/* * 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); } void World::remove(std::shared_ptr drawable) { Sprite::Category cat = drawable->getCategory(); auto item = std::find(mDrawables[cat].begin(), mDrawables[cat].end(), drawable); mDrawables[cat].erase(item); } /** * Returns all characters that are within maxDistance from position. */ std::vector > World::getCharacters(const Vector2f& position, float maxDistance) const { std::vector > visible; for (const 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++) { if ((*it)->getDelete()) { v->second.erase(it); it--; } // Don't run collision tests if sprite is not moving. else if ((*it)->getSpeed() != Vector2f()) applyMovement(*it, elapsed); } } } /** * Tests spriteA for overlap with every other sprite (considering collision * masks). */ void World::applyMovement(std::shared_ptr sprite, int elapsed) { Vector2f offset = sprite->getSpeed() * (elapsed / 1000.0f); for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) { for (const auto& other : w->second) { if (sprite == other) continue; // Ignore anything that is filtered by masks. if (!sprite->collisionEnabled(other->getCategory()) || !other->collisionEnabled(sprite->getCategory())) continue; if (sprite->testCollision(other, offset, other->getSpeed() * (elapsed / 1000.0f))) { sprite->onCollide(other); other->onCollide(sprite); } } } sprite->setPosition(sprite->getPosition() + offset); } /** * 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 (const 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 Vector2f& lineStart, const Vector2f& lineEnd) const { assert(lineStart != lineEnd); Vector2f lineCenter = lineStart + 0.5f * (lineEnd - lineStart); for (const auto& it : mDrawables.at(Sprite::Category::CATEGORY_WORLD)) { if (!it->collisionEnabled(Sprite::CATEGORY_ACTOR)) continue; Vector2f axis = it->getPosition() - lineCenter; if (axis == Vector2f()) return false; axis = thor::unitVector(axis); 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, 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; } /** * Returns all sprites that are at most distance pixels away from position. */ std::vector > World::getNearbySprites(const Vector2f& position, float distance) const { std::vector > ret; for (const auto& v : mDrawables) for (const auto& d : v.second) if (thor::squaredLength(d->getPosition() - position) <= distance * distance) ret.push_back(d); return ret; } /** * Returns the item closest to position, or null if it is further than * Character::ITEM_PICKUP_MAX_DISTANCE away. */ std::shared_ptr World::getClosestItem(const Vector2f& position) const { float distance = std::numeric_limits::max(); std::shared_ptr closest; for (auto& s : getNearbySprites(position, Character::ITEM_PICKUP_MAX_DISTANCE)) { std::shared_ptr converted = std::dynamic_pointer_cast(s); if (converted.get() != nullptr && thor::squaredLength(position - converted->getPosition()) < distance * distance) { closest = converted; distance = thor::squaredLength(position - converted->getPosition()); } } return (distance <= Character::ITEM_PICKUP_MAX_DISTANCE * Character::ITEM_PICKUP_MAX_DISTANCE) ? closest : std::shared_ptr(); }