New grow and skid sounds from remaxim
[supertux.git] / src / collision.cpp
index 510be6c..715d02e 100644 (file)
+//  $Id$
 //
-// C Implementation: collision
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
-// Description:
+//  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.
 //
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (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)
+//  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.hpp"
+
+#include <algorithm>
+#include <iostream>
+#include <stdio.h>
+#include <float.h>
+#include <math.h>
+#include "math/vector.hpp"
+#include "math/aatriangle.hpp"
+#include "math/rect.hpp"
+#include "collision_hit.hpp"
+#include "log.hpp"
+
+namespace collision
 {
-  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);
-}
 
-bool rectcollision_offset(base_type* one, base_type* two, float off_x, float off_y)
+bool intersects(const Rect& r1, const Rect& r2)
 {
-  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);
-}
+  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 collision_object_map(base_type* pbase)
-{
-  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;
-    }
+  return true;
+}
 
-  for(int i = 1; i < h; ++i)
-    {
-      if(  issolid(pbase->x + i*16,pbase->y + pbase->height - 1))
-        return true;
-    }
+//---------------------------------------------------------------------------
 
-  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;
-    }
+namespace {
+  inline 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;
+  }
 
-  return false;
 }
 
-
-void collision_swept_object_map(base_type* old, base_type* current)
+bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
+    const AATriangle& triangle, const Vector& addl_ground_movement)
 {
-  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;
+  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;
     }
 
-  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;
-        }
+    if(outvec.y < 0) {
+      constraints->bottom = rect.get_bottom() + outvec.y;
+      constraints->hit.bottom = true;
+      constraints->ground_movement += addl_ground_movement;
+    } else {
+      constraints->top = rect.get_top() + outvec.y;
+      constraints->hit.top = true;
     }
+    constraints->hit.slope_normal = normal;
+  }
 
-  *old = *current;
-}
-
-
-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)
-{
-  Tile* tile = gettile(x,y);
-  return tile && tile->ice;
+  return true;
 }
 
-bool isfullbox(float x, float y)
+void set_rectangle_rectangle_constraints(Constraints* constraints,
+        const Rect& r1, const Rect& r2, const Vector& addl_ground_movement)
 {
-  Tile* tile = gettile(x,y);
-  return tile && tile->fullbox;
+  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 vert_penetration = std::min(itop, ibottom);
+  float horiz_penetration = std::min(ileft, iright);
+  if(vert_penetration < horiz_penetration) {
+    if(itop < ibottom) {
+      constraints->bottom = std::min(constraints->bottom, r2.get_top());
+      constraints->hit.bottom = true;
+      constraints->ground_movement += addl_ground_movement;
+    } else {
+      constraints->top = std::max(constraints->top, r2.get_bottom());
+      constraints->hit.top = true;
+    }
+  } else {
+    if(ileft < iright) {
+      constraints->right = std::min(constraints->right, r2.get_left());
+      constraints->hit.right = true;
+    } else {
+      constraints->left = std::max(constraints->left, r2.get_right());
+      constraints->hit.left = true;
+    }
+  }
 }
 
-bool isdistro(float x, float y)
-{
-  Tile* tile = gettile(x,y);
-  return tile && tile->distro;
 }
-
-/* EOF */
-
-