206 lines
6.3 KiB
C++
Executable file
206 lines
6.3 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/Tile.h"
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#include "util/Interval.h"
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#include "util/Log.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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void
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World::remove(std::shared_ptr<Sprite> drawable) {
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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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mDrawables[cat].erase(item);
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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 Vector2f& position, float maxDistance) const {
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std::vector<std::shared_ptr<Character> > visible;
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for (const 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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if ((*it)->getDelete()) {
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v->second.erase(it);
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it--;
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}
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// Don't run collision tests if sprite is not moving.
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else if ((*it)->getSpeed() != Vector2f())
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applyMovement(*it, elapsed);
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}
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}
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}
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/**
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* Tests spriteA for overlap with every other sprite (considering collision
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* masks).
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*/
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void
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World::applyMovement(std::shared_ptr<Sprite> sprite, int elapsed) {
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Vector2f offset = sprite->getSpeed() * (elapsed / 1000.0f);
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for (auto w = mDrawables.begin(); w != mDrawables.end(); w++) {
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for (const auto& other : w->second) {
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if (sprite == other)
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continue;
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// Ignore anything that is filtered by masks.
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if (!sprite->collisionEnabled(other->getCategory()) ||
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!other->collisionEnabled(sprite->getCategory()))
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continue;
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if (sprite->testCollision(other, offset,
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other->getSpeed() * (elapsed / 1000.0f))) {
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sprite->onCollide(other);
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other->onCollide(sprite);
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}
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}
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}
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sprite->setPosition(sprite->getPosition() + offset);
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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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* 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 (const 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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/*
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* Performs a raycast between two points to check if the path between them is
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* clear of walls. Does not consider characters, bullets etc.
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*
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* @param lineStart First point of the line to test.
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* @param lineEnd Second point of the line to test.
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* @return True if the ray was not blocked.
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*/
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bool
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World::raycast(const Vector2f& lineStart,
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const Vector2f& lineEnd) const {
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assert(lineStart != lineEnd);
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Vector2f lineCenter = lineStart + 0.5f * (lineEnd - lineStart);
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for (const auto& it : mDrawables.at(Sprite::Category::CATEGORY_WORLD)) {
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if (!it->collisionEnabled(Sprite::CATEGORY_ACTOR))
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continue;
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Vector2f axis = it->getPosition() - lineCenter;
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if (axis == Vector2f())
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return false;
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axis = thor::unitVector(axis);
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Vector2f halfsize = it->getSize() / 2.0f;
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float rectPosProjected = thor::dotProduct(axis, it->getPosition());
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float lineStartProjected = thor::dotProduct(axis, lineStart);
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float lineEndProjected = thor::dotProduct(axis, lineEnd);
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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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Vector2f(halfsize.x, -halfsize.y))));
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Interval line = Interval::IntervalFromPoints(lineStartProjected,
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lineEndProjected);
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Interval rect = Interval::IntervalFromRadius(rectPosProjected,
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rectHalfWidthProjected);
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// Allow movement if sprites are moving apart.
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if (line.getOverlap(rect).getLength() > 0.0f)
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return false;
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}
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return true;
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}
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/**
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* Returns all sprites that are at most distance pixels away from position.
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*/
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std::vector<std::shared_ptr<Sprite> >
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World::getNearbySprites(const Vector2f& position, float distance) const {
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std::vector<std::shared_ptr<Sprite> > ret;
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for (const auto& v : mDrawables)
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for (const auto& d : v.second)
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if (thor::squaredLength(d->getPosition() - position) <= distance * distance)
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ret.push_back(d);
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return ret;
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}
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