Added dynamic step size for collision tests

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Javidx9 4 years ago committed by GitHub
parent 43c1ddc6b3
commit 6041b4b677
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  1. 178
      Extensions/olcPGEX_RayCastWorld.h

@ -3,7 +3,7 @@
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| Ray Cast World v1.01 |
| Ray Cast World v1.02 |
+-------------------------------------------------------------+
NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
@ -65,6 +65,11 @@
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020
Revisions:
1.00: Initial Release
1.01: Fix NaN check on overlap distance (Thanks Dandistine)
1.02: Added dynamic step size for collisions
*/
#ifndef OLC_PGEX_RAYCASTWORLD_H
@ -262,107 +267,124 @@ void olc::rcw::Engine::Update(float fElapsedTime)
std::shared_ptr<olc::rcw::Object> object = ob.second;
if (!object->bIsActive) continue;
// Determine where object is trying to be
olc::vf2d vPotentialPosition = object->pos + object->vel * fElapsedTime;
int nSteps = 1;
float fDelta = fElapsedTime;
float fTotalTravel = (object->vel * fElapsedTime).mag2();
float fTotalRadius = (object->fRadius * object->fRadius);
// If the object can collide with other objects
if (object->bCollideWithObjects)
if(fTotalTravel >= fTotalRadius)
{
// Iterate through all other objects (this can be costly)
for (auto& ob2 : mapObjects)
{
std::shared_ptr<olc::rcw::Object> target = ob2.second;
// Ignore if target object cant interact
if (!target->bCollideWithObjects) continue;
float fSteps = std::ceil(fTotalTravel / fTotalRadius);
nSteps = int(fSteps);
fDelta = fElapsedTime / fSteps;
}
// Don't test against self
if (target == object) continue;
for (int nStep = 0; nStep < nSteps; nStep++)
{
// Determine where object is trying to be
olc::vf2d vPotentialPosition = object->pos + object->vel * fDelta;
// Quick check to see if objects overlap...
if ((target->pos - object->pos).mag2() <= (target->fRadius + object->fRadius) * (target->fRadius + object->fRadius))
// If the object can collide with other objects
if (object->bCollideWithObjects)
{
// Iterate through all other objects (this can be costly)
for (auto& ob2 : mapObjects)
{
// ..they do. Calculate displacement required
float fDistance = (target->pos - object->pos).mag();
float fOverlap = 1.0f * ( fDistance - object->fRadius - target->fRadius);
std::shared_ptr<olc::rcw::Object> target = ob2.second;
// Object will always give way to target
vPotentialPosition -= (object->pos - target->pos) / fDistance * fOverlap;
// Ignore if target object cant interact
if (!target->bCollideWithObjects) continue;
if(target->bCanBeMoved)
target->pos += (object->pos - target->pos) / fDistance * fOverlap;
// Don't test against self
if (target == object) continue;
if (object->bNotifyObjectCollision)
HandleObjectVsObject(object, target);
}
// Quick check to see if objects overlap...
if ((target->pos - object->pos).mag2() <= (target->fRadius + object->fRadius) * (target->fRadius + object->fRadius))
{
// ..they do. Calculate displacement required
float fDistance = (target->pos - object->pos).mag();
float fOverlap = 1.0f * (fDistance - object->fRadius - target->fRadius);
// Object will always give way to target
vPotentialPosition -= (object->pos - target->pos) / fDistance * fOverlap;
}
}
if (target->bCanBeMoved)
target->pos += (object->pos - target->pos) / fDistance * fOverlap;
// If the object can collide with scenery...
if (object->bCollideWithScenery)
{
// ...Determine an area of cells to check for collision. We use a region
// to account for diagonal collisions, and corner collisions.
olc::vi2d vCurrentCell = object->pos;
olc::vi2d vTargetCell = vPotentialPosition;
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 };
if (object->bNotifyObjectCollision)
HandleObjectVsObject(object, target);
}
// Iterate through each cell in test area
olc::vi2d vCell;
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
}
}
// If the object can collide with scenery...
if (object->bCollideWithScenery)
{
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
// ...Determine an area of cells to check for collision. We use a region
// to account for diagonal collisions, and corner collisions.
olc::vi2d vCurrentCell = object->pos;
olc::vi2d vTargetCell = vPotentialPosition;
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 };
// Iterate through each cell in test area
olc::vi2d vCell;
for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.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))
for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
{
// ...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)
// 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))
{
// Statically resolve the collision
vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
// Notify system that a collision has occurred
if (object->bNotifySceneryCollision)
// ...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)
{
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));
// 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));
}
}
}
}
}
}
}
// Set the objects new position to the allowed potential position
object->pos = vPotentialPosition;
// Set the objects new position to the allowed potential position
object->pos = vPotentialPosition;
}
}
}

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