Jump to content

  • Log In with Google      Sign In   
  • Create Account

14 years ago on June 15th Gamedev.net was first launched! We want to thank all of you for being part of our community and hope the best years are ahead of us. Happy birthday Gamedev.net!

#ActualSparkon

Posted 05 November 2012 - 01:35 PM

Hello guys! for my game i've been working on a quadtree implementation for collision detection. The quadtree is extremely simple, but i have a lot of issues with collision detection.
the main issues are two.
-> first off , not all objects (entities ) are added in the quadtree and i have no clue why ( the objects that are not added are part of the "boundaries" of each zone.
-> to check for the collision side i've divided it into 2 steps, first i'm checking if the position of the bullet is inside the entity ( wall in this case ) and then i'm tracing a ray from the previous position to the new position and check which side it intersects. I've been debugging it for a while, and the "ray tracing" is not a problem.
The implementation is not entitrely completed, i'll polish it and improve it later.
The Entities in the quadtree are divided into fixed ( will neve be removed ) and not fixed ( will implement them later, don't need them now : i've removed their code )
here's the header

p.s. the code might seem long, but it's really easy to understand. Thank you in advance

Quadtree header
class QuadTree
{
public :
QuadTree(){};
QuadTree(float,float,float,float,int,int);
~QuadTree();
void  Clear();
void  AddEntity(Entity*);
void  AddFixedEntity(Entity*);
std::vector<Entity*> GetEntitiesAt(float,float);
std::vector<Entity*> GetFixedEntitiesAt(float,float);
private :
float   X_;
float   Y_;
float   Width_;
float   Height_;
int	Level_;
int	MaxLevel_;

QuadTree*  Parent_;
QuadTree*  RightUp_;
QuadTree*  LeftUp_;
QuadTree*  RightDown_;
QuadTree*  LeftDown_;
bool   Contains(QuadTree*,Entity*);
std::vector<Entity*> Entities_;
std::vector<Entity*> FixedEntities_;
};

