collision-detection

Sphere - sphere collision detection -> reaction

孤街醉人 提交于 2019-11-30 21:06:28
I need to make an algorithm that detects when two spheres collide, and, the direction that wich one will take an instant after the collision. Let say, Imagine like when you open your table in a pool match, all the balls are colliding one to another "randomly". So, before starting to write the code myself, I was thinking if there is already a implementation of this out there. Thx in advance! Cyas.- You can find a good tutorial here: Link The collision part is easy. Check if the distance between the spheres centers is less than the sum of their radius. As for the bounce, you need to swap the

Tile based collision in XNA

徘徊边缘 提交于 2019-11-30 21:01:34
I have drawn tiles in my XNA game and loaded my character. My character, however, doesn't move- the map does, which gives it the illusion of movement. Now I am wondering how to actually test against them for collision. I mean, where does the collision code go and how do I make all tiles represent 'one big thing'? There's a tutorial on pixel based collision detection on XNA Creator's club. You'll need to figure out what objects you want to do collision detection on. I guess you want the character to move across the tiled background, so you don't want to check for collision between your

Intersection between two boxes in 3D space

梦想的初衷 提交于 2019-11-30 19:58:34
问题 I want to implement a collision detection system for my graphic engine. I don't know if it is the common way to do it but my idea was to bound any solid object (like a mesh or the camera) within a 3D box, which would give me much more accurate results than a sphere. This box is defined by eight vertices x0 = min(vertices.x)-off // parsing mesh's vertices for the minimum x y0 = min(vertices.y)-off z0 = min(vertices.z)-off x1 = max(vertices.x)+off // off avoids 2D bounding on 2D objects y1 =

Method to detect intersection between a rectangle and a polygon?

夙愿已清 提交于 2019-11-30 19:31:53
What is the best method to detect whether the red rectangle overlaps the black polygon? Please refer to this image: There are four cases. Rect is outside of Poly Rect intersects Poly Rect is inside of Poly Poly is inside of Rect First: check an arbitrary point in your Rect against the Poly (see Point in Polygon). If it's inside you are done, because it's either case 3 or 2. If it's outside case 3 is ruled out. Second: check an arbitrary point of your Poly against the Rect to validate/rule out case 4. Third: check the lines of your Rect against the Poly for intersection to validate/rule out

Collision Detection Implementation

旧时模样 提交于 2019-11-30 16:58:24
I have a collision detection class that works by finding the distance between the centres and whether that distance is small enough to be a collision (see Collision Detection error ). My problem is trying to make this actually work, with ellipses colliding. I will explain more if necessary. Thx Jason Quinn The best way would to implement per pixel collision detection when the images are overlapping you can read more about this in the following links http://www.codeproject.com/KB/game/collision3.aspx Per-pixel collision problem in C# I also did a problem like this for a project a few years ago

Collision Detection Implementation

我与影子孤独终老i 提交于 2019-11-30 16:15:35
问题 I have a collision detection class that works by finding the distance between the centres and whether that distance is small enough to be a collision (see Collision Detection error). My problem is trying to make this actually work, with ellipses colliding. I will explain more if necessary. Thx 回答1: The best way would to implement per pixel collision detection when the images are overlapping you can read more about this in the following links http://www.codeproject.com/KB/game/collision3.aspx

2d collision response between circles

青春壹個敷衍的年華 提交于 2019-11-30 14:22:04
I'm trying to calculate new velocities for 2 colliding balls, but can't really do that before I solve another problem. Since in digital world a real collision almost never happens, we will always have a situation where the "colliding" balls overlap. Imagine there is a 100 balls moving randomly so, if I understand it correctly, the procedure should be as follows: Move the balls ( x += vx ; y+= vy ;) Get the lest overlapping (or perfectly colliding) balls Move the balls "back in time" to that moment Perform collision calculations If the above is correct, then, how could I move the balls "back in

jQuery collision detection during animation [closed]

百般思念 提交于 2019-11-30 10:34:47
I wanted the black box to detect if it is going to collide on the bordered box. If the black box detected a collision it will move around and go to the position clicked by the user. How to do this with jquery? You can try jquery-collision . Full disclosure: I just wrote and released this. I also ran into this same issue, didn't see a solution, so I wrote it myself. It allows you to do: var hit_list = $("#me").collision("#center"); and it will return the "#center"'s that overlap with "#me". (Or none.) I don't think there is a special jQuery method for this. But you can play with math a little

Sprite Kit's 'didBeginContact' function is not very accurate. What should I do?

£可爱£侵袭症+ 提交于 2019-11-30 10:08:53
Okay, here's the deal: I'm developing a 2D car game (similar to Hill Climb Racing) in Sprite Kit for iOS. I'm currently working on dust particles, which show up whenever a tire touches a surface that has this effect assigned to it. For this, I obviously need the functions 'didBeginContact' and 'didEndContact' so that I can turn the effect on/off depending on whether the tires are touching the ground or not. Here's what I want to do: /* ---- very dirty pseudocode ---- */ didBeginContact { if (contact.bodyA is one of the wheels && contact.bodyB is the surface that should make a dust effect) {

Dragging collisions

独自空忆成欢 提交于 2019-11-30 09:58:38
问题 I am pretty new to both CANVAS and Kineticjs but I feel what I am attemping should be much easier then I am making it out to be. Basically this is what I have so far: The code I am attempting to use is from kineticjs Stop drag to a shape when overlaps with another solution but was unable to get it to work. Please check the live jsfiddle code var isRectCollide = function(target, box) { if (target.x - target.width >= box.x + box.width && target.y - target.height >= box.y + box.height && target