C++ collision issue - c++

I am testing collision between numerous moving squares in a quadtree.
When two square collides, I invert their velocity, like this:
for (auto pair : collisionPairs)
{
auto& square1 = static_cast<Square&>(*(pair.first));
auto& square2 = static_cast<Square&>(*(pair.second));
square1.setVelocity(-square1.getVelocity());
square2.setVelocity(-square2.getVelocity());
}
The problem is, collision detection is not always during one frame.
Sometimes, they are collision between same squares more than one frame, because the squares have been intersecting to deep.
So squares overlap and they keep reversing their velocity infinitely, which results a 0 velocity ( -velocity + velocity = 0 )
How could I fix this ?
EDIT : I've discovered that the deep intersection issue was caused by my quadtree, I forgot to check collision with the objects of children trees.
Now it STILL happens but very rarely, like 1 in 100 collisions, before it was ~20 from 100 collisions

In addition to the pure collision detection I'd also check, whether the centers of the squares move towards each other or not and only revert their velocity in the first case. For me to provide an example you'd have to provide information about your implementation of the Square class.
Edit: Essentially the logic would look something like this:
if (collision detected) {
if ( (square2.posx-square1.posx)* (square2.vx-square1.vx) < 0) {
// EDIT: exchange velocities of square1 and square2 in x direction
}
if ( (square2.posy-square1.posy)* (square2.vy-square1.vy) < 0) {
// EDIT: exchange velocities of square1 and square2 in y direction
}
}
This is of course far from a realistic collision simulation, but if you just want to see whether your collision detection works correctly it should suffice.
Btw. I'm assuming, that the rectangle edges are all oriented along the x and y axis.

You could give your Square class an additional inCollision() state or so, and check this additionally:
if(!square1.inCollision()) {
square1.setVelocity(-square1.getVelocity());
square1.setInCollision(true);
}
// Analogous code for square2
// Set inCollision state to false, when you build the collisionPairs
// Simplyfied pseudo code:
if(intersect(square1,square2) {
// make_pair blah blah
}
else {
square1.setInCollision(false);
square2.setInCollision(false);
}

Related

Proper collision in SFML (C++)

So, I had a test going on to see how collision operates in SFML. I have made this snippet of code:
if (floor.getGlobalBounds().intersects(SuperMario.getGlobalBounds())) // Floor
{
SuperMario.setPosition(SuperMario.getPosition().x, floor.getPosition().y - SuperMario.getOrigin().y);
IsTouching = true;
}
As the code suggests, Mario will change his position when he touches the floor object and will teleport above the floor.
However, this has the following side-effect, illustrated by the pictures below.
Note that the "green box" is the floor object I mentioned earlier. Also, ignore the word "left" in picture 1, I mean "right".
Of course, this behaviour is intended (i.e. is not a bug), but it is unwanted.
So my question is: How can I eliminate this "side-effect"? I mean, how can I modify my code, so Mario will not teleport above the floor, when he touches its sides(making platforming work like a proper platforming)? I want Mario to be stopped by the box, not to be teleported.
UPDATE: So now, I have this:
for (unsigned int i = 0; i <= solidObjects.size() - 1; i++)
{
if (solidObjects[i].getGlobalBounds().intersects(SuperMario.getGlobalBounds()))
{
if (SuperMario.getPosition().x - solidObjects[i].getPosition().x < SuperMario.getPosition().y - solidObjects[i].getPosition().y)
{
SuperMario.setPosition(solidObjects[i].getPosition().x - SuperMario.getOrigin().x, SuperMario.getPosition().y);
IsTouching = false;
}
else if (SuperMario.getPosition().y - solidObjects[i].getPosition().y < SuperMario.getPosition().x - solidObjects[i].getPosition().x)
{
SuperMario.setPosition(SuperMario.getPosition().x, solidObjects[i].getPosition().y - SuperMario.getOrigin().y);
IsTouching = true;
}
else if (SuperMario.getPosition().x - solidObjects[i].getTextureRect().width < SuperMario.getPosition().y - solidObjects[i].getPosition().y)
{
SuperMario.setPosition(solidObjects[i].getTextureRect().width + SuperMario.getOrigin().x, SuperMario.getPosition().y);
IsTouching = false;
}
}
else
{
IsTouching = false;
}
}
However, there is one problem. When Mario touches the sides of the floor, he sticks on them meaning he is unable to move right.
If I am not clear enough, please specify what i should add or clarify more.
This feels really weird, because you'd typically define solid areas rather than those the player can walk inside. You'll want your player to jump after all, rather than having them glued to the ground.
The rest is pretty straightforward:
Iterate over all solid objects and determine whether the player and the solid rectangle overlap.
If they do, determine which distance is smaller (x or y). This lets you determine which axis to move the player.
Determine which direction the player leaves the solid area quicker, i.e. which direction to push the player.
Push the player in the calculated direction and repeat the checks.
Depending on your map complexity this can become rather complex, so you'll most likely want some sorting/spatialisation to reduce the number of comparisons (e.g. skip checking impossible/far away shapes).

