geometry.cpp
changeset 723 11f9124c1cca
parent 656 53ef954e90b6
child 754 db0ec4bcf416
     1.1 --- a/geometry.cpp	Wed Jan 16 15:45:19 2008 +0000
     1.2 +++ b/geometry.cpp	Mon Aug 04 10:43:06 2008 +0000
     1.3 @@ -1,7 +1,10 @@
     1.4  #include "geometry.h"
     1.5  
     1.6  #include <math.h>
     1.7 +#include <iostream>
     1.8 +#include "misc.h"
     1.9  
    1.10 +using namespace std;
    1.11  
    1.12  QRectF addBBox(QRectF r1, QRectF r2)
    1.13  {	
    1.14 @@ -44,8 +47,9 @@
    1.15  
    1.16  QPointF normalize (const QPointF &p)
    1.17  {
    1.18 -	qreal n=sqrt ( p.x()*p.x() + p.y()*p.y() );
    1.19 -	return QPointF (p.x()/n,p.y()/n);
    1.20 +	if (p==QPointF(0,0)) return p;
    1.21 +	qreal l=sqrt ( p.x()*p.x() + p.y()*p.y() );
    1.22 +	return QPointF (p.x()/l,p.y()/l);
    1.23  }
    1.24  
    1.25  // Dot product of two vectors
    1.26 @@ -54,19 +58,6 @@
    1.27  	return a.x()*b.x() + a.y()*b.y();
    1.28  }
    1.29  
    1.30 -// Structure that stores the results of the PolygonCollision function
    1.31 -class PolygonCollisionResult {
    1.32 -public:
    1.33 -    // Are the polygons going to intersect forward in time?
    1.34 -    bool WillIntersect;
    1.35 -
    1.36 -    // Are the polygons currently intersecting?
    1.37 -    bool Intersect;
    1.38 -
    1.39 -    // The translation to apply to the first polygon to push the polygons apart.
    1.40 -    QPointF MinimumTranslationVector;
    1.41 -};
    1.42 -
    1.43  
    1.44  /* Calculate the projection of a polygon on an axis
    1.45     and returns it as a [min, max] interval
    1.46 @@ -110,8 +101,8 @@
    1.47  PolygonCollisionResult PolygonCollision(QPolygonF polygonA, 
    1.48                                QPolygonF polygonB, QPointF velocity) {
    1.49      PolygonCollisionResult result;
    1.50 -    result.Intersect = true;
    1.51 -    result.WillIntersect = true;
    1.52 +    result.intersect = true;
    1.53 +    result.willIntersect = true;
    1.54  
    1.55      int edgeCountA = polygonA.size();
    1.56      int edgeCountB = polygonB.size();
    1.57 @@ -119,14 +110,42 @@
    1.58      QPointF translationAxis;
    1.59      QPointF edge;
    1.60  
    1.61 +	cout << "\nA: ";
    1.62 +	for (int k=0; k<edgeCountA;k++)
    1.63 +		cout <<polygonA.at(k);
    1.64 +	cout << "\nB: ";
    1.65 +	for (int k=0; k<edgeCountB;k++)
    1.66 +		cout <<polygonB.at(k);
    1.67 +		
    1.68 +		
    1.69      // Loop through all the edges of both polygons
    1.70 -
    1.71 -    for (int i=0; i < edgeCountA + edgeCountB; i++) 
    1.72 +	int i=0;
    1.73 +	int j=0;
    1.74 +	while (i<edgeCountA && j<edgeCountB)
    1.75  	{
    1.76          if (i< edgeCountA) 
    1.77 -            edge = polygonA.at(i);
    1.78 -        else 
    1.79 -            edge = polygonB.at(i - edgeCountA);
    1.80 +		{
    1.81 +			if (i<edgeCountA - 1)
    1.82 +				edge = QPointF (
    1.83 +					polygonA.at(i+1).x()-polygonA.at(i).x(), 
    1.84 +					polygonA.at(i+1).y()-polygonA.at(i).y());
    1.85 +			else		
    1.86 +				edge = QPointF (
    1.87 +					polygonA.at(0).x()-polygonA.at(i).x(), 
    1.88 +					polygonA.at(0).y()-polygonA.at(i).y());
    1.89 +			i++;		
    1.90 +        } else 
    1.91 +		{
    1.92 +			if (i < edgeCountB -1)
    1.93 +				edge = QPointF (
    1.94 +					polygonB.at(j+1).x() - polygonA.at(i).x(), 
    1.95 +					polygonB.at(j+1).y() - polygonA.at(i).y());
    1.96 +			else	
    1.97 +				edge = QPointF (
    1.98 +					polygonB.at(0).x() - polygonA.at(i).x(), 
    1.99 +					polygonB.at(0).y() - polygonA.at(i).y());
   1.100 +			j++;
   1.101 +		}
   1.102  
   1.103          // ===== 1. Find if the polygons are currently intersecting =====
   1.104  
   1.105 @@ -134,7 +153,7 @@
   1.106          // Find the axis perpendicular to the current edge
   1.107  
   1.108          QPointF axis (-edge.y(), edge.x());
   1.109 -        normalize(axis);
   1.110 +        axis=normalize(axis);
   1.111  
   1.112          // Find the projection of the polygon on the current axis
   1.113  
   1.114 @@ -144,8 +163,10 @@
   1.115  
   1.116          // Check if the polygon projections are currentlty intersecting
