As the title suggests, I am experiencing problems with a switch
statement failing to check the i
variable within a for
loop a certain values. The Boolean function below simulates oriented bounding box collision between two sprites, with the i
variable representing each face of the oriented bounding box. However, when the function returns false
, i
is only checked at values 0
and 1
, and when the function returns true
, i
is only checked at values 2
and 3
.
I don't know whether or not it's the for
loop or the switch
statement that is causing this error, and I've double-checked to see if the collision works on all the faces of the oriented bounding boxes, to which I can confirm that it indeed works perfectly. Any form of assistance would be gladly appreciated!
Collision.cpp:
bool Collision::orientedBoundingBoxTest(const sf::Sprite &object1, const sf::Sprite &object2, int object1Width, int object1Height, int object2Width, int object2Height)
{
/*Variables assigned and declared here*/
for (int i = 0; i < 4; i++)
{
float faceX = collisionObject1.getPoint(i).x - collisionObject1.getPoint((i + 1) % 4).x;
float faceY = collisionObject1.getPoint(i).y - collisionObject1.getPoint((i + 1) % 4).y;
float perpendicularAxisX = -faceY;
float perpendicularAxisY = faceX;
float normalizedAxisLength = sqrt(perpendicularAxisX * perpendicularAxisX + perpendicularAxisY * perpendicularAxisY);
perpendicularAxisX /= normalizedAxisLength;
perpendicularAxisY /= normalizedAxisLength;
float object1Min = std::numeric_limits<float>::max(), object1Max = -object1Min;
float object2Min = std::numeric_limits<float>::max(), object2Max = -object2Min;
for(int j = 0; j < 4; j++)
{
float object1Projection = (perpendicularAxisX * (collisionObject1.getPoint(j % 4).x + collisionObject1.getPosition().x) + perpendicularAxisY * (collisionObject1.getPoint(j % 4).y + collisionObject1.getPosition().y)) / (perpendicularAxisX * perpendicularAxisX + perpendicularAxisY * perpendicularAxisY);
object1Min = min(object1Projection, object1Min);
object1Max = max(object1Projection, object1Max);
}
for(int j = 0; j < 4; j++)
{
float object2Projection = (perpendicularAxisX * (collisionObject2.getPoint(j % 4).x + collisionObject2.getPosition().x) + perpendicularAxisY * (collisionObject2.getPoint(j % 4).y + collisionObject2.getPosition().y)) / (perpendicularAxisX * perpendicularAxisX + perpendicularAxisY * perpendicularAxisY);
object2Min = min(object2Projection, object2Min);
object2Max = max(object2Projection, object2Max);
}
switch (i) //Switch statement failing to check "i" variable at certain values
{
case 0:
deltaY = -(object1Max - object2Min);
break;
case 1:
deltaX = object1Min - object2Max;
break;
case 2:
deltaY = object1Min - object2Max;
break;
case 3:
deltaX = -(object1Max - object2Min);
break;
}
if (! (object1Max >= object2Min && object1Min <= object2Max))
return false;
}
return true;
}
Engine.cpp:
void Engine::physics(sf::RenderWindow& _window)
{
for (int i = 0; i < 5; i++)
{
if (collision.orientedBoundingBoxTest(collisionArray[i].collisionObjectSprite, player.playerSprite, collisionArray[i].width, collisionArray[i].height, player.width, player.height))
{
currentCollisionObjectIndex = i;
player.hitTest = true;
break;
}
else
{
player.hitTest = false;
}
}
/*Additional code here*/
}
In my opinion, your conclusion is wrong, put cout << i << endl;
between case
s, and ensure about your results.
I'm sure each 0..3
will be meet on each iterate ot i
, unless the return
statement be invoked.
switch (i)
{
case 0:
deltaY = -(object1Max - object2Min); cout << i << endl;
break;
case 1:
deltaX = object1Min - object2Max; cout << i << endl;
break;
case 2:
deltaY = object1Min - object2Max; cout << i << endl;
break;
case 3:
deltaX = -(object1Max - object2Min); cout << i << endl;
break;
}