3D Collision resolution, moving AABB + polyhedron

I have been writing a game engine in my free time, but I've been stuck for a couple weeks trying to get collisions working.
Currently I am representing entities' colliders with AABBs, and the collider for a level is represented by a fairly simple (but not necessarily convex) polyhedron. All the drawing is sprite-based but the underlying collision code is 3D.
I've got AABB/triangle collision detection working using this algorithm, (which I can naively apply to every face in the level mesh), but I am stuck trying to resolve the collision after I have detected its existence.
The algorithm I came up with works pretty well, but there are some edge cases where it breaks. For example, walking straight into a sharp corner will always push the player to one side or the other. Or if a small colliding face happens to have a normal that is closer to the players direction of movement than all other faces, it will "pop" the player in that direction first, even though using the offset from a different face would have had a better result.
For reference, my current algorithm looks like:
Create list of all colliding faces
Sort list in increasing order of the angle between face normal and negative direction of entity movement (i.e. process faces with the most "stopping power" first)
For each colliding face in collision list:
scale = distance of collision along face normal
Entity position += face normal * scale
If no more collision:
break
And here's the implementation:
void Mesh::handleCollisions(Player& player) const
{
using Face = Face<int32_t>;
BoundingBox<float> playerBounds = player.getGlobalBounds();
Vector3f negPlayerDelta = -player.getDeltaPos(); // Negative because face norm should be opposite direction of player dir
auto comparator = [&negPlayerDelta](const Face& face1, const Face& face2) {
const Vector3f norm1 = face1.normal();
const Vector3f norm2 = face2.normal();
float closeness1 = negPlayerDelta.dot(norm1) / (negPlayerDelta.magnitude() * norm1.magnitude());
float closeness2 = negPlayerDelta.dot(norm2) / (negPlayerDelta.magnitude() * norm2.magnitude());
return closeness1 > closeness2;
};
std::vector<Face> collidingFaces;
for (const Face& face : _faces)
{
::Face<float> floatFace(face);
if (CollisionHelper::collisionBetween(playerBounds, floatFace))
{
collidingFaces.push_back(face);
}
}
if (collidingFaces.empty()) {
return;
}
// Process in order of "closeness" between player delta and face normal
std::sort(collidingFaces.begin(), collidingFaces.end(), comparator);
Vector3f totalOffset;
for (const Face& face : collidingFaces)
{
const Vector3f& norm = face.normal().normalized();
Point3<float> closestVert(playerBounds.xMin, playerBounds.yMin, playerBounds.zMin); // Point on AABB that is most negative in direction of norm
if (norm.x < 0)
{
closestVert.x = playerBounds.xMax;
}
if (norm.y < 0)
{
closestVert.y = playerBounds.yMax;
}
if (norm.z < 0)
{
closestVert.z = playerBounds.zMax;
}
float collisionDist = closestVert.vectorTo(face[0]).dot(norm); // Distance from closest vert to face
Vector3f offset = norm * collisionDist;
BoundingBox<float> newBounds(playerBounds + offset);
totalOffset += offset;
if (std::none_of(collidingFaces.begin(), collidingFaces.end(),
[&newBounds](const Face& face) {
::Face<float> floatFace(face);
return CollisionHelper::collisionBetween(newBounds, floatFace);
}))
{
// No more collision; we are done
break;
}
}
player.move(totalOffset);
Vector3f playerDelta = player.getDeltaPos();
player.setVelocity(player.getDeltaPos());
}
I have been messing with sorting the colliding faces by "collision distance in the direction of player movement", but I haven't yet figured out an efficient way to find that distance value for all faces.
Does anybody know of an algorithm that would work better for what I am trying to accomplish?
I'm quite suspicious with the first part of code. You modify the entity's position in each iteration, am I right? That might be able to explain the weird edge cases.
In a 2D example, if a square walks towards a sharp corner and collides with both walls, its position will be modified by one wall first, which makes it penetrate more into the second wall. And then the second wall changes its position using a larger scale value, so that it seems the square is pushed only by one wall.
If a collision happens where the surface S's normal is close to the player's movement, it will be handled later than all other collisions. Note that when dealing with other collisions, the player's position is modified, and likely to penetrate more into surface S. So at last the program deal with collision with surface S, which pops the player a lot.
I think there's a simple fix. Just compute the penetrations at once, and use a temporal variable to sum up all the displacement and then change the position with the total displacement.

