mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 03:56:31 +00:00
Improve collision demo (#612)
* Replace square in center of level with stationary ball * Improve collision demo - Collisions between balls are smoother. - Fixed an issue with collision bounds not being set properly. (This is what made the collision appear unsmooth)
This commit is contained in:
@@ -36,21 +36,21 @@ namespace Features.Demos
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_blankTexture = new Texture2D(GraphicsDevice, 1, 1);
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_blankTexture.SetData(new[] { Color.WhiteSmoke });
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var demoBall1 = new DemoBall(new Sprite(_spikeyBallTexture))
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var spikyBallLeft = new DemoBall(new Sprite(_spikeyBallTexture))
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{
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Position = new Vector2(200, 240),
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Velocity = new Vector2(0, -120)
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};
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_actors.Add(demoBall1);
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_actors.Add(spikyBallLeft);
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var demoBall2 = new DemoBall(new Sprite(_spikeyBallTexture))
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var spikeyBallRight = new DemoBall(new Sprite(_spikeyBallTexture))
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{
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Position = new Vector2(600, 240),
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Velocity = new Vector2(0, 120)
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};
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_actors.Add(demoBall2);
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_actors.Add(spikeyBallRight);
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var controllableBall = new DemoBall(new Sprite(_spikeyBallTexture))
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var controllableBall = new ControllableBall(new Sprite(_spikeyBallTexture))
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{
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Position = new Vector2(400, 240),
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Velocity = new Vector2(0, 0)
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@@ -58,26 +58,26 @@ namespace Features.Demos
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_actors.Add(controllableBall);
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_controllableBall = controllableBall;
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var wall1 = new DemoWall(new Sprite(_blankTexture))
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var topWall = new DemoWall(new Sprite(_blankTexture))
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{
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Bounds = new RectangleF(0, 0, 800, 20),
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Position = new Vector2(0, 0)
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};
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_actors.Add(wall1);
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_actors.Add(topWall);
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var wall2 = new DemoWall(new Sprite(_blankTexture))
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var bottomWall = new DemoWall(new Sprite(_blankTexture))
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{
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Position = new Vector2(0, 460),
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Bounds = new RectangleF(0, 0, 800, 20)
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};
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_actors.Add(wall2);
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_actors.Add(bottomWall);
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var centerWall = new DemoWall(new Sprite(_blankTexture))
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var spikeyBallCenter = new StationaryBall(new Sprite(_spikeyBallTexture))
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{
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Bounds = new RectangleF(0, 0, 50, 50),
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Position = new Vector2(400, 200)
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Position = new Vector2(400, 240),
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Velocity = Vector2.Zero,
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};
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_actors.Add(centerWall);
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_actors.Add(spikeyBallCenter);
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foreach (var actor in _actors)
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{
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@@ -126,13 +126,6 @@ namespace Features.Demos
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foreach (var actor in _actors)
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{
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actor.Draw(_spriteBatch);
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if (actor.Bounds is RectangleF rect)
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{
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_spriteBatch.Draw(_blankTexture, rect.ToRectangle(), Color.WhiteSmoke);
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} else if (actor.Bounds is CircleF circle)
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{
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_spriteBatch.Draw(_blankTexture, circle.Position, Color.WhiteSmoke);
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}
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}
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_spriteBatch.End();
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@@ -153,9 +146,10 @@ namespace Features.Demos
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Bounds = sprite.GetBoundingRectangle(new Transform2());
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}
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public Vector2 Offset { get; set; }
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/// <summary>
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/// Gets or sets the actor's position and updates teh actor's bounds
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/// position.
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/// </summary>
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public Vector2 Position
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{
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get { return _position; }
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@@ -166,8 +160,20 @@ namespace Features.Demos
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}
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}
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/// <summary>
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/// Gets or sets the actor's collision bounds.
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/// </summary>
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public IShapeF Bounds { get; set; }
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/// <summary>
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/// Gets or sets how far the actor's collision bounds are offset from
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/// the actor's position.
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/// </summary>
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public Vector2 Offset { get; set; }
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/// <summary>
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/// Gets or sets the actor's velocity.
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/// </summary>
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public Vector2 Velocity { get; set; }
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public virtual void OnCollision(CollisionEventArgs collisionInfo)
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@@ -201,14 +207,12 @@ namespace Features.Demos
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{
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public DemoBall(Sprite sprite) : base(sprite)
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{
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Offset = new Vector2(75, 75);
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Bounds = new CircleF(Position + Offset, 60);
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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Bounds.Position = Position;
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}
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public override void OnCollision(CollisionEventArgs collisionInfo)
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@@ -220,5 +224,40 @@ namespace Features.Demos
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}
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}
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/// <summary>
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/// Ball that doesn't move when collided with.
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/// </summary>
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class StationaryBall : DemoBall
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{
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public StationaryBall(Sprite sprite) : base(sprite)
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{
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}
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public override void OnCollision(CollisionEventArgs collisionInfo)
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{
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}
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}
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/// <summary>
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/// Player controlled ball.
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/// </summary>
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class ControllableBall : DemoBall
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{
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public ControllableBall(Sprite sprite) : base(sprite)
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{
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Bounds = new CircleF(Position + Offset, 60);
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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}
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public override void OnCollision(CollisionEventArgs collisionInfo)
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{
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Position -= collisionInfo.PenetrationVector;
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}
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}
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#endregion
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}
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@@ -36,20 +36,13 @@ namespace MonoGame.Extended.Collisions
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/// <param name="gameTime"></param>
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public override void Update(GameTime gameTime)
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{
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// Update bounding box locations.
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foreach (var value in _targetDataDictionary.Values)
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{
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_collisionTree.Remove(value);
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value.Bounds = value.Target.Bounds;
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_collisionTree.Insert(value);
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}
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// Detect collisions
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foreach (var value in _targetDataDictionary.Values)
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{
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_collisionTree.Remove(value);
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var target = value.Target;
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var collisions =_collisionTree.Query(target.Bounds)
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.Where(data => data.Target != target);
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var collisions =_collisionTree.Query(target.Bounds);
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// Generate list of collision Infos
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foreach (var other in collisions)
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@@ -61,7 +54,9 @@ namespace MonoGame.Extended.Collisions
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};
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target.OnCollision(collisionInfo);
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value.Bounds = value.Target.Bounds;
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}
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_collisionTree.Insert(value);
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}
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}
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@@ -156,7 +151,10 @@ namespace MonoGame.Extended.Collisions
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private static Vector2 PenetrationVector(CircleF circ1, CircleF circ2)
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{
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Debug.Assert(circ1.Intersects(circ2));
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if (!circ1.Intersects(circ2))
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{
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return Vector2.Zero;
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}
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var displacement = Point2.Displacement(circ1.Center, circ2.Center);
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