Added collisions detection.
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9fd43d1d3a
commit
310816eba6
2 changed files with 138 additions and 3 deletions
131
source/World.cpp
131
source/World.cpp
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@ -8,6 +8,7 @@
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#include "World.h"
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#include "World.h"
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#include <algorithm>
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#include <algorithm>
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#include <assert.h>
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#include <Thor/Vectors.hpp>
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#include <Thor/Vectors.hpp>
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@ -40,13 +41,96 @@ World::remove(std::shared_ptr<Sprite> drawable) {
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void
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void
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World::step(int elapsed) {
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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 v = mDrawables.begin(); v != mDrawables.end(); v++) {
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for (auto item = v->second.begin(); item != v->second.end(); item++) {
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for (auto spriteA : v->second) {
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sf::Vector2f speed = (*item)->getSpeed();
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sf::Vector2f speed = spriteA->getSpeed();
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speed *= elapsed / 1000.0f;
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speed *= elapsed / 1000.0f;
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(*item)->setPosition((*item)->getPosition() + speed);
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bool overlap = false;
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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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continue;
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}
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if (!spriteA->collisionEnabled(spriteB->getCategory()) || !spriteB->collisionEnabled(spriteA->getCategory())) {
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continue;
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}
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if (testCollision(spriteA, spriteB, elapsed)) {
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spriteA->onCollide(spriteB);
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overlap = true;
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}
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}
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}
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}
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}
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}
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if (!overlap) {
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spriteA->setPosition(spriteA->getPosition() + speed);
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}
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}
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}
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}
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/**
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* Tests for collisions using Seperating Axis Theorem (SAT).
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*
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* http://www.metanetsoftware.com/technique/tutorialA.html
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*
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* @param spriteA, spriteB Pair of sprites which to test for collision/overlapping.
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* @param elapsed Time elapsed in this step.
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* @return True if both sprites will be overlapping after their current movement.
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*/
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bool
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World::testCollision(std::shared_ptr<Sprite> spriteA,
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std::shared_ptr<Sprite> spriteB, int elapsed) const {
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// circle-circle collision
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if ((spriteA->mShape.type == Sprite::Shape::Type::CIRCLE) &&
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(spriteB->mShape.type == Sprite::Shape::Type::CIRCLE)) {
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sf::Vector2f axis = spriteA->getPosition() - spriteB->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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}
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axis = thor::unitVector(axis);
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float centerA = thor::dotProduct(axis, spriteA->getPosition());
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float radiusA = std::static_pointer_cast<sf::CircleShape>(spriteA->mShape.shape)->getRadius();
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float movementA = thor::dotProduct(axis, spriteA->getSpeed() * (elapsed / 1000.0f));
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float centerB = thor::dotProduct(axis, spriteB->getPosition());
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float radiusB = std::static_pointer_cast<sf::CircleShape>(spriteB->mShape.shape)->getRadius();
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float movementB = thor::dotProduct(axis, spriteB->getSpeed() * (elapsed / 1000.0f));
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// Allow movement if sprites are moving apart.
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return Interval(centerA, radiusA).getOverlap(Interval(centerB, radiusB)).getLength() <
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Interval(centerA + movementA, radiusA).getOverlap(Interval(centerB + movementB, radiusB)).getLength();
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}
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// circle-rect collision
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if (((spriteA->mShape.type == Sprite::Shape::Type::CIRCLE) &&
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(spriteB->mShape.type == Sprite::Shape::Type::RECTANGLE)) ||
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((spriteA->mShape.type == Sprite::Shape::Type::RECTANGLE) &&
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(spriteB->mShape.type == Sprite::Shape::Type::CIRCLE))) {
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std::shared_ptr<Sprite> circle = spriteA;
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std::shared_ptr<Sprite> rect = spriteB;
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if (circle->mShape.type != Sprite::Shape::Type::CIRCLE) {
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std::swap(circle, rect);
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}
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float radius = std::static_pointer_cast<sf::CircleShape>(circle->mShape.shape)->getRadius();
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sf::Vector2f size = rect->getSize();
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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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// We assume that rectangles are always axis aligned.
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float overlapNoMovementX = Interval(circlePos.x, radius)
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.getOverlap(Interval (rectPos.x, (size.x / 2))).getLength();
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float overlapMovementX = Interval(circlePos.x + circleMovement.x, radius)
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.getOverlap(Interval (rectPos.x, (size.x / 2))).getLength();
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float overlapNoMovementY = Interval(circlePos.y, radius)
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.getOverlap(Interval (rectPos.y, (size.y / 2))).getLength();
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float overlapMovementY = Interval(circlePos.y + circleMovement.y, radius)
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.getOverlap(Interval (rectPos.y, (size.y / 2))).getLength();
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return (((overlapNoMovementX < overlapMovementX) && (overlapNoMovementY > 0)) ||
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((overlapNoMovementY < overlapMovementY) && (overlapNoMovementX > 0)));
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}
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// Rectangles can't move and thus not collide.
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return false;
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}
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/**
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/**
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* Deletes any sprites which return true for getDelete().
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* Deletes any sprites which return true for getDelete().
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@ -77,3 +161,44 @@ World::draw(sf::RenderTarget& target, sf::RenderStates states) const {
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}
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}
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}
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}
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/**
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* Creates an interval from a center point and a radius. The interval
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* ranges from center - radius to center + radius.
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*/
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World::Interval::Interval(float center, float radius) :
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start(center - radius),
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end(center + radius) {
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}
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/**
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* Returns the overlap between two intervals, e.g. the overlap between
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* intervals (1,3) and (2,4) is (2,3).
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*/
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World::Interval
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World::Interval::getOverlap(Interval other) const {
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if ((start == other.start) && (end == other.end)) {
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return *this;
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}
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Interval smaller = *this;
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Interval bigger = other;
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if (smaller.start > bigger.start) {
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std::swap(smaller, bigger);
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}
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Interval iv(0, 0);
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if (bigger.start < smaller.end) {
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iv.start = bigger.start;
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iv.end = smaller.end;
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}
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else {
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iv.start = iv.end = 0.0f;
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}
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return iv;
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}
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/**
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* Returns the length of the interval (distance between start and end).
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*/
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float
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World::Interval::getLength() {
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return end - start;
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}
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@ -34,7 +34,17 @@ public:
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// Private functions.
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// Private functions.
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private:
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private:
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class Interval {
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public:
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float start;
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float end;
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Interval(float center, float radius);
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Interval getOverlap(Interval other) const;
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float getLength();
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};
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void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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bool testCollision(std::shared_ptr<Sprite> spriteA, std::shared_ptr<Sprite> spriteB, int elapsed) const;
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// Private variables.
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// Private variables.
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private:
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private:
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