Check for NaN

Seems some setups are sensitive to this and others are not.
pull/173/head
Javidx9 4 years ago committed by GitHub
parent 199941385f
commit 43c1ddc6b3
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  1. 87
      Extensions/olcPGEX_RayCastWorld.h

@ -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

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