From the image above, given an initial position of b0(x, y), an end position of b1(x, y) and positions a(x, y) and c(x, y). How can I predetermine if square B0 will move from b0(x, y) to b1(x, y) without getting into contact with rectangle A and C? I believe that the angle will be needed.
Some observations...
If box B's initial position is to the right of the ending position (in the gap), then the box can successfully move to the ending position without colliding with the other boxes only if theta is a counter-clockwise angle (see Figure below). For this test, use the box B's top-right corner and the bottom-left corner of C.
Similarly, If box B's initial position is to the left of the ending position, then it can successfully move to the ending position without colliding with the other boxes only if theta is a counter-clockwise angle (see Figure below). For this test, use the box B's top-left corner and the bottom-right corner of A.
Some code...
First, extend CGPoint
to determine the corners of a box.
extension CGPoint {
func bottomLeftCorner(size:CGSize) -> CGPoint {
return CGPoint (x:x - size.width/2.0, y:y - size.height/2.0)
}
func bottomRightCorner(size:CGSize) -> CGPoint {
return CGPoint(x:x + size.width/2.0, y:y - size.height/2.0)
}
func topLeftCorner(size:CGSize) -> CGPoint {
return CGPoint (x:x - size.width/2.0, y:y + size.height/2.0)
}
func topRightCorner(size:CGSize) -> CGPoint {
return CGPoint(x:x + size.width/2.0, y:y + size.height/2.0)
}
}
The following code allows the user to drop/drag box B. While the user moves the box, the code performs an on-the-fly test to see if the box can move into the gap without colliding with the other boxes.
class GameScene: SKScene {
let size1 = CGSize(width: 100, height: 50)
let size2 = CGSize(width: 50, height: 50)
let size3 = CGSize(width: 100, height: 50)
var boxA:SKSpriteNode!
var boxB:SKSpriteNode!
var boxC:SKSpriteNode!
var center:CGPoint!
override func didMove(to view: SKView) {
// This is box B's ending position
center = CGPoint (x:0,y:0)
// Define and add the boxes to the scene
boxA = SKSpriteNode(color: SKColor.yellow, size: size1)
boxB = SKSpriteNode(color: SKColor.red, size: size2)
boxC = SKSpriteNode(color: SKColor.blue, size: size3)
boxA.position = CGPoint(x: -size1.width, y: 0)
boxB.position = CGPoint(x: 0, y: 0)
boxC.position = CGPoint(x: size3.width, y: 0)
boxB.zPosition = 1
addChild(boxA)
addChild(boxB)
addChild(boxC)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
// Allow user to drag box to a new location
boxB.position = location
// Find the appropriate corners
var cornerA:CGPoint!
var cornerB:CGPoint!
var cornerC:CGPoint!
if (boxB.position.x < center.x) {
cornerA = boxA.position.bottomRightCorner(size: boxA.size)
cornerB = boxB.position.topLeftCorner(size: boxB.size)
cornerC = center.topLeftCorner(size: boxB.size)
}
else {
cornerA = center.topRightCorner(size: boxB.size)
cornerB = boxB.position.topRightCorner(size: boxB.size)
cornerC = boxC.position.bottomLeftCorner(size: boxC.size)
}
// Test if box B can move in the gap without colliding
if isCounterClockwise(A: cornerA, B: cornerB, C: cornerC) {
boxB.color = SKColor.green
}
else {
boxB.color = SKColor.red
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// Move box B to the ending position
let action = SKAction.move(to: center, duration: 2)
boxB.run(action)
}
// Test direction of angle between line segments AB and AC
func isCounterClockwise (A:CGPoint, B:CGPoint, C:CGPoint) -> Bool {
return (C.y-A.y)*(B.x-A.x) > (B.y-A.y)*(C.x-A.x)
}
}
and a video clip...
Box B turns green if it can move into the gap without colliding and turns red if not.
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just make lines from each point on B0 to its respective point on B1, and see if these lines intersect with A or C
– Mongolicall you need to do is see if B0.x <> B1.x
. Where B0.x < ? > B1.x. I don't think it's that simple, as @Darden asked some important questions that have to be considered. – Sacramentalism