is the full code:
#include<iostream>
#include<cmath>
#include<opencv2/opencv.hpp>
const int width=500;
const int height=500;
const double PI=std::atan(1)*4.0;
struct point{
double x;
double y;
point(double x_,double y_){
x=x_;
y=y_;
}};
cv::Mat img(width,height,CV_8UC3,cv::Scalar(255,255,255));
double deg_to_rad(double degrees){return degrees*PI/180;}
point rotate(int degree, int centx, int centy, int ll) {
double radians = deg_to_rad(degree);
return point(centx + (ll * std::cos(radians)), centy + (ll * std::sin(radians)));
}
void generate(point & r, std::vector < point > & verticies, int rotation = 90) {
int curRotation = 90;
bool start = true;
point center = r;
point rot(0, 0);
std::vector<point> verticiesc(verticies);
for (point i: verticiesc) {
double dx = center.x - i.x;
double dy = center.y - i.y;
//distance from centre
int ll = std::sqrt(dx * dx + dy * dy);
//angle from centre
curRotation = std::atan2(dy, dx) * 180 / PI;
//add 90 degrees of rotation
rot = rotate(curRotation + rotation, center.x, center.y, ll);
verticies.push_back(rot);
//endpoint, where the next centre will be
if (start) {
r = rot;
start = false;
}
}
}
void gen(int gens, int bwidth = 1) {
int ll = 7;
std::vector < point > verticies = {
point(width / 2, height / 2 - ll),
point(width / 2, height / 2)
};
point rot(width / 2, height / 2);
for (int i = 0; i < gens; i++) {
generate(rot, verticies);
}
//draw lines
for (int i = 0; i < verticies.size(); i += 2) {
cv::line(img, cv::Point(verticies[i].x, verticies[i].y), cv::Point(verticies[i + 1].x, verticies[i + 1].y), cv::Scalar(0, 0, 0), 1, 8);
}
}
int main() {
gen(10);
cv::imshow("", img);
cv::waitKey(0);
return 0;
}
First, you use int to store point coordinates - that's a bad idea - you lose all accuracy of point position. Use double or float.
Second, your method for drawing fractals is not too stable numericly. You'd better store original shape and all rotation/translation/scale that indicate where and how to draw scaled copies of the original shape.
Also, I believe this is a bug:
for(point i: verices)
{
...
vertices.push_back(rot);
...
}
Changing size of vertices while inside such a for-loop might cause a crash or UB.
Turns out it was to do with floating-point precision. I changed
x=x_;
y=y_;
to
x=std::round(x_);
y=std::round(y_);
and it works.

How could I fill in my circle with a solid color using the distance formula?

I am a beginner in c++ and have coded a for loop to show a hollow circle when I run the code, however, I was wondering how I could achieve a filled-in circle using the distance formula (d = sqrt((ax-bx)^2 + (ay-by)^2). Here's what I have so far! Any help would be appreciated!
int MAX = 728;
for (float t = 0; t < 2 * 3.14; t += 0.01)
SetPixel(MAX / 4 + MAX / 6 * sin(t), MAX / 4 + MAX / 6 * cos(t), 255, 255, 0);
#include <windows.h>
#include <iostream>
using namespace std;
int main()
{
HWND consoleWindow = GetConsoleWindow(); // Get a console handle
HDC consoleDC = GetDC(consoleWindow); // Get a handle to device context
int max = 628;
float i = 0;
float t;
float doublePi = 6.29;
for (i = 0.0; i < max; i += 2.0) {
for (t = 0.0; t < doublePi; t += 0.01) {
SetPixel(consoleDC, max / 4 + (max - i) / 6 * sin(t), max / 4 + (max - i) / 6 * cos(t), RGB(255, 255, 0));
}
}
ReleaseDC(consoleWindow, consoleDC);
cin.ignore();
return 0;
}
Working almost well. Draw and fill in! A little slow...
