61 lines
1.8 KiB
C
61 lines
1.8 KiB
C
#include "main.h"
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#include "log.h"
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#include "collision.h"
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// Collide sprite at (asx, asy) int 'at' at pos 'ap' with sprite at (bsx,bsy) in 'bt' at 'bp'
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// at - Texture a.
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// asx - Position of x of sprite a.
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// asy - Position of y of sprite a.
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// ap - Position in space of sprite a.
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// bt - Texture b.
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// bsx - Position of x of sprite b.
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// bsy - Position of y of sprite b.
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// bp - Position in space of sprite b.
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int CollideSprite(const gl_texture* at, const int asx, const int asy, const Vec2* ap,
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const gl_texture* bt, const int bsx, const int bsy, const Vec2* bp) {
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int x,y;
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// a - cube coords.
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int ax1 = (int)VX(*ap) - (int)(at->sw)/2;
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int ay1 = (int)VY(*ap) - (int)(at->sh)/2;
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int ax2 = ax1 + (int)(at->sw) - 1;
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int ay2 = ay1 + (int)(at->sh) - 1;
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// b - cube coords.
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int bx1 = (int)VX(*bp) - (int)(bt->sw)/2;
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int by1 = (int)VY(*bp) - (int)(bt->sh)/2;
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int bx2 = bx1 + (int)(bt->sw) - 1;
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int 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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int inter_x0 = MAX(ax1, bx1);
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int inter_x1 = MIN(ax2, bx2);
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int inter_y0 = MAX(ay1, by1);
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int inter_y1 = MIN(ay2, by2);
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// Real vertical sprite value (flipped).
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int rasy = at->sy - asy - 1;
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int rbsy = bt->sy - bsy - 1;
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// Set up the base points.
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int abx = asx*(int)(at->sw) - ax1;
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int aby = rasy*(int)(at->sh) - ay1;
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int bbx = bsx*(int)(bt->sw) - bx1;
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int 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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// Computer 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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