| 1 | // SuperTux |
| 2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
| 3 | // |
| 4 | // This program is free software: you can redistribute it and/or modify |
| 5 | // it under the terms of the GNU General Public License as published by |
| 6 | // the Free Software Foundation, either version 3 of the License, or |
| 7 | // (at your option) any later version. |
| 8 | // |
| 9 | // This program is distributed in the hope that it will be useful, |
| 10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | // GNU General Public License for more details. |
| 13 | // |
| 14 | // You should have received a copy of the GNU General Public License |
| 15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | |
| 17 | #include "collision/collision.hpp" |
| 18 | |
| 19 | #include <algorithm> |
| 20 | |
| 21 | #include "math/aatriangle.hpp" |
| 22 | #include "math/rectf.hpp" |
| 23 | |
| 24 | namespace collision { |
| 25 | |
| 26 | bool intersects(const Rectf& r1, const Rectf& r2) |
| 27 | { |
| 28 | if (r1.get_right() < r2.get_left() || r1.get_left() > r2.get_right()) |
| 29 | return false; |
| 30 | if (r1.get_bottom() < r2.get_top() || r1.get_top() > r2.get_bottom()) |
| 31 | return false; |
| 32 | |
| 33 | return true; |
| 34 | } |
| 35 | |
| 36 | //--------------------------------------------------------------------------- |
| 37 | |
| 38 | namespace { |
| 39 | inline void makePlane(const Vector& p1, const Vector& p2, Vector& n, float& c) |
| 40 | { |
| 41 | n = Vector(p2.y - p1.y, p1.x - p2.x); |
| 42 | c = -(p2 * n); |
| 43 | float nval = n.norm(); |
| 44 | n /= nval; |
| 45 | c /= nval; |
| 46 | } |
| 47 | |
| 48 | } |
| 49 | |
| 50 | bool rectangle_aatriangle(Constraints* constraints, const Rectf& rect, |
| 51 | const AATriangle& triangle, const Vector& addl_ground_movement) |
| 52 | { |
| 53 | if (!intersects(rect, triangle.bbox)) |
| 54 | return false; |
| 55 | |
| 56 | Vector normal; |
| 57 | float c = 0.0; |
| 58 | Vector p1; |
| 59 | Rectf area; |
| 60 | switch (triangle.dir & AATriangle::DEFORM_MASK) { |
| 61 | case 0: |
| 62 | area.set_p1(triangle.bbox.p1()); |
| 63 | area.set_p2(triangle.bbox.p2()); |
| 64 | break; |
| 65 | case AATriangle::DEFORM_BOTTOM: |
| 66 | area.set_p1(Vector(triangle.bbox.get_left(), triangle.bbox.get_top() + triangle.bbox.get_height()/2)); |
| 67 | area.set_p2(triangle.bbox.p2()); |
| 68 | break; |
| 69 | case AATriangle::DEFORM_TOP: |
| 70 | area.set_p1(triangle.bbox.p1()); |
| 71 | area.set_p2(Vector(triangle.bbox.get_right(), triangle.bbox.get_top() + triangle.bbox.get_height()/2)); |
| 72 | break; |
| 73 | case AATriangle::DEFORM_LEFT: |
| 74 | area.set_p1(triangle.bbox.p1()); |
| 75 | area.set_p2(Vector(triangle.bbox.get_left() + triangle.bbox.get_width()/2, triangle.bbox.get_bottom())); |
| 76 | break; |
| 77 | case AATriangle::DEFORM_RIGHT: |
| 78 | area.set_p1(Vector(triangle.bbox.get_left() + triangle.bbox.get_width()/2, triangle.bbox.get_top())); |
| 79 | area.set_p2(triangle.bbox.p2()); |
| 80 | break; |
| 81 | default: |
| 82 | assert(false); |
| 83 | } |
| 84 | |
| 85 | switch (triangle.dir & AATriangle::DIRECTION_MASK) { |
| 86 | case AATriangle::SOUTHWEST: |
| 87 | p1 = Vector(rect.get_left(), rect.get_bottom()); |
| 88 | makePlane(area.p1(), area.p2(), normal, c); |
| 89 | break; |
| 90 | case AATriangle::NORTHEAST: |
| 91 | p1 = Vector(rect.get_right(), rect.get_top()); |
| 92 | makePlane(area.p2(), area.p1(), normal, c); |
| 93 | break; |
| 94 | case AATriangle::SOUTHEAST: |
| 95 | p1 = rect.p2(); |
| 96 | makePlane(Vector(area.get_left(), area.get_bottom()), |
| 97 | Vector(area.get_right(), area.get_top()), normal, c); |
| 98 | break; |
| 99 | case AATriangle::NORTHWEST: |
| 100 | p1 = rect.p1(); |
| 101 | makePlane(Vector(area.get_right(), area.get_top()), |
| 102 | Vector(area.get_left(), area.get_bottom()), normal, c); |
| 103 | break; |
| 104 | default: |
| 105 | assert(false); |
| 106 | } |
| 107 | |
| 108 | float n_p1 = -(normal * p1); |
| 109 | float depth = n_p1 - c; |
| 110 | if (depth < 0) |
| 111 | return false; |
| 112 | |
| 113 | #if 0 |
| 114 | std::cout << "R: " << rect << " Tri: " << triangle << "\n" ; |
| 115 | std::cout << "Norm: " << normal << " Depth: " << depth << "\n" ; |
| 116 | #endif |
| 117 | |
| 118 | Vector outvec = normal * (depth + 0.2f); |
| 119 | |
| 120 | const float RDELTA = 3; |
| 121 | if (p1.x < area.get_left() - RDELTA || p1.x > area.get_right() + RDELTA |
