Added dynamic step size for collision tests
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@ -3,7 +3,7 @@
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+-------------------------------------------------------------+
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| OneLoneCoder Pixel Game Engine Extension |
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| Ray Cast World v1.01 |
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| Ray Cast World v1.02 |
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+-------------------------------------------------------------+
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+-------------------------------------------------------------+
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NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
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NOTE: UNDER ACTIVE DEVELOPMENT - THERE ARE BUGS/GLITCHES
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@ -65,6 +65,11 @@
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Author
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Author
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~~~~~~
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~~~~~~
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David Barr, aka javidx9, ©OneLoneCoder 2019, 2020
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David Barr, aka javidx9, ©OneLoneCoder 2019, 2020
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Revisions:
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1.00: Initial Release
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1.01: Fix NaN check on overlap distance (Thanks Dandistine)
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1.02: Added dynamic step size for collisions
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*/
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*/
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#ifndef OLC_PGEX_RAYCASTWORLD_H
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#ifndef OLC_PGEX_RAYCASTWORLD_H
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@ -262,107 +267,124 @@ void olc::rcw::Engine::Update(float fElapsedTime)
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std::shared_ptr<olc::rcw::Object> object = ob.second;
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std::shared_ptr<olc::rcw::Object> object = ob.second;
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if (!object->bIsActive) continue;
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if (!object->bIsActive) continue;
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// Determine where object is trying to be
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int nSteps = 1;
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olc::vf2d vPotentialPosition = object->pos + object->vel * fElapsedTime;
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float fDelta = fElapsedTime;
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float fTotalTravel = (object->vel * fElapsedTime).mag2();
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float fTotalRadius = (object->fRadius * object->fRadius);
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// If the object can collide with other objects
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if(fTotalTravel >= fTotalRadius)
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if (object->bCollideWithObjects)
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{
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{
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// Iterate through all other objects (this can be costly)
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float fSteps = std::ceil(fTotalTravel / fTotalRadius);
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for (auto& ob2 : mapObjects)
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nSteps = int(fSteps);
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{
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fDelta = fElapsedTime / fSteps;
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std::shared_ptr<olc::rcw::Object> target = ob2.second;
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// Ignore if target object cant interact
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if (!target->bCollideWithObjects) continue;
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// Don't test against self
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if (target == object) continue;
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// Quick check to see if objects overlap...
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if ((target->pos - object->pos).mag2() <= (target->fRadius + object->fRadius) * (target->fRadius + object->fRadius))
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{
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// ..they do. Calculate displacement required
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float fDistance = (target->pos - object->pos).mag();
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float fOverlap = 1.0f * ( fDistance - object->fRadius - target->fRadius);
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// Object will always give way to target
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vPotentialPosition -= (object->pos - target->pos) / fDistance * fOverlap;
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if(target->bCanBeMoved)
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target->pos += (object->pos - target->pos) / fDistance * fOverlap;
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if (object->bNotifyObjectCollision)
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HandleObjectVsObject(object, target);
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}
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}
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}
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}
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// If the object can collide with scenery...
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for (int nStep = 0; nStep < nSteps; nStep++)
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if (object->bCollideWithScenery)
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{
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{
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// ...Determine an area of cells to check for collision. We use a region
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// Determine where object is trying to be
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// to account for diagonal collisions, and corner collisions.
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olc::vf2d vPotentialPosition = object->pos + object->vel * fDelta;
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olc::vi2d vCurrentCell = object->pos;
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olc::vi2d vTargetCell = vPotentialPosition;
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olc::vi2d vAreaTL = { std::min(vCurrentCell.x, vTargetCell.x) - 1, std::min(vCurrentCell.y, vTargetCell.y) - 1 };
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olc::vi2d vAreaBR = { std::max(vCurrentCell.x, vTargetCell.x) + 1, std::max(vCurrentCell.y, vTargetCell.y) + 1 };
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// If the object can collide with other objects
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// Iterate through each cell in test area
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if (object->bCollideWithObjects)
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olc::vi2d vCell;
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for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
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{
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{
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for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
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// Iterate through all other objects (this can be costly)
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for (auto& ob2 : mapObjects)
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{
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{
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// Check if the cell is actually solid...
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std::shared_ptr<olc::rcw::Object> target = ob2.second;
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olc::vf2d vCellMiddle = olc::vf2d(float(vCell.x) + 0.5f, float(vCell.y) + 0.5f);
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if (IsLocationSolid(vCellMiddle.x, vCellMiddle.y))
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// Ignore if target object cant interact
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if (!target->bCollideWithObjects) continue;
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// Don't test against self
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if (target == object) continue;
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// Quick check to see if objects overlap...
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if ((target->pos - object->pos).mag2() <= (target->fRadius + object->fRadius) * (target->fRadius + object->fRadius))
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{
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{
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// ...it is! So work out nearest point to future player position, around perimeter
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// ..they do. Calculate displacement required
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// of cell rectangle. We can test the distance to this point to see if we have
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float fDistance = (target->pos - object->pos).mag();
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// collided.
