Changed collision resolving so sliding along walls is possible.
This commit is contained in:
parent
27fd692471
commit
0f5d0597fc
10 changed files with 122 additions and 111 deletions
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@ -12,6 +12,7 @@
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#include "generator/Generator.h"
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#include "sprites/Enemy.h"
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#include "sprites/Player.h"
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#include "util/Yaml.h"
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const int Game::FPS_GOAL = 60;
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@ -69,16 +69,13 @@ void
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World::step(int elapsed) {
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for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
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for (auto it = v->second.begin(); it != v->second.end(); it++) {
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auto& spriteA = *it;
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if (spriteA->getDelete()) {
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if ((*it)->getDelete()) {
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v->second.erase(it);
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it--;
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}
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else if (spriteA->getSpeed() != sf::Vector2f()) {
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sf::Vector2f speed = spriteA->getSpeed() * (elapsed / 1000.0f);
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if (!doesOverlap(spriteA, elapsed))
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spriteA->setPosition(spriteA->getPosition() + speed);
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}
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// Don't run collision tests if sprite is not moving.
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else if ((*it)->getSpeed() != sf::Vector2f())
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applyMovement(*it, elapsed);
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}
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}
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}
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@ -87,24 +84,25 @@ World::step(int elapsed) {
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* Tests spriteA for overlap with every other sprite (considering collision
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* masks).
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*/
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bool
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World::doesOverlap(std::shared_ptr<Sprite> spriteA, int elapsed) {
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void
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World::applyMovement(std::shared_ptr<Sprite> sprite, int elapsed) {
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sf::Vector2f offset = sprite->getSpeed() * (elapsed / 1000.0f);
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for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) {
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for (auto& spriteB : w->second) {
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if (spriteA == spriteB)
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for (auto& other : w->second) {
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if (sprite == other)
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continue;
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// Ignore anything that is filtered by masks.
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if (!spriteA->collisionEnabled(spriteB->getCategory()) ||
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!spriteB->collisionEnabled(spriteA->getCategory()))
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if (!sprite->collisionEnabled(other->getCategory()) ||
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!other->collisionEnabled(sprite->getCategory()))
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continue;
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if (spriteA->testCollision(spriteB, elapsed)) {
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spriteA->onCollide(spriteB);
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spriteB->onCollide(spriteA);
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return true;
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if (sprite->testCollision(other, offset,
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other->getSpeed() * (elapsed / 1000.0f))) {
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sprite->onCollide(other);
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other->onCollide(sprite);
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}
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}
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}
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return false;
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sprite->setPosition(sprite->getPosition() + offset);
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}
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/**
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@ -35,9 +35,7 @@ private:
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private:
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void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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bool testCollision(std::shared_ptr<Sprite> spriteA,
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std::shared_ptr<Sprite> spriteB, int elapsed) const;
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bool doesOverlap(std::shared_ptr<Sprite> spriteA, int elapsed);
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void applyMovement(std::shared_ptr<Sprite> sprite, int elapsed);
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private:
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std::map<Sprite::Category, std::vector<std::shared_ptr<Sprite> > > mDrawables;
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@ -24,13 +24,16 @@ Circle::Circle(const sf::Vector2f& position, Category category,
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* matter which object is this or other.
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*/
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bool
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Circle::testCollision(std::shared_ptr<Sprite> other, int elapsed) {
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Circle::testCollision(std::shared_ptr<Sprite> other,
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) {
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Rectangle* rect = dynamic_cast<Rectangle*>(other.get());
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Circle* circle = dynamic_cast<Circle*>(other.get());
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if (circle != nullptr)
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return CollisionModel::testCollision(*this, *circle, elapsed);
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return CollisionModel::testCollision(*this, *circle,
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offsetFirst, offsetSecond);
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else if (rect != nullptr)
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return CollisionModel::testCollision(*this, *rect, elapsed);
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return CollisionModel::testCollision(*this, *rect,
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offsetFirst, offsetSecond);
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else {
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assert(false);
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return false;
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@ -23,7 +23,8 @@ public:
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const sf::Vector2f& direction = sf::Vector2f(0, 0));
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virtual ~Circle() = default;
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bool testCollision(std::shared_ptr<Sprite> other, int elapsed);
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bool testCollision(std::shared_ptr<Sprite> other,
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond);
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float getRadius() const;
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};
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@ -17,111 +17,112 @@
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CollisionModel::~CollisionModel() {
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}
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/**
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* Tests for collision between rectangle and circle.
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* Tests for collision between a circle and a rectangle. Offset is the maximum
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* value between zero and the original value of previous, for which the
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* objects do not collide. Rectangles are assumed to be axis aligned.
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*
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* @param [in,out] offset The movement offset of the circle.
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* @param offsetSecond Movement offset of the rectangle.
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* @return True if a collision occured.
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*/
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bool
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CollisionModel::testCollision(const Circle& circle, const Rectangle& rect,
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int elapsed) {
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sf::Vector2f halfsize = rect.getSize() / 2.0f;
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sf::Vector2f circlePos = circle.getPosition();
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sf::Vector2f rectPos = rect.getPosition();
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// Only circle movement as rectangles don't move.
