You will need two sets of coordinates:
- Zamboni corner points.
- Rectangular points for collision detection.
Rectangle points can be calculated from zamboni corners. To do this: You should get "min-x" and "min-y" from them:
Point topLeftRect = new Point(Math.min(zamboniCorner1.x,zamboniCorner2.x,zamboniCorner3.x,zamboniCorner4.x),
Math.min(zamboniCorner1.y,zamboniCorner2.y,zamboniCorner3.y,zamboniCorner4.y));
Point bottomRightRect = new Point(Math.max(zamboniCorner1.x,zamboniCorner2.x,zamboniCorner3.x,zamboniCorner4.x),
Math.max(zamboniCorner1.y,zamboniCorner2.y,zamboniCorner3.y,zamboniCorner4.y));
Rectangle collisionDetectionRectangle =new Rectangle(topLeftRect,bottomRightRect);
The detection detection rectangle size is usually larger than the Zamboni size.
What happens to rotation?
Steps (one of many possible ways)
2d points {x, y} → goes into 3d: {x, y, 1}
float[][] zamboniCorner1Point3d = {{zamboniCorner1.x,zamboniCorner1.y,1}};
...
float[][] zamboniCorner4Point3d = {{zamboniCorner4.x,zamboniCorner4.y,1}};
1.- You need to move the zamboni center to (0,0) and you will drop the zamboni corners with the center:
You can use this 3-dimensional matrix (1):
float[][] translationMatrix1 = {{1, 0,-zamboniCenter.x},{0, 1,-zamboniCenter.y},{0, 0, 1}};
float[][] zamboniCorner1Point3dNew = Matrix.cross(zamboniCorner1Point3d,translationMatrix1);
...
float[][] zamboniCorner4Point3dNew = Matrix.cross(zamboniCorner4Point3d,translationMatrix1);
Point' -> Point * Matrix1
2.- You need to turn all the cordins (the center of the zamboni does not change, it {{0,0,1})
You can used this 3-d matrix (2):
float[][] rotationMatrix2 = {Math.cos(rotationAngle), Math.sin(rotationAngle), 0 }, {-Math.sin(rotationAngle), Math.cos(rotationAngle), 0}, {0, 0, 1 }};
float[][] zamboniCorner1Point3dNew = Matrix.cross(zamboniCorner1Point3dNew,rotationMatrix2);
...
float[][] zamboniCorner4Point3dNew = Matrix.cross(zamboniCorner4Point3dNew,rotationMatrix2);
Point' -> Point * Matrix2
3.- zamboni ( {0,0,1}) ( {{zamboniCenter.x, zamboniCenter.y, 1}}) .
You can used a 3-d matrix(3):
float[][] translationMatrix3 = {{1, 0, zamboniCenter.x},{0, 1, zamboniCenter.y},{0, 0, 1}};
float[][] zamboniCorner1Point3dNew = Matrix.cross(zamboniCorner1Point3dNew,translationMatrix3);
...
float[][] zamboniCorner4Point3dNew = Matrix.cross(zamboniCorner1Point3dNew,translationMatrix3);
Point' -> Point * Matrix3
4.- .
zamboniCorner1.x = zamboniCorner1Point3dNew[0];
zamboniCorner1.y = zamboniCorner1Point3dNew[1];
...
zamboniCorner4.x = zamboniCorner4Point3dNew[0];
zamboniCorner4.y = zamboniCorner4Point3dNew[1];
5.- : min-x, min-y, max-x max-y , . top-lef: (min-x, min-y) : (max-x, max-y).
Point topLeftRect = new Point(Math.min(zamboniCorner1.x,zamboniCorner2.x,zamboniCorner3.x,zamboniCorner4.x),
Math.min(zamboniCorner1.y,zamboniCorner2.y,zamboniCorner3.y,zamboniCorner4.y));
Point bottomRightRect = new Point(Math.max(zamboniCorner1.x,zamboniCorner2.x,zamboniCorner3.x,zamboniCorner4.x),
Math.max(zamboniCorner1.y,zamboniCorner2.y,zamboniCorner3.y,zamboniCorner4.y));
Rectangle collisionDetectionRectangle =new Rectangle(topLeftRect,bottomRightRect);
1, 2 3; :
float[][] matrix = Matrix.cross(Matrix.cross(translationMatrix1,rotationMatrix2),translationMatrix3);
float[][] zamboniCorner1Point3dNew = Matrix.cross(zamboniCorner1Point3d,matrix);
...
float[][] zamboniCorner4Point3dNew = Matrix.cross(zamboniCorner4Point3d,matrix);
Point' -> Point * (Matrix-1 * Matrix-2 * Matrix-3)