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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file collision.c
*
* @brief Deals with 2d collisions.
*/
#include "collision.h"
#include "naev.h"
#include "log.h"
/**
* @brief Checks whether or not two sprites collide.
*
* This function does pixel perfect checks. If the collision actually occurs,
* crash is set to store the real position of the collision.
*
* @param[in] at Texture a.
* @param[in] asx Position of x of sprite a.
* @param[in] asy Position of y of sprite a.
* @param[in] ap Position in space of sprite a.
* @param[in] bt Texture b.
* @param[in] bsx Position of x of sprite b.
* @param[in] bsy Position of y of sprite b.
* @param[in] bp Position in space of sprite b.
* @param[out] crash Actual position of the collision (only set on collision).
* @return 1 on collision, 0 else.
*/
int CollideSprite( const glTexture* at, const int asx, const int asy, const Vector2d* ap,
const glTexture* bt, const int bsx, const int bsy, const Vector2d* bp,
Vector2d* crash )
{
int x,y;
int ax1,ax2, ay1,ay2;
int bx1,bx2, by1,by2;
int inter_x0, inter_x1, inter_y0, inter_y1;
int rasy, rbsy;
int abx,aby, bbx, bby;
#if DEBUGGING
/* Make sure the surfaces have transparency maps. */
if (at->trans == NULL) {
WARN("Texture '%s' has no transparency map.", at->name);
return 0;
}
if (bt->trans == NULL) {
WARN("Texture '%s' has no transparency map.", bt->name);
return 0;
}
#endif /* DEBUGGING */
/* a - cube coordinates */
ax1 = (int)VX(*ap) - (int)(at->sw)/2;
ay1 = (int)VY(*ap) - (int)(at->sh)/2;
ax2 = ax1 + (int)(at->sw) - 1;
ay2 = ay1 + (int)(at->sh) - 1;
/* b - cube coordinates */
bx1 = (int)VX(*bp) - (int)(bt->sw)/2;
by1 = (int)VY(*bp) - (int)(bt->sh)/2;
bx2 = bx1 + bt->sw - 1;
by2 = by1 + bt->sh - 1;
/* check if bounding boxes intersect */
if((bx2 < ax1) || (ax2 < bx1)) return 0;
if((by2 < ay1) || (ay2 < by1)) return 0;
/* define the remaining binding box */
inter_x0 = MAX( ax1, bx1 );
inter_x1 = MIN( ax2, bx2 );
inter_y0 = MAX( ay1, by1 );
inter_y1 = MIN( ay2, by2 );
/* real vertical sprite value (flipped) */
rasy = at->sy - asy - 1;
rbsy = bt->sy - bsy - 1;
/* set up the base points */
abx = asx*(int)(at->sw) - ax1;
aby = rasy*(int)(at->sh) - ay1;
bbx = bsx*(int)(bt->sw) - bx1;
bby = rbsy*(int)(bt->sh) - by1;
for (y=inter_y0; y<=inter_y1; y++)
for (x=inter_x0; x<=inter_x1; x++)
/* compute offsets for surface before pass to TransparentPixel test */
if ((!gl_isTrans(at, abx + x, aby + y)) &&
(!gl_isTrans(bt, bbx + x, bby + y))) {
/* Set the crash position. */
crash->x = x;
crash->y = y;
return 1;
}
return 0;
}
/**
* @brief Checks to see if two lines collide.
*
* @param[in] s1x X start point of line 1.
* @param[in] s1y Y start point of line 1.
* @param[in] e1x X end point of line 1.
* @param[in] e1y Y end point of line 1.
* @param[in] s2x X start point of line 2.
* @param[in] s2y Y start point of line 2.
* @param[in] e2x X end point of line 2.
* @param[in] e2y Y end point of line 2.
* @param[out] crash Position of the collision.
* @return 3 if lines are coincident, 2 if lines are parallel,
* 1 if lines just collide on a point, or 0 if they don't.
*/
int CollideLineLine( double s1x, double s1y, double e1x, double e1y,
double s2x, double s2y, double e2x, double e2y, Vector2d* crash )
{
double ua_t, ub_t, u_b;
double ua, ub;
ua_t = (e2x - s2x) * (s1y - s2y) - (e2y - s2y) * (s1x - s2x);
ub_t = (e1x - s1x) * (s1y - s2y) - (e1y - s1y) * (s1x - s2x);
u_b = (e2y - s2y) * (e1x - s1x) - (e2x - s2x) * (e1y - s1y);
if (u_b != 0.) {
ua = ua_t / u_b;
ub = ub_t / u_b;
/* Intersection at a point. */
if ((0. <= ua) && (ua <= 1.) && (0. <= ub) && (ub <= 1.)) {
crash->x = s1x + ua * (e1x - s1x);
crash->y = s1y + ua * (e1y - s1y);
return 1;
}
/* No intersection. */
else
return 0;
}
else {
/* Coincident. */
if ((ua_t == 0.) || (ub_t == 0.))
return 3;
/* Parallel. */
else
return 2;
}
}
/**
* @brief Checks to see if a line collides with a sprite.
