/* * World.cpp * * Created on: 29.08.2012 * Author: Felix */ #include "World.h" #include #include #include #include #include "util/Interval.h" #include "sprites/TileManager.h" const float World::WALL_DISTANCE_MULTIPLIER = 1.5f; /** * 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); } /** * Removes a drawable from the group. */ void World::remove(std::shared_ptr drawable) { for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) { auto item = std::find(v->second.begin(), v->second.end(), drawable); if (item != v->second.end()) { v->second.erase(item); break; } } } /** * 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); } /** * Removes a character from the world. * Also calls remove(character); */ void World::removeCharacter(std::shared_ptr character) { auto item = std::find(mCharacters.begin(), mCharacters.end(), character); if (item != mCharacters.end()) mCharacters.erase(item); remove(character); } /** * Runs the A* path finding algorithm with areas as nodes and portals as edges. * * @warning Areas and portals must not be changed while this is running. * * @param start The area to start the path finding from. Must not be null. * @param end The goal to reach. Must not be null. * @return Path in reverse order (start being the last item and end the first). */ std::vector World::astarArea(Area* start, Area* end) const { assert(start); assert(end); std::unordered_set closed; std::unordered_map openAreasEstimatedCost; // Navigated areas with previous area/portal. std::unordered_map> previousAreaAndPortal; std::unordered_map bestPathCost; openAreasEstimatedCost[start] = heuristic_cost_estimate(start, end); bestPathCost[start] = 0; while (!openAreasEstimatedCost.empty()) { Area* current = std::min_element(openAreasEstimatedCost.begin(), openAreasEstimatedCost.end())->first; if (current == end) { std::vector path; auto previous = current; while (previous != start) { path.push_back(previousAreaAndPortal[previous].second); previous = previousAreaAndPortal[previous].first; } return path; } openAreasEstimatedCost.erase(current); closed.insert(current); for (Portal& portal : current->portals) { Area* neighbor = portal.area; float tentative_g_score = bestPathCost[current] + heuristic_cost_estimate(current,neighbor); if (closed.find(neighbor) != closed.end()) { if (tentative_g_score >= bestPathCost[neighbor]) continue; } if ((openAreasEstimatedCost.find(neighbor) == openAreasEstimatedCost.end()) || (tentative_g_score < bestPathCost[neighbor])) { previousAreaAndPortal[neighbor] = std::make_pair(current, &portal); bestPathCost[neighbor] = tentative_g_score; openAreasEstimatedCost[neighbor] = bestPathCost[neighbor] + heuristic_cost_estimate(neighbor, end); } } } return std::vector(); } /** * Returns path in reverse order. * * @warning Areas and portals must not be changed while this running. * * @param start Position to start the path from. * @param end Position to move to. * @param radius Radius of the moving object. * @return Path from end to start (path from start to end in reverse order). */ std::vector World::getPath(const sf::Vector2f& start, const sf::Vector2f& end, float radius) const { if (!getArea(end)) return std::vector(); std::vector portals = astarArea(getArea(start), getArea(end)); std::vector path; path.push_back(end); for (auto p : portals) { // Find the point on the line of the portal closest to the previous point. sf::Vector2f startToEnd = sf::Vector2f(p->end - p->start); float percentage = thor::dotProduct(startToEnd, path.back() - sf::Vector2f(p->start)) / thor::squaredLength(startToEnd); sf::Vector2f point; if (percentage < 0 || percentage > 1.0f) { if (thor::squaredLength(sf::Vector2f(p->start) - path.back()) < thor::squaredLength(sf::Vector2f(p->end) - path.back())) { thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius); point = sf::Vector2f(p->start) + startToEnd; } else { thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius); point = sf::Vector2f(p->end) - startToEnd; } } else point = sf::Vector2f(p->start) + startToEnd * percentage; // Take two points on a line orthogonal to the portal. thor::setLength(startToEnd, radius); startToEnd = thor::perpendicularVector(startToEnd); path.push_back(point + startToEnd); path.push_back(point - startToEnd); // Make sure the points are in the right order. if (thor::squaredLength(*(path.end() - 1) - *(path.end() - 3) ) < thor::squaredLength(*(path.end() - 2) - *(path.end() - 3) )) std::swap(*(path.end() - 