[Fix] LineSprite is almost working flawlessly.

This commit is contained in:
Allanis 2013-09-20 23:11:38 +01:00
parent 8bf7a67af7
commit b8a4d4fe37

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@ -145,7 +145,8 @@ int CollideLineSprite(const Vec2* ap, double ad, double al,
(void) bsx;
(void) bsy;
double ep[2], tr[2], v[2], mod;
int x, y, rbsy, bbx, bby;
double ep[2], bl[2], tr[2], v[2], mod;
int hits;
Vec2 tmp_crash, border[2];
@ -154,22 +155,26 @@ int CollideLineSprite(const Vec2* ap, double ad, double al,
ep[1] = ap->y + al*sin(ad);
/* Set up top right corner of the rectangle. */
tr[0] = ap->x + al*cos(ad);
tr[1] = ap->y + al*sin(ad);
tr[0] = bp->x + bt->sw/2.;
tr[1] = bp->y + bt->sh/2.;
/* Set up bottom left corner of the rectangle. */
bl[0] = bp->x - bt->sw/2.;
bl[1] = bp->y - bt->sh/2.;
/* Start check for rectangular collision. */
hits = 0;
/* Left border. */
if(CollideLineLine(ap->x, ap->y, ep[0], ep[1],
bp->x, bp->y, bp->x, tr[1], &tmp_crash) != 0) {
bl[0], bl[1], bl[0], tr[1], &tmp_crash) != 0) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* Top border. */
if(CollideLineLine(ap->x, ap->y, ep[0], ep[1],
bp->x, tr[1], tr[0], tr[1], &tmp_crash) != 0) {
bl[0], tr[1], tr[0], tr[1], &tmp_crash) != 0) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
@ -177,14 +182,14 @@ int CollideLineSprite(const Vec2* ap, double ad, double al,
/* Now we are going to have to make sure hits isn't 2. */
/* Right border. */
if((hits < 2) && CollideLineLine(ap->x, ap->y, ep[0], ep[1],
tr[0], tr[1], tr[0], bp->y, &tmp_crash) != 0) {
tr[0], tr[1], tr[0], bl[1], &tmp_crash) != 0) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* Bottom border. */
if((hits < 2) && CollideLineLine(ap->x, ap->y, ep[0], ep[1],
tr[0], bp->y, bp->x, bp->y, &tmp_crash) != 0) {
tr[0], bl[1], bl[0], bl[1], &tmp_crash) != 0) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
@ -204,24 +209,60 @@ int CollideLineSprite(const Vec2* ap, double ad, double al,
return 1;
}
crash[0].x = border[0].x;
crash[0].y = border[0].y;
crash[1].x = border[1].x;
crash[1].y = border[1].y;
return 1;
/* @todo Now we do a pixel perfect approach. */
/* Now we do a pixel perfect approach. */
hits = 0;
/* directional vector (normalised). */
v[0] = border[1].x - border[0].x;
v[1] = border[1].y - border[0].y;
/* Normalize. */
mod = 2*MOD(v[0], v[1]); /* Multiply by two to reduce check amount. */
mod = MOD(v[0], v[1])/2.; /* Multiply by two to reduce check amount. */
v[0] /= mod;
v[1] /= mod;
/* Real vertical sprite value (flipped). */
rbsy = bt->sy - bsy - 1;
/* Set up the base points. */
bbx = bsx*(int)(bt->sw);
bby = rbsy*(int)(bt->sh);
/* We start checking first border until we find collision. */
tmp_crash.x = border[0].x;
tmp_crash.y = border[0].y;
x = border[0].x - bl[0] + v[0];
y = border[0].y - bl[1] + v[1];
while((x > 0.) && (x < bt->sw) && (y > 0.) && (y < bt->sh)) {
/* Is non-transparent. */
if(!gl_isTrans(bt, bbx+(int)x, bby+(int)y)) {
crash[0].x = x + bl[0];
crash[0].y = y + bl[1];
hits++;
break;
}
x += v[0];
y += v[1];
}
if(hits != 1) return 0; /* We actually missed. */
/* Now we check the second border. */
x = border[1].x - bl[0] - v[0];
y = border[1].y - bl[1] - v[1];
while((x > 0.) && (x < bt->sw) && (y > 0.) && (y < bt->sh)) {
/* Is non-transparent. */
if(!gl_isTrans(bt, bbx+(int)x, bby+(int)y)) {
crash[1].x = x + bl[0];
crash[1].y = y + bl[1];
hits++;
break;
}
x -= v[0];
y -= v[1];
}
if(hits != 2) return 0; /* We actually missed. */
/* We hit! */
return 1;
}