Game Development Reference
In-Depth Information
centers of gravity of each colliding object; this is central impact , as discussed in Chap‐
ter 5 , and is the same as that used for the particle example in Chapter 8 .
Now take a look at the function we've prepared for this simulation to check for collisions:
int CheckForCollision (pRigidBody2D body1, pRigidBody2D body2)
Vector d;
float r;
int retval = 0;
float s;
Vector v1, v2;
float Vrn;
r = body1->ColRadius + body2->ColRadius;
d = body1->vPosition - body2->vPosition;
s = d.Magnitude() - r;
vCollisionNormal = d;
v1 = body1->vVelocity;
v2 = body2->vVelocity;
vRelativeVelocity = v1 - v2;
Vrn = vRelativeVelocity * vCollisionNormal;
if((fabs(s) <= ctol) && (Vrn < 0.0))
retval = 1; // collision;
CollisionBody1 = body1;
CollisionBody2 = body2;
} else if(s < -ctol)
retval = −1; // interpenetrating
} else
retval = 0; // no collision
return retval;
This function uses a simple bounding circle check to determine whether or not the
hovercraft are colliding. The first thing it does is calculate the distance, r , that represents
the absolute minimum separation between these hovercraft when they are in contact.
ColRadius is the radius of the bounding circle of the hovercraft. We must compute it
for each hovercraft upon initialization as follows:
->ColRadius = SQRT(fLength*fLength + fWidth*fWidth);
Next, the distance separating the hovercraft at the time this function is called is deter‐
mined and stored in the variable d . Since we're assuming that these hovercraft are par‐
ticles, determining d is simply a matter of calculating the distance between the coordi‐
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