/* * World.cpp * * Created on: 29.08.2012 * Author: Felix */ #include "World.h" #include #include "sprites/Tile.h" #include "util/Interval.h" #include "util/Log.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; if (spriteA->getDelete()) { v->second.erase(it); it--; } else if (spriteA->getSpeed() != sf::Vector2f()) { sf::Vector2f speed = spriteA->getSpeed() * (elapsed / 1000.0f); if (!doesOverlap(spriteA, elapsed)) spriteA->setPosition(spriteA->getPosition() + speed); } } } } /** * Tests spriteA for overlap with every other sprite (considering collision * masks). */ bool World::doesOverlap(std::shared_ptr spriteA, int elapsed) { 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 (spriteA->testCollision(spriteB, elapsed)) { spriteA->onCollide(spriteB); spriteB->onCollide(spriteA); return true; } } } return false; } /** * 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++; } } } /** * 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); } } } /* * Performs a raycast between two points to check if the path between them is * clear of walls. Does not consider characters, bullets etc. * * @param lineStart First point of the line to test. * @param lineEnd Second point of the line to test. * @return True if the ray was not blocked. */ bool World::raycast(const sf::Vector2f& lineStart, const sf::Vector2f& lineEnd) const { assert(lineStart != lineEnd); sf::Vector2f lineCenter = lineStart + 0.5f * (lineEnd - lineStart); for (const auto& it : mDrawables.at(Sprite::Category::CATEGORY_WORLD)) { if (dynamic_cast(it.get())->getType() != Tile::Type::WALL) continue; sf::Vector2f axis = it->getPosition() - lineCenter; if (axis == sf::Vector2f()) return false; axis = thor::unitVector(axis); sf::Vector2f halfsize = it->getSize() / 2.0f; float rectPosProjected = thor::dotProduct(axis, it->getPosition()); float lineStartProjected = thor::dotProduct(axis, lineStart); float lineEndProjected = thor::dotProduct(axis, lineEnd); // 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)))); Interval line = Interval::IntervalFromPoints(lineStartProjected, lineEndProjected); Interval rect = Interval::IntervalFromRadius(rectPosProjected, rectHalfWidthProjected); // Allow movement if sprites are moving apart. if (line.getOverlap(rect).getLength() > 0.0f) return false; } return true; }