155 lines
4.5 KiB
C
155 lines
4.5 KiB
C
#include "lephisto.h"
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#include "log.h"
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#include "collision.h"
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/**
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* @brief Collide sprite at (asx, asy) in 'at' at pos 'ap' with sprite at (bsx,bsy)
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* in 'bt' at 'bp'
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*
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* @param[in] at - Texture a.
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* @param[in] asx - Position of x of sprite a.
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* @param[in] asy - Position of y of sprite a.
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* @param[in] ap - Position in space of sprite a.
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* @param[in] bt - Texture b.
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* @param[in] bsx - Position of x of sprite b.
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* @param[in] bsy - Position of y of sprite b.
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* @param[in] bp - Position in space of sprite b.
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* @return 1 on collision, 0 else.
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*/
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int CollideSprite(const glTexture* at, const int asx, const int asy,
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const Vec2* ap, const glTexture* bt,
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const int bsx, const int bsy, const Vec2* bp) {
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int x,y;
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int ax1, ax2, ay1, ay2;
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int bx1, bx2, by1, by2;
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int inter_x0, inter_x1, inter_y0, inter_y1;
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int rasy, rbsy;
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int abx, aby, bbx, bby;
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/* a - cube coords. */
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ax1 = (int)VX(*ap) - (int)(at->sw)/2;
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ay1 = (int)VY(*ap) - (int)(at->sh)/2;
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ax2 = ax1 + (int)(at->sw) - 1;
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ay2 = ay1 + (int)(at->sh) - 1;
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/* b - cube coords. */
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bx1 = (int)VX(*bp) - (int)(bt->sw)/2;
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by1 = (int)VY(*bp) - (int)(bt->sh)/2;
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bx2 = bx1 + (int)(bt->sw) - 1;
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by2 = by1 + (int)(bt->sh) - 1;
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/* Check if bounding boxes intersect. */
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if((bx2 < ax1) || (ax2 < bx1)) return 0;
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if((by2 < ay1) || (ay2 < by1)) return 0;
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/* Define the remaining binding box. */
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inter_x0 = MAX(ax1, bx1);
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inter_x1 = MIN(ax2, bx2);
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inter_y0 = MAX(ay1, by1);
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inter_y1 = MIN(ay2, by2);
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/* Real vertical sprite value (flipped). */
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rasy = at->sy - asy - 1;
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rbsy = bt->sy - bsy - 1;
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/* Set up the base points. */
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abx = asx*(int)(at->sw) - ax1;
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aby = rasy*(int)(at->sh) - ay1;
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bbx = bsx*(int)(bt->sw) - bx1;
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bby = rbsy*(int)(bt->sh) - by1;
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for(y = inter_y0; y <= inter_y1; y++)
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for(x = inter_x0; x <= inter_x1; x++)
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/* Compute offsets for surface before passing to TransparentPixel test. */
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if((!gl_isTrans(at, abx + x, aby + y)) &&
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(!gl_isTrans(bt, bbx + x, bby + y)))
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return 1;
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return 0;
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}
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/**
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* @brief Calculate collision path corrections.
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*
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* @param[in] p - Position of object that's trying to collide.
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* @param[in] v - Velocity of object that's trying to collide.
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* @param[in] tp - Position of the target to collide into.
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* @param[in] tv - Velocity of the target to collide into.
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* @param[in] limit - Accuracy limit.
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* @return Direction object will need to adjust velocity to for collision.
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*/
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/*
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* Doesn't work as expected, needs to be fixed to allow missiles to use
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* the physics engine instead of hacking their velocities.
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*/
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#if 0
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double CollidePath(const Vec2* p, Vec2* v,
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const Vec2* tp, Vec2* tv, double limit) {
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double mx, my; /* Position modifiers. */
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double t, tt; /* Time to target. */
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Vec2 test, ttest; /* Test vector and target test vector. */
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double offset; /* Direction to face and error it produces. */
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double mod, moddir; /* Modifier for iteration. */
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int i;
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/* Test vector. */
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vect_cset(&test, tp->x - p->x, tp->y - p->y); /* Start byt straight line. */
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t = VMOD(test) / VMOD(*v); /* d=v*t ==> t=d/v. */
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/* Target test vector. */
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vectnull(&ttest); /* Starting from itself. */
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tt = VMOD(ttest) / VMOD(*tv);
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/* Special case object isn't moving. */
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if(VMOD(*v) < 1e-6)
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return VANGLE(test);
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/* Target faster than object. */
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if(VMOD(*v) < VMOD(*tv)) {
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vect_reflect(&test, v, tv);
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return VANGLE(test);
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}
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/* Loop until error is minimal. */
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offset = tt - t;
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moddir = 1.; /* Start off by position increments. */
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mod = 10.; /* Start off by a 10 second jump. */
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i = 0;
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while(FABS(offset) > limit) {
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if(i > 100) break;
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/* Calculate position modifiers. */
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if(offset < -mod/2.) /* tt>t ==> major overshot. */
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moddir = -1.;
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else if(offset < 0.) { /* tt>t ==> overshot. */
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/* Invert direction and half. */
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moddir = -1.;
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mod = mod/2.;
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}
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else if(offset > mod) /* tt<t ==> undershot. */
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moddir = 1.; /* Make sure it's positive. */
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else if(offset > 0.) { /* tt<t ==> minor undershot. */
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/* Positive and shrink step. */
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moddir = 1.;
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mod = FABS(mod)/2.;
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}
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mx = tv->x * mod * moddir;
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my = tv->y * mod * moddir;
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/* Increment test vectors. */
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vect_cadd(&test, mx, my);
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vect_cadd(&ttest, mx, my);
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/* Compare results. */
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t = VMOD(test) / VMOD(*v);
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tt = VMOD(ttest) / VMOD(*tv);
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offset = tt - t;
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i++;
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}
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return VANGLE(test);
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}
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#endif
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