Quadtree source
/**=============================
QuadTree::QuadTree
=============================**/
QuadTree::QuadTree(float x,float y,float width,float height,int level,int maxLevel):
X_(x),
Y_(y),
Width_(width),
Height_(height),
Level_(level),
MaxLevel_(maxLevel)
{
if (Level_ == MaxLevel_)
  return;
LeftUp_ = new QuadTree(X_,Y_,Width_ / 2.0f , Height_ / 2.0f, Level_ +1,MaxLevel_);
RightUp_ = new QuadTree(X_ + Width_ / 2.0f,Y_, Width_ / 2.0f,Height_ /2.0f,Level_ +1,MaxLevel_);
LeftDown_ = new QuadTree(X_, Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
RightDown_ = new QuadTree(X_ + Width_ / 2.0f,Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
}
/**=============================
QuadTree::~QuadTree
=============================**/
QuadTree::~QuadTree()
{
if (Level_ != MaxLevel_)
{
	 delete LeftUp_;
	 delete LeftDown_;
    delete RightUp_;
    delete RightDown_;
}
}
/**=============================
QuadTree::AddFixedEntity
=============================**/
void QuadTree::AddFixedEntity(Entity* entity)
{
if (Level_ == MaxLevel_)
{
  FixedEntities_.push_back(entity);
  return;
}
if (Contains(LeftUp_,entity))
{
  LeftUp_->AddFixedEntity(entity);
  return;
}
else if (Contains(RightUp_,entity))
{
  RightUp_->AddFixedEntity(entity);
  return;
}
else if (Contains(LeftDown_,entity))
{
  LeftDown_->AddFixedEntity(entity);
  return;
}
else if (Contains(RightDown_,entity))
{
  RightDown_->AddFixedEntity(entity);
  return;
}
if (Contains(this,entity))
{
  FixedEntities_.push_back(entity);
}
}
/**=============================
QuadTree::GetFixedEntitiesAt
=============================**/
std::vector<Entity*> QuadTree::GetFixedEntitiesAt(float x,float y)
{
if (Level_ == MaxLevel_)
{
  return FixedEntities_;
}
std::vector<Entity*> returnOne,returnTwo;
if (!Entities_.empty())
{
  returnOne = FixedEntities_;
}
if (x >= X_ &amp;&amp; x <= X_ + Width_ / 2.0f)
{
  if ( y >= Y_ &amp;&amp; y <= Y_ + Height_ / 2.0f)
  {
   returnTwo = LeftUp_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
  else if (y >= Y_ + Height_ / 2.0f &amp;&amp; y <= Y_ + Height_)
  {
   returnTwo = LeftDown_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
}
else if (x >= X_ + Width_ / 2.0f &amp;&amp; x <= X_ + Width_)
{
  if ( y >= Y_ &amp;&amp; y <= Y_ + Height_ / 2.0f)
  {
   returnTwo = RightUp_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
  else if (y >= Y_ + Height_ / 2.0f &amp;&amp; y <= Y_ + Height_)
  {
   returnTwo = RightDown_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
}
return returnOne;
}
/**=============================
QuadTree::Contains
=============================**/
bool QuadTree::Contains(QuadTree* child,Entity* entity)
{
if (entity->Position_.x < child->X_ ||
  entity->Position_.y < child->Y_ ||
  entity->Position_.x > child->X_ + child->Width_ ||
  entity->Position_.y > child->Y_ + child->Height_ ||
  entity->Position_.x + entity->Width_ < child->X_ ||
  entity->Position_.y + entity->Height_ < child->Y_ ||
  entity->Position_.x + entity->Width_ > child->X_  + child->Width_||
  entity->Position_.y + entity->Height_ > child->Y_ + child->Height_ )
  return false;
return true;
}
/**=============================
QuadTree::Clear
=============================**/
void QuadTree::Clear()
{
if (!Entities_.empty())
  Entities_.clear();
if (Level_ != MaxLevel_)
{
  LeftDown_->Clear();
  LeftUp_->Clear();
  RightUp_->Clear();
  RightDown_->Clear();
}
else
{
  Entities_.clear();
  return;
}
}

Here's the bullet to wall collision
/**=============================
CollisionHandler::BulletToWall
=============================**/
int CollisionHandler::BulletToWall(Bullet&amp; bullet,sf::RenderWindow&amp; window)
{
// getting data from quadtree
std::vector<Entity*> walls = QuadTree_->GetFixedEntitiesAt(bullet.GetPosition().x,bullet.GetPosition().y);
// creating ray from old position to new one
sf::Vector2f startVertex = bullet.GetPosition();
sf::Vector2f endVertex = bullet.GetPreviousPosition();
std::size_t s = walls.size();
for (int i = 0; i < s; ++i)
{
  // checking if it is inside first
  if (IsInside(bullet.GetPosition(),walls[i]))
  {
   sf::Vector2f topLeft = walls[i]->Position_;
   sf::Vector2f topRight = sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y);
   sf::Vector2f downRight = sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y + walls[i]->Height_);
   sf::Vector2f downLeft = sf::Vector2f(walls[i]->Position_.x,walls[i]->Position_.y + walls[i]->Height_);
   // if it inside i'm gonna check the angle by tracing a ray from the previous position to the new position and check on which side it intersects
	if (AreIntersecting(endVertex,startVertex,topLeft,topRight))
	 return COLLISION_TOP;
	else if (AreIntersecting(endVertex,startVertex,topRight,downRight))
	 return COLLISION_RIGHT;
	else if (AreIntersecting(endVertex,startVertex,downRight,downLeft))
	 return COLLISION_DOWN;
	else if (AreIntersecting(endVertex,startVertex,downLeft,topLeft))
	 return COLLISION_LEFT;
	else
	 return COLLISION_TRUE;
  }

  sf::ConvexShape s(4);
  s.setPoint(0,walls[i]->Position_);
  s.setPoint(1,sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y));
  s.setPoint(2,sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y + walls[i]->Height_));
  s.setPoint(3,sf::Vector2f(walls[i]->Position_.x,walls[i]->Position_.y + walls[i]->Height_));
  s.setFillColor(sf::Color(0,255,0));
  window.draw(s);
}
return COLLISION_FALSE;
}

