Timeline for Bounding box of a rotated rectangle (2d)
Current License: CC BY-SA 3.0
18 events
when toggle format | what | by | license | comment | |
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Dec 9, 2011 at 15:31 | comment | added | Chris Evans | Captain America? | |
Dec 9, 2011 at 15:30 | vote | accept | Chris Evans | ||
Dec 8, 2011 at 5:49 | answer | added | David Gouveia | timeline score: 3 | |
Dec 8, 2011 at 1:08 | answer | added | Stephen Tierney | timeline score: 0 | |
Dec 7, 2011 at 22:48 | comment | added | Jordaan Mylonas | Why is Captain America asking Math questions? | |
Dec 7, 2011 at 18:11 | comment | added | Chris Evans | And to apologise further I am just being lazy. I have just implemented it in my code and it works perfectly. Thanks John + Sam. :) | |
Dec 7, 2011 at 18:06 | comment | added | Chris Evans | Ah, I see what you are saying. Apologies, I misunderstood. As Y increases, the object will go down the screen and if rotation increases the sprite rotates clockwise. :) | |
Dec 7, 2011 at 18:04 | comment | added | sam hocevar |
@ChrisEvans: my question is, if Y increases, does the object go up the screen or does it go down? and if rotation increases, does the sprite rotate clockwise or counterclockwise? If you have a coordinate system issue, then the answer to these questions is important.
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Dec 7, 2011 at 18:03 | comment | added | Chris Evans | Ah of course, I feel a bit silly now! Still not sure about the rotation and XY situation though. | |
Dec 7, 2011 at 17:59 | comment | added | John McDonald | @ChrisEvans, it's just as easy to determine if two circles are intersecting as it is to see if a point resides inside a single circle: if distanceBetween(mouse, object.Centre) < object.Radius then it's inside. Distance between two points is as simple as calculating the Hypotenuse: en.wikipedia.org/wiki/Hypotenuse | |
Dec 7, 2011 at 17:59 | comment | added | Chris Evans | My X and Y central coordinates are calculated like this: "return positionX + (width / 2);" - so no consideration is made for rotation. | |
Dec 7, 2011 at 17:52 | comment | added | sam hocevar | Does your Y coordinate go up or down? And does a positive rotation go clockwise or counterclockwise? | |
Dec 7, 2011 at 17:52 | comment | added | Chris Evans | Hmm, I store centre XY already but thought it wouldn't be true centre due to the rotation? I guess it would be though because the sprite is rotated from the centre. Is it easy to determine mouse click in a circle? | |
Dec 7, 2011 at 17:49 | comment | added | John McDonald | In my top-down game, I do everything with circles. Instead of storing the (Top,Left) of the image, I store the (X,Y) of the centre, a radius for collisions only, and an (X,Y) offset from the centre for drawing. | |
Dec 7, 2011 at 17:47 | comment | added | Chris Evans | Well I considered circles but am I not going to have a problem keeping the circle in the middle of the rotated sprite? | |
Dec 7, 2011 at 17:41 | answer | added | sam hocevar | timeline score: 1 | |
Dec 7, 2011 at 17:37 | comment | added | John McDonald | Circles are nice if you are able to freely rotate the sprite. Collisions between two circles is dead simple: if distanceBetween < radius1 + radius2 then colliding | |
Dec 7, 2011 at 17:20 | history | asked | Chris Evans | CC BY-SA 3.0 |