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Taturana

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  1. I tried something in code but it don't worked... Look: bool CollisionBody::SeparatedByAxisLinePolygon(const Vector2D &axis, const CollisionBody *bodyToCheck, CollisionInfo &colInf) { double LineProjMin, LineProjMax, minB, maxB; LineProjMin = LineProjMax = Vector2D(GetVerticePosition(1)).GetProjectedVectorOnto(axis); { Vector2D v0J = GetVerticePosition(2); double length = v0J.GetProjectedVectorOnto(axis); if(length > LineProjMax) LineProjMax = length; else if(length < LineProjMin) LineProjMin = length; } minB = maxB = Vector2D(bodyToCheck->GetVerticePosition(1)).GetProjectedVectorOnto(axis); for(int j = 2; j <= bodyToCheck->GetVerticesCount(); j++) { Vector2D v0J = bodyToCheck->GetVerticePosition(j); double length = v0J.GetProjectedVectorOnto(axis); if(length > maxB) maxB = length; else if(length < minB) minB = length; } //Testing the distance of the intervals float D0 = (maxB - LineProjMin); float D1 = (minB - LineProjMax); double overlapDepth; std::stringstream ss; float ProjectedVelocity = fabs(Vector2D(bodyToCheck->GetLinearVelocity() - GetLinearVelocity()).GetProjectedVectorOnto(axis)); if (ProjectedVelocity > 0.0000001f) { float t0 = D0 / ProjectedVelocity; // time of impact to d0 reaches 0 float t1 = D1 / ProjectedVelocity; // time of impact to d0 reaches 1 if (t0 > t1) { float temp = t0; t0 = t1; t1 = temp; } overlapDepth = (t0 > 0.0f)? t0 : t1; } if(D0 > 0.0f && D1 < 0.0f) { overlapDepth += (D0 < -D1)? D0 : D1; } else { if (overlapDepth < 0.0f) return true; } Vector2D currentMtd = axis.GetNormalized() * overlapDepth; double mtdLength = currentMtd.GetLength(); if(mtdLength < colInf.length || colInf.length < 0.0f) { colInf.MTD = currentMtd; colInf.length = mtdLength; } return false; } The function above is a collision test for line-polygon. If it return true means it's not colliding else it's colliding. This function is not working... what I did wrong? Thanks
  2. Ok, sorry if I don't explained clearly. * I'll see the code in .rar file, thanks for reply My problem is: When there are fast moving objects, I know if the object will collide or not in the forward time, so what I'll do with this information? If I know it'll collide forward in time, what do I need to do? Thanks *EDIT I really can't understand this function separatedByAxis_swept(). I know what's the d0, d1, axis etc are, but I can't understand what's t0 and t1, why swap the values, etc, can someone explain me?
  3. Hello guys, I'm learning about 2D collisions. And I have some issues that I can't solve. I'm trying to implement the support for fast moving objects don't just "bypass" the collision check because of it's elevated linear velocity. I'm using the algorithm of separating axis. And for detecting if it will collide forward in time because of it's velocity I'm just projecting the relative linear velocity of the two objects on the axis being tested, and if the projected velocity is > than the distance between the two intervals (projected polygons on tested axis) it will collide on next frame. So I don't know what to do in the next frame with this information. I'll post the code of my function that tests if the polygons are separated in the given axis or not. http://w17.easy-share.com/1700875375.html the function is SeparatedByAxisPolygonPolygon() Please, I really need help with this... Thanks all