| 122 | || p1.y < area.get_top() - RDELTA || p1.y > area.get_bottom() + RDELTA) { |
| 123 | set_rectangle_rectangle_constraints(constraints, rect, area); |
| 124 | } else { |
| 125 | if (outvec.x < 0) { |
| 126 | constraints->constrain_right(rect.get_right() + outvec.x, addl_ground_movement.x); |
| 127 | constraints->hit.right = true; |
| 128 | } else { |
| 129 | constraints->constrain_left(rect.get_left() + outvec.x, addl_ground_movement.x); |
| 130 | constraints->hit.left = true; |
| 131 | } |
| 132 | |
| 133 | if (outvec.y < 0) { |
| 134 | constraints->constrain_bottom(rect.get_bottom() + outvec.y, addl_ground_movement.y); |
| 135 | constraints->hit.bottom = true; |
| 136 | constraints->ground_movement += addl_ground_movement; |
| 137 | } else { |
| 138 | constraints->constrain_top(rect.get_top() + outvec.y, addl_ground_movement.y); |
| 139 | constraints->hit.top = true; |
| 140 | } |
| 141 | constraints->hit.slope_normal = normal; |
| 142 | } |
| 143 | |
| 144 | return true; |
| 145 | } |
| 146 | |
| 147 | void set_rectangle_rectangle_constraints(Constraints* constraints, |
| 148 | const Rectf& r1, const Rectf& r2, const Vector& addl_ground_movement) |
| 149 | { |
| 150 | float itop = r1.get_bottom() - r2.get_top(); |
| 151 | float ibottom = r2.get_bottom() - r1.get_top(); |
| 152 | float ileft = r1.get_right() - r2.get_left(); |
| 153 | float iright = r2.get_right() - r1.get_left(); |
| 154 | |
| 155 | float vert_penetration = std::min(itop, ibottom); |
| 156 | float horiz_penetration = std::min(ileft, iright); |
| 157 | if (vert_penetration < horiz_penetration) { |
| 158 | if (itop < ibottom) { |
| 159 | constraints->constrain_bottom(r2.get_top(), addl_ground_movement.y); |
| 160 | constraints->hit.bottom = true; |
| 161 | constraints->ground_movement += addl_ground_movement; |
| 162 | } else { |
| 163 | constraints->constrain_top(r2.get_bottom(), addl_ground_movement.y); |
| 164 | constraints->hit.top = true; |
| 165 | } |
| 166 | } else { |
| 167 | if (ileft < iright) { |
| 168 | constraints->constrain_right(r2.get_left(), addl_ground_movement.x); |
| 169 | constraints->hit.right = true; |
| 170 | } else { |
| 171 | constraints->constrain_left(r2.get_right(), addl_ground_movement.x); |
| 172 | constraints->hit.left = true; |
| 173 | } |
| 174 | } |
| 175 | } |
| 176 | |
| 177 | bool line_intersects_line(const Vector& line1_start, const Vector& line1_end, const Vector& line2_start, const Vector& line2_end) |
| 178 | { |
| 179 | // Adapted from Striker, (C) 1999 Joris van der Hoeven, GPL |
| 180 | |
| 181 | float a1 = line1_start.x, b1 = line1_start.y, a2 = line1_end.x, b2 = line1_end.y; |
| 182 | float c1 = line2_start.x, d1 = line2_start.y, c2 = line2_end.x, d2 = line2_end.y; |
| 183 | |
| 184 | float num = (b2-b1)*(c2-c1) - (a2-a1)*(d2-d1); |
| 185 | float den1 = (d2-b2)*(c1-c2) + (a2-c2)*(d1-d2); |
| 186 | float den2 = (d2-b2)*(a1-a2) + (a2-c2)*(b1-b2); |
| 187 | |
| 188 | // normalize to positive numerator |
| 189 | if (num < 0) { |
| 190 | num = -num; |
| 191 | den1 = -den1; |
| 192 | den2 = -den2; |
| 193 | } |
| 194 | |
| 195 | // numerator is zero -> Check for parallel or coinciding lines |
| 196 | if (num == 0) { |
| 197 | if ((b1-b2)*(c1-a2) != (a1-a2)*(d1-b2)) return false; |
| 198 | if (a1 == a2) { |
| 199 | std::swap(a1, b1); |
| 200 | std::swap(a2, b2); |
| 201 | std::swap(c1, d1); |
| 202 | std::swap(c2, d2); |
| 203 | } |
| 204 | if (a1 > a2) std::swap(a1, a2); |
| 205 | if (c1 > c2) std::swap(c1, c2); |
| 206 | return ((a1 <= c2) && (a2 >= c1)); |
| 207 | } |
| 208 | |
| 209 | // Standard check |
| 210 | return (den1>=0) && (den1<=num) && (den2>=0) && (den2<=num); |
| 211 | |
| 212 | } |
| 213 | |
| 214 | bool intersects_line(const Rectf& r, const Vector& line_start, const Vector& line_end) |
| 215 | { |
| 216 | Vector p1 = r.p1(); |
| 217 | Vector p2 = Vector(r.get_right(), r.get_top()); |
| 218 | Vector p3 = r.p2(); |
| 219 | Vector p4 = Vector(r.get_left(), r.get_bottom()); |
| 220 | if (line_intersects_line(p1, p2, line_start, line_end)) return true; |
| 221 | if (line_intersects_line(p2, p3, line_start, line_end)) return true; |
| 222 | if (line_intersects_line(p3, p4, line_start, line_end)) return true; |
| 223 | if (line_intersects_line(p4, p1, line_start, line_end)) return true; |
| 224 | return false; |
| 225 | } |
| 226 | |
| 227 | } |
| 228 | |
| 229 | /* EOF */ |
| 230 | |