2D C++ Collision detection almost perfect, but not quite?

Just to preface this question please note I am not asking 'fix my code', rather what techniques would I employ to fix this problem. I also apologise if my spelling is not very good.
Okay so I have a 2D platformer game which compares the players position with all of the tiles (in a loop), the resolves the collision accordingly. This is pretty much the structure of the main game loop:
Check all collisions (And enable jumping if a collision bellow the
player occurred)
Get input and change player velocity accordingly
Add gravity to the Y velocity
Apply velocity and friction to the players position
Draw the game
repeat
But despite this system working there are two minor, but noticeable problems with the collision system (I have provided images to make it easier). There are two problems, the first is not that bad, but the second renderers the game almost unplayable!
Problem 1. When just moving left and right across the floor in the game, occasionally the player looses all the velocity it has gained and then has to re-accumulate that velocity. I think this is because every now and then my collision detection function does not return properly. here is a image:
I hope that was clear, the problem only really becomes apparent when moving across lots of flat land.
Problem 2 (This one is way worse) The problem is that player can essentially jump up walls, because if you say for example hold down left arrow and hold jump, the player will jump up the wall. I am assuming this is because My collision detection function is returning true if the collision is coming from the side (although it should not). Here is another picture (the text is small, sorry):
So here is my collision detection function, which should take in two 'Objects' then return the direction from the first object at which the collision occurred, I think the problem arouses when It comes to determining the direction as this is causing problems, as shown above:
//Find the collision vectors
float vectorX = (a.Position.x + (a.Scale.x / 2)) - (b.Position.x + (b.Scale.x / 2));
float vectorY = (a.Position.y + (a.Scale.y / 2)) - (b.Position.y + (b.Scale.y / 2));
//Find the distance between the two objects
float deltaWidth = (a.Scale.x / 2) + (b.Scale.x / 2);
float deltaHeight = (a.Scale.y / 2) + (b.Scale.y / 2);
//Stores the direction of collision
Direction collisionDir = Direction::None;
//Check if the two objects are intersecting on the x and y axis
if (fabs(vectorX) < deltaWidth && fabs(vectorY) < deltaHeight)
{
//The direction of collision
float directionX = deltaWidth - fabs(vectorX);
float directionY = deltaHeight - fabs(vectorY);
//Check for vertical collision
if (directionX >= directionY)
{
//Check for collisions from the top
if (vectorY > 0)
{
a.Velocity.y = 0;
a.Position.y += directionY;
collisionDir = Direction::Up;
}
//Collisions form the botttom
else
{
a.Velocity.y = 0;
a.Position.y -= directionY;
collisionDir = Direction::Down;
}
}
else if (directionX < directionY / 2)
{
//Check for collisions from the left
if (vectorX > 0 )
{
a.Velocity.x = 0;
a.Position.x += directionX;
collisionDir = Direction::Left;
}
//Collisions form the right side
else
{
a.Velocity.x = 0;
a.Position.x -= directionX;
collisionDir = Direction::Right;
}
}
}
//Return the direction.
return collisionDir;
This will return a direction, My other code also checks if that direction == Bottom, then it will allow jumping.
Thank-you for any help. I am practising for Ludum Dare, because I plan on (probably) making a platformer and If I cant figure out collision detection I don't know how good my game will be.
First thing I would recommend is make yourself a Vector2D class which holds your x and y coordinates and a few overload some operators to allow for addition and subtraction of two Vector2Ds and multiplication and division by ints, floats and doubles. Trust me it will make your life a lot easier as they can hold all your forces and collision points.
Next when I have used the style of collision you are currently using I have always found that it's:
A)Harder to debug.
B)Harder for other people to follow your code.
So I would recommend creating a Rectangle2D class which handles collisions with other Rectangles and other needed functionality.
As a recommendation have the top left corner and the bottom right corner as a vector from the center of the rectangle which makes scaling and collision detection much easier this also means you can derive the other corners without directly needing to store them.
Here's a code example that will probably help what I'm trying to explain:
bool Intersects(Rectangle2D other)
{
//Checks the right, left, bottom then top of the rectangle
//against the other.
if(other.topLeftCorner.x >= bottomRightCorner.x //Checks the right
|| other.bottomRightCorner.x <= topLeftCorner.x //Checks the left
|| other.topLeftCorner.y >= bottomRightCorner.y //Checks the bottom
|| other.bottomRightCorner.y <= topLeftCorner.y) //Checks the top
return false;
else
return true;
}
You can easily manipulate this code to give you the direction of the collision. Hope this helps.

