Pixel Perfect Collision Detection in Cocos2dx

Posted by Happybirthday on Game Development See other posts from Game Development or by Happybirthday
Published on 2013-09-01T08:22:54Z Indexed on 2013/10/28 4:05 UTC
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I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/

Here is my code for the Cocos2d-x version

bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) {
    bool isColliding = false;
    CCRect intersection;
    CCRect r1 = spr1->boundingBox();
    CCRect r2 = spr2->boundingBox();
    intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0);
    intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX());
    intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY());

    // Look for simple bounding box collision
    if ( (intersection.size.width>0) && (intersection.size.height>0) ) {
        // If we're not checking for pixel perfect collisions, return true
        if (!pp) {
            return true;
        }

        unsigned int x = intersection.origin.x;
        unsigned int y = intersection.origin.y;
        unsigned int w = intersection.size.width;
        unsigned int h = intersection.size.height;
        unsigned int numPixels = w * h;
        //CCLog("Intersection X and Y %d, %d", x, y);
        //CCLog("Number of pixels %d", numPixels);

        // Draw into the RenderTexture
        _rt->beginWithClear( 0, 0, 0, 0);

        // Render both sprites: first one in RED and second one in GREEN
        glColorMask(1, 0, 0, 1);
        spr1->visit();
        glColorMask(0, 1, 0, 1);
        spr2->visit();
        glColorMask(1, 1, 1, 1);

        // Get color values of intersection area
        ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels );
        glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

        _rt->end();

        // Read buffer
        unsigned int step = 1;
        for(unsigned int i=0; i 0 && color.g > 0) {
                isColliding = true;
                break;
            }
        }

        // Free buffer memory
        free(buffer);
    }


    return isColliding;
}

My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended.

Here is the code for "_rt"

    _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height);
    _rt->setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f));
    this->addChild(_rt, 1000000);
    _rt->setVisible(true); //For testing

I think I am making a mistake with the implementation of this CCRenderTexture

Can anyone guide me with what I am doing wrong ?

Thank you for your time :)

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