LibD/src/Collision/AABB.cpp

111 lines
2.8 KiB
C++

#include "AABB.h"
typedef unsigned int DWORD;
AABB::AABB(void) {
_sprite = 0;
// _max represents the top left.
_max = Vec2(0,0);
// _min is the bottom left.
_min = Vec2(0,0);
}
AABB::AABB(Vec2 &min, Vec2 &max) {
_max = max;
_min = min;
// static represent the initial position of the max and min
// so we can position the AABB and retain it's initial values.
_staticMin = min;
_staticMax = max;
}
AABB::~AABB(void) {
if(_sprite)
delete _sprite;
}
void AABB::SetRelativePosition(float x, float y) {
_max.x += x;
_min.x += x;
_max.y += y;
_min.y += y;
}
void AABB::SetPositionOffset(float x, float y) {
// Allow the AABB to be repositioned.
_max.x = _staticMax.x + x;
_min.x = _staticMin.x + x;
_max.y = _staticMax.y + y;
_min.y = _staticMin.y + y;
}
bool AABB::InCollision(AABB* otherAABB) {
if(_max.x < otherAABB->GetMin().x || _min.x > otherAABB->GetMax().x) {
return false;
}
if(_max.y < otherAABB->GetMin().y || _min.y > otherAABB->GetMax().y) {
return false;
}
return true;
}
void AABB::CreateAABBFromSprite(const char* filename) {
std::string tempName(filename);
tempName += ".png";
_sprite = new Sprite();
_sprite->LoadSprite(tempName);
// I have no methods here, hopefully KonoM will have it
// implemented real soon...
float spriteWidth = _sprite->GetWidth();
float spriteHeight = _sprite->GetHeight();
// Find the min, look through until we find a first instance of a white color.
bool found = false;
int color = 0;
DWORD* pixels = (DWORD*)screen->pixels;
for(int width = 0; width < _sprite->GetWidth(); width++) {
for(int height = 0; height < _sprite->GetHeight(); height++) {
// FUCKING PAIN IN THE ASS MOTHERFUCKER!!!!
DWORD offset = height * screen->pitch + width;
if(((DWORD)pixels[offset]) != 0 && !found) {
_min = Vec2((float)width, (float)height);
found = true;
color = ((DWORD)pixels[offset]);
// Break out of these god forsaken loops.
width = _sprite->GetWidth();
height = _sprite->GetHeight();
}
}
}
// Let's try to find the max.x now..
_max.x = (float)_sprite->GetWidth();
found = false;
for(int width = (int)_min.x; width < _sprite->GetWidth(); width++) {
DWORD offset = _min.y * screen->pitch + width;
if(((DWORD)pixels[offset] != color && !found)) {
found = true;
_max.x = (float)width;
}
}
// Now for the max.y
_max.y = (float)_sprite->GetHeight();
found = false;
for(int height = (int)_min.y; height < _sprite->GetWidth(); height++) {
DWORD offset = (DWORD)(height * screen->pitch + _min.x);
if(((DWORD)pixels[offset]) != color && !found) {
found = true;
_max.y = (float)height;
break;
}
}
_staticMax = _max;
_staticMin = _min;
delete _sprite;
_sprite = 0;
}