set_rectangle_rectangle_constraints(constraints, rect, area);
} else {
if(outvec.x < 0) {
- constraints->constrain_right(rect.get_right() + outvec.x);
+ constraints->constrain_right(rect.get_right() + outvec.x, addl_ground_movement.x);
} else {
- constraints->constrain_left(rect.get_left() + outvec.x);
+ constraints->constrain_left(rect.get_left() + outvec.x, addl_ground_movement.x);
}
if(outvec.y < 0) {
- constraints->constrain_bottom(rect.get_bottom() + outvec.y);
+ constraints->constrain_bottom(rect.get_bottom() + outvec.y, addl_ground_movement.y);
constraints->hit.bottom = true;
constraints->ground_movement += addl_ground_movement;
} else {
- constraints->constrain_top(rect.get_top() + outvec.y);
+ constraints->constrain_top(rect.get_top() + outvec.y, addl_ground_movement.y);
constraints->hit.top = true;
}
constraints->hit.slope_normal = normal;
float horiz_penetration = std::min(ileft, iright);
if(vert_penetration < horiz_penetration) {
if(itop < ibottom) {
- constraints->constrain_bottom(r2.get_top());
+ constraints->constrain_bottom(r2.get_top(), addl_ground_movement.y);
constraints->hit.bottom = true;
constraints->ground_movement += addl_ground_movement;
} else {
- constraints->constrain_top(r2.get_bottom());
+ constraints->constrain_top(r2.get_bottom(), addl_ground_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->constrain_right(r2.get_left());
+ constraints->constrain_right(r2.get_left(), addl_ground_movement.x);
constraints->hit.right = true;
} else {
- constraints->constrain_left(r2.get_right());
+ constraints->constrain_left(r2.get_right(), addl_ground_movement.x);
constraints->hit.left = true;
}
}
{
public:
Constraints() :
- left(),
- right(),
- top(),
- bottom(),
+ position_left(),
+ position_right(),
+ position_top(),
+ position_bottom(),
+ speed_left(),
+ speed_right(),
+ speed_top(),
+ speed_bottom(),
ground_movement(),
hit()
{
float infinity = (std::numeric_limits<float>::has_infinity ?
std::numeric_limits<float>::infinity() :
std::numeric_limits<float>::max());
- left = -infinity;
- right = infinity;
- top = -infinity;
- bottom = infinity;
+ position_left = -infinity;
+ position_right = infinity;
+ position_top = -infinity;
+ position_bottom = infinity;
+
+ speed_left = -infinity;
+ speed_right = infinity;
+ speed_top = -infinity;
+ speed_bottom = infinity;
}
bool has_constraints() const
std::numeric_limits<float>::infinity() :
std::numeric_limits<float>::max());
return
- left > -infinity ||
- right < infinity ||
- top > -infinity ||
- bottom < infinity;
+ position_left > -infinity ||
+ position_right < infinity ||
+ position_top > -infinity ||
+ position_bottom < infinity;
}
public:
- float left;
- float right;
- float top;
- float bottom;
- void constrain_left (float left2 ) { left = std::max(left , left2 ); }
- void constrain_right (float right2 ) { right = std::min(right , right2 ); }
- void constrain_top (float top2 ) { top = std::max(top , top2 ); }
- void constrain_bottom(float bottom2) { bottom = std::min(bottom, bottom2); }
+ void constrain_left (float position, float velocity)
+ {
+ position_left = std::max (position_left, position);
+ speed_left = std::max (speed_left, velocity);
+ }
+
+ void constrain_right (float position, float velocity)
+ {
+ position_right = std::min (position_right, position);
+ speed_right = std::min (speed_right, velocity);
+ }
+
+ void constrain_top (float position, float velocity)
+ {
+ position_top = std::max (position_top, position);
+ speed_top = std::max (speed_top, velocity);
+ }
+
+ void constrain_bottom (float position, float velocity)
+ {
+ position_bottom = std::min (position_bottom, position);
+ speed_bottom = std::min (speed_bottom, velocity);
+ }
+
+ float get_position_left (void) const { return position_left; }
+ float get_position_right (void) const { return position_right; }
+ float get_position_top (void) const { return position_top; }
+ float get_position_bottom (void) const { return position_bottom; }
+
+ float get_height (void) const { return (position_bottom - position_top); }
+ float get_width (void) const { return (position_right - position_left); }
+
+ float get_x_midpoint (void) const { return (.5f * (position_left + position_right)); }
Vector ground_movement;
CollisionHit hit;
+
+private:
+ float position_left;
+ float position_right;
+ float position_top;
+ float position_bottom;
+
+ float speed_left;
+ float speed_right;
+ float speed_top;
+ float speed_bottom;
};
/** checks if 2 rectangle intersect each other */
/** r1 is supposed to be moving, r2 a solid object */
void check_collisions(collision::Constraints* constraints,
- const Vector& movement, const Rectf& r1, const Rectf& r2,
- GameObject* object = NULL, MovingObject* other = NULL, const Vector& addl_ground_movement = Vector(0,0))
