mirror of
https://github.com/AquariaOSE/Aquaria.git
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358 lines
6.5 KiB
C++
358 lines
6.5 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Collision.h"
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CollisionShape::CollisionShape()
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{
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xw = yw = 0;
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setType(CIRCLE);
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active = true;
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project = true;
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radius = 32;
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corners.resize(4);
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layer = 0;
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}
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void CollisionShape::setType(Type type)
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{
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this->type = type;
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}
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CollisionShape::Type CollisionShape::getType()
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{
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return type;
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}
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bool CollisionShape::compareLayer(CollisionShape &c)
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{
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return (this->layer <= c.layer);
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}
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void CollisionShape::updatePosition(const Vector &position)
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{
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this->position = position + offsetPosition;
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}
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CollisionResult CollisionShape::findOverlap(CollisionShape &collisionShape)
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{
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CollisionResult c;
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switch (getType())
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{
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case CIRCLE:
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{
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switch(collisionShape.getType())
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{
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case CIRCLE:
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c = collideCircleWithCircle(collisionShape);
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break;
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case AABB:
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{
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float txw = collisionShape.xw;
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float tyw = collisionShape.yw;
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Vector d = position - collisionShape.position;//tile->obj delta
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int px = (txw + radius) - fabsf(d.x);//penetration depth in x
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if(0 < px)
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{
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int py = (tyw + radius) - fabsf(d.y);//pen depth in y
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if(0 < py)
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{
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//object may be colliding with tile
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//determine grid/voronoi region of circle center
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float oH = 0;
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float oV = 0;
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if(d.x < -txw)
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{
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//circle is on left side of tile
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oH = -1;
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}
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else if(txw < d.x)
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{
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//circle is on right side of tile
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oH = 1;
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}
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if(d.y < -tyw)
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{
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//circle is on top side of tile
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oV = -1;
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}
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else if(tyw < d.y)
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{
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//circle is on bottom side of tile
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oV = 1;
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}
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c = collideCircleWithAABB(collisionShape, px, py, oH, oV);
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//ResolveCircleTile(px,py,oH,oV,this,c);
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}
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}
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}
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break;
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case TOP_HALF_CIRCLE:
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c = collideCircleWithTopHalfCircle(collisionShape);
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break;
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}
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}
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break;
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}
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return c;
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}
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CollisionResult CollisionShape::collideCircleWithCircle(CollisionShape &collisionShape)
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{
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CollisionResult c;
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Vector dist = position - collisionShape.position;
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float fastLen = dist.getSquaredLength2D();
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float totalDist = (radius + collisionShape.radius);
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if (fastLen < (totalDist*totalDist))
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{
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float len = dist.getLength2D();
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c.collided = true;
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dist.setLength2D(totalDist - len);
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c.overlap = dist;
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}
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else
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{
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c.collided = false;
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}
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return c;
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}
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float CollisionShape::getY1()
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{
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return position.y - yw;
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}
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float CollisionShape::getY2()
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{
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return position.y + yw;
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}
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float CollisionShape::getX1()
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{
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return position.x - xw;
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}
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float CollisionShape::getX2()
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{
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return position.x + xw;
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}
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void CollisionShape::render()
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{
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glTranslatef(offsetPosition.x, offsetPosition.y,0);
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switch(getType())
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{
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case CIRCLE:
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drawCircle(radius);
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break;
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case AABB:
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glBegin(GL_QUADS);
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{
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glVertex2f(-xw,yw);
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glVertex2f(xw,yw);
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glVertex2f(xw,-yw);
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glVertex2f(-xw,-yw);
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}
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glEnd();
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break;
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}
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glTranslatef(-offsetPosition.x, -offsetPosition.y,0);
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}
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CollisionResult CollisionShape::collideCircleWithAABB(CollisionShape &collisionShape, float x, float y, int oH, int oV)
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{
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CollisionResult c;
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if(oH == 0)
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{
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if(oV == 0)
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{
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//collision with current cell
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if(x < y)
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{
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//penetration in x is smaller; project in x
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float dx = position.x - collisionShape.position.x;//get sign for projection along x-axis
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// msg("oH==0, oV ==0, x <y");
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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if(dx < 0)
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{
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c.reportCollision(Vector(-x, 0));
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return c;
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}
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else
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{
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c.reportCollision(Vector(x,0));
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return c;
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}
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}
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else
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{
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// msg("oH==0, oV ==0, x >= y");
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//penetration in y is smaller; project in y
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float dy = position.y - collisionShape.position.y;//get sign for projection along y-axis
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//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
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if(dy < 0)
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{
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c.reportCollision(Vector(0, -y));
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return c;
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}
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else
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{
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c.reportCollision(Vector(0, y));
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return c;
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}
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}
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}
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else
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{
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c.reportCollision(Vector(0, y*oV));
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return c;
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}
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}
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else if(oV == 0)
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{
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c.reportCollision(Vector(x*oH,0));
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return c;
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}
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else
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{
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//diagonal collision
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//get diag vertex position
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float vx = collisionShape.position.x + (oH*collisionShape.xw);
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float vy = collisionShape.position.y + (oV*collisionShape.yw);
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float dx = position.x - vx - 1;//calc vert->circle vector
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float dy = position.y - vy - 1;
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float len = sqrtf(dx*dx + dy*dy);
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float pen = radius - len;
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if(0 < pen)
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{
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//vertex is in the circle; project outward
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if(len == 0)
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{
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//project out by 45deg
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dx = oH / SQRT2;
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dy = oV / SQRT2;
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}
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else
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{
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dx /= len;
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dy /= len;
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}
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c.reportCollision(Vector(dx*pen, dy*pen));
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//obj.ReportCollisionVsWorld(dx*pen, dy*pen, dx, dy, t);
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return c;
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}
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}
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return c;
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}
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bool CollisionShape::isPointWithin(Vector point)
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{
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switch (this->getType())
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{
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case CIRCLE:
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{
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Vector dist = point - this->position;
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return (dist.getSquaredLength2D() < sqr(this->radius));
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}
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break;
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case AABB:
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{
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if (point.x < position.x + xw && point.y < position.y + yw)
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{
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if (point.x > position.x - xw && point.y > position.y - yw)
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{
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return true;
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}
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}
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}
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break;
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}
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return false;
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}
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CollisionResult CollisionShape::collideCircleWithTopHalfCircle(CollisionShape &collisionShape)
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{
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CollisionResult c;
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Vector dist = collisionShape.position - position;
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float len = dist.getLength2D();
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float totalDist = (radius + collisionShape.radius);
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//which edge did we hit?
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if (collisionShape.position.y > (position.y - (radius/2)))
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{
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if (len < collisionShape.radius)
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{
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c.collided = true;
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c.overlap = Vector(0, position.y - (collisionShape.position.y - collisionShape.radius));
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}
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}
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else if (len < totalDist && dist.y > 0)
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{
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c.collided = true;
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dist.setLength2D(totalDist - len);
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c.overlap = dist;
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}
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else
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{
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c.collided = false;
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}
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return c;
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}
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