Java-Gaming.org Hi !
 Featured games (91) games approved by the League of Dukes Games in Showcase (757) Games in Android Showcase (229) games submitted by our members Games in WIP (844) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
Pages: [1]
 ignore  |  Print
 Ideas? Need help with collision during rotation  (Read 1867 times) 0 Members and 1 Guest are viewing this topic.
barfy

Junior Devvie

The evidence of things not seen

 « Posted 2004-03-13 04:47:30 »

Hi,

I would really appreciate any help and ideas from all you Java gods with regards to the following 2D problem:

1. How do I detect AND recover from a collision between arbitrary polygons (convex or concave with more than 3 vertices) in 2D rotating and moving directionally at different speeds?

I was thinking of checking each line segment generated from each BEFORE MOVING vertex of polygon A to the AFTER MOVING vertex, against all the edges of the polygon B. The process is then repeated for polygon B "moving" in the opposite direction. Very brute-force I know, but at least it solves the speed problem with collision detection.

I've linked a pic to illustrate: http://www.imagedump.com/index.cgi?pick=get&tp=49876&poll_id=0&a mp;warned=y

In the picture, the red line segments generated from the movement are checked against the blue edges of the green polygon. The red circles represent the point of intersections.

1. To detect collision during DIRECTION MOVEMENT at arbitrary speeds, i find the before and after coordinates and use the above algorithm. To correct the movement, I find the point of intersection with the least displacement from the original vertex and translate the polygon there instead.

2. To detect collision during ROTATION at arbitrary speeds, i would use the exact same process, with the exception that line segments are now rotation arcs.

My big and ugly problem is that I can't find a neat and (somewhat) efficient algorithm to compute the angle I must "un-rotate" to get the correct displacement. Since I'm hardly a mathematician, the algorithm I have, in a word, sucks.

Can anyone help with the algorithm? Is this even a good way to get around the problem?    :-/

Thanks.
Pages: [1]
 ignore  |  Print

 EgonOlsen (74 views) 2018-06-10 19:43:48 EgonOlsen (55 views) 2018-06-10 19:43:44 EgonOlsen (74 views) 2018-06-10 19:43:20 DesertCoockie (254 views) 2018-05-13 18:23:11 nelsongames (154 views) 2018-04-24 18:15:36 nelsongames (154 views) 2018-04-24 18:14:32 ivj94 (895 views) 2018-03-24 14:47:39 ivj94 (156 views) 2018-03-24 14:46:31 ivj94 (808 views) 2018-03-24 14:43:53 Solater (172 views) 2018-03-17 05:04:08
 Java Gaming Resourcesby philfrei2017-12-05 19:38:37Java Gaming Resourcesby philfrei2017-12-05 19:37:39Java Gaming Resourcesby philfrei2017-12-05 19:36:10Java Gaming Resourcesby philfrei2017-12-05 19:33:10List of Learning Resourcesby elect2017-03-13 14:05:44List of Learning Resourcesby elect2017-03-13 14:04:45SF/X Librariesby philfrei2017-03-02 08:45:19SF/X Librariesby philfrei2017-03-02 08:44:05
 java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org