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