• Collision Detection Problem
    2 replies, posted
I wrote a small chunk of code for my SFML game that (should) cycle through every entity and check if it collides with the given entity. If it finds a match, it returns the entity (pointer) and breaks from the loop. However, this is not what happens. It ALWAYS returns a value, even if it's far away from any other entity. Here is the code: [php] TwoDEntity * GameManager::IsCollidingAny(TwoDEntity * ent,sf::Uint8 AlphaLimit) { int i; for(i = 0; i < ulist.size(); i++) { if(ulist.at(i)->GetCanCollide()) { TwoDEntity * check = dynamic_cast<TwoDEntity*>(ulist.at(i)); //uses dynamic_cast to get the key state //ulist.at(i); if(IsColliding(ent->GetSprite(),check->GetSprite(),AlphaLimit)) { //return check; //return 0; return check; } check = NULL; delete check; } else { continue; } } return NULL; } [/php] The algorithim (Some SFML knowledge probably needed): [php] bool Collision::PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) { //Get AABBs of the two sprites sf::IntRect Object1AABB = GetAABB(Object1); sf::IntRect Object2AABB = GetAABB(Object2); sf::IntRect Intersection; if (Object1AABB.Intersects(Object2AABB, &Intersection)) { //We've got an intersection we need to process the pixels //In that Rect. //Bail out now if AlphaLimit = 0 if (AlphaLimit == 0) return true; //There are a few hacks here, sometimes the TransformToLocal returns negative points //Or Points outside the image. We need to check for these as they print to the error console //which is slow, and then return black which registers as a hit. sf::IntRect O1SubRect = Object1.GetSubRect(); sf::IntRect O2SubRect = Object2.GetSubRect(); sf::Vector2i O1SubRectSize(O1SubRect.GetWidth(), O1SubRect.GetHeight()); sf::Vector2i O2SubRectSize(O2SubRect.GetWidth(), O2SubRect.GetHeight()); sf::Vector2f o1v; sf::Vector2f o2v; //Loop through our pixels for (int i = Intersection.Left; i < Intersection.Right; i++) { for (int j = Intersection.Top; j < Intersection.Bottom; j++) { o1v = Object1.TransformToLocal(sf::Vector2f(i, j)); //Creating Objects each loop :( o2v = Object2.TransformToLocal(sf::Vector2f(i, j)); //Hack to make sure pixels fall withint the Sprite's Image if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 && o1v.x < O1SubRectSize.x && o1v.y < O1SubRectSize.y && o2v.x < O2SubRectSize.x && o2v.y < O2SubRectSize.y) { //If both sprites have opaque pixels at the same point we've got a hit if ((Object1.GetPixel(static_cast<int> (o1v.x), static_cast<int> (o1v.y)).a > AlphaLimit) && (Object2.GetPixel(static_cast<int> (o2v.x), static_cast<int> (o2v.y)).a > AlphaLimit)) { return true; } } } } return false; } return false; } [/php] Do you see anything that could falsely return a non-NULL value, O great programming gods?
... You only have one return statement that can return a non-zero value. And it's only reached if IsColliding returns true, which is a function we can't see. We can't help you. Regardless, [cpp] check = NULL; delete check; [/cpp] You might wanna switch those two lines :)
Sorry, I've never been good at Programming posts. IsColliding is just a abstraction of another function, which is the algorithim. I'll post it. To the best of my knowledge, it returns true if there is a collision and false if there isn't. Pretty simple.
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