Pffff... do not use sin and cos! instead use the sqrt(1-x^2) approach. You can view the formula rendering a circle in google for example: https://www.google.com/search?q=sqrt(1-x^2)
I edit this answer because it seems that is not clear:
float radius = 50.0f;
for (int x = -radius; x <= radius; ++x) {
int d = round(sqrt(1.0f - (x * x / radius / radius)) * radius);
for (int y = -d; y <= d; ++y) {
SetPixel(x, y, 255, 255, 0);
}
}
Note: each graphic library is different, so I assumed that you used rightfully the "SetPixel" function.
Now, for most people say the sqrt(1-x^2) approach should be enough, but it seem that some downvoters does not think the same XD.
Inefficient as can be, and probably the last way you really want to draw a circle ... but ...
Over the entire square encompassing your circle, calculate each pixel's distance from the center and set if under or equal the radius.
// Draw a circle centered at (Xcenter,Ycenter) with given radius using distance formula
void drawCircle(HDC dc, int XCenter, int YCenter, int radius, COLORREF c) {
double fRad = radius * 1.0; // Just a shortcut to avoid thrashing data types
for (int x = XCenter - radius; x<XCenter + radius; x++) {
for (int y = YCenter - radius; y<YCenter + radius; y++) {
double d = sqrt(((x - XCenter) * (x - XCenter)) + ((y - YCenter) * (y - YCenter)) );
if (d <= fRad) SetPixel(dc, x, y, c);
}
}
}
Caveat: No more caveat, used a C++ environment and tested it this time. :-)
Call thusly:
int main()
{
HWND consoleWindow = GetConsoleWindow();
HDC consoleDC = GetDC(consoleWindow);
drawCircle(consoleDC, 50, 50, 20, RGB(255, 0, 255));
ReleaseDC(consoleWindow, consoleDC);
return 0;
}

Fractal Tree - branches not drawn

Currently, I'm trying to draw a symmetric binary tree through IFS (Iterated Function Systems):
but the result is always only the branch tips:
.
I can't figure out what I'm doing wrong or what I'm missing.
This is the IFS:
This is my code:
RenderWindow window(VideoMode(480, 640), "fractals everywhere");
CircleShape point(1);
int chance;
float x, y, w, h, nx, ny, px, py;
void SymmetricBinaryTrees()
{
float r = 0.57f;
float o = 0.785f;
chance = rand() % 3;
switch (chance)
{
case 0:
nx = r * cos(o) * x + (-1 * r * sin(o) * y);
ny = r * sin(o) * x + r * cos(o) * y + 1;
break;
case 1:
nx = r * cos(o) * x + r * sin(o) * y;
ny = -1 * r * sin(o) * x + r * cos(o) * y + 1;
break;
case 2:
nx = x;
ny = y;
break;
}
}
void nextPoint()
{
SymmetricBinaryTrees();
x = nx; y = ny;
}
void drawPoint()
{
px = _map(x, -1.078, 1.078f, 0, w); py = _map(y, 0.f, 2.078f, h, 0); // maps the position accordingly
point.setPosition(px, py);
window.draw(point);
}
int main()
{
srand(time(NULL));
w = window.getSize().x * 1.f;
h = window.getSize().y * 1.f;
x = 0.f; y = 0.f;
window.setFramerateLimit(60);
while (window.isOpen())
{
Event e;
while (window.pollEvent(e))
if (e.type == Event::Closed) window.close();
for (int i = 1; i <= 500; i++)
{
drawPoint();
nextPoint();
}
window.display();
}
return 0;
}
This is the website that I'm using for my code.
If anyone could help me or has any idea I'd be very grateful, thank you.
I share #beyond opinion, I think you're complicating things too much. It will be easier with a different approach. Let's make things easier.
With a recursive function, we can easily understand what should be done each step.
Consider we start from a initial point, then trace a line on an angle of a given lenght, so we need a function like:
void createTreeRecursive(sf::VertexArray &tree, sf::Vector2f point, float angle, float lenght)
Where tree will be our line set, which compose the tree itself.
