本文整理汇总了C++中PhysicsObject::GetAABB方法的典型用法代码示例。如果您正苦于以下问题:C++ PhysicsObject::GetAABB方法的具体用法?C++ PhysicsObject::GetAABB怎么用?C++ PhysicsObject::GetAABB使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PhysicsObject
的用法示例。
在下文中一共展示了PhysicsObject::GetAABB方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Collision
// Helper function for 'axis'-axis collisions at 'angle' collision angle (radians)
// X-Axis angles are bound to (-pi/2,pi/2)
// Y-Axis angles are bound to (0, pi)
static void Collision(eAxis axis, double angle)
{
// Wrap angle around (0, 2pi)
angle = WrapAngle(angle);
// Assert valid collision angle
if (axis == XAxis)
{
Assert::IsTrue(((angle > 3*M_PI/2) && (angle <= 2*M_PI)) ||
((angle >= 0.0) && (angle < M_PI/2)));
}
if (axis == YAxis)
{
Assert::IsTrue((angle > 0) && (angle < M_PI));
}
// Create reference object
PhysicsObject refObj = PhysicsObject();
double halfwidth = refObj.GetAABB().GetWidth()/2;
// Offset object A from epicenter along reflection of collision angle
double reflAngle = angle + M_PI;
double xOffset = (EPICENTER_OFFSET+halfwidth) * cos(reflAngle);
double yOffset = (EPICENTER_OFFSET+halfwidth) * sin(reflAngle);
CartPoint centerA = {EPICENTER.x + xOffset, EPICENTER.y + yOffset};
PhysicsObject objA = PhysicsObject(centerA);
// Offset object B from epicenter along collision axis
CartPoint centerB;
switch (axis)
{
case XAxis:
centerB.x = EPICENTER.x + EPICENTER_OFFSET+halfwidth;
centerB.y = EPICENTER.y;
break;
case YAxis:
centerB.x = EPICENTER.x;
centerB.y = EPICENTER.y + EPICENTER_OFFSET+halfwidth;
break;
case BothAxes:
// TODO: revisit, hardcoded and probably wrong, needs reflected position calculated
centerB.x = EPICENTER.x + (EPICENTER_OFFSET+halfwidth)/2;
centerB.y = EPICENTER.y + (EPICENTER_OFFSET+halfwidth)/2;
break;
default: // AxisErr
Assert::Fail();
break;
}
PhysicsObject objB = PhysicsObject(centerB);
// Set trajectories
Trajectory trajA = Trajectory(testScene.GetGravity(), DEFAULT_VELOCITY, angle, objA.GetAABB().GetCenter(), TIME_SIM_START);
Trajectory trajB;
switch (axis)
{
case XAxis:
trajB = Trajectory(testScene.GetGravity(), DEFAULT_VELOCITY, M_PI, objB.GetAABB().GetCenter(), TIME_SIM_START);
break;
case YAxis:
trajB = Trajectory(testScene.GetGravity(), DEFAULT_VELOCITY, 3*M_PI/2, objB.GetAABB().GetCenter(), TIME_SIM_START);
break;
case BothAxes:
trajB = Trajectory(testScene.GetGravity(), DEFAULT_VELOCITY, reflAngle, objB.GetAABB().GetCenter(), TIME_SIM_START);
break;
default: // AxisErr
Assert::Fail();
break;
}
objA.SetTrajectory(trajA);
objB.SetTrajectory(trajB);
// Add objects to Scene
Assert::AreEqual(testScene.AddObject(&objA), S_OK);
Assert::AreEqual(testScene.AddObject(&objB), S_OK);
// Calculate distance between AABB boundaries
double boundsDist = -1.0;
switch (axis)
{
case XAxis:
boundsDist = abs((objA.GetAABB().GetRightBound()) - (objB.GetAABB().GetLeftBound()));
break;
case YAxis:
boundsDist = abs((objA.GetAABB().GetUpperBound()) - (objB.GetAABB().GetLowerBound()));
break;
case BothAxes:
// TODO: properly calculate corner distance, velocity
Assert::Fail();
break;
default: // AxisErr
Assert::Fail();
break;
}
// Calculate velocities of each object
double startTime = 0.0;
double velObjA = abs(objA.GetTrajectory().GetVelocity(axis, startTime));
//.........这里部分代码省略.........