   1.117  
   1.118 -        if (intervalDistance(minA, maxA, minB, maxB) > 0)\
   1.119 -            result.Intersect = false;
   1.120 +        if (intervalDistance(minA, maxA, minB, maxB) > 0)
   1.121 +            result.intersect = false;
   1.122 +		else	
   1.123 +            result.intersect = true;
   1.124  
   1.125          // ===== 2. Now find if the polygons *will* intersect =====
   1.126  
   1.127 @@ -156,42 +177,58 @@
   1.128  
   1.129          // Get the projection of polygon A during the movement
   1.130  
   1.131 -        if (velocityProjection < 0) {
   1.132 +        if (velocityProjection < 0) 
   1.133              minA += velocityProjection;
   1.134 -        } else {
   1.135 +        else 
   1.136              maxA += velocityProjection;
   1.137 -        }
   1.138 +        
   1.139  
   1.140          // Do the same test as above for the new projection
   1.141  
   1.142          qreal d = intervalDistance(minA, maxA, minB, maxB);
   1.143 -        if (d > 0) result.WillIntersect = false;
   1.144 +        if (d > 0) result.willIntersect = false;
   1.145 +		/*
   1.146 +		*/
   1.147 +		cout <<"   ";
   1.148 +		cout <<"minA="<<minA<<"  ";
   1.149 +		cout <<"maxA="<<maxA<<"  ";
   1.150 +		cout <<"minB="<<minB<<"  ";
   1.151 +		cout <<"maxB="<<maxB<<"  ";
   1.152 +		cout <<"  d="<<d<<"   ";
   1.153 +		cout <<"minD="<<minIntervalDistance<<"  ";
   1.154 +		cout <<"axis="<<axis<<"  ";
   1.155 +		cout <<"int="<<result.intersect<<"  ";
   1.156 +		cout <<"wint="<<result.willIntersect<<"  ";
   1.157 +		//cout <<"velProj="<<velocityProjection<<"  ";
   1.158 +		cout <<endl;
   1.159  
   1.160 -        // If the polygons are not intersecting and won't intersect, exit the loop
   1.161  
   1.162 -        if (!result.Intersect && !result.WillIntersect) break;
   1.163 +	
   1.164 +        if (result.intersect || result.willIntersect) 
   1.165 +		{
   1.166 +			// Check if the current interval distance is the minimum one. If so
   1.167 +			// store the interval distance and the current distance.  This will
   1.168 +			// be used to calculate the minimum translation vector
   1.169  
   1.170 -        // Check if the current interval distance is the minimum one. If so store
   1.171 -        // the interval distance and the current distance.
   1.172 -        // This will be used to calculate the minimum translation vector
   1.173 +			if (d<0) d=-d;
   1.174 +			if (d < minIntervalDistance) {
   1.175 +				minIntervalDistance = d;
   1.176 +				translationAxis = axis;
   1.177 +				cout << "tAxix="<<translationAxis<<endl;
   1.178  
   1.179 -        if (d<0) d=-d;
   1.180 -        if (d < minIntervalDistance) {
   1.181 -            minIntervalDistance = d;
   1.182 -            translationAxis = axis;
   1.183 -
   1.184 -            //QPointF t = polygonA.Center - polygonB.Center;
   1.185 -            QPointF t = polygonA.at(0) - polygonB.at(0);
   1.186 -            if (dotProduct(t,translationAxis) < 0)
   1.187 -                translationAxis = -translationAxis;
   1.188 -        }
   1.189 +				//QPointF t = polygonA.Center - polygonB.Center;
   1.190 +				QPointF t = polygonA.at(0) - polygonB.at(0);
   1.191 +				if (dotProduct(t,translationAxis) < 0)
   1.192 +					translationAxis = -translationAxis;
   1.193 +			}
   1.194 +		}
   1.195      }
   1.196  
   1.197      // The minimum translation vector
   1.198      // can be used to push the polygons appart.
   1.199  
   1.200 -    if (result.WillIntersect)
   1.201 -        result.MinimumTranslationVector = 
   1.202 +    if (result.willIntersect)
   1.203 +        result.minTranslation = 
   1.204                 translationAxis * minIntervalDistance;
   1.205      
   1.206      return result;
   1.207 @@ -208,7 +245,7 @@
   1.208  if (r.WillIntersect) 
   1.209    // Move the polygon by its velocity, then move
   1.210    // the polygons appart using the Minimum Translation Vector
   1.211 -  polygonATranslation = velocity + r.MinimumTranslationVector;
   1.212 +  polygonATranslation = velocity + r.minTranslation;
   1.213  else 
   1.214    // Just move the polygon by its velocity
   1.215    polygonATranslation = velocity;