#2Sparkon

Posted 05 November 2012 - 01:19 PM

Hello guys! for my game i've been working on a quadtree implementation for collision detection. The quadtree is extremely simple, but i have a lot of issues with collision detection.
the main issues are two.
-> first off , not all objects (entities ) are added in the quadtree and i have no clue why ( the objects that are not added are part of the "boundaries" of each zone.
-> to check for the collision side i've divided it into 2 steps, first i'm checking if the position of the bullet is inside the entity ( wall in this case ) and then i'm tracing a ray from the previous position to the new position and check which side it intersects. I've been debugging it for a while, and the "ray tracing" is not a problem.
The implementation is not entitrely completed, i'll polish it and improve it later.
The Entities in the quadtree are divided into fixed ( will neve be removed ) and not fixed ( will implement them later, don't need them now : i've removed their code )
here's the header

p.s. the code might seem long, but it's really easy to understand. Thank you in advance

Quadtree header
class QuadTree
{
public :
QuadTree(){};
QuadTree(float,float,float,float,int,int);
~QuadTree();
void  Clear();
void  AddEntity(Entity*);
void  AddFixedEntity(Entity*);
std::vector<Entity*> GetEntitiesAt(float,float);
std::vector<Entity*> GetFixedEntitiesAt(float,float);
private :
float   X_;
float   Y_;
float   Width_;
float   Height_;
int    Level_;
int    MaxLevel_;

QuadTree*  Parent_;
QuadTree*  RightUp_;
QuadTree*  LeftUp_;
QuadTree*  RightDown_;
QuadTree*  LeftDown_;
bool   Contains(QuadTree*,Entity*);
std::vector<Entity*> Entities_;
std::vector<Entity*> FixedEntities_;
};


Quadtree source
/**=============================
QuadTree::QuadTree
=============================**/
QuadTree::QuadTree(float x,float y,float width,float height,int level,int maxLevel):
X_(x),
Y_(y),
Width_(width),
Height_(height),
Level_(level),
MaxLevel_(maxLevel)
{
if (Level_ == MaxLevel_)
  return;
LeftUp_ = new QuadTree(X_,Y_,Width_ / 2.0f , Height_ / 2.0f, Level_ +1,MaxLevel_);
RightUp_ = new QuadTree(X_ + Width_ / 2.0f,Y_, Width_ / 2.0f,Height_ /2.0f,Level_ +1,MaxLevel_);
LeftDown_ = new QuadTree(X_, Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
RightDown_ = new QuadTree(X_ + Width_ / 2.0f,Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
}
/**=============================
QuadTree::~QuadTree
=============================**/
QuadTree::~QuadTree()
{
delete LeftUp_;
delete LeftDown_;
delete RightUp_;
delete RightDown_;
}
/**=============================
QuadTree::AddFixedEntity
=============================**/
void QuadTree::AddFixedEntity(Entity* entity)
{
if (Level_ == MaxLevel_)
{
  FixedEntities_.push_back(entity);
  return;
}
if (Contains(LeftUp_,entity))
{
  LeftUp_->AddFixedEntity(entity);
  return;
}
else if (Contains(RightUp_,entity))
{
  RightUp_->AddFixedEntity(entity);
  return;
}
else if (Contains(LeftDown_,entity))
{
  LeftDown_->AddFixedEntity(entity);
  return;
}
else if (Contains(RightDown_,entity))
{
  RightDown_->AddFixedEntity(entity);
  return;
}
if (Contains(this,entity))
{
  FixedEntities_.push_back(entity);
}
}
/**=============================
QuadTree::GetFixedEntitiesAt
=============================**/
std::vector<Entity*> QuadTree::GetFixedEntitiesAt(float x,float y)
{
if (Level_ == MaxLevel_)
{
  return FixedEntities_;
}
std::vector<Entity*> returnOne,returnTwo;
if (!Entities_.empty())
{
  returnOne = FixedEntities_;
}
if (x >= X_ &amp;&amp; x <= X_ + Width_ / 2.0f)
{
  if ( y >= Y_ &amp;&amp; y <= Y_ + Height_ / 2.0f)
  {
   returnTwo = LeftUp_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
  else if (y >= Y_ + Height_ / 2.0f &amp;&amp; y <= Y_ + Height_)
  {
   returnTwo = LeftDown_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
}
else if (x >= X_ + Width_ / 2.0f &amp;&amp; x <= X_ + Width_)
{
  if ( y >= Y_ &amp;&amp; y <= Y_ + Height_ / 2.0f)
  {
   returnTwo = RightUp_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
  else if (y >= Y_ + Height_ / 2.0f &amp;&amp; y <= Y_ + Height_)
  {
   returnTwo = RightDown_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
}
return returnOne;
}
/**=============================
QuadTree::Contains
=============================**/
bool QuadTree::Contains(QuadTree* child,Entity* entity)
{
if (entity->Position_.x < child->X_ ||
  entity->Position_.y < child->Y_ ||
  entity->Position_.x > child->X_ + child->Width_ ||
  entity->Position_.y > child->Y_ + child->Height_ ||
  entity->Position_.x + entity->Width_ < child->X_ ||
  entity->Position_.y + entity->Height_ < child->Y_ ||
  entity->Position_.x + entity->Width_ > child->X_  + child->Width_||
  entity->Position_.y + entity->Height_ > child->Y_ + child->Height_ )
  return false;
return true;
}
/**=============================
QuadTree::Clear
=============================**/
void QuadTree::Clear()
{
if (!Entities_.empty())
  Entities_.clear();
if (Level_ != MaxLevel_)
{
  LeftDown_->Clear();
  LeftUp_->Clear();
  RightUp_->Clear();
  RightDown_->Clear();
}
else
{
  Entities_.clear();
  return;
}
}

