X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=be42268547c47203ae4e973f1adf111ea8d56abd;hb=5c14f6f384eff76491d494b4c157abf2ff776d49;hp=510be6cbfd245b21c5f9884605092be84c87c9b3;hpb=a4c78a43edd48c0908a2f723d194e1aa8c806251;p=supertux.git diff --git a/src/collision.cpp b/src/collision.cpp index 510be6cbf..be4226854 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -1,245 +1,183 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2005 Matthias Braun // -// C Implementation: collision +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. // -// Description: -// -// -// Author: Tobias Glaesser , (C) 2004 -// -// Copyright: See COPYING file that comes with this distribution -// -// - -#include "defines.h" -#include "collision.h" -#include "bitmask.h" -#include "scene.h" -#include "world.h" -#include "level.h" -#include "tile.h" - -bool rectcollision(base_type* one, base_type* two) +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +#include + +#include "collision.hpp" + +#include +#include +#include +#include +#include +#include "math/vector.hpp" +#include "math/aatriangle.hpp" +#include "math/rect.hpp" +#include "collision_hit.hpp" + +static const float DELTA = .0001; + +bool +Collision::intersects(const Rect& r1, const Rect& r2) { - return (one->x >= two->x - one->width + 1 && - one->x <= two->x + two->width - 1 && - one->y >= two->y - one->height + 1 && - one->y <= two->y + two->height - 1); -} + if(r1.p2.x < r2.p1.x || r1.p1.x > r2.p2.x) + return false; + if(r1.p2.y < r2.p1.y || r1.p1.y > r2.p2.y) + return false; -bool rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y) -{ - return (one->x >= two->x - one->width +off_x + 1 && - one->x <= two->x + two->width + off_x - 1 && - one->y >= two->y - one->height + off_y + 1 && - one->y <= two->y + two->height + off_y - 1); + return true; } -bool collision_object_map(base_type* pbase) +bool +Collision::rectangle_rectangle(CollisionHit& hit, const Rect& r1, + const Vector& movement, const Rect& r2) { - int v = (int)pbase->height / 16; - int h = (int)pbase->width / 16; - - if(issolid(pbase->x + 1, pbase->y + 1) || - issolid(pbase->x + pbase->width -1, pbase->y + 1) || - issolid(pbase->x +1, pbase->y + pbase->height -1) || - issolid(pbase->x + pbase->width -1, pbase->y + pbase->height - 1)) - return true; - - for(int i = 1; i < h; ++i) - { - if(issolid(pbase->x + i*16,pbase->y + 1)) - return true; + if(r1.p2.x < r2.p1.x || r1.p1.x > r2.p2.x) + return false; + if(r1.p2.y < r2.p1.y || r1.p1.y > r2.p2.y) + return false; + + if(movement.x > DELTA) { + hit.depth = r1.p2.x - r2.p1.x; + hit.time = hit.depth / movement.x; + hit.normal.x = -1; + hit.normal.y = 0; + } else if(movement.x < -DELTA) { + hit.depth = r2.p2.x - r1.p1.x; + hit.time = hit.depth / -movement.x; + hit.normal.x = 1; + hit.normal.y = 0; + } else { + if(movement.y > -DELTA && movement.y < DELTA) { + hit.time = 0; + hit.depth = 0; + hit.normal.x = 1; + hit.normal.y = 0; + return true; } - - for(int i = 1; i < h; ++i) - { - if( issolid(pbase->x + i*16,pbase->y + pbase->height - 1)) - return true; + hit.time = FLT_MAX; + } + + if(movement.y > DELTA) { + float ydepth = r1.p2.y - r2.p1.y; + float yt = ydepth / movement.y; + if(yt < hit.time) { + hit.depth = ydepth; + hit.time = yt; + hit.normal.x = 0; + hit.normal.y = -1; } - - for(int i = 1; i < v; ++i) - { - if( issolid(pbase->x + 1, pbase->y + i*16)) - return true; - } - for(int i = 1; i < v; ++i) - { - if( issolid(pbase->x + pbase->width - 1, pbase->y + i*16)) - return true; + } else if(movement.y < -DELTA) { + float ydepth = r2.p2.y - r1.p1.y; + float yt = ydepth / -movement.y; + if(yt < hit.time) { + hit.depth = ydepth; + hit.time = yt; + hit.normal.x = 0; + hit.normal.y = 1; } + } - return false; + return true; } +//--------------------------------------------------------------------------- -void collision_swept_object_map(base_type* old, base_type* current) +static void makePlane(const Vector& p1, const Vector& p2, Vector& n, float& c) { - int steps; /* Used to speed up the collision tests, by stepping every 16pixels in the path. */ - int h; - 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; - } - 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(float 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; + n = Vector(p2.y-p1.y, p1.x-p2.x); + c = -(p2 * n); + float nval = n.norm(); + n /= nval; + c /= nval; } - -Tile* gettile(float x, float y) -{ - return TileManager::instance()->get(World::current()->get_level()->gettileid(x, y)); -} - -bool issolid(float x, float y) -{ - Tile* tile = gettile(x,y); - return tile && tile->solid; -} - -bool isbrick(float x, float y) -{ - Tile* tile = gettile(x,y); - return tile && tile->brick; -} - -bool isice(float x, float y) +bool +Collision::rectangle_aatriangle(CollisionHit& hit, const Rect& rect, + const Vector& movement, const AATriangle& triangle) { - Tile* tile = gettile(x,y); - return tile && tile->ice; + if(!rectangle_rectangle(hit, rect, movement, (const Rect&) triangle)) + return false; + + Vector normal; + float c; + Vector p1; + Vector tp1, tp2; + switch(triangle.dir & AATriangle::DEFORM_MASK) { + case 0: + tp1 = triangle.p1; + tp2 = triangle.p2; + break; + case AATriangle::DEFORM1: + tp1 = Vector(triangle.p1.x, triangle.p1.y + triangle.get_height()/2); + tp2 = triangle.p2; + break; + case AATriangle::DEFORM2: + tp1 = triangle.p1; + tp2 = Vector(triangle.p2.x, triangle.p1.y + triangle.get_height()/2); + break; + case AATriangle::DEFORM3: + tp1 = triangle.p1; + tp2 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p2.y); + break; + case AATriangle::DEFORM4: + tp1 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p1.y); + tp2 = triangle.p2; + break; + default: + assert(false); + } + + switch(triangle.dir & AATriangle::DIRECTION_MASK) { + case AATriangle::SOUTHWEST: + p1 = Vector(rect.p1.x, rect.p2.y); + makePlane(tp1, tp2, normal, c); + break; + case AATriangle::NORTHEAST: + p1 = Vector(rect.p2.x, rect.p1.y); + makePlane(tp2, tp1, normal, c); + break; + case AATriangle::SOUTHEAST: + p1 = rect.p2; + makePlane(Vector(tp1.x, tp2.y), + Vector(tp2.x, tp1.y), normal, c); + break; + case AATriangle::NORTHWEST: + p1 = rect.p1; + makePlane(Vector(tp2.x, tp1.y), + Vector(tp1.x, tp2.y), normal, c); + break; + default: + assert(false); + } + + float n_p1 = -(normal * p1); + float depth = n_p1 - c; + if(depth < 0) + return false; + float time = depth / -(normal * movement); + if(time < hit.time) { + hit.depth = depth; + hit.time = time; + hit.normal = normal; + } + + return true; } -bool isfullbox(float x, float y) -{ - Tile* tile = gettile(x,y); - return tile && tile->fullbox; -} - -bool isdistro(float x, float y) -{ - Tile* tile = gettile(x,y); - return tile && tile->distro; -} - -/* EOF */ - -