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C++ FloatRect::intersects方法代码示例

本文整理汇总了C++中sf::FloatRect::intersects方法的典型用法代码示例。如果您正苦于以下问题:C++ FloatRect::intersects方法的具体用法?C++ FloatRect::intersects怎么用?C++ FloatRect::intersects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sf::FloatRect的用法示例。


在下文中一共展示了FloatRect::intersects方法的15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: intersectedWall

void Player::intersectedWall(const sf::FloatRect &intersection)
{
    if (intersection.intersects(vert_rect))
    {
        if (intersection.top > boundingBox.top + boundingBox.height / 2)
        {
            boundingBox.top -= intersection.height;
        }
        if (intersection.top < boundingBox.top + boundingBox.height / 2)
        {
            boundingBox.top += intersection.height;
        }
    }

    if (intersection.intersects(horz_rect))
    {
        if (intersection.left < boundingBox.left + boundingBox.width / 2)
        {
            boundingBox.left += intersection.width;
        }
        if (intersection.left > boundingBox.left + boundingBox.width / 2)
        {
            boundingBox.left -= intersection.width;
        }
    }

    updateCross();
}
开发者ID:gallowstree,项目名称:PE-Server,代码行数:28,代码来源:Player.cpp

示例2: isCollision

bool Game::isCollision(sf::FloatRect box1, sf::FloatRect box2)
{
	bool collision = false;
	if (box1.intersects(box2))
		collision = true;
	return collision;
}
开发者ID:vihanchaudhry,项目名称:ZombieGame,代码行数:7,代码来源:Game.cpp

示例3: getIndex

std::vector<std::shared_ptr<tgd::Entity>> QuadTree::retrieve(sf::FloatRect bounds, sf::Uint16 searchDepth)
{
    searchDepth = mLevel;
    std::vector<std::shared_ptr<tgd::Entity>> foundObjects;
    sf::Int16 index = getIndex(bounds);

    //recursively add objects of child node if bounds is full contained
    if(!mChildren.empty() && index != -1)
    {
        foundObjects = mChildren[index]->retrieve(bounds, searchDepth);
    }
    else
    {
        //add all objects of child nodes which intersect test area
        for(auto& child : mChildren)
        {
            if(bounds.intersects(child->mBounds))
            {
                std::vector<std::shared_ptr<tgd::Entity>> childObjects = child->retrieve(bounds, searchDepth);
                foundObjects.insert(foundObjects.end(), childObjects.begin(), childObjects.end());
            }
        }
    }
    //and append objects in this node
    foundObjects.insert(foundObjects.end(), mObjects.begin(), mObjects.end());

    return foundObjects;
}
开发者ID:jason-bunn,项目名称:SFMLTests,代码行数:28,代码来源:QuadTree.cpp

示例4: while

std::vector<xy::Entity> DynamicTreeSystem::query(sf::FloatRect area, std::uint64_t filter) const
{
    Detail::FixedStack<std::int32_t, 256> stack;
    stack.push(m_root);

    std::vector<xy::Entity> retVal;
    retVal.reserve(256);

    while (stack.size() > 0)
    {
        auto treeID = stack.pop();
        if (treeID == TreeNode::Null)
        {
            continue;
        }

        const auto& node = m_nodes[treeID];
        if (area.intersects(node.fatBounds))
        {
            //TODO it would be nice to precache the filter fetch, but it would miss changes at the component level
            if (node.isLeaf() && node.entity.isValid()
                && (node.entity.getComponent<BroadphaseComponent>().m_filterFlags & filter)) 
            {
                //we have a candidate, stash
                retVal.push_back(node.entity);
            }
            else
            {
                stack.push(node.childA);
                stack.push(node.childB);
            }
        }
    }
    return retVal;
}
开发者ID:JonnyPtn,项目名称:xygine,代码行数:35,代码来源:DynamicTreeSystem.cpp

示例5:

std::vector<MapObject*> QuadTreeNode::Retrieve(const sf::FloatRect& bounds, sf::Uint16& searchDepth)
{	
	searchDepth = m_level;
	std::vector<MapObject*> foundObjects;
	sf::Int16 index = m_GetIndex(bounds);

	//recursively add objects of child node if bounds is fully contained
	if(!m_children.empty() && index != -1) 
	{
		foundObjects = m_children[index]->Retrieve(bounds, searchDepth);
	}
	else
	{
		//add all objects of child nodes which intersect test area
		for(auto& child : m_children)
		{
			if(bounds.intersects(child->m_bounds))
			{
				std::vector<MapObject*> childObjects = child->Retrieve(bounds, searchDepth);
				foundObjects.insert(foundObjects.end(), childObjects.begin(), childObjects.end());
			}
		}