First thing we can do, is to set the first point, which is already known:
// Add first point
tree.append(sf::Vertex(point, treeColor));
Now we need to calculate our next point, to form a line. With simple trigonometric functions we can determine that point:
float newX = point.x + (cos((2.f * PI / 360.f) * angle) * lenght);
float newY = point.y - (sin((2.f * PI / 360.f) * angle) * lenght); // Caution here! Minus(-) sign because we're drawing upwards
So we add this second point, and then split the tree into 2 new branches, each one rotated some certain degrees:
// Add second point
tree.append(sf::Vertex(nextPoint, treeColor));
// Create sub-tree from 2nd point, rotating +45 degrees (i.e. counterclockwise), reducing lenght of the new branch by 0.6 factor
createTreeRecursive(tree, nextPoint, angle + O, lenght * R);
// Same with the other sub-tree, but rotating -45 (i.e. clockwise)
createTreeRecursive(tree, nextPoint, angle - O, lenght * R);
We need a base case for our recursive function, in this case, I choose 3 as minimum lenght:
if (lenght < 3)
// End condition, can be modified
return;
this must be out first check.
So we're done, we only need the initial call:
sf::VertexArray createTree(){
// Our tree will be made out of lines
sf::VertexArray ret(sf::PrimitiveType::Lines);
// Initial point at botton-center(250, 450), with a 90 degrees rotation, first branch lenght 200
createTreeRecursive(ret, sf::Vector2f(250, 450), 90, 200);
return ret;
}
And the result is:
Full code
#include <SFML/Graphics.hpp>
const double PI = 3.141592;
const double R = 0.57; // Reduction factor
const double O = 45; // Degree rotation each time
sf::Color treeColor = sf::Color::Blue;
void createTreeRecursive(sf::VertexArray &tree, sf::Vector2f point, float angle, float lenght){
if (lenght < 3)
// End condition, can be modified
return;
// Add first point
tree.append(sf::Vertex(point, treeColor));
float newX = point.x + (cos((2.f * PI / 360.f) * angle) * lenght);
float newY = point.y - (sin((2.f * PI / 360.f) * angle) * lenght); // Caution here! Minus(-) sign because we're drawing upwards
sf::Vector2f nextPoint(newX, newY);
// Add second point
tree.append(sf::Vertex(nextPoint, treeColor));
// Create sub-tree from 2nd point, rotating +45 degrees (i.e. counterclockwise), reducing lenght of the new branch by 0.6 factor
createTreeRecursive(tree, nextPoint, angle + O, lenght * R);
// Same with the other sub-tree, but rotating -45 (i.e. clockwise)
createTreeRecursive(tree, nextPoint, angle - O, lenght * R);
}
sf::VertexArray createTree(){
// Our tree will be made out of lines
sf::VertexArray ret(sf::PrimitiveType::Lines);
// Initial point at bottom-center(250, 450), with a 90 degrees rotation, first branch lenght 200
createTreeRecursive(ret, sf::Vector2f(250, 450), 90, 200);
return ret;
}
int main()
{
RenderWindow window({ 500, 500 }, "SFML Tree", Style::Close);
auto tree = createTree();
while (window.isOpen())
{
for (Event event; window.pollEvent(event);){
if (event.type == Event::Closed)
window.close();
}
window.clear();
window.draw(tree);
window.display();
}
return EXIT_SUCCESS;
}
I would advice you to use recursion with a function that 1) draws the current branch (as a line), and then 2) creates two new branches from the current branch. Using global variables doesn't help you either. Looks like you should rethink your approach.