+ const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
+ GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
{
- if(!collision::intersects(r1, r2))
+ if(!collision::intersects(obj_rect, other_rect))
return;
MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
return;
// calculate intersection
- float itop = r1.get_bottom() - r2.get_top();
- float ibottom = r2.get_bottom() - r1.get_top();
- float ileft = r1.get_right() - r2.get_left();
- float iright = r2.get_right() - r1.get_left();
+ float itop = obj_rect.get_bottom() - other_rect.get_top();
+ float ibottom = other_rect.get_bottom() - obj_rect.get_top();
+ float ileft = obj_rect.get_right() - other_rect.get_left();
+ float iright = other_rect.get_right() - obj_rect.get_left();
- if(fabsf(movement.y) > fabsf(movement.x)) {
+ if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
if(ileft < SHIFT_DELTA) {
- constraints->constrain_right(r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
return;
} else if(iright < SHIFT_DELTA) {
- constraints->constrain_left(r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
return;
}
} else {
// shiftout bottom/top
if(itop < SHIFT_DELTA) {
- constraints->constrain_bottom(r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
return;
} else if(ibottom < SHIFT_DELTA) {
- constraints->constrain_top(r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
return;
}
}
- constraints->ground_movement += addl_ground_movement;
+ constraints->ground_movement += other_movement;
if(other != NULL) {
HitResponse response = other->collision(*object, dummy);
if(response == ABORT_MOVE)
float horiz_penetration = std::min(ileft, iright);
if(vert_penetration < horiz_penetration) {
if(itop < ibottom) {
- constraints->constrain_bottom(r2.get_top());
+ constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
constraints->hit.bottom = true;
} else {
- constraints->constrain_top(r2.get_bottom());
+ constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
constraints->hit.top = true;
}
} else {
if(ileft < iright) {
- constraints->constrain_right(r2.get_left());
+ constraints->constrain_right(other_rect.get_left(), other_movement.x);
constraints->hit.right = true;
} else {
- constraints->constrain_left(r2.get_right());
+ constraints->constrain_left(other_rect.get_right(), other_movement.x);
constraints->hit.left = true;
}
}
break;
// apply calculated horizontal constraints
- if(constraints.bottom < infinity) {
- float height = constraints.bottom - constraints.top;
+ if(constraints.get_position_bottom() < infinity) {
+ float height = constraints.get_height ();
if(height < oheight) {
// we're crushed, but ignore this for now, we'll get this again
// later if we're really crushed or things will solve itself when
// looking at the vertical constraints
}
- dest.p2.y = constraints.bottom - DELTA;
+ dest.p2.y = constraints.get_position_bottom() - DELTA;
dest.p1.y = dest.p2.y - oheight;
- } else if(constraints.top > -infinity) {
- dest.p1.y = constraints.top + DELTA;
+ } else if(constraints.get_position_top() > -infinity) {
+ dest.p1.y = constraints.get_position_top() + DELTA;
dest.p2.y = dest.p1.y + oheight;
}
}
break;
// apply calculated vertical constraints
- float width = constraints.right - constraints.left;
+ float width = constraints.get_width ();
if(width < infinity) {
if(width + SHIFT_DELTA < owidth) {
#if 0
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
- constraints.left, constraints.right);
+ constraints.get_position_left(), constraints.get_position_right());
#endif
CollisionHit h;
h.left = true;
h.crush = true;
object.collision_solid(h);
} else {
- float xmid = (constraints.left + constraints.right) / 2;
+ float xmid = constraints.get_x_midpoint ();
dest.p1.x = xmid - owidth/2;
dest.p2.x = xmid + owidth/2;
}
- } else if(constraints.right < infinity) {
- dest.p2.x = constraints.right - DELTA;
+ } else if(constraints.get_position_right() < infinity) {
+ dest.p2.x = constraints.get_position_right() - DELTA;
dest.p1.x = dest.p2.x - owidth;
- } else if(constraints.left > -infinity) {
- dest.p1.x = constraints.left + DELTA;
+ } else if(constraints.get_position_left() > -infinity) {
+ dest.p1.x = constraints.get_position_left() + DELTA;
dest.p2.x = dest.p1.x + owidth;
}
}
// an extra pass to make sure we're not crushed horizontally
constraints = Constraints();
collision_static(&constraints, movement, dest, object);
- if(constraints.bottom < infinity) {
- float height = constraints.bottom - constraints.top;
+ if(constraints.get_position_bottom() < infinity) {
+ float height = constraints.get_height ();
if(height + SHIFT_DELTA < oheight) {
#if 0
printf("Object %p crushed vertically...\n", &object);
return gravity;
}
+/* vim: set sw=2 sts=2 et : */
/* EOF */