Lephisto/src/collision.c

266 lines
7.3 KiB
C

#include "lephisto.h"
#include "log.h"
#include "collision.h"
/**
*
* @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,
Vec2* crash) {
int x,y;
int ax1, ax2, ay1, ay2;
int bx1, bx2, by1, by2;
int inter_x0, inter_x1, inter_y0, inter_y1;
int rasy, rbsy;
int abx, aby, bbx, bby;
/* a - cube coords. */
ax1 = (int)VX(*ap) - (int)(at->sw)/2;
ay1 = (int)VY(*ap) - (int)(at->sh)/2;
ax2 = ax1 + (int)(at->sw) - 1;
ay2 = ay1 + (int)(at->sh) - 1;
/* b - cube coords. */
bx1 = (int)VX(*bp) - (int)(bt->sw)/2;
by1 = (int)VY(*bp) - (int)(bt->sh)/2;
bx2 = bx1 + (int)(bt->sw) - 1;
by2 = by1 + (int)(bt->sh) - 1;
/* Check if bounding boxes intersect. */
if((bx2 < ax1) || (ax2 < bx1)) return 0;
if((by2 < ay1) || (ay2 < by1)) return 0;
/* Define the remaining binding box. */
inter_x0 = MAX(ax1, bx1);
inter_x1 = MIN(ax2, bx2);
inter_y0 = MAX(ay1, by1);
inter_y1 = MIN(ay2, by2);
/* Real vertical sprite value (flipped). */
rasy = at->sy - asy - 1;
rbsy = bt->sy - bsy - 1;
/* Set up the base points. */
abx = asx*(int)(at->sw) - ax1;
aby = rasy*(int)(at->sh) - ay1;
bbx = bsx*(int)(bt->sw) - bx1;
bby = rbsy*(int)(bt->sh) - by1;
for(y = inter_y0; y <= inter_y1; y++)
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))) {
/* Set the crash position. */
crash->x = x;
crash->y = y;
return 1;
}
return 0;
}
/**
* @fn int CollideLineLine(double s1x, double s1y, double e1x, double e1y,
* double s2x, double s2y, double e2x, double e2y) {
*
* @brief Check to see if two lines collide.
* @param[in] s1 .......
*/
int CollideLineLine(double s1x, double s1y, double e1x, double e1y,
double s2x, double s2y, double e2x, double e2y, Vec2* crash) {
double ua_t, ub_t, u_b;
double ua, ub;
ua_t = (e2x - s2x) * (s1y - s2y) - (e2y - s2y) * (s1x - s2x);
ub_t = (e1x - s1x) * (s1y - s2y) - (e1y - s1y) * (s1x - s2x);
u_b = (e2y - s2y) * (e1x - s1x) - (e2x - s2x) * (e1y - s1y);
if(u_b != 0.) {
ua = ua_t / u_b;
ub = ub_t / u_b;
/* Intersection at a point. */
if((0. <= ua) && (ua <= 1.) && (0. <= ub) && (ub <= 1.)) {
crash->x = s1x + ua * (e1x - s1x);
crash->y = s1y + ua * (e1y - s1y);
return 1;
} else
return 0;
} else {
/* Coincidence. */
if((ua_t == 0.) || (ub_t == 0.))
return 3;
/* Parallel. */
else
return 2;
}
}
/**
* @fn int CollideLineSprite(const Vec2* ap, double dir,
* const glTexture* bt, const int bsx, const int bsy,
* const Vec2& bp, Vec2* crash)
*
* @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
*/
int CollideLineSprite(const Vec2* ap, double ad, double al,
const glTexture* bt, const int bsx, const int bsy, const Vec2* bp,
Vec2* crash) {
int x, y, rbsy, bbx, bby;
double ep[2], bl[2], tr[2], v[2], mod;
int hits, real_hits;
Vec2 tmp_crash, border[2];
/* Set up end point of line. */
ep[0] = ap->x + al*cos(ad);
ep[1] = ap->y + al*sin(ad);
/* Set up top right corner of the rectangle. */
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],
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],
bl[0], tr[1], tr[0], tr[1], &tmp_crash) != 0) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* 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], 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], bl[1], bl[0], bl[1], &tmp_crash) != 0) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* No hits - missed. */
if(hits == 2)
return 0;
/* Beam must die in the rectangle. */
if(hits == 1) {
border[1].x = ep[0];
border[1].y = ep[1];
}
/* Now we do a pixel perfect approach. */
real_hits = 0;
/* directional vector (normalised). */
v[0] = border[1].x - border[0].x;
v[1] = border[1].y - border[0].y;
/* Normalize. */
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. */
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[real_hits].x = x + bl[0];
crash[real_hits].y = y + bl[1];
real_hits++;
break;
}
x += v[0];
y += v[1];
}
/* 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[real_hits].x = x + bl[0];
crash[real_hits].y = y + bl[1];
real_hits++;
break;
}
x -= v[0];
y -= v[1];
}
/* Actually missed. */
if(real_hits == 0)
return 0;
/* Strange situation, should never happen, but just in case we duplicate
* the hits. */
if(real_hits == 1) {
crash[1].x = crash[0].x;
crash[1].y = crash[0].y;
}
/* We hit! */
return 1;
}