cocos2dx detect intersection with polygon sprite

I am using cocos2d-x 3.8.
I try to create two polygon sprites with the following code.
I know we can detect intersect with BoundingBox but is too rough.
Also, I know we can use Cocos2d-x C++ Physics engine to detect collisions but doesn't it waste a lot of resource of the mobile device? The game I am developing does not need physics engine.
is there a way to detect the intersect of polygon sprites?
Thank you.
auto pinfoTree = AutoPolygon::generatePolygon("Tree.png");
auto treeSprite= Sprite::create(pinfoTree);
treeSprite-> setPosition(width / 4 * 3 - 30 , height / 2 - 200);
this->addChild(treeSprite);
auto pinfoBird = AutoPolygon::generatePolygon("Bird.png");
auto Bird= Sprite::create(pinfoTree);
Bird->setPosition(width / 4 * 3, height / 2);
this->addChild(Bird)
This is a bit more complicated: AutoPolygon gives you a bunch of triangles - the PhysicsBody::createPolygon requires a convex polygon with clockwise winding… so these are 2 different things. The vertex count might even be limited. I think Box2d’s maximum count for 1 polygon is 8.
If you want to try this you’ll have to merge the triangles to form polygons. An option would be to start with one triangle and add more as long as the whole thing stays convex. If you can’t add any more triangles start a new polygon. Add all the polygons as PhysicsShapes to your physics body to form a compound object.
I would propose that you don’t follow this path because
Autopolygon is optimized for rendering - not for best fitting
physics - that is a difference. A polygon traced with Autopolygon will always be bigger than the original sprite - Otherwise you would see rendering artifacts.
You have close to no control over the generated polygons
Tracing the shape in the app will increase your startup time
Triangle meshes and physics outlines are 2 different things
I would try some different approach: Generate the collision shapes offline. This gives you a bunch of advantages:
You can generate and tweak the polygons in a visual editor e.g. by
using PhysicsEditor
Loading the prepares polygons is way faster
You can set additional parameters like mass etc
The solution is battle proven and works out of the box
But if you want to know how polygon intersect work. You can look at this code.
// Calculate the projection of a polygon on an axis
// and returns it as a [min, max] interval
public void ProjectPolygon(Vector axis, Polygon polygon, ref float min, ref float max) {
// To project a point on an axis use the dot product
float dotProduct = axis.DotProduct(polygon.Points[0]);
min = dotProduct;
max = dotProduct;
for (int i = 0; i < polygon.Points.Count; i++) {
flaot d = polygon.Points[i].DotProduct(axis);
if (d < min) {
min = dotProduct;
} else {
if (dotProduct> max) {
max = dotProduct;
}
}
}
}
// Calculate the distance between [minA, maxA] and [minB, maxB]
// The distance will be negative if the intervals overlap
public float IntervalDistance(float minA, float maxA, float minB, float maxB) {
if (minA < minB) {
return minB - maxA;
} else {
return minA - maxB;
}
}
// Check if polygon A is going to collide with polygon B.
public boolean PolygonCollision(Polygon polygonA, Polygon polygonB) {
boolean result = true;
int edgeCountA = polygonA.Edges.Count;
int edgeCountB = polygonB.Edges.Count;
float minIntervalDistance = float.PositiveInfinity;
Vector edge;
// Loop through all the edges of both polygons
for (int edgeIndex = 0; edgeIndex < edgeCountA + edgeCountB; edgeIndex++) {
if (edgeIndex < edgeCountA) {
edge = polygonA.Edges[edgeIndex];
} else {
edge = polygonB.Edges[edgeIndex - edgeCountA];
}
// ===== Find if the polygons are currently intersecting =====
// Find the axis perpendicular to the current edge
Vector axis = new Vector(-edge.Y, edge.X);
axis.Normalize();
// Find the projection of the polygon on the current axis
float minA = 0; float minB = 0; float maxA = 0; float maxB = 0;
ProjectPolygon(axis, polygonA, ref minA, ref maxA);
ProjectPolygon(axis, polygonB, ref minB, ref maxB);
// Check if the polygon projections are currentlty intersecting
if (IntervalDistance(minA, maxA, minB, maxB) > 0)
result = false;
return result;
}
}
The function can be used this way
boolean result = PolygonCollision(polygonA, polygonB);
I once had to program a collision detection algorithm where a ball was to collide with a rotating polygon obstacle. In my case the obstacles where arcs with certain thickness. and where moving around an origin. Basically it was rotating in an orbit. The ball was also rotating around an orbit about the same origin. It can move between orbits. To check the collision I had to just check if the balls angle with respect to the origin was between the lower and upper bound angles of the arc obstacle and check if the ball and the obstacle where in the same orbit.
In other words I used the various constrains and properties of the objects involved in the collision to make it more efficient. So use properties of your objects to cause the collision. Try using a similar approach depending on your objects