Here's the bullet to wall collision
/**=============================
CollisionHandler::BulletToWall
=============================**/
int CollisionHandler::BulletToWall(Bullet&amp; bullet,sf::RenderWindow&amp; window)
{
// getting data from quadtree
std::vector<Entity*> walls = QuadTree_->GetFixedEntitiesAt(bullet.GetPosition().x,bullet.GetPosition().y);
// creating ray from old position to new one
sf::Vector2f startVertex = bullet.GetPosition();
sf::Vector2f endVertex = bullet.GetPreviousPosition();
std::size_t s = walls.size();
for (int i = 0; i < s; ++i)
{
  // checking if it is inside first
  if (IsInside(bullet.GetPosition(),walls[i]))
  {
   sf::Vector2f topLeft = walls[i]->Position_;
   sf::Vector2f topRight = sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y);
   sf::Vector2f downRight = sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y + walls[i]->Height_);
   sf::Vector2f downLeft = sf::Vector2f(walls[i]->Position_.x,walls[i]->Position_.y + walls[i]->Height_);
   // if it inside i'm gonna check the angle by tracing a ray from the previous position to the new position and check on which side it intersects
    if (AreIntersecting(endVertex,startVertex,topLeft,topRight))
	 return COLLISION_TOP;
    else if (AreIntersecting(endVertex,startVertex,topRight,downRight))
	 return COLLISION_RIGHT;
    else if (AreIntersecting(endVertex,startVertex,downRight,downLeft))
	 return COLLISION_DOWN;
    else if (AreIntersecting(endVertex,startVertex,downLeft,topLeft))
	 return COLLISION_LEFT;
    else
	 return COLLISION_TRUE;
  }

  sf::ConvexShape s(4);
  s.setPoint(0,walls[i]->Position_);
  s.setPoint(1,sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y));
  s.setPoint(2,sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y + walls[i]->Height_));
  s.setPoint(3,sf::Vector2f(walls[i]->Position_.x,walls[i]->Position_.y + walls[i]->Height_));
  s.setFillColor(sf::Color(0,255,0));
  window.draw(s);
}
return COLLISION_FALSE;
}

