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https://github.com/HowestDAE/dae16-VerhulstBram.git
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137 lines
5.0 KiB
C++
137 lines
5.0 KiB
C++
#include "Collision.h"
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#include "utils.h"
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#include "../Game/Player.h"
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#include "../Game/WorldTile.h"
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namespace Collision
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{
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TileCollisionRect::TileCollisionRect(const Point2f& pos, const Point2f& size, WorldTile* tile): CollisionRect(pos, size), tile(tile)
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{}
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bool PointVsRect(const Point2f p, const Collision::CollisionRect& r) {
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return ( p.x >= r.pos.x && p.y >= r.pos.y && p.x < r.pos.x + r.size.x && p.y < r.pos.y + r.size.y );
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}
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bool RectVsRect(const Collision::CollisionRect& r1, const Collision::CollisionRect r2) {
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return ( r1.pos.x < r2.pos.x + r2.size.x && r1.pos.x + r1.size.x > r2.pos.x && r1.pos.y < r2.pos.y + r2.size.y && r1.pos.y + r1.size.y > r2.pos.y );
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}
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bool RayVsRect(const Point2f& rayOrigin, const Point2f& rayDirection, const Collision::CollisionRect target, Point2f& contactPoint, Point2f& contactNormal,
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float& t_HitNear) {
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contactNormal = Point2f { 0, 0 };
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contactPoint = Point2f { 0, 0 };
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const Point2f inverseDirection = 1.0f / rayDirection;
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// Calculate intersections with rectangle bounding axes
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Point2f t_Near = Point2f{ target.pos.x - rayOrigin.x, target.pos.y - rayOrigin.y } * inverseDirection;
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Point2f t_Far = Point2f{ target.pos.x + target.size.x - rayOrigin.x, target.pos.y + target.size.y - rayOrigin.y } * inverseDirection;
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if (std::isnan(t_Far.y) || std::isnan(t_Far.x))
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return false;
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if (std::isnan(t_Near.y) || std::isnan(t_Near.x))
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return false;
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// Sort distances
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if (t_Near.x > t_Far.x)
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std::swap(t_Near.x, t_Far.x);
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if (t_Near.y > t_Far.y)
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std::swap(t_Near.y, t_Far.y);
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// Early rejection
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if (t_Near.x > t_Far.y || t_Near.y > t_Far.x)
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return false;
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// Closest 'time' will be the first contact
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t_HitNear = std::max(t_Near.x, t_Near.y);
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const float t_HitFar = std::min(t_Far.x, t_Far.y);
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// Reject if ray direction is pointing away from object
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if (t_HitFar < 0)
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return false;
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// Contact point of collision from parametric line equation
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contactPoint = rayOrigin + t_HitNear * rayDirection;
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if (t_Near.x > t_Near.y) {
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if (inverseDirection.x < 0) {
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contactNormal = Point2f { 1, 0 };
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}
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else {
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contactNormal = Point2f { -1, 0 };
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}
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}
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else if (t_Near.x < t_Near.y) {
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if (inverseDirection.y < 0) {
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contactNormal = Point2f { 0, 1 };
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}
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else {
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contactNormal = Point2f { 0, -1 };
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}
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}
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// If t_Near == t_Far, collision is diagonal so pointless
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return true;
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}
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bool DynamicRectVsRect(const Collision::CollisionRect& dynamicRectangle, float ElapsedTime, const Collision::CollisionRect& staticRectangle,
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Point2f& contactPoint, Point2f& contactNormal, float& contactTime) {
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// Check if dynamic rectangle is actually moving - we assume rectangles are NOT in collision to start
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if (dynamicRectangle.vel.x == 0 && dynamicRectangle.vel.y == 0) {
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return false;
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}
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// Expand target rectangle by source dimensions
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Collision::CollisionRect expandedTarget;
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expandedTarget.pos = Point2f{staticRectangle.pos.x - (dynamicRectangle.size / 2).x, staticRectangle.pos.y - (dynamicRectangle.size / 2).y};
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expandedTarget.size = staticRectangle.size + dynamicRectangle.size;
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Point2f RayOrigin = dynamicRectangle.pos + dynamicRectangle.size / 2;
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if (RayVsRect(RayOrigin, dynamicRectangle.vel * ElapsedTime, expandedTarget, contactPoint, contactNormal, contactTime)) {
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return ( contactTime >= 0.0f && contactTime < 1.0f );
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}
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else {
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return false;
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}
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return false;
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}
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bool ResolveDynamicRectVsRect(Collision::CollisionRect& dynamicRectangle, float ElapsedTime, Collision::CollisionRect* staticRectangle) {
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Point2f contactPoint, contactNormal;
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float contact_time = 0.0f;
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if (DynamicRectVsRect(dynamicRectangle, ElapsedTime, *staticRectangle, contactPoint, contactNormal, contact_time)) {
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if (contactNormal.y > 0) {
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dynamicRectangle.ContactMap[CollisionDirection::Bottom] = staticRectangle;
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}
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if (contactNormal.x < 0) {
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dynamicRectangle.ContactMap[CollisionDirection::Left] = staticRectangle;
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}
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if (contactNormal.y < 0) {
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dynamicRectangle.ContactMap[CollisionDirection::Top] = staticRectangle;
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}
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if (contactNormal.x > 0) {
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dynamicRectangle.ContactMap[CollisionDirection::Right] = staticRectangle;
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}
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//dynamicRectangle.vel = dynamicRectangle.vel + contactNormal * Point2f(std::abs(dynamicRectangle.vel.x), std::abs(dynamicRectangle.vel.y)) * ( 1 - contact_time );
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dynamicRectangle.vel = dynamicRectangle.vel + contactNormal * -utils::DotProduct(dynamicRectangle.vel, contactNormal) * ( 1 - contact_time );
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return true;
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}
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return false;
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}
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bool ResolvePlayerVsRect(Player& player, float ElapsedTime, Collision::CollisionRect* staticRectangle) {
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CollisionRect rect = player.GetCollisionRect();
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Collision::ResolveDynamicRectVsRect(rect, ElapsedTime, staticRectangle);
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//dynamic_cast<TileCollisionRect*>(rect.ContactMap[CollisionDirection::Bottom])->tile->SetTileType(GroundTileTypes::Air);
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// std::map<CollisionDirection, TileCollisionRect*> test = rect.ContactMap;
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// player.SetContactMap(test);
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player.SetPosition(rect.pos);
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player.SetVelocity(rect.vel);
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return true;
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}
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}
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