	}
	//and append objects in this node
	foundObjects.insert(foundObjects.end(), m_objects.begin(), m_objects.end());
	m_debugShape.setOutlineColor(sf::Color::Red);
	return foundObjects;
}
开发者ID:Kheartz,项目名称:Hexagon-Alpha2-Repos,代码行数:29,代码来源:QuadTreeNode.cpp

示例6: checkCollisionsWithin

bool CollisionCell::checkCollisionsWithin(std::vector<WorldObject *> *_outputCollisions, sf::FloatRect _bounds)
{
	bool collision = false;

	for (unsigned int i = 0; i < m_TouchingWorldObjects.size(); i += 1)
	{
		if (_bounds.intersects(m_TouchingWorldObjects.at(i)->getBounds()))
		{
			bool present = false;

			for (unsigned int j = 0; j < _outputCollisions->size(); j += 1)
			{
				if (_outputCollisions->at(j) == m_TouchingWorldObjects.at(i))
				{
					present = true;
					break;
				}
			}

			if (!present)
			{
				collision = true;
				_outputCollisions->push_back(m_TouchingWorldObjects.at(i));
			}
		}
	}

	return collision;
}
开发者ID:zeno15,项目名称:RTSDevelopement,代码行数:29,代码来源:CollisionCell.cpp

示例7: intersects

bool TalkingSprite::intersects(sf::FloatRect rect) const {
    for (auto && it: collisionBoxList) {
        if (rect.intersects(it)) {
            return true;
        }
    }
    return false;
}
开发者ID:NoahKittleson,项目名称:RPG-Engine,代码行数:8,代码来源:TalkingSprite.cpp

示例8: boundsCheck

bool Level::boundsCheck(sf::FloatRect& bounds)
{
    for (int i = 0; i < activeTiles.size(); ++i) {
        if (bounds.intersects(activeTiles[i].getGlobalBounds()))
            return true;
    }

    return false;
}
开发者ID:GGist,项目名称:SpriteEngine,代码行数:9,代码来源:Level.cpp

示例9: Intersects

bool WorldObjects::Intersects(const sf::FloatRect & bounds)
{
	for (int i = 0; i < Count(); ++i)
	{
		if (bounds.intersects(objects[i]->getGlobalBounds()))
			return true;
	}
	return false;
}
开发者ID:SimonBerggren,项目名称:FlexPim,代码行数:9,代码来源:WorldObjects.cpp

示例10: queryRegion

void Quadtree::queryRegion(std::vector<QuadtreeOccupant*> &result, const sf::FloatRect &region) {
	// Query outside root elements
	for (std::unordered_set<QuadtreeOccupant*>::iterator it = _outsideRoot.begin(); it != _outsideRoot.end(); it++) {
		QuadtreeOccupant* oc = *it;
		sf::FloatRect r = oc->getAABB();

		if (oc != nullptr && region.intersects(oc->getAABB()))
			// Intersects, add to list
			result.push_back(oc);
	}

	std::list<QuadtreeNode*> open;

	open.push_back(_pRootNode.get());

	while (!open.empty()) {
		// Depth-first (results in less memory usage), remove objects from open list
		QuadtreeNode* pCurrent = open.back();
		open.pop_back();

		if (region.intersects(pCurrent->_region)) {
			for (std::unordered_set<QuadtreeOccupant*>::iterator it = pCurrent->_occupants.begin(); it != pCurrent->_occupants.end(); it++) {
				QuadtreeOccupant* oc = *it;

				if (oc != nullptr && region.intersects(oc->getAABB()))
					// Visible, add to list
					result.push_back(oc);
			}

			// Add children to open list if they intersect the region
			if (pCurrent->_hasChildren)
			for (int i = 0; i < 4; i++)
			if (pCurrent->_children[i]->getNumOccupantsBelow() != 0)
				open.push_back(pCurrent->_children[i].get());
		}
	}
}
开发者ID:Nuos,项目名称:crawler,代码行数:37,代码来源:Quadtree.cpp

示例11: cull

void MapLayer::cull(sf::FloatRect bounds){
	if (m_type == MapLayerType::TileLayer){
		int tilePatchCount = m_tilePatches.size();
		for (int i = 0; i < tilePatchCount; i++){
			if (bounds.intersects(m_tilePatches[i].aabb))
				m_tilePatches[i].visible = true;
			else
				m_tilePatches[i].visible = false;
		}
		sf::RectangleShape test;
		test.setSize(sf::Vector2f(bounds.width, bounds.height));
		test.setFillColor(sf::Color(255, 0,0, 25));
		test.setOutlineColor(sf::Color::Magenta);
		test.setOutlineThickness(8.f);
		test.setPosition(bounds.left, bounds.top);
		testShapes.back() = test;
	}
}
开发者ID:Stephen321,项目名称:3rdYearProject,代码行数:18,代码来源:MapLayer.cpp