Ball passing through paddle from certain angles

I'm creating a pong clone for school with C++ and SFML 2.1 and I'm having a little problem when the ball hits the left paddle at sharp angles (It goes through).
The right paddle works fine at all angles, and as far as i can remember they're using the same code.
This is the code I'm using for collision:
for (auto& it : collisionPaddles)
{
if (this->ballShape.getGlobalBounds().intersects(it->getGlobalPaddleBounds()))
{
float deltaDistance = (this->y + this->radius) - (it->y + it->height / 2);
bool fromLeft = true;
if ((ballAngle < (3*myMath::MY_PI/2) && ballAngle > myMath::MY_PI/2))
{
fromLeft = false;
}
else
{
fromLeft = true;
}
ballAngle = static_cast<float>(deltaDistance * (myMath::MY_PI/180));
if (fromLeft)
{
ballAngle = static_cast<float>(myMath::MY_PI - ballAngle);
}
moveBall(2);
}
}
That's not the way a good pong should be implemented. When your model of physics uses some deltas, you get a lot of artefacts. The one of most prominent is objects passing through each other. In such simple cases deltas should be used for animation only.
Here's the way I would solve it. When the ball gets its initial speed and vector of movement, I would calculate the whole path until it hits the player's baseline.
Calculate an initial ray from the current position of the ball, directed the same way it moves.
Intersect that ray with segments that consistute the borders of your field.
Calculate the time that is needed to reach that intersection point.
Calculate the new ray from the intersection point towards the new movement vector.
Repeat steps 2-4 until you hit a player's base line. Sum all the times.
Now you have a relative time of the hit with baseline and the place it will happen. Now on every frame you should
Check if that collision time has been between the previous frame and the current one. If it was,
Calculate the expected position of paddle at that moment.
If the segment of paddle contains that intersection point, it was reflected. Calculate the new path as described before.
This way you'll get true game mechanics that are not limited by most of the aspects of game development, i.e. FPS, sudden lags etc.