*
* First collisions are detected on all the walls of the sprite's rectangle.
* Then the collisions are tested by pixel perfectness until collisions are
* actually found with the ship itself.
*
* @param[in] ap Origin of the line.
* @param[in] ad Direction of the line.
* @param[in] al Length of the line.
* @param[in] bt Texture b.
* @param[in] bsx Position of x of sprite b.
* @param[in] bsy Position of y of sprite b.
* @param[in] bp Position in space of sprite b.
* @param[out] crash Position of the collision.
* @return 1 on collision, 0 else.
*
* @sa CollideSprite
*/
int CollideLineSprite( const Vector2d* ap, double ad, double al,
const glTexture* bt, const int bsx, const int bsy, const Vector2d* bp,
Vector2d crash[2] )
{
int x,y, rbsy, bbx,bby;
double ep[2], bl[2], tr[2], v[2], mod;
int hits, real_hits;
Vector2d tmp_crash, border[2];
/* Make sure texture has transparency map. */
if (bt->trans == NULL) {
WARN("Texture '%s' has no transparency map.", bt->name);
return 0;
}
/* Set up end point of line. */
ep[0] = ap->x + al*cos(ad);
ep[1] = ap->y + al*sin(ad);
/* Set up top right corner of the rectangle. */
tr[0] = bp->x + bt->sw/2.;
tr[1] = bp->y + bt->sh/2.;
/* Set up bottom left corner of the rectangle. */
bl[0] = bp->x - bt->sw/2.;
bl[1] = bp->y - bt->sh/2.;
/*
* Start check for rectangular collisions.
*/
hits = 0;
/* Left border. */
if (CollideLineLine(ap->x, ap->y, ep[0], ep[1],
bl[0], bl[1], bl[0], tr[1], &tmp_crash) == 1) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* Top border. */
if (CollideLineLine(ap->x, ap->y, ep[0], ep[1],
bl[0], tr[1], tr[0], tr[1], &tmp_crash) == 1) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* Now we have to make sure hits isn't 2. */
/* Right border. */
if ((hits < 2) && CollideLineLine(ap->x, ap->y, ep[0], ep[1],
tr[0], tr[1], tr[0], bl[1], &tmp_crash) == 1) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* Bottom border. */
if ((hits < 2) && CollideLineLine(ap->x, ap->y, ep[0], ep[1],
tr[0], bl[1], bl[0], bl[1], &tmp_crash) == 1) {
border[hits].x = tmp_crash.x;
border[hits].y = tmp_crash.y;
hits++;
}
/* No hits - missed. */
if (hits == 0)
return 0;
/* Beam must die in the rectangle. */
if (hits == 1) {
border[1].x = ep[0];
border[1].y = ep[1];
}
/*
* Now we do a pixel perfect approach.
*/
real_hits = 0;
/* Directionality vector (normalized). */
v[0] = border[1].x - border[0].x;
v[1] = border[1].y - border[0].y;
/* Normalize. */
mod = MOD(v[0],v[1])/2.; /* Multiply by two to reduce check amount. */
v[0] /= mod;
v[1] /= mod;
/* real vertical sprite value (flipped) */
rbsy = bt->sy - bsy - 1;
/* set up the base points */
bbx = bsx*(int)(bt->sw);
bby = rbsy*(int)(bt->sh);
/* We start checking first border until we find collision. */
x = border[0].x - bl[0] + v[0];
y = border[0].y - bl[1] + v[1];
while ((x > 0.) && (x < bt->sw) && (y > 0.) && (y < bt->sh)) {
/* Is non-transparent. */
if (!gl_isTrans(bt, bbx+(int)x, bby+(int)y)) {
crash[real_hits].x = x + bl[0];
crash[real_hits].y = y + bl[1];
real_hits++;
break;
}
x += v[0];
y += v[1];
}
/* Now we check the second border. */
x = border[1].x - bl[0] - v[0];
y = border[1].y - bl[1] - v[1];
while ((x > 0.) && (x < bt->sw) && (y > 0.) && (y < bt->sh)) {
/* Is non-transparent. */
if (!gl_isTrans(bt, bbx+(int)x, bby+(int)y)) {
crash[real_hits].x = x + bl[0];
crash[real_hits].y = y + bl[1];
real_hits++;
break;
}
x -= v[0];
y -= v[1];
}
/* Actually missed. */
if (real_hits == 0)
return 0;
/* Strange situation, should never happen but just in case we duplicate
* the hit. */
if (real_hits == 1) {
crash[1].x = crash[0].x;
crash[1].y = crash[0].y;
}
/* We hit. */
return 1;
}
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