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sf::Vector2f circleMovement = circle.getSpeed() * (elapsed / 1000.0f);
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) {
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sf::Vector2f halfSize = rect.getSize() / 2.0f;
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sf::Vector2f circleNewPos = circle.getPosition() + offsetFirst;
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sf::Vector2f rectNewPos = rect.getPosition() + offsetSecond;
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// We assume that rectangles are always axis aligned.
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float overlapNoMovementX = Interval::IntervalFromRadius(circlePos.x, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectPos.x, halfsize.x)).getLength();
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float overlapMovementX = Interval::IntervalFromRadius(circlePos.x + circleMovement.x, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectPos.x, halfsize.x)).getLength();
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float overlapNoMovementY = Interval::IntervalFromRadius(circlePos.y, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectPos.y, halfsize.y)).getLength();
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float overlapMovementY = Interval::IntervalFromRadius(circlePos.y + circleMovement.y, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectPos.y, halfsize.y)).getLength();
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bool xyCollisionResult = (((overlapNoMovementX < overlapMovementX) &&
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(overlapNoMovementY > 0)) ||
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((overlapNoMovementY < overlapMovementY) && (overlapNoMovementX > 0)));
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// If circle center is overlapping rectangle on x or y axis, we can take xyCollisionResult.
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if (Interval::IntervalFromRadius(rectPos.x, halfsize.x).isInside(circlePos.x) ||
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Interval::IntervalFromRadius(rectPos.y, halfsize.y).isInside(circlePos.y))
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return xyCollisionResult;
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// Test if the circle is colliding with a corner of the rectangle.
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else if (xyCollisionResult) {
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// This is the same as circle-circle collision.
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sf::Vector2f axis = circlePos - rectPos;
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// If both objects are at the exact same position, allow any
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// movement for unstucking.
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if (axis == sf::Vector2f())
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return true;
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axis = thor::unitVector(axis);
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float circlePosProjected = thor::dotProduct(axis, circlePos);
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float movementProjected = thor::dotProduct(axis, circleMovement);
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float rectPosProjected = thor::dotProduct(axis, rectPos);
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// For corner projections, those on the same line with the rect
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// center are equal by value, so we only need one on each axis
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// and take the maximum.
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float rectHalfWidthProjected = std::max(
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abs(thor::dotProduct(axis, halfsize)),
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abs(thor::dotProduct(axis,
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sf::Vector2f(halfsize.x, -halfsize.y))));
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// Allow movement if sprites are moving apart.
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return Interval::IntervalFromRadius(circlePosProjected, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectPosProjected,
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rectHalfWidthProjected))
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.getLength() <
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Interval::IntervalFromRadius(circlePosProjected + movementProjected, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectPosProjected,
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rectHalfWidthProjected))
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// If circle center is inside rect on x plane, we just take y direction result.
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if (Interval::IntervalFromRadius(rectNewPos.x, halfSize.x)
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.isInside(circleNewPos.x)) {
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float overlapY =
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Interval::IntervalFromRadius(circleNewPos.y, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectNewPos.y, halfSize.y))
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.getLength();
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offsetFirst.y += (circleNewPos.y > rectNewPos.y)
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? overlapY : - overlapY;
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return overlapY > 0;
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}
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// If there is no collision on x and y axis, there can't be one at all.
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// Same here (just switched x/y).
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else if (Interval::IntervalFromRadius(rectNewPos.y, halfSize.y)
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.isInside(circleNewPos.y)) {
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float overlapX =
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Interval::IntervalFromRadius(circleNewPos.x, circle.getRadius())
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.getOverlap(Interval::IntervalFromRadius(rectNewPos.x, halfSize.x))
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.getLength();
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offsetFirst.x += (circleNewPos.x > rectNewPos.x)
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? overlapX : - overlapX;
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return overlapX > 0;
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}
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// Test if the circle is colliding with a corner of the rectangle, using
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// the same method as circle-circle collision (distance to corner instead
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// of radius.
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else {
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return false;
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}
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sf::Vector2f axis(thor::unitVector(rectNewPos - circleNewPos));
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// Use correct vector for corner projections (positive/negative
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// direction does not matter).
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float rectHalfSizeProjected;
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if ((circleNewPos.x > rectNewPos.x && circleNewPos.y > rectNewPos.y) ||
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(circleNewPos.x < rectNewPos.x && circleNewPos.y < rectNewPos.y))
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rectHalfSizeProjected = thor::dotProduct(axis, halfSize);
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else
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rectHalfSizeProjected = thor::dotProduct(axis,
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sf::Vector2f(halfSize.x, -halfSize.y));
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Interval projectedCircle = Interval::IntervalFromRadius(
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thor::dotProduct(axis, circleNewPos),
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circle.getRadius());
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Interval projectedRect = Interval::IntervalFromRadius(
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thor::dotProduct(axis, rectNewPos),
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rectHalfSizeProjected);
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// using -5: works perfectly going between corner/side
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// without -5 works perfectly on corner, but skips when going in between
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float overlap = projectedCircle.getOverlap(projectedRect).getLength() - 5;
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if (overlap > 0)
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offsetFirst -= overlap * axis;
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return overlap > 0;
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}
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}
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/**
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* Tests for collision between two circles.