1), *(path.end() - 2)); } return path; } /** * 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; } /** * Initializes start and end of an area, sets area to null. */ World::Portal::Portal(const sf::Vector2i& start, const sf::Vector2i& end) : start(start), end(end), area(nullptr) { } /** * Returns the linear distance between two areas (using their center). */ float World::heuristic_cost_estimate(Area* start, Area* end) const { return thor::length(sf::Vector2f(end->center - start->center)); } /** * 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; if (spriteA->getDelete()) { remove(spriteA); it--; } // Apply movement for movable sprites. else if ((*it)->isMovable()) { sf::Vector2f speed = spriteA->getSpeed(); speed *= elapsed / 1000.0f; 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 asap). * * @param elapsed Time since last call. */ void World::think(int elapsed) { for (auto it = mCharacters.begin(); it != mCharacters.end(); ) { if ((*it)->getDelete()) removeCharacter(*it); else { (*it)->onThink(elapsed); it++; } } } /** * Inserts an area used for path finding. * * @parm rect Rectangle the area covers. */ void World::insertArea(const sf::IntRect& rect) { Area a; // Not sure why the offset of -50 is required, but with it, areas align // with tiles perfectly. a.area = sf::IntRect(rect.left * TileManager::TILE_SIZE.x - 50, rect.top * TileManager::TILE_SIZE.y - 50, rect.width * TileManager::TILE_SIZE.x, rect.height * TileManager::TILE_SIZE.y); a.center = sf::Vector2i(a.area.left + a.area.width / 2, a.area.top + a.area.height / 2); mAreas.push_back(a); } /** * Generates portals that connect areas. Needs to be run after insertArea for * path finding to work. * * Could be improved by only checking nearby areas. */ void World::generatePortals() { for (Area& it : mAreas) { // We currently recreate portals for all existing areas, so we have // to clear in case this was already generated. it.portals.clear(); for (Area& other : mAreas) { if (&it == &other) continue; Portal portal; portal.area = &other; if (it.area.left + it.area.width == other.area.left) { Interval overlap = Interval::IntervalFromPoints(it.area.top, it.area.top + it.area.height) .getOverlap(Interval::IntervalFromPoints(other.area.top, other.area.top + other.area.height)); if (overlap.getLength() > 0) { portal.start = sf::Vector2i(other.area.left, overlap.start); portal.end = sf::Vector2i(other.area.left, overlap.end); it.portals.push_back(portal); } } if (other.area.left + other.area.width == it.area.left) { Interval overlap = Interval::IntervalFromPoints(it.area.top, it.area.top + it.area.height) .getOverlap(Interval::IntervalFromPoints(other.area.top, other.area.top + other.area.height)); if (overlap.getLength() > 0) { portal.start = sf::Vector2i(it.area.left, overlap.start); portal.end = sf::Vector2i(it.area.left, overlap.end); it.portals.push_back(portal); } } else if (it.area.top + it.area.height == other.area.top) { Interval overlap = Interval::IntervalFromPoints(it.area.left, it.area.left + it.area.width) .getOverlap(Interval::IntervalFromPoints(other.area.left, other.area.left + other.area.width)); if (overlap.getLength() > 0) { portal.start = sf::Vector2i(overlap.start, other.area.top); portal.end = sf::Vector2i(overlap.end, other.area.top); it.portals.push_back(portal); } } else if (other.area.top + other.area.height == it.area.top) { Interval overlap = Interval::IntervalFromPoints(it.area.left, it.area.left + it.area.width) .getOverlap(Interval::IntervalFromPoints(other.area.left, other.area.left + other.area.width)); if (overlap.getLength() > 0) { portal.start = sf::Vector2i(overlap.start, it.area.top); portal.end = sf::Vector2i(overlap.end, it.area.top); it.portals.push_back(portal); } } } } } /** * 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; } /** * Returns the area where point is in. * Just iterates through all areas and tests each. */ World::Area* World::getArea(const sf::Vector2f& point) const { for (auto area = mAreas.begin(); area != mAreas.end(); area++) { if (sf::FloatRect(area->area).contains(point)) // Make the return value non-const for convenience. return &const_cast(*area); } return nullptr; } /** * Draws all elements in the group. */ void World::draw(sf::RenderTarget& target, sf::RenderStates states) const { for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) { for (auto item : v->second) { target.draw(static_cast(*item), states); } } }