collision

Rook movement function not finding interruptions

不问归期 提交于 2019-12-04 06:10:34
问题 I am trying to write a function that checks if the black king is in check by the white rook. The problem occurs when I try to search if there are any pieces in between the rook and the king. void rook_white(piece A[]) // does WR check BK { cout << "Found White Rook "; int k_x; // BK'S x coordinate int k_y; // BK's y coordinate bool check = false; for(int x=0; x<8; x++) { for(int y=0; y<8; y++) { if(A[t_i].field[m_x-x][m_y] == 'k') // Moving Left { k_x=m_x; k_y=m_y; goto al_1; } } } for(int x

Collision Detection In Unity3D

此生再无相见时 提交于 2019-12-04 06:01:55
问题 I am working on 3D fighting game.I have two character with their animation.I have applied character controller and character controller script which i have customized. I have two button one to move farword and one to move backword..And four button to play different animation just like make a punch, hit a leg etc. Upto that its work perfactly fine. Now I have use capsule object with their capsule collider as a child of different bones. Like i have place one capsule object with their collider

How to make a fast search for an object with a particular value in a vector of structs or classes? c++

允我心安 提交于 2019-12-04 05:27:23
问题 If I have thousands of struct or class objects in a vector, how to find those that are needed, in a fast way? For example: Making a game, and I need fastest way of collision detection. Each tile is a struct, there are many tiles in the vector map, with a values: x and y. So basically I do: For(i=0;i<end of vector list;i++) { //searching if x= 100 and y =200 } So maybe there is a different way , like smart pointers or something to search for particular objects faster? 回答1: You should sort your

2D Elastic Ball Collision Physics

依然范特西╮ 提交于 2019-12-04 03:28:48
I am making a program that involves elastic ball physics. I have worked out all of the maths for collision against walls and stationary objects, but I cannot figure out what happens when two moving balls collide. I have mass and velocity (x and y velocity to be exact, but velocity of each ball and their direction will do) and would like the formulae for those. Remember - this is a perfectly elastic collision - so no spinning balls, etc. This wikipedia article provides a formula to compute velocities after collision between two particles : There are many reasons to use this formula : you just

How to fix circle and rectangle overlap in collision response?

旧街凉风 提交于 2019-12-03 21:54:27
Since in the digital world a real collision almost never happens, we will always have a situation where the "colliding" circle overlaps the rectangle. How to put back the circle in the situation where it collides perfectly with the rectangle without overlap? Suppose that the rectangle is stopped (null velocity) and axis-aligned. I would solve this problem with a posteriori approach (in two dimensions). In short I have to solve this equation for t : Where: is a number that answers to the question: how many frames ago did the collision happen perfectly? is the radius of the circle. is the center

Blocking Movement On Collision

醉酒当歌 提交于 2019-12-03 20:31:45
i'm developing a 2d game in XNA and i'm currently working on my physics class. and my current task is to stop an object when it's colliding with another. i have made my game call this function when ever 2 objects collide: public void BlockMovement(gameObject target) { //you can call width by just typing width. same for height owner.position.X += (owner.position.X - target.position.X); owner.position.Y += (owner.position.Y - target.position.Y); } the problem is that instead of stopping. the object that was moving is pushed back by the amount of it's width. can someone please show/tell me how to

Javascript canvas collision side detection

懵懂的女人 提交于 2019-12-03 16:28:28
Hey i'm trying to get the side with which the two objects in the canvas collide. Here's what i'm using for collision detection, but it only checks for a collision, without a specific side. Where o1 and o2 are objects taht have properties: x - position on the X axis y - position on the Y axis w - the width of the rectangle h - the height of the rectangle var collidesWith = function (o2) { var o1 = this; if ((o1.y + o1.h) < o2.y) { return 0; } if (o1.y > (o2.y + o2.h)) { return 0; } if ((o1.x + o1.w) < o2.x) { return 0; } if (o1.x > (o2.x + o2.w)) { return 0; } return 1; }; EDIT : Here's the

How do I check if a simplex contains the origin?

心不动则不痛 提交于 2019-12-03 14:39:48
I am implementing the Gilbert-Johnson-Keerthi algorithm which computes whether two objects are intersecting (ie. colliding). The entry point to my code is the hasCollided function which takes two lists of points and returns True if they are intersecting. I believe I have implemented the paper correctly - however, I still have to implement the contains function. The contains function should determine whether a simplex contains the origin. I am unsure as to how to implement this. How do I efficiently determine if a simplex (collection of points) contains the origin? The following is my

Java collision detection between two Shape objects?

自古美人都是妖i 提交于 2019-12-03 09:03:18
问题 I would like to know the best way to tell if a Shape object intersects another shape. Currently I have collision detection in my game sorted out as long as it involves a Shape intersecting a Rectangle or vice versa. The problem I'm having is that the intersects() method in the Shape class can only take a Rectangle or a Point as a parameter, not another Shape. Is there an efficient way to test if two Shape objects are overlapping in any way? One way I tried was using a for loop to generate an

What Exactly is Hash Collision

时间秒杀一切 提交于 2019-12-03 08:52:02
问题 Hash Collision or Hashing Collision in HashMap is not a new topic and I've come across several blogs and discussion boards explaining how to produce Hash Collision or how to avoid it in an ambiguous and detailed way. I recently came across this question in an interview. I had lot of things to explain but I think it was really hard to precisely give the right explanation. Sorry if my questions are repeated here, please route me to the precise answer: What exactly is Hash Collision - is it a