/* * World.cpp * * Created on: 29.08.2012 * Author: Felix */ #include "World.h" #include #include "sprites/TileManager.h" #include "util/Interval.h" /** * Insert a drawable into the group. Drawables should only be handled with shared_ptr. * An object can't be inserted more than once at the same level. */ void World::insert(std::shared_ptr drawable) { #ifndef NDEBUG Sprite::Category cat = drawable->getCategory(); auto item = std::find(mDrawables[cat].begin(), mDrawables[cat].end(), drawable); assert(item == mDrawables[cat].end()); #endif mDrawables[drawable->getCategory()].push_back(drawable); } /** * Inserts a character into the world. A character can only be inserted once. * Also calls insert(character); */ void World::insertCharacter(std::shared_ptr character) { #ifndef NDEBUG auto item = std::find(mCharacters.begin(), mCharacters.end(), character); assert(item == mCharacters.end()); #endif mCharacters.push_back(character); insert(character); } /** * Returns all characters that are within maxDistance from position. */ std::vector > World::getCharacters(const sf::Vector2f& position, float maxDistance) const { std::vector > visible; for (auto it : mCharacters) { if (position == it->getPosition()) continue; if (thor::squaredLength(position - it->getPosition()) <= maxDistance * maxDistance) visible.push_back(it); } return visible; } /** * Checks for collisions and applies movement, also removes sprites if * Sprite::getDelete returns true. * * This method can be improved by only testing each pair of sprites once, * and using the result for both. Applying movement should be done in * testCollision, always applying the part that causes no collision. */ void World::step(int elapsed) { for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) { for (auto it = v->second.begin(); it != v->second.end(); it++) { auto& spriteA = *it; sf::Vector2f speed = spriteA->getSpeed() * (elapsed / 1000.0f); if (spriteA->getDelete()) { v->second.erase(it); it--; } // Apply movement for movable sprites. else if (spriteA->getSpeed() != sf::Vector2f()) { bool overlap = false; for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) { for (auto& spriteB : w->second) { if (spriteA == spriteB) continue; // Ignore anything that is filtered by masks. if (!spriteA->collisionEnabled(spriteB->getCategory()) || !spriteB->collisionEnabled(spriteA->getCategory())) continue; if (testCollision(spriteA, spriteB, elapsed)) { spriteA->onCollide(spriteB); overlap = true; } } } if (!overlap) spriteA->setPosition(spriteA->getPosition() + speed); } } } } /** * Calls Character::onThink for each character. Must be called * before step so Characters get removed correctly. * * @param elapsed Time since last call. */ void World::think(int elapsed) { for (auto it = mCharacters.begin(); it != mCharacters.end(); ) { if ((*it)->getDelete()) { mCharacters.erase(it); auto& d = mDrawables[Sprite::CATEGORY_ACTOR]; d.erase(std::find(d.begin(), d.end(), *it)); } else { (*it)->onThink(elapsed); it++; } } } /** * Tests for collisions using Seperating Axis Theorem (SAT). * * http://www.metanetsoftware.com/technique/tutorialA.html * * @param spriteA, spriteB Pair of sprites which to test for collision/overlapping. * @param elapsed Time elapsed in this step. * @return True if both sprites will be overlapping after their current movement. */ bool World::testCollision(std::shared_ptr spriteA, std::shared_ptr spriteB, int elapsed) const { // circle-circle collision if ((spriteA->mShape.type == Sprite::Shape::Type::CIRCLE) && (spriteB->mShape.type == Sprite::Shape::Type::CIRCLE)) { sf::Vector2f axis = spriteA->getPosition() - spriteB->getPosition(); // If both objects are at the exact same position, allow any movement for unstucking. if (axis == sf::Vector2f()) return true; axis = thor::unitVector(axis); float centerA = thor::dotProduct(axis, spriteA->getPosition()); float radiusA = spriteA->getRadius(); float movementA = thor::dotProduct(axis, spriteA->getSpeed() * (elapsed / 1000.0f)); float centerB = thor::dotProduct(axis, spriteB->getPosition()); float radiusB = spriteB->getRadius(); float movementB = thor::dotProduct(axis, spriteB->getSpeed() * (elapsed / 1000.0f)); // Allow movement if sprites are moving apart. return Interval::IntervalFromRadius(centerA, radiusA).getOverlap( Interval::IntervalFromRadius(centerB, radiusB)).getLength() < Interval::IntervalFromRadius(centerA + movementA, radiusA).getOverlap( Interval::IntervalFromRadius(centerB + movementB, radiusB)).getLength(); } // circle-rect collision if (((spriteA->mShape.type == Sprite::Shape::Type::CIRCLE) && (spriteB->mShape.type == Sprite::Shape::Type::RECTANGLE)) || ((spriteA->mShape.type == Sprite::Shape::Type::RECTANGLE) && (spriteB->mShape.type == Sprite::Shape::Type::CIRCLE))) { std::shared_ptr circle = spriteA; std::shared_ptr rect = spriteB; if (circle->mShape.type != Sprite::Shape::Type::CIRCLE) std::swap(circle, rect); float radius = circle->getRadius(); sf::Vector2f halfsize = rect->getSize() / 2.0f; sf::Vector2f circlePos = circle->getPosition(); sf::Vector2f rectPos = rect->getPosition(); // Only circle movement as rectangles don't move. sf::Vector2f circleMovement = circle->getSpeed() * (elapsed / 1000.0f); // We assume that rectangles are always axis aligned. float overlapNoMovementX = Interval::IntervalFromRadius(circlePos.x, radius) .getOverlap(Interval::IntervalFromRadius(rectPos.x, halfsize.x)).getLength(); float overlapMovementX = Interval::IntervalFromRadius(circlePos.x + circleMovement.x, radius) .getOverlap(Interval::IntervalFromRadius(rectPos.x, halfsize.x)).getLength(); float overlapNoMovementY = Interval::IntervalFromRadius(circlePos.y, radius) .getOverlap(Interval::IntervalFromRadius(rectPos.y, halfsize.y)).getLength(); float overlapMovementY = Interval::IntervalFromRadius(circlePos.y + circleMovement.y, radius) .getOverlap(Interval::IntervalFromRadius(rectPos.y, halfsize.y)).getLength(); bool xyCollisionResult = (((overlapNoMovementX < overlapMovementX) && (overlapNoMovementY > 0)) || ((overlapNoMovementY < overlapMovementY) && (overlapNoMovementX > 0))); // If circle center is overlapping rectangle on x or y axis, we can take xyCollisionResult. if (Interval::IntervalFromRadius(rectPos.x, halfsize.x).isInside(circlePos.x) || Interval::IntervalFromRadius(rectPos.y, halfsize.y).isInside(circlePos.y)) return xyCollisionResult; // Test if the circle is colliding with a corner of the rectangle. else if (xyCollisionResult) { // This is the same as circle-circle collision. sf::Vector2f axis = circle->getPosition() - rect->getPosition(); // If both objects are at the exact same position, allow any // movement for unstucking. if (axis == sf::Vector2f()) return true; axis = thor::unitVector(axis); float circlePosProjected = thor::dotProduct(axis, circlePos); float movementProjected = thor::dotProduct(axis, circleMovement); float rectPosProjected = thor::dotProduct(axis, rectPos); // For corner projections, those on the same line with the rect // center are equal by value, so we only need one on each axis // and take the maximum. float rectHalfWidthProjected = std::max( abs(thor::dotProduct(axis, halfsize)), abs(thor::dotProduct(axis, sf::Vector2f(halfsize.x, -halfsize.y)))); // Allow movement if sprites are moving apart. return Interval::IntervalFromRadius(circlePosProjected, radius) .getOverlap(Interval::IntervalFromRadius(rectPosProjected, rectHalfWidthProjected)) .getLength() < Interval::IntervalFromRadius(circlePosProjected + movementProjected, radius) .getOverlap(Interval::IntervalFromRadius(rectPosProjected, rectHalfWidthProjected)) .getLength(); } // If there is no collision on x and y axis, there can't be one at all. else { return false; } } // Rectangles can't move and thus not collide. return false; } /** * Draws all elements in the group. */ void World::draw(sf::RenderTarget& target, sf::RenderStates states) const { sf::FloatRect screen(target.getViewport(target.getView())); screen.left += target.getView().getCenter().x - target.getView().getSize().x / 2; screen.top += target.getView().getCenter().y - target.getView().getSize().y / 2; for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) { for (auto item : v->second) { if (item->isInside(screen)) target.draw(static_cast(*item), states); } } }