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Collision detection for Shapes
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#include <Siv3D.hpp> | |
template <class T> | |
const bool intersect(const T& shape1, const Shape& shape2) | |
{ | |
const Shape::Type type = shape2.type(); | |
switch (type) | |
{ | |
case Shape::Type::Circle: | |
return shape1.intersects(shape2.storage.circle); | |
case Shape::Type::RectF: | |
return shape1.intersects(shape2.storage.rectF); | |
case Shape::Type::Quad: | |
return shape1.intersects(*shape2.storage.quad); | |
case Shape::Type::Triangle: | |
return shape1.intersects(shape2.storage.triangle); | |
} | |
return false; | |
} | |
void Main() | |
{ | |
Graphics::SetBackground(Palette::Slategray); | |
const Vec2 pos { 640 / 2, 480 / 2 }; | |
Array<Shape> shapes; | |
shapes.push_back(Shape(Circle(pos, 50))); //Circle | |
shapes.push_back(Shape(RectF(pos.movedBy(-130, -130), 100, 200))); //RectF | |
shapes.push_back(Shape(RectF(pos.movedBy(0, -100), 120, 100).rotated(45_deg))); //Quad | |
shapes.push_back(Shape(Triangle(pos, pos.movedBy(140, 0), pos.movedBy(0, 120)))); //Triangle | |
while (System::Update()) | |
{ | |
for (auto& s : shapes) | |
{ | |
if (intersect(Vec2(Mouse::Pos()), s)) | |
{ | |
s.draw(Palette::Orange); | |
} | |
s.drawFrame(3); | |
} | |
} | |
} |
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