#1Sparkon

Posted 05 November 2012 - 01:17 PM

Hello guys! for my game i've been working on a quadtree implementation for collision detection. The quadtree is extremely simple, but i have a lot of issues with collision detection.
the main issues are two.
-> first off , not all objects (entities ) are added in the quadtree and i have no clue why ( the objects that are not added are part of the "boundaries" of each zone.
-> to check for the collision side i've divided it into 2 steps, first i'm checking if the position of the bullet is inside the entity ( wall in this case ) and then i'm tracing a ray from the previous position to the new position and check which side it intersects. I've been debugging it for a while, and the "ray tracing" is not a problem.
The implementation is not entitrely completed, i'll polish it and improve it later.
The Entities in the quadtree are divided into fixed ( will neve be removed ) and not fixed ( will implement them later, don't need them now : i've removed their code )
here's the header

p.s. the code might seem long, but it's really easy to understand. Thank you in advance

Quadtree header
class QuadTree
{
public :
QuadTree(){};
QuadTree(float,float,float,float,int,int);
~QuadTree();
void  Clear();
void  AddEntity(Entity*);
void  AddFixedEntity(Entity*);
std::vector<Entity*> GetEntitiesAt(float,float);
std::vector<Entity*> GetFixedEntitiesAt(float,float);
private :
float   X_;
float   Y_;
float   Width_;
float   Height_;
int    Level_;
int    MaxLevel_;

QuadTree*  Parent_;
QuadTree*  RightUp_;
QuadTree*  LeftUp_;
QuadTree*  RightDown_;
QuadTree*  LeftDown_;
bool   Contains(QuadTree*,Entity*);
std::vector<Entity*> Entities_;
std::vector<Entity*> FixedEntities_;
};


Quadtree source
/**=============================
QuadTree::QuadTree
=============================**/
QuadTree::QuadTree(float x,float y,float width,float height,int level,int maxLevel):
X_(x),
Y_(y),
Width_(width),
Height_(height),
Level_(level),
MaxLevel_(maxLevel)
{
if (Level_ == MaxLevel_)
  return;
LeftUp_ = new QuadTree(X_,Y_,Width_ / 2.0f , Height_ / 2.0f, Level_ +1,MaxLevel_);
RightUp_ = new QuadTree(X_ + Width_ / 2.0f,Y_, Width_ / 2.0f,Height_ /2.0f,Level_ +1,MaxLevel_);
LeftDown_ = new QuadTree(X_, Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
RightDown_ = new QuadTree(X_ + Width_ / 2.0f,Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
}
/**=============================
QuadTree::~QuadTree
=============================**/
QuadTree::~QuadTree()
{
delete LeftUp_;
delete LeftDown_;
delete RightUp_;
delete RightDown_;
}
/**=============================
QuadTree::AddFixedEntity
=============================**/
void QuadTree::AddFixedEntity(Entity* entity)
{
if (Level_ == MaxLevel_)
{
  FixedEntities_.push_back(entity);
  return;
}
if (Contains(LeftUp_,entity))
{
  LeftUp_->AddFixedEntity(entity);
  return;
}
else if (Contains(RightUp_,entity))
{
  RightUp_->AddFixedEntity(entity);
  return;
}
else if (Contains(LeftDown_,entity))
{
  LeftDown_->AddFixedEntity(entity);
  return;
}
else if (Contains(RightDown_,entity))
{
  RightDown_->AddFixedEntity(entity);
  return;
}
if (Contains(this,entity))
{
  FixedEntities_.push_back(entity);
}
}
/**=============================
QuadTree::GetFixedEntitiesAt
=============================**/
std::vector<Entity*> QuadTree::GetFixedEntitiesAt(float x,float y)
{
if (Level_ == MaxLevel_)
{
  return FixedEntities_;
}
std::vector<Entity*> returnOne,returnTwo;
if (!Entities_.empty())
{
  returnOne = FixedEntities_;
}
if (x >= X_ && x <= X_ + Width_ / 2.0f)
{
  if ( y >= Y_ && y <= Y_ + Height_ / 2.0f)
  {
   returnTwo = LeftUp_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
  else if (y >= Y_ + Height_ / 2.0f && y <= Y_ + Height_)
  {
   returnTwo = LeftDown_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
}
else if (x >= X_ + Width_ / 2.0f && x <= X_ + Width_)
{
  if ( y >= Y_ && y <= Y_ + Height_ / 2.0f)
  {
   returnTwo = RightUp_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
  else if (y >= Y_ + Height_ / 2.0f && y <= Y_ + Height_)
  {
   returnTwo = RightDown_->GetFixedEntitiesAt(x,y);
   returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
   return returnOne;
  }
}
return returnOne;
}
/**=============================
QuadTree::Contains
=============================**/
bool QuadTree::Contains(QuadTree* child,Entity* entity)
{
if (entity->Position_.x < child->X_ ||
  entity->Position_.y < child->Y_ ||
  entity->Position_.x > child->X_ + child->Width_ ||
  entity->Position_.y > child->Y_ + child->Height_ ||
  entity->Position_.x + entity->Width_ < child->X_ ||
  entity->Position_.y + entity->Height_ < child->Y_ ||
  entity->Position_.x + entity->Width_ > child->X_  + child->Width_||
  entity->Position_.y + entity->Height_ > child->Y_ + child->Height_ )
  return false;
return true;
}
/**=============================
QuadTree::Clear
=============================**/
void QuadTree::Clear()
{
if (!Entities_.empty())
  Entities_.clear();
if (Level_ != MaxLevel_)
{
  LeftDown_->Clear();
  LeftUp_->Clear();
  RightUp_->Clear();
  RightDown_->Clear();
}
else
{
  Entities_.clear();
  return;
}
}