示例12:

//private
sf::Vector3f PlayerController::getManifold(const sf::FloatRect& worldRect)
{
    sf::FloatRect overlap;
    sf::FloatRect playerBounds = m_entity->getComponent<lm::CollisionComponent>()->globalBounds();

    //we know we intersect, but we want the overlap
    worldRect.intersects(playerBounds, overlap);
    auto collisionNormal = sf::Vector2f(worldRect.left + (worldRect.width / 2.f), worldRect.top + (worldRect.height / 2.f)) - m_entity->getPosition();

    sf::Vector3f manifold;

    if (overlap.width < overlap.height)
    {
        manifold.x = (collisionNormal.x < 0) ? 1.f : -1.f;
        manifold.z = overlap.width;
    }
    else
    {
        manifold.y = (collisionNormal.y < 0) ? 1.f : -1.f;
        manifold.z = overlap.height;
    }

    return manifold;
}
开发者ID:fallahn,项目名称:LunarMooner,代码行数:25,代码来源:PHPlayerController.cpp

示例13: stateUpdate

void stateUpdate()
{
	while(server.hasGameStarted())
	{
		float elapsedTime = deltaClock.getElapsedTime().asMilliseconds();
		float ballElapsedTime = ballClock.getElapsedTime().asMilliseconds();
		ballSendTimer += elapsedTime;
		ballClock.restart();
		if(elapsedTime >= 16.6)
		{
			deltaClock.restart();
			//Update the ball's position.
			ballRect = sf::FloatRect(ballRect.left + ballVelocity.x, ballRect.top + ballVelocity.y, ballRect.width, ballRect.height);
		}

		//Check for paddle collisions.
		if(ballRect.intersects(onePaddleRect) && ballVelocity.x < 0)
		{
			ballVelocity.x *= (-1.0f);
			std::cout << "Ball rebound off Paddle One." << std::endl;
			ballCollisionDetected = true;
		}
		else if(ballRect.intersects(twoPaddleRect) && ballVelocity.x > 0)
		{
			ballVelocity.x *= (-1.0f);
			std::cout << "Ball rebound off Paddle Two." << std::endl;
			ballCollisionDetected = true;
		}

		checkBounds();

		//Check and manage points for both players.
		if(ballRect.left <= LEFT_WALL + 3 && ballVelocity.x < 0)
		{
			server.sendAll("3 2");
			
			player2Points++;

			std::cout << "Player 2 Score update: " << player2Points << std::endl;

			//Send the end game message if player 2 wins.
			if(player2Points >= MAX_POINTS)
			{
				server.sendAll("4 2");
				
				server.stopGame();

				std::cout << "Player Two win with points." << std::endl;
			}

			ballRect = sf::FloatRect(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, BALL_WIDTH, BALL_HEIGHT);
			ballCollisionDetected = true;
		}
		if(ballRect.left + ballRect.width >= SCREEN_WIDTH - 3 && ballVelocity.x > 0)
		{
			server.sendAll("3 1");

			player1Points++;

			std::cout << "Player 1 Score update: " << player1Points << std::endl;

			//Send the end game message if player 1 wins.
			if(player1Points >= MAX_POINTS)
			{
				server.sendAll("4 1");

				server.stopGame();

				std::cout << "Player One win with points." << std::endl;
			}

			ballRect = sf::FloatRect(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, BALL_WIDTH, BALL_HEIGHT);
			ballCollisionDetected = true;

			std::cout << "Collided" << std::endl;
		}

		if(ballCollisionDetected || ballSendTimer >= (1/60))
		{
			ballSendTimer = 0;
			std::time_t rawtime;
			std::time(&rawtime);

			//Send the ball packet.
			std::stringstream ballPacketStringStream;
			
			ballPacketStringStream << "1 " << ballRect.left << " " << ballRect.top << " " << ballVelocity.x << " " << ballVelocity.y << " " << (rawtime - ((playerOneLag + playerTwoLag)/2));

			server.sendAll(ballPacketStringStream.str());

			ballCollisionDetected = false;
		}
	}
}
开发者ID:Gwalks91,项目名称:pong167,代码行数:94,代码来源:main.cpp

示例14: AABBCollision

bool AABBCollision(const sf::FloatRect& box1, const sf::FloatRect& box2)
{
    return box1.intersects(box2);
}
开发者ID:TheFakeCake,项目名称:CakeWork,代码行数:4,代码来源:utils.cpp

示例15: intersects

bool Button::intersects(const sf::FloatRect& boundingBox) const
{
    return boundingBox.intersects(getBoundingBox());
}
开发者ID:tobsa,项目名称:SFML-Framework,代码行数:4,代码来源:Button.cpp


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