- int steps; /* Used to speed up the collision tests, by stepping every 16pixels in the path. */
- int h;
- float i;
- float lpath; /* Holds the longest path, which is either in X or Y direction. */
- float xd,yd; /* Hold the smallest steps in X and Y directions. */
- float temp, xt, yt; /* Temporary variable. */
-
- lpath = 0;
- xd = 0;
- yd = 0;
-
- if(old->x == current->x && old->y == current->y)
- {
- return 0;
- }
- else if(old->x == current->x && old->y != current->y)
- {
- lpath = current->y - old->y;
- if(lpath < 0)
- {
- yd = -1;
- lpath = -lpath;
- }
- else
- {
- yd = 1;
- }
-
- h = 1;
- xd = 0;
-
- }
- else if(old->x != current->x && old->y == current->y)
- {
- lpath = current->x - old->x;
- if(lpath < 0)
- {
- xd = -1;
- lpath = -lpath;
- }
- else
- {
- xd = 1;
- }
- h = 2;
- yd = 0;
- }
- else
- {
- lpath = current->x - old->x;
- if(lpath < 0)
- lpath = -lpath;
- if(current->y - old->y > lpath || old->y - current->y > lpath)
- lpath = current->y - old->y;
- if(lpath < 0)
- lpath = -lpath;
- h = 3;
- xd = (current->x - old->x) / lpath;
- yd = (current->y - old->y) / lpath;
- }
-
- steps = (int)(lpath / (float)16);
-
- old->x += xd;
- old->y += yd;
-
- for(i = 0; i <= lpath; old->x += xd, old->y += yd, ++i)
- {
- if(steps > 0)
- {
- old->y += yd*16.;
- old->x += xd*16.;
- steps--;
- }
-
- if(collision_object_map(old))
- {
- switch(h)
- {
- case 1:
- current->y = old->y - yd;
- while(collision_object_map(current))
- current->y -= yd;
- break;
- case 2:
- current->x = old->x - xd;
- while(collision_object_map(current))
- current->x -= xd;
- break;
- case 3:
- xt = current->x;
- yt = current->y;
- current->x = old->x - xd;
- current->y = old->y - yd;
- while(collision_object_map(current))
- {
- current->x -= xd;
- current->y -= yd;
- }
-
- temp = current->x;
- current->x = xt;
- if(!collision_object_map(current))
- break;
- current->x = temp;
- temp = current->y;
- current->y = yt;
-
- if(!collision_object_map(current))
- {
- break;
- }
- else
- {
- current->y = temp;
- while(!collision_object_map(current))
- current->y += yd;
- current->y -= yd;
- break;
- }
-
- break;
- default:
- break;
- }
- break;
- }
- }
-
- *old = *current;
-return 0;
+ if(!intersects(rect, (const Rect&) triangle))
+ return false;
+
+ Vector normal;
+ float c;
+ Vector p1;
+ Rect area;
+ switch(triangle.dir & AATriangle::DEFORM_MASK) {
+ case 0:
+ area.p1 = triangle.p1;
+ area.p2 = triangle.p2;
+ break;
+ case AATriangle::DEFORM1:
+ area.p1 = Vector(triangle.p1.x, triangle.p1.y + triangle.get_height()/2);
+ area.p2 = triangle.p2;
+ break;
+ case AATriangle::DEFORM2:
+ area.p1 = triangle.p1;
+ area.p2 = Vector(triangle.p2.x, triangle.p1.y + triangle.get_height()/2);
+ break;
+ case AATriangle::DEFORM3:
+ area.p1 = triangle.p1;
+ area.p2 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p2.y);
+ break;
+ case AATriangle::DEFORM4:
+ area.p1 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p1.y);
+ area.p2 = triangle.p2;
+ break;
+ default:
+ assert(false);
+ }
+
+ switch(triangle.dir & AATriangle::DIRECTION_MASK) {
+ case AATriangle::SOUTHWEST:
+ p1 = Vector(rect.p1.x, rect.p2.y);
+ makePlane(area.p1, area.p2, normal, c);
+ break;
+ case AATriangle::NORTHEAST:
+ p1 = Vector(rect.p2.x, rect.p1.y);
+ makePlane(area.p2, area.p1, normal, c);
+ break;
+ case AATriangle::SOUTHEAST:
+ p1 = rect.p2;
+ makePlane(Vector(area.p1.x, area.p2.y),
+ Vector(area.p2.x, area.p1.y), normal, c);
+ break;
+ case AATriangle::NORTHWEST:
+ p1 = rect.p1;
+ makePlane(Vector(area.p2.x, area.p1.y),
+ Vector(area.p1.x, area.p2.y), normal, c);
+ break;
+ default:
+ assert(false);
+ }
+
+ float n_p1 = -(normal * p1);
+ float depth = n_p1 - c;
+ if(depth < 0)
+ return false;
+
+#if 0
+ std::cout << "R: " << rect << " Tri: " << triangle << "\n";
+ std::cout << "Norm: " << normal << " Depth: " << depth << "\n";
+#endif
+
+ Vector outvec = normal * (depth + 0.2f);
+
+ const float RDELTA = 3;
+ if(p1.x < area.p1.x - RDELTA || p1.x > area.p2.x + RDELTA
+ || p1.y < area.p1.y - RDELTA || p1.y > area.p2.y + RDELTA) {
+ set_rectangle_rectangle_constraints(constraints, rect, area);
+ constraints->hit.left = false;
+ constraints->hit.right = false;
+ } else {
+ if(outvec.x < 0) {
+ constraints->right = rect.get_right() + outvec.x;
+ } else {
+ constraints->left = rect.get_left() + outvec.x;
+ }
+
+ if(outvec.y < 0) {
+ constraints->bottom = rect.get_bottom() + outvec.y;
+ constraints->hit.bottom = true;
+ } else {
+ constraints->top = rect.get_top() + outvec.y;
+ constraints->hit.top = true;
+ }
+ constraints->hit.slope_normal = normal;
+ }
+
+ return true;