--- /dev/null
+// $Id$
+//
+// SuperTux
+// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+//
+// 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.
+//
+// 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 <config.h>
+
+#include "collision.h"
+
+#include <algorithm>
+#include <iostream>
+#include <stdio.h>
+#include <float.h>
+#include <math.h>
+#include "math/vector.h"
+#include "math/aatriangle.h"
+#include "math/rectangle.h"
+#include "collision_hit.h"
+
+static const float DELTA = .0001;
+
+bool
+Collision::rectangle_rectangle(CollisionHit& hit, const Rectangle& r1,
+ const Vector& movement, const Rectangle& r2)
+{
+ 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;
+ }
+ 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;
+ }
+ } 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 true;
+}
+
+//---------------------------------------------------------------------------
+
+static void makePlane(const Vector& p1, const Vector& p2, Vector& n, float& c)
+{
+ n = Vector(p2.y-p1.y, p1.x-p2.x);
+ c = -(p2 * n);
+ float nval = n.norm();
+ n /= nval;
+ c /= nval;
+}
+
+bool
+Collision::rectangle_aatriangle(CollisionHit& hit, const Rectangle& rect,
+ const Vector& movement, const AATriangle& triangle)
+{
+ if(!rectangle_rectangle(hit, rect, movement, (const Rectangle&) 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;
+}
+
--- /dev/null
+// $Id: moving_object.h 2295 2005-03-30 01:52:14Z matzebraun $
+//
+// SuperTux - A Jump'n Run
+// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//
+// 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.
+//
+// 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.
+#ifndef SUPERTUX_MOVING_OBJECT_H
+#define SUPERTUX_MOVING_OBJECT_H
+
+#include "game_object.h"
+#include "collision_hit.h"
+#include "math/vector.h"
+#include "math/rectangle.h"
+
+class Sector;
+class CollisionGrid;
+
+/**
+ * Base class for all dynamic/moving game objects. This class contains things
+ * for handling the bounding boxes and collision feedback.
+ */
+class MovingObject : public GameObject
+{
+public:
+ MovingObject();
+ virtual ~MovingObject();
+
+ /** this function is called when the object collided with any other object
+ */
+ virtual HitResponse collision(GameObject& other,
+ const CollisionHit& hit) = 0;
+
+ const Vector& get_pos() const
+ {
+ return bbox.p1;
+ }
+
+ /** returns the bounding box of the Object */
+ const Rectangle& get_bbox() const
+ {
+ return bbox;
+ }
+
+ const Vector& get_movement() const
+ {
+ return movement;
+ }
+
+ /** places the moving object at a specific position. Be carefull when
+ * using this function. There are no collision detection checks performed
+ * here so bad things could happen.
+ */
+ virtual void set_pos(const Vector& pos)
+ {
+ bbox.set_pos(pos);
+ }
+
+protected:
+ friend class Sector;
+ friend class CollisionGrid;
+
+ /** The bounding box of the object (as used for collision detection, this
+ * isn't necessarily the bounding box for graphics)
+ */
+ Rectangle bbox;
+ /** The movement that will happen till next frame
+ */
+ Vector movement;
+};
+
+#endif