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moonfall/ActorPropertyPhysics.cpp

184 lines
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C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#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<ACTOR_PROPERTY_TYPE_PHYSICS>(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<boost::weak_ptr<Actor> > 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<boost::weak_ptr<Actor> >& 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<boost::weak_ptr<Actor> >::const_iterator iter = actors.begin(); iter != actors.end(); ++iter)
{
const boost::shared_ptr<Actor> 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<boost::weak_ptr<Actor> >* actors) const
{
ASSERT(type < ACTOR_SHAPE_TYPE_COUNT);
const CollisionState& state = m_collisionState[type];
for (std::vector<boost::weak_ptr<Actor> >::const_iterator iter = state.collisions.begin(); iter != state.collisions.end(); ++iter)
{
if (!iter->expired())
{
actors->push_back(*iter);
}
}
}