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float fOverlap = 1.0f * (fDistance - object->fRadius - target->fRadius);
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olc::vf2d vNearestPoint;
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// Object will always give way to target
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// Inspired by this (very clever btw)
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vPotentialPosition -= (object->pos - target->pos) / fDistance * fOverlap;
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// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
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vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1)));
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vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1)));
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// But modified to work :P
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if (target->bCanBeMoved)
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olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
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target->pos += (object->pos - target->pos) / fDistance * fOverlap;
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float fOverlap = object->fRadius - vRayToNearest.mag();
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if(std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
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// If overlap is positive, then a collision has occurred, so we displace backwards by the
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if (object->bNotifyObjectCollision)
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// overlap amount. The potential position is then tested against other tiles in the area
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HandleObjectVsObject(object, target);
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// therefore "statically" resolving the collision
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}
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if ( fOverlap > 0)
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}
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}
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// If the object can collide with scenery...
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if (object->bCollideWithScenery)
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{
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// ...Determine an area of cells to check for collision. We use a region
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// to account for diagonal collisions, and corner collisions.
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olc::vi2d vCurrentCell = object->pos;
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olc::vi2d vTargetCell = vPotentialPosition;
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olc::vi2d vAreaTL = { std::min(vCurrentCell.x, vTargetCell.x) - 1, std::min(vCurrentCell.y, vTargetCell.y) - 1 };
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olc::vi2d vAreaBR = { std::max(vCurrentCell.x, vTargetCell.x) + 1, std::max(vCurrentCell.y, vTargetCell.y) + 1 };
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// Iterate through each cell in test area
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olc::vi2d vCell;
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for (vCell.y = vAreaTL.y; vCell.y <= vAreaBR.y; vCell.y++)
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{
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for (vCell.x = vAreaTL.x; vCell.x <= vAreaBR.x; vCell.x++)
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{
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// Check if the cell is actually solid...
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olc::vf2d vCellMiddle = olc::vf2d(float(vCell.x) + 0.5f, float(vCell.y) + 0.5f);
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if (IsLocationSolid(vCellMiddle.x, vCellMiddle.y))
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{
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{
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// Statically resolve the collision
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// ...it is! So work out nearest point to future player position, around perimeter
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vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
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// of cell rectangle. We can test the distance to this point to see if we have
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// collided.
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// Notify system that a collision has occurred
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olc::vf2d vNearestPoint;
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if (object->bNotifySceneryCollision)
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// Inspired by this (very clever btw)
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// https://stackoverflow.com/questions/45370692/circle-rectangle-collision-response
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vNearestPoint.x = std::max(float(vCell.x), std::min(vPotentialPosition.x, float(vCell.x + 1)));
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vNearestPoint.y = std::max(float(vCell.y), std::min(vPotentialPosition.y, float(vCell.y + 1)));
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// But modified to work :P
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olc::vf2d vRayToNearest = vNearestPoint - vPotentialPosition;
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float fOverlap = object->fRadius - vRayToNearest.mag();
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if (std::isnan(fOverlap)) fOverlap = 0;// Thanks Dandistine!
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// If overlap is positive, then a collision has occurred, so we displace backwards by the
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// overlap amount. The potential position is then tested against other tiles in the area
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// therefore "statically" resolving the collision
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if (fOverlap > 0)
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{
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{
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olc::rcw::Engine::CellSide side = olc::rcw::Engine::CellSide::Bottom;
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// Statically resolve the collision
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if (vNearestPoint.x == float(vCell.x)) side = olc::rcw::Engine::CellSide::West;
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vPotentialPosition = vPotentialPosition - vRayToNearest.norm() * fOverlap;
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if (vNearestPoint.x == float(vCell.x + 1)) side = olc::rcw::Engine::CellSide::East;
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if (vNearestPoint.y == float(vCell.y)) side = olc::rcw::Engine::CellSide::North;
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if (vNearestPoint.y == float(vCell.y + 1)) side = olc::rcw::Engine::CellSide::South;
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HandleObjectVsScenery(object, vCell.x, vCell.y, side, vNearestPoint.x - float(vCell.x), vNearestPoint.y - float(vCell.y));
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// Notify system that a collision has occurred
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if (object->bNotifySceneryCollision)
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{
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olc::rcw::Engine::CellSide side = olc::rcw::Engine::CellSide::Bottom;
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if (vNearestPoint.x == float(vCell.x)) side = olc::rcw::Engine::CellSide::West;
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if (vNearestPoint.x == float(vCell.x + 1)) side = olc::rcw::Engine::CellSide::East;
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if (vNearestPoint.y == float(vCell.y)) side = olc::rcw::Engine::CellSide::North;
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if (vNearestPoint.y == float(vCell.y + 1)) side = olc::rcw::Engine::CellSide::South;
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HandleObjectVsScenery(object, vCell.x, vCell.y, side, vNearestPoint.x - float(vCell.x), vNearestPoint.y - float(vCell.y));
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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// Set the objects new position to the allowed potential position
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// Set the objects new position to the allowed potential position
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object->pos = vPotentialPosition;
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object->pos = vPotentialPosition;
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}
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}
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}
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}
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}
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