/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include #include #include CCollision::CCollision() { m_pTiles = 0; m_Width = 0; m_Height = 0; m_pLayers = 0; } void CCollision::Init(class CLayers *pLayers) { m_pLayers = pLayers; m_Width = m_pLayers->GameLayer()->m_Width; m_Height = m_pLayers->GameLayer()->m_Height; m_pTiles = static_cast(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data)); for(int i = 0; i < m_Width*m_Height; i++) { int Index = m_pTiles[i].m_Index; if(Index > 128) continue; switch(Index) { case TILE_DEATH: m_pTiles[i].m_Index = COLFLAG_DEATH; break; case TILE_SOLID: m_pTiles[i].m_Index = COLFLAG_SOLID; break; case TILE_NOHOOK: m_pTiles[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK; break; default: m_pTiles[i].m_Index = 0; } } } int CCollision::GetTile(int x, int y) { int nx = clamp(x/32, 0, m_Width-1); int ny = clamp(y/32, 0, m_Height-1); return m_pTiles[ny*m_Width+nx].m_Index > 128 ? 0 : m_pTiles[ny*m_Width+nx].m_Index; } bool CCollision::IsTileSolid(int x, int y) { return GetTile(x,y)&COLFLAG_SOLID; } // TODO: rewrite this smarter! int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { float d = distance(Pos0, Pos1); int End(d+1); vec2 Last = Pos0; for(int i = 0; i < End; i++) { float a = i/d; vec2 Pos = mix(Pos0, Pos1, a); if(CheckPoint(Pos.x, Pos.y)) { if(pOutCollision) *pOutCollision = Pos; if(pOutBeforeCollision) *pOutBeforeCollision = Last; return GetCollisionAt(Pos.x, Pos.y); } Last = Pos; } if(pOutCollision) *pOutCollision = Pos1; if(pOutBeforeCollision) *pOutBeforeCollision = Pos1; return 0; } // TODO: OPT: rewrite this smarter! void CCollision::MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) { if(pBounces) *pBounces = 0; vec2 Pos = *pInoutPos; vec2 Vel = *pInoutVel; if(CheckPoint(Pos + Vel)) { int Affected = 0; if(CheckPoint(Pos.x + Vel.x, Pos.y)) { pInoutVel->x *= -Elasticity; if(pBounces) (*pBounces)++; Affected++; } if(CheckPoint(Pos.x, Pos.y + Vel.y)) { pInoutVel->y *= -Elasticity; if(pBounces) (*pBounces)++; Affected++; } if(Affected == 0) { pInoutVel->x *= -Elasticity; pInoutVel->y *= -Elasticity; } } else { *pInoutPos = Pos + Vel; } } bool CCollision::TestBox(vec2 Pos, vec2 Size) { Size *= 0.5f; if(CheckPoint(Pos.x-Size.x, Pos.y-Size.y)) return true; if(CheckPoint(Pos.x+Size.x, Pos.y-Size.y)) return true; if(CheckPoint(Pos.x-Size.x, Pos.y+Size.y)) return true; if(CheckPoint(Pos.x+Size.x, Pos.y+Size.y)) return true; return false; } void CCollision::MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity) { // do the move vec2 Pos = *pInoutPos; vec2 Vel = *pInoutVel; float Distance = length(Vel); int Max = (int)Distance; if(Distance > 0.00001f) { //vec2 old_pos = pos; float Fraction = 1.0f/(float)(Max+1); for(int i = 0; i <= Max; i++) { //float amount = i/(float)max; //if(max == 0) //amount = 0; vec2 NewPos = Pos + Vel*Fraction; // TODO: this row is not nice if(TestBox(vec2(NewPos.x, NewPos.y), Size)) { int Hits = 0; if(TestBox(vec2(Pos.x, NewPos.y), Size)) { NewPos.y = Pos.y; Vel.y *= -Elasticity; Hits++; } if(TestBox(vec2(NewPos.x, Pos.y), Size)) { NewPos.x = Pos.x; Vel.x *= -Elasticity; Hits++; } // neither of the tests got a collision. // this is a real _corner case_! if(Hits == 0) { NewPos.y = Pos.y; Vel.y *= -Elasticity; NewPos.x = Pos.x; Vel.x *= -Elasticity; } } Pos = NewPos; } } *pInoutPos = Pos; *pInoutVel = Vel; }