[Add] Innitial attempt at a proper facing system, primarily for missiles.

This commit is contained in:
Allanis 2013-08-07 12:07:58 +01:00
parent 26099de520
commit 17fba238d1
2 changed files with 102 additions and 10 deletions

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@ -2,16 +2,20 @@
#include "log.h" #include "log.h"
#include "collision.h" #include "collision.h"
/* Collide sprite at (asx, asy) int 'at' at pos 'ap' with sprite at (bsx,bsy) */ /**
/*in 'bt' at 'bp' */ * @brief Collide sprite at (asx, asy) in 'at' at pos 'ap' with sprite at (bsx,bsy)
/* at - Texture a. */ * in 'bt' at 'bp'
/* asx - Position of x of sprite a. */ *
/* asy - Position of y of sprite a. */ * @param[in] at - Texture a.
/* ap - Position in space of sprite a. */ * @param[in] asx - Position of x of sprite a.
/* bt - Texture b. */ * @param[in] asy - Position of y of sprite a.
/* bsx - Position of x of sprite b. */ * @param[in] ap - Position in space of sprite a.
/* bsy - Position of y of sprite b. */ * @param[in] bt - Texture b.
/* bp - Position in space of sprite b. */ * @param[in] bsx - Position of x of sprite b.
* @param[in] bsy - Position of y of sprite b.
* @param[in] bp - Position in space of sprite b.
* @return 1 on collision, 0 else.
*/
int CollideSprite(const glTexture* at, const int asx, const int asy, int CollideSprite(const glTexture* at, const int asx, const int asy,
const Vec2* ap, const glTexture* bt, const Vec2* ap, const glTexture* bt,
const int bsx, const int bsy, const Vec2* bp) { const int bsx, const int bsy, const Vec2* bp) {
@ -65,3 +69,86 @@ int CollideSprite(const glTexture* at, const int asx, const int asy,
return 0; return 0;
} }
/**
* @brief Calculate collision path corrections.
*
* @param[in] p - Position of object that's trying to collide.
* @param[in] v - Velocity of object that's trying to collide.
* @param[in] tp - Position of the target to collide into.
* @param[in] tv - Velocity of the target to collide into.
* @param[in] limit - Accuracy limit.
* @return Direction object will need to adjust velocity to for collision.
*/
/*
* Doesn't work as expected, needs to be fixed to allow missiles to use
* the physics engine instead of hacking their velocities.
*/
#if 0
double CollidePath(const Vec2* p, Vec2* v,
const Vec2* tp, Vec2* tv, double limit) {
double mx, my; /* Position modifiers. */
double t, tt; /* Time to target. */
Vec2 test, ttest; /* Test vector and target test vector. */
double offset; /* Direction to face and error it produces. */
double mod, moddir; /* Modifier for iteration. */
int i;
/* Test vector. */
vect_cset(&test, tp->x - p->x, tp->y - p->y); /* Start byt straight line. */
t = VMOD(test) / VMOD(*v); /* d=v*t ==> t=d/v. */
/* Target test vector. */
vectnull(&ttest); /* Starting from itself. */
tt = VMOD(ttest) / VMOD(*tv);
/* Special case object isn't moving. */
if(VMOD(*v) < 1e-6)
return VANGLE(test);
/* Target faster than object. */
if(VMOD(*v) < VMOD(*tv)) {
vect_reflect(&test, v, tv);
return VANGLE(test);
}
/* Loop until error is minimal. */
offset = tt - t;
moddir = 1.; /* Start off by position increments. */
mod = 10.; /* Start off by a 10 second jump. */
i = 0;
while(FABS(offset) > limit) {
if(i > 100) break;
/* Calculate position modifiers. */
if(offset < -mod/2.) /* tt>t ==> major overshot. */
moddir = -1.;
else if(offset < 0.) { /* tt>t ==> overshot. */
/* Invert direction and half. */
moddir = -1.;
mod = mod/2.;
}
else if(offset > mod) /* tt<t ==> undershot. */
moddir = 1.; /* Make sure it's positive. */
else if(offset > 0.) { /* tt<t ==> minor undershot. */
/* Positive and shrink step. */
moddir = 1.;
mod = FABS(mod)/2.;
}
mx = tv->x * mod * moddir;
my = tv->y * mod * moddir;
/* Increment test vectors. */
vect_cadd(&test, mx, my);
vect_cadd(&ttest, mx, my);
/* Compare results. */
t = VMOD(test) / VMOD(*v);
tt = VMOD(ttest) / VMOD(*tv);
offset = tt - t;
i++;
}
return VANGLE(test);
}
#endif

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@ -2,7 +2,12 @@
#include "opengl.h" #include "opengl.h"
#include "physics.h" #include "physics.h"
/* Return 1 if collision is detected. */
int CollideSprite(const glTexture* at, const int asx, const int asy, int CollideSprite(const glTexture* at, const int asx, const int asy,
const Vec2* ap, const glTexture* bt, const Vec2* ap, const glTexture* bt,
const int bsx, const int bsy, const Vec2* bp); const int bsx, const int bsy, const Vec2* bp);
/* Get direction to face the target. */
/*double CollidePath(const Vec2* p, Vec2* v,
const Vec2* tp, Vec2* tv, const double limit);*/