In this code I have one view (white, zoom 2) and the original window, also one sprite for a car and one sprite for a wall...
#include <SFML/Graphics.hpp>
#include "collision.hpp"
#define windowWidth 1000
#define windowHeight 600
int main()
{
sf::RenderWindow window(sf::VideoMode(windowWidth, windowHeight), "SFML Views");
sf::View view(sf::FloatRect(0,0, windowWidth, windowHeight));
view.zoom(2);
// car
sf::Texture imgCar;
Collision::CreateTextureAndBitmask(imgCar, "carro.png" );
sf::Sprite car;
car.setTexture(imgCar);
car.setPosition(0, (windowHeight - imgCar.getSize().y) / 2);
// wall
sf::Texture imgWall;
Collision::CreateTextureAndBitmask( imgWall, "barreira.png" );
sf::Sprite wall;
wall.setTexture(imgWall);
wall.setPosition(windowWidth - imgWall.getSize().x, 0);
sf::RectangleShape background (sf::Vector2f(windowWidth, windowHeight));
background.setFillColor(sf::Color::White);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
if (!Collision::PixelPerfectTest(car, wall))
car.move(0.1, 0);
window.clear();
window.setView(view);
window.draw(background);
window.setView(window.getDefaultView());
window.draw(car);
window.draw(wall);
window.display();
}
return 0;
}
... if both car and wall are related with the main window, I get a perfect car collision with the wall. (see image).
Now if I put the car inside the view ...
window.clear();
window.setView(view);
window.draw(background);
window.draw(car);
window.setView(window.getDefaultView());
window.draw(wall);
window.display();
... the collision is detected as if the wall were within the boundaries of the view (which is zoomed in) (see image).
How can I make the collision detection independent of the view?