[Change] Improved accuracy of collision on explosions.

This commit is contained in:
Allanis 2013-09-12 16:10:36 +01:00
parent b88bba7bdb
commit e9985fc8ca
4 changed files with 77 additions and 105 deletions

View File

@ -3,22 +3,32 @@
#include "collision.h"
/**
* @brief Collide sprite at (asx, asy) in 'at' at pos 'ap' with sprite at (bsx,bsy)
* in 'bt' at 'bp'
*
* @param[in] at - Texture a.
* @param[in] asx - Position of x of sprite a.
* @param[in] asy - Position of y of sprite a.
* @param[in] ap - Position in space of sprite a.
* @param[in] bt - Texture 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.
* @fn CollideSprite(const glTexture* at, const int asx, const int asy,
* const Vec2* ap, const glTexture* bt,
* const int bsx, const int bsy, const Vec2* bp,
* Vec2* crash)
*
* @brief Check whether or not sprites collide.
*
* This function does pixel perfect checks. If the collision actually accurs,
* crash is set to store the real position of the collision.
*
* @param[in] at - Texture a.
* @param[in] asx - Position of x of sprite a.
* @param[in] asy - Position of y of sprite a.
* @param[in] ap - Position in space of sprite a.
* @param[in] bt - Texture 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.
* @param[out] crash - Actual position of the collision (only on collision).
* @return 1 on collision, 0 else.
*/
int CollideSprite(const glTexture* at, const int asx, const int asy,
const Vec2* ap, const glTexture* bt,
const int bsx, const int bsy, const Vec2* bp) {
const int bsx, const int bsy, const Vec2* bp,
Vec2* crash) {
int x,y;
int ax1, ax2, ay1, ay2;
@ -63,92 +73,43 @@ int CollideSprite(const glTexture* at, const int asx, const int asy,
for(x = inter_x0; x <= inter_x1; x++)
/* Compute offsets for surface before passing to TransparentPixel test. */
if((!gl_isTrans(at, abx + x, aby + y)) &&
(!gl_isTrans(bt, bbx + x, bby + y)))
(!gl_isTrans(bt, bbx + x, bby + y))) {
/* Set the crash position. */
crash->x = x;
crash->y = y;
return 1;
}
return 0;
}
/**
* @brief Calculate collision path corrections.
* @fn int CollideLineSprite(const Vec2* ap, double dir,
* const glTexture* bt, const int bsx, const int bsy,
* const Vec2& bp, Vec2* crash)
*
* @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.
* @param[in] ap Origin of the line.
* @param[in] ad Direction of the line.
* @param[in] bt Texture 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, else 0.
*
* @sa CollideSprite
*/
/*
* 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) {
int CollideLineSprite(const Vec2* ap, double ad,
const glTexture* bt, const int bsx, const int bsy, const Vec2* bp,
Vec2* crash) {
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;
(void)ap;
(void)ad;
(void)bt;
(void)bsx;
(void)bsy;
(void)bp;
(void)crash;
/* 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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@ -5,9 +5,10 @@
/* Return 1 if collision is detected. */
int CollideSprite(const glTexture* at, const int asx, const int asy,
const Vec2* ap, const glTexture* bt,
const int bsx, const int bsy, const Vec2* bp);
const int bsx, const int bsy, const Vec2* bp,
Vec2* crash);
/* Get direction to face the target. */
/*double CollidePath(const Vec2* p, Vec2* v,
const Vec2* tp, Vec2* tv, const double limit);*/
int CollideLineSprite(const Vec2* ap, double dir,
const glTexture* bt, const int bsx, const int bsy, const Vec2* bp,
Vec2* crash);

View File

@ -150,7 +150,7 @@ static void menu_main_exit(char* str) {
/* Ze ingame menu. */
/* Small ingame menu. */
void menu_small(void) {
if((player == NULL) player_isFlag(PLAYER_DESTROYED)
if((player == NULL) || player_isFlag(PLAYER_DESTROYED)
|| pilot_isFlag(player, PILOT_DEAD) ||
(menu_isOpen(MENU_MAIN) ||
menu_isOpen(MENU_SMALL) ||

View File

@ -68,7 +68,7 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir,
static void weapon_render(const Weapon* w);
static void weapons_updateLayer(const double dt, const WeaponLayer layer);
static void weapon_update(Weapon* w, const double dt, WeaponLayer layer);
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer);
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos);
static void weapon_destroy(Weapon* w, WeaponLayer layer);
static void weapon_free(Weapon* w);
/* Think. */
@ -313,6 +313,7 @@ static void weapon_render(const Weapon* w) {
static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
int i, wsx, wsy, psx, psy;
glTexture* gfx;
Vec2 crash;
gfx = outfit_gfx(w->outfit);
@ -329,16 +330,19 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
/* Smart weapons only collide with their target. */
if((weapon_isSmart(w)) && (pilot_stack[i]->id == w->target) &&
CollideSprite(gfx, wsx, wsy, &w->solid->pos,
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos)) {
weapon_hit(w, pilot_stack[i], layer);
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos,
&crash)) {
weapon_hit(w, pilot_stack[i], layer, &crash);
return;
}
/* Dumb weapons hit anything not of the same faction. */
if(!weapon_isSmart(w) &&
!areAllies(w->faction, pilot_stack[i]->faction) &&
CollideSprite(gfx, wsx, wsy, &w->solid->pos,
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos)) {
weapon_hit(w, pilot_stack[i], layer);
pilot_stack[i]->ship->gfx_space, psx, psy, &pilot_stack[i]->solid->pos,
&crash)) {
weapon_hit(w, pilot_stack[i], layer, &crash);
return;
}
}
@ -349,8 +353,16 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
(*w->solid->update)(w->solid, dt);
}
/* Good shot. */
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer) {
/**
* fn static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, vec2* pos)
*
* @breif Weapon hit the pilot.
* @param w Weapon Involved in the collision.
* @param p Pilot that got it.
* @param layer Layer to which the weapon belongs.
* @param pos Position of the hit.
*/
static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
/* Someone should let the ai know it's been attacked. */
if(!pilot_isPlayer(p)) {
if((player_target == p->id) || (RNG(0,2) == 0)) { /* 33% chance. */
@ -361,12 +373,10 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer) {
}
ai_attacked(p, w->parent);
}
spfx_add(outfit_spfx(w->outfit),
VX(w->solid->pos), VY(w->solid->pos),
spfx_add(outfit_spfx(w->outfit), pos->x, pos->y,
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_BACK);
} else
spfx_add(outfit_spfx(w->outfit),
VX(w->solid->pos), VY(w->solid->pos),
spfx_add(outfit_spfx(w->outfit), pos->x, pos->y,
VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
/* Let the ship know that is should take some kind of damage. */