This repository has been archived on 2019-12-07. You can view files and clone it, but cannot push or open issues or pull requests.
dungeon-gunner/source/World.cpp
2013-04-28 18:12:30 +02:00

243 lines
9 KiB
C++
Executable file

/*
* World.cpp
*
* Created on: 29.08.2012
* Author: Felix
*/
#include "World.h"
#include <Thor/Vectors.hpp>
#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<Sprite> 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> 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<std::shared_ptr<Character> >
World::getCharacters(const sf::Vector2f& position, float maxDistance) const {
std::vector<std::shared_ptr<Character> > 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<Sprite> spriteA,
std::shared_ptr<Sprite> 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<Sprite> circle = spriteA;
std::shared_ptr<Sprite> 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<sf::Drawable&>(*item), states);
}
}
}