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* Tests for collision between two circles. Offset is the maximum value between
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* zero and the original value of previous, for which the objects do
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* not collide.
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*
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* @param [in,out] offset The movement offset of the first circle.
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* @param offsetSecond Movement offset of the second circle.
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* @return True if a collision occured.
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*/
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bool
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CollisionModel::testCollision(const Circle& first, const Circle& second,
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int elapsed) {
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sf::Vector2f axis = first.getPosition() - second.getPosition();
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// If both objects are at the exact same position, allow any movement for unstucking.
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if (axis == sf::Vector2f())
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return true;
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axis = thor::unitVector(axis);
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float centerA = thor::dotProduct(axis, first.getPosition());
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float radiusA = first.getRadius();
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float movementA = thor::dotProduct(axis, first.getSpeed() * (elapsed / 1000.0f));
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float centerB = thor::dotProduct(axis, second.getPosition());
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float radiusB = second.getRadius();
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float movementB = thor::dotProduct(axis, second.getSpeed() * (elapsed / 1000.0f));
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) {
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sf::Vector2f axis(thor::unitVector(second.getPosition() + offsetFirst -
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(first.getPosition() + offsetSecond)));
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Interval projectedFirst = Interval::IntervalFromRadius(
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thor::dotProduct(axis, first.getPosition() + offsetFirst),
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first.getRadius());
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Interval projectedSecond = Interval::IntervalFromRadius(
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thor::dotProduct(axis, second.getPosition() + offsetSecond),
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second.getRadius());
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// Allow movement if sprites are moving apart.
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return Interval::IntervalFromRadius(centerA, radiusA).getOverlap(
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Interval::IntervalFromRadius(centerB, radiusB)).getLength() <
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Interval::IntervalFromRadius(centerA + movementA, radiusA).getOverlap(
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Interval::IntervalFromRadius(centerB + movementB, radiusB)).getLength();
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float overlap = projectedFirst.getOverlap(projectedSecond).getLength();
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if (overlap > 0)
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offsetFirst -= overlap * axis;
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return overlap > 0;
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}
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/**
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* Tests for collision between two rectangles. Not implemented as these can't
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* occur (rectangles can't move).
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* Tests for collision between two rectangles. Always returns false as
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* these can't occur (rectangles can't move).
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*
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* @return True if a collision occured.
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*/
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bool
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CollisionModel::testCollision(const Rectangle& first, const Rectangle& second,
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int elapsed) {
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) {
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return false;
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}
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@ -11,8 +11,12 @@
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class Circle;
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class Rectangle;
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#include <SFML/System.hpp>
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/**
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* Abstract class providing helper functions to test for collisions between shapes.
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*
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* http://www.metanetsoftware.com/technique/tutorialA.html
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*/
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class CollisionModel {
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public:
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protected:
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static bool testCollision(const Circle& circle, const Rectangle& rect,
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int elapsed);
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond);
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static bool testCollision(const Circle& first, const Circle& second,
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int elapsed);
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond);
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static bool testCollision(const Rectangle& first, const Rectangle& second,
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int elapsed);
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond);
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};
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#endif /* DG_COLLISIONMODEL_H_ */
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@ -22,13 +22,16 @@ Rectangle::Rectangle(const sf::Vector2f& position, Category category,
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* matter which object is this or other.
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*/
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bool
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Rectangle::testCollision(std::shared_ptr<Sprite> other, int elapsed) {
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Rectangle::testCollision(std::shared_ptr<Sprite> other,
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) {
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Rectangle* rect = dynamic_cast<Rectangle*>(other.get());
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Circle* circle = dynamic_cast<Circle*>(other.get());
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if (circle != nullptr)
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return CollisionModel::testCollision(*circle, *this, elapsed);
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return CollisionModel::testCollision(*circle, *this,
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offsetFirst, offsetSecond);
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else if (rect != nullptr)
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return CollisionModel::testCollision(*rect, *this, elapsed);
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return CollisionModel::testCollision(*rect, *this,
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offsetFirst, offsetSecond);
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else {
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assert(false);
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return false;
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@ -23,7 +23,8 @@ public:
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const sf::Vector2f& direction = sf::Vector2f(0, 0));
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virtual ~Rectangle() = default;
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bool testCollision(std::shared_ptr<Sprite> other, int elapsed);
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bool testCollision(std::shared_ptr<Sprite> other,
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond);
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};
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#endif /* DG_RECTANGLE_H_ */
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@ -53,7 +53,8 @@ public:
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bool collisionEnabled(Category category) const;
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bool isInside(const sf::FloatRect& rect) const;
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virtual bool testCollision(std::shared_ptr<Sprite> other, int elapsed) = 0;
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virtual bool testCollision(std::shared_ptr<Sprite> other,
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sf::Vector2f& offsetFirst, const sf::Vector2f& offsetSecond) = 0;
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virtual void onCollide(std::shared_ptr<Sprite> other);
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protected:
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