For Linux is:
#include <SFML/Graphics.hpp>
#include <cmath>
const double PI = 3.141592;
const double R = 0.57;
const double O = 45;
sf::Color treeColor = sf::Color::Blue;
void createTreeRecursive(sf::VertexArray &tree, sf::Vector2f point, float angle, float lenght){
if (lenght < 3)
return;
tree.append(sf::Vertex(point, treeColor));
float newX = point.x + (cos((2.f * PI / 360.f) * angle) * lenght);
float newY = point.y - (sin((2.f * PI / 360.f) * angle) * lenght);
sf::Vector2f nextPoint(newX, newY);
tree.append(sf::Vertex(nextPoint, treeColor));
createTreeRecursive(tree, nextPoint, angle + O, lenght * R);
createTreeRecursive(tree, nextPoint, angle - O, lenght * R);
}
sf::VertexArray createTree(){
sf::VertexArray ret(sf::PrimitiveType::Lines);
createTreeRecursive(ret, sf::Vector2f(250, 450), 90, 200);
return ret;
}
int main()
{
sf::RenderWindow window({ 500, 500 }, "SFML Tree", sf::Style::Close);
auto tree = createTree();
while (window.isOpen())
{
for (sf::Event event; window.pollEvent(event);){
if (event.type == sf::Event::Closed)
window.close();
}
window.clear();
window.draw(tree);
window.display();
}
return EXIT_SUCCESS;
}

Sphere-cube collision detection in Opengl?

I am trying to build a game in Opengl. Before I start making better movement mechanics I want to get collision working. I have cube-cube collision working and I have sphere-sphere collision working, but can't figure out cube-sphere collision. Since I want it in 3d I have the pivot at the center of the objects. Anyone have any suggestions?
EDIT: This is the code I currently have:
bool SphereRectCollision( Sphere& sphere, Rectangle& rect)
{
//Closest point on collision box
float cX, cY;
//Find closest x offset
if( sphere.getCenterX() < rect.GetCenterX())//checks if the center of the circle is to the left of the rectangle
cX = rect.GetCenterX();
else if( sphere.getCenterX() > rect.GetCenterX() + rect.GetWidth()) //checks if the center of the circle is to the right of the rectangle
cX = rect.GetCenterX() + rect.GetWidth();
else //the circle is inside the rectagle
cX = sphere.getCenterX();
//Find closest y offset
if( sphere.getCenterY() > rect.GetCenterY() + rect.GetHeight() )
cY = rect.GetCenterY();
else if( sphere.getCenterY() < rect.GetCenterY() - rect.GetHeight() )
cY = rect.GetCenterY() + rect.GetHeight();
else
cY = sphere.getCenterY();
//If the closest point is inside the circle
if( distanceSquared( sphere.getCenterX(), sphere.getCenterY(), cX, cY ) < sphere.getRadius() * sphere.getRadius() )
{
//This box and the circle have collided
return false;
}
//If the shapes have not collided
return true;
}
float distanceSquared( float x1, float y1, float x2, float y2 )
{
float deltaX = x2 - x1;
float deltaY = y2 - y1;
return deltaX*deltaX + deltaY*deltaY;
}
I found the solution. I had the right idea, but didn't quite know how to execute it:
bool SphereRectCollision( Sphere& sphere, Rectangle& rect)
{
float sphereXDistance = abs(sphere.X - rect.X);
float sphereYDistance = abs(sphere.Y - rect.Y);
float sphereZDistance = abs(sphere.Z - rect.Z);
if (sphereXDistance >= (rect.Width + sphere.Radius)) { return false; }
if (sphereYDistance >= (rect.Height + sphere.Radius)) { return false; }
if (sphereZDistance >= (rect.Depth + sphere.Radius)) { return false; }
if (sphereXDistance < (rect.Width)) { return true; }
if (sphereYDistance < (rect.Height)) { return true; }
if (sphereZDistance < (rect.GetDepth)) { return true; }
float cornerDistance_sq = ((sphereXDistance - rect.Width) * (sphereXDistance - rect.Width)) +
((sphereYDistance - rect.Height) * (sphereYDistance - rect.Height) +
((sphereYDistance - rect.Depth) * (sphereYDistance - rect.Depth)));
return (cornerDistance_sq < (sphere.Radius * sphere.Radius));
}
This algorithm doesn't work when a hit happen on an edge, the 2nd set of if conditions triggers but a collision isn't occuring