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  CollisionHelper for Libgdx  (Read 977 times)
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Offline autlos

Innocent Bystander





« Posted 2014-02-04 21:49:44 »

Hey, this is a class I made useful for collisions. It's really efficient as you don't need a Rectangle for every Entity you have. The entire game collisions can be managed with just 2 rectangles and 2 circles.

It also has a method to check if a rectangle overlaps a circle, really useful.

You can use them for your entities or buttons.

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import net.autlos.sgf2.entities.Entity;

import com.badlogic.gdx.math.Circle;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;

public class CollisionHelper {
   public static final Rectangle rectA = new Rectangle();
   public static final Rectangle rectB = new Rectangle();
   public static final Circle circA = new Circle();
   public static final Circle circB = new Circle();

   public static boolean collidesRectangles(Entity entityA, Entity entityB) {
      entityA.setBoundingRectangle(rectA);
      entityB.setBoundingRectangle(rectB);
      return rectA.overlaps(rectB);
   }

   public static boolean collidesCircles(Entity entityA, Entity entityB) {
      entityA.setBoundingCircle(circA);
      entityB.setBoundingCircle(circB);
      return circA.overlaps(circB);
   }

   public static boolean collidesCircleRectangle(Entity circleEntity, Entity rectangleEntity){
      circleEntity.setBoundingCircle(circA);
      rectangleEntity.setBoundingRectangle(rectA);  
     
      float circleDistanceX = Math.abs(circA.x - rectA.x - rectA.width/2);
      float circleDistanceY = Math.abs(circA.y - rectA.y - rectA.height/2);
     
      if(circleDistanceX > (rectA.width/2 + circA.radius) || circleDistanceY > (rectA.height/2 + circA.radius))
         return false;
      if(circleDistanceX <= (rectA.width/2) || circleDistanceX <= (rectA.height/2))
         return true;
     
      float cornerDistance = (circleDistanceX - rectA.width/2)*(circleDistanceX - rectA.width/2)
            + (circleDistanceY - rectA.height/2)*(circleDistanceY - rectA.height/2);      
     
      return (cornerDistance <= (circA.radius * circA.radius));
   }
   
   public static boolean isTouchingCircle(Entity circEntity, Vector2 position){
      return isTouchingCircle(circEntity, position.x, position.y);
   }

   public static boolean isTouchingRectangle(Entity rectEntity, Vector2 position){
      return isTouchingRectangle(rectEntity, position.x, position.y);
   }
   
   /**
    * Returns true if the rectangle contains the given coordinates.
    * @param rectEntity
    * @param x
    * @param y
    * @return
    */

   public static boolean isTouchingRectangle(Entity rectEntity, float x, float y) {
      rectEntity.setBoundingRectangle(rectA);
      return rectA.contains(x, y);
   }

   /**
    * Returns true if the circle contains the given position
    * @param circEntity
    * @param x
    * @param y
    * @return
    */

   public static boolean isTouchingCircle(Entity circEntity, float x, float y) {
      circEntity.setBoundingCircle(circA);
      return circA.contains(x, y);
   }
}


You don't need my Entity class, but you might want to see "setBoundingCircle" and "setBoundingRectangle" methods:
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   public void setBoundingRectangle(Rectangle boundingRectangle){
      boundingRectangle.set(position.x, position.y, width, height);
   }
   
   public void setBoundingCircle(Circle boundingCircle){
      boundingCircle.set(position.x + width / 2, position.y + height / 2, width/2);  
   }
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