Here's the bullet to wall collision
/**=============================
CollisionHandler::BulletToWall
=============================**/
int CollisionHandler::BulletToWall(Bullet& bullet,sf::RenderWindow& window)
{
// getting data from quadtree
std::vector<Entity*> walls = QuadTree_->GetFixedEntitiesAt(bullet.GetPosition().x,bullet.GetPosition().y);
// creating ray from old position to new one
sf::Vector2f startVertex = bullet.GetPosition();
sf::Vector2f endVertex = bullet.GetPreviousPosition();
std::size_t s = walls.size();
for (int i = 0; i < s; ++i)
{
  // checking if it is inside first
  if (IsInside(bullet.GetPosition(),walls[i]))
  {
   sf::Vector2f topLeft = walls[i]->Position_;
   sf::Vector2f topRight = sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y);
   sf::Vector2f downRight = sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y + walls[i]->Height_);
   sf::Vector2f downLeft = sf::Vector2f(walls[i]->Position_.x,walls[i]->Position_.y + walls[i]->Height_);
   // if it inside i'm gonna check the angle by tracing a ray from the previous position to the new position and check on which side it intersects
    if (AreIntersecting(endVertex,startVertex,topLeft,topRight))
	 return COLLISION_TOP;
    else if (AreIntersecting(endVertex,startVertex,topRight,downRight))
	 return COLLISION_RIGHT;
    else if (AreIntersecting(endVertex,startVertex,downRight,downLeft))
	 return COLLISION_DOWN;
    else if (AreIntersecting(endVertex,startVertex,downLeft,topLeft))
	 return COLLISION_LEFT;
    else
	 return COLLISION_TRUE;
  }
 
  sf::ConvexShape s(4);
  s.setPoint(0,walls[i]->Position_);
  s.setPoint(1,sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y));
  s.setPoint(2,sf::Vector2f(walls[i]->Position_.x + walls[i]->Width_,walls[i]->Position_.y + walls[i]->Height_));
  s.setPoint(3,sf::Vector2f(walls[i]->Position_.x,walls[i]->Position_.y + walls[i]->Height_));
  s.setFillColor(sf::Color(0,255,0));
  window.draw(s);
}
return COLLISION_FALSE;
}

PARTNERS