X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=715d02e30afd717a5cc50af760cc29cd2eb664b3;hb=2dfeff6e47786b3cc030eba72136755d8137845a;hp=7b93e824647e426dc2002d448cb48292496b3f67;hpb=d46c78c842ab4090a3f46e560c891234167f124b;p=supertux.git diff --git a/src/collision.cpp b/src/collision.cpp index 7b93e8246..715d02e30 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -1,7 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2004 Tobias Glaesser +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -12,290 +12,178 @@ // 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 -#include "defines.h" -#include "collision.h" -#include "bitmask.h" -#include "scene.h" -#include "sector.h" -#include "tilemap.h" -#include "tile.h" +#include "collision.hpp" -#if 0 -bool rectcollision(const base_type& one, const base_type& two) -{ - 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); -} +#include +#include +#include +#include +#include +#include "math/vector.hpp" +#include "math/aatriangle.hpp" +#include "math/rect.hpp" +#include "collision_hit.hpp" +#include "log.hpp" -bool rectcollision_offset(const base_type& one, const base_type& two, float off_x, float off_y) +namespace collision { - 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); -} -bool collision_object_map(const Rectangle& rect) +bool intersects(const Rect& r1, const Rect& r2) { - base_type base; - base.x = rect.p1.x; - base.y = rect.p1.y; - base.width = rect.get_width(); - base.height = rect.get_height(); - return collision_object_map(base); -} + 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(const base_type& base) -{ - const TileMap& tilemap = *Sector::current()->solids; - - // we make the collision rectangle 1 pixel smaller - int starttilex = int(base.x+1) / 32; - int starttiley = int(base.y+1) / 32; - int max_x = int(base.x + base.width); - int max_y = int(base.y + base.height); - - for(int x = starttilex; x*32 < max_x; ++x) { - for(int y = starttiley; y*32 < max_y; ++y) { - const Tile* tile = tilemap.get_tile(x, y); - if(tile && tile->attributes & Tile::SOLID) - return true; - } - } - - return false; + return true; } -void* collision_func(const base_type& base, tiletestfunction function) -{ - const TileMap& tilemap = *Sector::current()->solids; - - int starttilex = int(base.x) / 32; - int starttiley = int(base.y) / 32; - int max_x = int(base.x + base.width); - int max_y = int(base.y + base.height); +//--------------------------------------------------------------------------- - for(int x = starttilex; x*32 < max_x; ++x) { - for(int y = starttiley; y*32 < max_y; ++y) { - const Tile* tile = tilemap.get_tile(x, y); - void* result = function(tile); - if(result != 0) - return result; - } +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 0; -} - -static void* test_goal_tile_function(const Tile* tile) -{ - if(tile && (tile->attributes & Tile::GOAL)) - return const_cast ((const void*) tile); // evil cast... - return 0; } -const Tile* collision_goal(const Rectangle& rect) +bool rectangle_aatriangle(Constraints* constraints, const Rect& rect, + const AATriangle& triangle, const Vector& addl_ground_movement) { - // too lazy to rewrite for now, so we transform to base_type... - base_type base; - base.x = rect.p1.x; - base.y = rect.p1.y; - base.width = rect.get_width(); - base.height = rect.get_height(); - return (const Tile*) collision_func(base, test_goal_tile_function); -} + 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); + } -void collision_swept_object_map(base_type* old, base_type* current) -{ - 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. */ + 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); + } - lpath = 0; - xd = 0; - yd = 0; + float n_p1 = -(normal * p1); + float depth = n_p1 - c; + if(depth < 0) + return false; - 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; - } +#if 0 + std::cout << "R: " << rect << " Tri: " << triangle << "\n"; + std::cout << "Norm: " << normal << " Depth: " << depth << "\n"; +#endif - h = 1; - xd = 0; + 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; } - 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); - float orig_x = old->x; - float orig_y = old->y; - 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; + } - if((xd > 0 && current->x < orig_x) || (xd < 0 && current->x > orig_x)) - current->x = orig_x; - if((yd > 0 && current->y < orig_y) || (yd < 0 && current->y > orig_y)) - current->y = orig_y; - - *old = *current; -} - -const Tile* gettile(float x, float y) -{ - const TileMap& tilemap = *Sector::current()->solids; - return tilemap.get_tile_at(Vector(x, y)); -} - -bool issolid(float x, float y) -{ - const Tile* tile = gettile(x,y); - return tile && (tile->attributes & Tile::SOLID); -} - -bool isbrick(float x, float y) -{ - const Tile* tile = gettile(x,y); - return tile && (tile->attributes & Tile::BRICK); -} - -bool isice(float x, float y) -{ - const Tile* tile = gettile(x,y); - return tile && (tile->attributes & Tile::ICE); -} - -bool isspike(float x, float y) -{ - const Tile* tile = gettile(x,y); - return tile && (tile->attributes & Tile::SPIKE); + 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) { - const Tile* tile = gettile(x,y); - return tile && (tile->attributes & 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 iscoin(float x, float y) -{ - const Tile* tile = gettile(x,y); - return tile && (tile->attributes & Tile::COIN); } - -#endif -