fade out console
[supertux.git] / src / collision.cpp
index 661556e..be42268 100644 (file)
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2005 Matthias Braun <matze@braunis.de>
 //
-// 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 <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"
-
-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 <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"
+
+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,h,i;
-
-  v = (int)pbase->height / 16;
-  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(i = 1; i < h; ++i)
-    {
-      if(issolid(pbase->x + i*16,pbase->y + 1))
-        return true;
-    }
-
-  for(i = 1; i < h; ++i)
-    {
-      if(  issolid(pbase->x + i*16,pbase->y + pbase->height - 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(i = 1; i < v; ++i)
-    {
-      if(  issolid(pbase->x + 1, pbase->y + i*16))
-        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(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 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;
-    }
-  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;
+  n = Vector(p2.y-p1.y, p1.x-p2.x);
+  c = -(p2 * n);
+  float nval = n.norm();             
+  n /= nval;
+  c /= nval;
 }
 
-void collision_handler()
+bool
+Collision::rectangle_aatriangle(CollisionHit& hit, const Rect& rect,
+    const Vector& movement, const AATriangle& triangle)
 {
-  unsigned int i,j;
-
-  /* CO_BULLET & CO_BADGUY check */
-  for(i = 0; i < bullets.size(); ++i)
-    {
-      for(j = 0; j < bad_guys.size(); ++j)
-        {
-          if(bad_guys[j].dying == DYING_NOT)
-            {
-              if(rectcollision(&bullets[i].base,&bad_guys[j].base))
-                {
-                  /* We have detected a collision and now call the collision functions of the collided objects. */
-                  bullet_collision(&bullets[i], CO_BADGUY);
-                  bad_guys[j].collision(&bullets[i], CO_BULLET);
-                }
-            }
-        }
-    }
-
-  /* CO_BADGUY & CO_BADGUY check */
-  for(i = 0; i < bad_guys.size(); ++i)
-    {
-      if(bad_guys[i].dying == DYING_NOT)
-        {
-          for(j = i+1; j < bad_guys.size(); ++j)
-            {
-              if(j != i && !bad_guys[j].dying)
-                {
-                  if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
-                    {
-                      /* We have detected a collision and now call the collision functions of the collided objects. */
-                      bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
-                      bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
-                    }
-                }
-            }
-        }
-    }
-
-
-
-  /* CO_BADGUY & CO_PLAYER check */
-  for(i = 0; i < bad_guys.size(); ++i)
-    {
-      if(bad_guys[i].dying == DYING_NOT && rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
-        {
-          /* We have detected a collision and now call the collision functions of the collided objects. */
-          if (tux.previous_base.y < tux.base.y &&
-              tux.previous_base.y + tux.previous_base.height < bad_guys[i].base.y + bad_guys[i].base.height/2 &&
-              bad_guys[i].kind != BAD_MONEY && bad_guys[i].mode != HELD)
-            {
-              bad_guys[i].collision(&tux, CO_PLAYER);
-            }
-          else
-            {
-              tux.collision(&bad_guys[i], CO_BADGUY);
-            }
-        }
-    }
-
-  /* CO_UPGRADE & CO_PLAYER check */
-  for(i = 0; i < upgrades.size(); ++i)
-    {
-      if(rectcollision(&upgrades[i].base,&tux.base))
-        {
-          /* We have detected a collision and now call the collision functions of the collided objects. */
-          upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
-        }
-    }
-
+  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;
 }
 
-