Ajout collision semi fonctionnelle entre 2 spheres

feat:
+ collision entre 2 spheres, fonctionne a moitie, overlap entre les 2
This commit is contained in:
StratiX0
2024-04-24 12:59:40 +02:00
parent e57de4f1be
commit 291afe9424
4 changed files with 38 additions and 8 deletions

View File

@@ -87,8 +87,10 @@ bool Physics::IsColliding(Object* object1, Object* object2)
{
return CubesOverlap(object1, object2);
}
// Add more collision checks for other types of objects here...
if (type1 == "sphere" && type2 == "sphere")
{
return SpheresOverlap(object1, object2);
}
return false;
}
@@ -110,3 +112,23 @@ bool Physics::CubesOverlap(Object* cube1, Object* cube2)
min1.m128_f32[1] <= max2.m128_f32[1] && max1.m128_f32[1] >= min2.m128_f32[1] &&
min1.m128_f32[2] <= max2.m128_f32[2] && max1.m128_f32[2] >= min2.m128_f32[2]);
}
bool Physics::SpheresOverlap(Object* sphere1, Object* sphere2)
{
XMVECTOR position1 = sphere1->GetPosition();
XMVECTOR position2 = sphere2->GetPosition();
XMVECTOR scale1 = sphere1->GetScale();
XMVECTOR scale2 = sphere2->GetScale();
float distance = sqrt(
(position1.m128_f32[0] - position2.m128_f32[0]) * (position1.m128_f32[0] - position2.m128_f32[0]) +
(position1.m128_f32[1] - position2.m128_f32[1]) * (position1.m128_f32[1] - position2.m128_f32[1]) +
(position1.m128_f32[2] - position2.m128_f32[2]) * (position1.m128_f32[2] - position2.m128_f32[2])
);
float radius1 = XMVectorGetX(XMVector3Length(scale1));
float radius2 = XMVectorGetX(XMVector3Length(scale2) / 2);
return distance < radius1 + radius2;
}