/* Moonfall Copyright (C) 2008 Alex Yatskov This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "Pch.h" #include "ActorPropertyPhysics.h" #include "ActorManager.h" #include "Actor.h" const ActorShapeType ActorPropertyPhysics::s_collisionShapes[ACTOR_SHAPE_TYPE_COLLISION_COUNT] = { ACTOR_SHAPE_TYPE_COLLISION_SOLID, ACTOR_SHAPE_TYPE_COLLISION_INTERACT }; ActorPropertyPhysics::ActorPropertyPhysics(Actor* owner) : ActorPropertyTyped(owner) { } void ActorPropertyPhysics::Update(float elapsed) { Actor* const actor = GetOwner(); bool collisionShapesPresent = false; for (int i = 0; i < ARRAY_SIZE(s_collisionShapes); ++i) { const ActorShapeType type = s_collisionShapes[i]; if (actor->IsShapeEnabled(type)) { Vector2i position; Vector2i size; int data = 0; actor->GetShape(type, &data, &position, &size); collisionShapesPresent |= (data != 0); } m_collisionState[type].collisions.clear(); } const Vector2f newPosition = actor->GetPositionSoft() + GetVelocity() * elapsed; if (!collisionShapesPresent) { actor->SetPositionSoft(newPosition); return; } std::vector > actors; actor->GetOwner()->EnumerateActors(&actors, actor->GetPosition()); actor->SetPositionSoft(newPosition); for (int i = 0; i < ARRAY_SIZE(s_collisionShapes); ++i) { CollideAgainstShape(actors, s_collisionShapes[i]); } } void ActorPropertyPhysics::CollideAgainstShape(const std::vector >& actors, ActorShapeType typeAttacker) { Actor* const actorAttacker = GetOwner(); Vector2i attackerPosition; Vector2i attackerSize; int attackerData = 0; actorAttacker->GetShape(typeAttacker, &attackerData, &attackerPosition, &attackerSize); if (!actorAttacker->IsShapeEnabled(typeAttacker) || attackerData == 0) { return; } for (std::vector >::const_iterator iter = actors.begin(); iter != actors.end(); ++iter) { const boost::shared_ptr actorDefender = iter->lock(); if (!actorDefender || !actorDefender->HasProperty(ACTOR_PROPERTY_TYPE_PHYSICS) || actorDefender->GetId() == actorAttacker->GetId()) { continue; } for (int i = 0; i < ARRAY_SIZE(s_collisionShapes); ++i) { const ActorShapeType typeDefender = s_collisionShapes[i]; Vector2i defenderPosition; Vector2i defenderSize; int defenderData = 0; actorDefender->GetShape(typeDefender, &defenderData, &defenderPosition, &defenderSize); if (!actorDefender->IsShapeEnabled(typeDefender) || (attackerData & BIT(typeDefender)) == 0) { continue; } const Rect4i rectAttacker( actorAttacker->GetPosition().x + attackerPosition.x, actorAttacker->GetPosition().y + attackerPosition.y, actorAttacker->GetPosition().x + attackerPosition.x + attackerSize.x, actorAttacker->GetPosition().y + attackerPosition.y + attackerSize.y ); const Rect4i rectDefender( actorDefender->GetPosition().x + defenderPosition.x, actorDefender->GetPosition().y + defenderPosition.y, actorDefender->GetPosition().x + defenderPosition.x + defenderSize.x, actorDefender->GetPosition().y + defenderPosition.y + defenderSize.y ); if (!rectAttacker.Intersects(rectDefender)) { continue; } if (typeAttacker != ACTOR_SHAPE_TYPE_COLLISION_SOLID || typeDefender != ACTOR_SHAPE_TYPE_COLLISION_SOLID) { m_collisionState[typeAttacker].collisions.push_back(actorDefender); continue; } const Rect4i intersection = rectAttacker.Intersection(rectDefender); Vector2i displacement(0, 0); if (GetVelocity().x > 0) { displacement.x = -intersection.GetWidth(); } else if (GetVelocity().x < 0) { displacement.x = intersection.GetWidth(); } if (GetVelocity().y > 0) { displacement.y = -intersection.GetHeight(); } else if (GetVelocity().y < 0) { displacement.y = intersection.GetHeight(); } actorAttacker->SetPosition(actorAttacker->GetPosition() + displacement); } } } void ActorPropertyPhysics::SetVelocity(const Vector2f& velocity) { m_velocity = velocity; } Vector2f ActorPropertyPhysics::GetVelocity() const { return m_velocity; } void ActorPropertyPhysics::QueryShapeCollisions(ActorShapeType type, std::vector >* actors) const { ASSERT(type < ACTOR_SHAPE_TYPE_COUNT); const CollisionState& state = m_collisionState[type]; for (std::vector >::const_iterator iter = state.collisions.begin(); iter != state.collisions.end(); ++iter) { if (!iter->expired()) { actors->push_back(*iter); } } }