2010-05-29 07:25:38 +00:00
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// copyright (c) 2007 magnus auvinen, see licence.txt for more info
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2008-08-14 17:19:13 +00:00
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#include <base/system.h>
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2010-05-29 07:25:38 +00:00
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#include <base/math.h>
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#include <base/vmath.h>
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2008-08-14 17:19:13 +00:00
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2007-08-22 07:52:33 +00:00
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#include <math.h>
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2010-05-29 07:25:38 +00:00
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#include <engine/map.h>
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#include <engine/kernel.h>
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2008-01-13 11:15:32 +00:00
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2010-05-29 07:25:38 +00:00
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#include <game/mapitems.h>
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#include <game/layers.h>
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#include <game/collision.h>
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CCollision::CCollision()
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{
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m_pTiles = 0;
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m_Width = 0;
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m_Height = 0;
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m_pLayers = 0;
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}
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void CCollision::Init(class CLayers *pLayers)
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{
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m_pLayers = pLayers;
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m_Width = m_pLayers->GameLayer()->m_Width;
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m_Height = m_pLayers->GameLayer()->m_Height;
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m_pTiles = static_cast<CTile *>(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data));
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for(int i = 0; i < m_Width*m_Height; i++)
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{
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int Index = m_pTiles[i].m_Index;
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if(Index > 128)
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continue;
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switch(Index)
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{
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case TILE_DEATH:
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m_pTiles[i].m_Index = COLFLAG_DEATH;
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break;
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case TILE_SOLID:
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m_pTiles[i].m_Index = COLFLAG_SOLID;
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break;
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case TILE_NOHOOK:
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m_pTiles[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK;
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break;
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default:
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m_pTiles[i].m_Index = 0;
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}
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}
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}
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int CCollision::GetTile(int x, int y)
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{
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int nx = clamp(x/32, 0, m_Width-1);
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int ny = clamp(y/32, 0, m_Height-1);
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return m_pTiles[ny*m_Width+nx].m_Index > 128 ? 0 : m_pTiles[ny*m_Width+nx].m_Index;
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}
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bool CCollision::IsTileSolid(int x, int y)
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{
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return GetTile(x,y)&COLFLAG_SOLID;
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}
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// TODO: rewrite this smarter!
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int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision)
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{
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float d = distance(Pos0, Pos1);
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vec2 Last = Pos0;
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for(float f = 0; f < d; f++)
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{
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float a = f/d;
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vec2 Pos = mix(Pos0, Pos1, a);
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if(CheckPoint(Pos.x, Pos.y))
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{
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if(pOutCollision)
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*pOutCollision = Pos;
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if(pOutBeforeCollision)
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*pOutBeforeCollision = Last;
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return GetCollisionAt(Pos.x, Pos.y);
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}
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Last = Pos;
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}
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if(pOutCollision)
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*pOutCollision = Pos1;
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if(pOutBeforeCollision)
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*pOutBeforeCollision = Pos1;
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return 0;
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}
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// TODO: OPT: rewrite this smarter!
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void CCollision::MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces)
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{
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if(pBounces)
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*pBounces = 0;
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vec2 Pos = *pInoutPos;
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vec2 Vel = *pInoutVel;
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if(CheckPoint(Pos + Vel))
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{
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int Affected = 0;
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if(CheckPoint(Pos.x + Vel.x, Pos.y))
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{
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pInoutVel->x *= -Elasticity;
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if(pBounces)
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(*pBounces)++;
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Affected++;
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}
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if(CheckPoint(Pos.x, Pos.y + Vel.y))
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{
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pInoutVel->y *= -Elasticity;
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if(pBounces)
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(*pBounces)++;
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Affected++;
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}
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if(Affected == 0)
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{
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pInoutVel->x *= -Elasticity;
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pInoutVel->y *= -Elasticity;
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}
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}
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else
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{
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*pInoutPos = Pos + Vel;
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}
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}
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bool CCollision::TestBox(vec2 Pos, vec2 Size)
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{
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Size *= 0.5f;
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if(CheckPoint(Pos.x-Size.x, Pos.y-Size.y))
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return true;
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if(CheckPoint(Pos.x+Size.x, Pos.y-Size.y))
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return true;
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if(CheckPoint(Pos.x-Size.x, Pos.y+Size.y))
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return true;
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if(CheckPoint(Pos.x+Size.x, Pos.y+Size.y))
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return true;
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return false;
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}
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void CCollision::MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity)
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{
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// do the move
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vec2 Pos = *pInoutPos;
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vec2 Vel = *pInoutVel;
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float Distance = length(Vel);
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int Max = (int)Distance;
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if(Distance > 0.00001f)
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{
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//vec2 old_pos = pos;
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float Fraction = 1.0f/(float)(Max+1);
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for(int i = 0; i <= Max; i++)
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{
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//float amount = i/(float)max;
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//if(max == 0)
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//amount = 0;
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vec2 NewPos = Pos + Vel*Fraction; // TODO: this row is not nice
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if(TestBox(vec2(NewPos.x, NewPos.y), Size))
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{
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int Hits = 0;
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if(TestBox(vec2(Pos.x, NewPos.y), Size))
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{
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NewPos.y = Pos.y;
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Vel.y *= -Elasticity;
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Hits++;
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}
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if(TestBox(vec2(NewPos.x, Pos.y), Size))
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{
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NewPos.x = Pos.x;
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Vel.x *= -Elasticity;
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Hits++;
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}
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// neither of the tests got a collision.
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// this is a real _corner case_!
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if(Hits == 0)
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{
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NewPos.y = Pos.y;
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Vel.y *= -Elasticity;
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NewPos.x = Pos.x;
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Vel.x *= -Elasticity;
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}
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}
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Pos = NewPos;
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}
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}
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*pInoutPos = Pos;
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*pInoutVel = Vel;
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}
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