|
|
|
@ -3,7 +3,7 @@ |
|
|
|
|
|
|
|
|
|
+-------------------------------------------------------------+ |
|
|
|
|
| OneLoneCoder Pixel Game Engine Extension | |
|
|
|
|
| Ray Cast World v1.0 | |
|
|
|
|
| Ray Cast World v1.01 | |
|
|
|
|
+-------------------------------------------------------------+ |
|
|
|
|
|
|
|
|
|
NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES |
|
|
|
@ -310,62 +310,55 @@ void olc::rcw::Engine::Update(float fElapsedTime) |
|
|
|
|
olc::vi2d vAreaTL = { std::min(vCurrentCell.x, vTargetCell.x) - 1, std::min(vCurrentCell.y, vTargetCell.y) - 1 }; |
|
|
|
|
olc::vi2d vAreaBR = { std::max(vCurrentCell.x, vTargetCell.x) + 1, std::max(vCurrentCell.y, vTargetCell.y) + 1 }; |
|
|
|
|
|
|
|
|
|
bool bRecheck = false; |
|
|
|
|
do |
|
|
|
|
{ |
|
|
|
|
bRecheck = false; |
|
|
|
|
|
|
|
|
|
// Iterate through each cell in test area
|
|
|
|
|
olc::vi2d vCell; |
|
|
|
|
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++) |
|
|
|
|
// Iterate through each cell in test area
|
|
|
|
|
olc::vi2d vCell; |
|
|
|
|
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++) |
|
|
|
|
{ |
|
|
|
|
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++) |
|
|
|
|
{ |
|
|
|
|
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++) |
|
|
|
|
// Check if the cell is actually solid...
|
|
|
|
|
olc::vf2d vCellMiddle = olc::vf2d(float(vCell.x) + 0.5f, float(vCell.y) + 0.5f); |
|
|
|
|
if (IsLocationSolid(vCellMiddle.x, vCellMiddle.y)) |
|
|
|
|
{ |
|
|
|
|
// Check if the cell is actually solid...
|
|
|
|
|
olc::vf2d vCellMiddle = olc::vf2d(float(vCell.x) + 0.5f, float(vCell.y) + 0.5f); |
|
|
|
|
if (IsLocationSolid(vCellMiddle.x, vCellMiddle.y)) |
|
|
|
|
// ...it is! So work out nearest point to future player position, around perimeter
|
|
|
|
|
// of cell rectangle. We can test the distance to this point to see if we have
|
|
|
|
|
// collided.
|
|
|
|
|
|
|
|
|
|
olc::vf2d vNearestPoint; |
|
|
|
|
// Inspired by this (very clever btw)
|
|
|
|
|
// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
|
|
|
|
|
vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1))); |
|
|
|
|
vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1))); |
|
|
|
|
|
|
|
|
|
// But modified to work :P
|
|
|
|
|
olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition; |
|
|
|
|
float fOverlap = object->fRadius - vRayToNearest.mag(); |
|
|
|
|
if(std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
|
|
|
|
|
|
|
|
|
|
// If overlap is positive, then a collision has occurred, so we displace backwards by the
|
|
|
|
|
// overlap amount. The potential position is then tested against other tiles in the area
|
|
|
|
|
// therefore "statically" resolving the collision
|
|
|
|
|
if ( fOverlap > 0)
|
|
|
|
|
{ |
|
|
|
|
// ...it is! So work out nearest point to future player position, around perimeter
|
|
|
|
|
// of cell rectangle. We can test the distance to this point to see if we have
|
|
|
|
|
// collided.
|
|
|
|
|
|
|
|
|
|
olc::vf2d vNearestPoint; |
|
|
|
|
// Inspired by this (very clever btw)
|
|
|
|
|
// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
|
|
|
|
|
vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1))); |
|
|
|
|
vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1))); |
|
|
|
|
|
|
|
|
|
// But modified to work :P
|
|
|
|
|
olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition; |
|
|
|
|
float fOverlap = object->fRadius - vRayToNearest.mag(); |
|
|
|
|
|
|
|
|
|
// If overlap is positive, then a collision has occurred, so we displace backwards by the
|
|
|
|
|
// overlap amount. The potential position is then tested against other tiles in the area
|
|
|
|
|
// therefore "statically" resolving the collision
|
|
|
|
|
if (fOverlap > 0) |
|
|
|
|
// Statically resolve the collision
|
|
|
|
|
vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap; |
|
|
|
|
|
|
|
|
|
// Notify system that a collision has occurred
|
|
|
|
|
if (object->bNotifySceneryCollision) |
|
|
|
|
{ |
|
|
|
|
// Statically resolve the collision
|
|
|
|
|
vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap; |
|
|
|
|
|
|
|
|
|
// Notify system that a collision has occurred
|
|
|
|
|
if (object->bNotifySceneryCollision) |
|
|
|
|
{ |
|
|
|
|
olc::rcw::Engine::CellSide side = olc::rcw::Engine::CellSide::Bottom; |
|
|
|
|
if (vNearestPoint.x == float(vCell.x)) side = olc::rcw::Engine::CellSide::West; |
|
|
|
|
if (vNearestPoint.x == float(vCell.x + 1)) side = olc::rcw::Engine::CellSide::East; |
|
|
|
|
if (vNearestPoint.y == float(vCell.y)) side = olc::rcw::Engine::CellSide::North; |
|
|
|
|
if (vNearestPoint.y == float(vCell.y + 1)) side = olc::rcw::Engine::CellSide::South; |
|
|
|
|
|
|
|
|
|
HandleObjectVsScenery(object, vCell.x, vCell.y, side, vNearestPoint.x - float(vCell.x), vNearestPoint.y - float(vCell.y)); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bRecheck = true; |
|
|
|
|
olc::rcw::Engine::CellSide side = olc::rcw::Engine::CellSide::Bottom; |
|
|
|
|
if (vNearestPoint.x == float(vCell.x)) side = olc::rcw::Engine::CellSide::West; |
|
|
|
|
if (vNearestPoint.x == float(vCell.x + 1)) side = olc::rcw::Engine::CellSide::East; |
|
|
|
|
if (vNearestPoint.y == float(vCell.y)) side = olc::rcw::Engine::CellSide::North; |
|
|
|
|
if (vNearestPoint.y == float(vCell.y + 1)) side = olc::rcw::Engine::CellSide::South; |
|
|
|
|
|
|
|
|
|
HandleObjectVsScenery(object, vCell.x, vCell.y, side, vNearestPoint.x - float(vCell.x), vNearestPoint.y - float(vCell.y)); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
while (bRecheck); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Set the objects new position to the allowed potential position
|
|
|
|
|