256 lines
10 KiB
C
256 lines
10 KiB
C
#include "collisions.h"
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#include "AABB.h"
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void remove_entity_from_tilemap(EntityManager_t *p_manager, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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CTileCoord_t* p_tilecoord = get_component(p_ent, CTILECOORD_COMP_T);
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if (p_tilecoord != NULL)
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{
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for (size_t i = 0;i < p_tilecoord->n_tiles; ++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64v(&(tilemap->tiles[tile_idx].entities_set), p_ent->m_id);
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}
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}
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remove_entity(p_manager, p_ent->m_id);
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}
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uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
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{
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unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1;
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unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2;
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unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1;
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unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2;
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for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (tile_x >= grid->width) return 0;
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unsigned int tile_idx = tile_y*grid->width + tile_x;
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Vector2 overlap;
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if (grid->tiles[tile_idx].solid == SOLID)
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{
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if (find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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(Vector2){tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y},
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grid->tiles[tile_idx].size,
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&overlap
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))
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{
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return 1;
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}
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}
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if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
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{
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find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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(Vector2){tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y},
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grid->tiles[tile_idx].size,
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&overlap
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);
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//For one-way platform, check for vectical collision, only return true for up direction
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if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * grid->tile_size) return 1;
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}
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Entity_t* p_other_ent;
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sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
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{
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if (ent->p_ent->m_id == p_other_ent->m_id) continue;
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if (!ent->p_ent->m_alive) continue;
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CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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//if (p_bbox->solid && !p_bbox->fragile)
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if (p_bbox->solid)
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{
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if (
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find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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p_ctransform->position, p_bbox->size, &overlap
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)
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)
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{
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return (p_bbox->fragile) ? 2 : 1;
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}
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}
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}
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}
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}
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return 0;
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}
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uint8_t check_collision_line(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
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{
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unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1;
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unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2;
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unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1;
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unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2;
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Vector2 p1 = {ent->bbox.x, ent->bbox.y};
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Vector2 p2 = {ent->bbox.x + ent->bbox.width, ent->bbox.y + ent->bbox.height};
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for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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if (tile_y >= grid->height) return 0;
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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (tile_x >= grid->width) return 0;
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unsigned int tile_idx = tile_y*grid->width + tile_x;
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if (grid->tiles[tile_idx].solid == SOLID)
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{
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Rectangle tile_rec = {
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.x = tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x,
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.y = tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y,
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.width = grid->tiles[tile_idx].size.x,
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.height = grid->tiles[tile_idx].size.y
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};
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if ( line_in_AABB(p1, p2, tile_rec) ) return 1;
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}
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if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
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{
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Rectangle tile_rec = {
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.x = tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x,
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.y = tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y,
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.width = grid->tiles[tile_idx].size.x,
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.height = grid->tiles[tile_idx].size.y
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};
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bool collide = line_in_AABB(p1, p2, tile_rec);
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//For one-way platform, check for vectical collision, only return true for up direction
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if (collide && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * grid->tile_size) return 1;
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}
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Entity_t* p_other_ent;
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sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
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{
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if (ent->p_ent->m_id == p_other_ent->m_id) continue;
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if (!ent->p_ent->m_alive) continue;
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CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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if (p_bbox->solid)
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{
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Rectangle box = {
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.x = p_ctransform->position.x,
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.y = p_ctransform->position.y,
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.width = p_bbox->size.x,
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.height = p_bbox->size.y,
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};
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if ( line_in_AABB(p1, p2, box) )
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{
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return (p_bbox->fragile) ? 2 : 1;
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}
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}
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}
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}
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}
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return 0;
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}
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// TODO: This should be a point collision check, not an AABB check
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uint8_t check_collision_offset(Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 offset)
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{
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Vector2 new_pos = Vector2Add(pos, offset);
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CollideEntity_t ent = {
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.p_ent = p_ent,
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.bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y},
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.prev_bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y},
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.area = (TileArea_t){
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.tile_x1 = (new_pos.x) / grid->tile_size,
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.tile_y1 = (new_pos.y) / grid->tile_size,
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.tile_x2 = (new_pos.x + bbox_sz.x - 1) / grid->tile_size,
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.tile_y2 = (new_pos.y + bbox_sz.y - 1) / grid->tile_size
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}
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};
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return check_collision(&ent, grid, false);
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}
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bool check_on_ground(Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz, TileGrid_t* grid)
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{
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//return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
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Vector2 new_pos = Vector2Add(pos, (Vector2){0, 1});
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CollideEntity_t ent = {
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.p_ent = p_ent,
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.bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y, bbox_sz.x, 1},
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.prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y},
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.area = (TileArea_t){
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.tile_x1 = (new_pos.x) / grid->tile_size,
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.tile_y1 = (new_pos.y + bbox_sz.y) / grid->tile_size,
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.tile_x2 = (new_pos.x + bbox_sz.x) / grid->tile_size,
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.tile_y2 = (new_pos.y + bbox_sz.y) / grid->tile_size
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}
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};
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return check_collision_line(&ent, grid, false);
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//return check_collision(&ent, grid, true);
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}
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uint8_t check_bbox_edges(
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TileGrid_t* tilemap,
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Entity_t* p_ent, Vector2 pos, Vector2 bbox,
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bool ignore_fragile
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)
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{
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uint8_t detected = 0;
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// Too lazy to adjust the tile area to check, so just make a big one
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CollideEntity_t ent =
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{
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.p_ent = p_ent,
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.bbox = (Rectangle){pos.x - 1, pos.y, 1, bbox.y},
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.prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y},
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.area = (TileArea_t){
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.tile_x1 = (pos.x - 1) / tilemap->tile_size,
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.tile_y1 = (pos.y - 1) / tilemap->tile_size,
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.tile_x2 = (pos.x + bbox.x) / tilemap->tile_size,
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.tile_y2 = (pos.y + bbox.y) / tilemap->tile_size,
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}
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};
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// Left
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uint8_t collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 3;
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}
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//Right
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ent.bbox.x = pos.x + bbox.x + 1; // 2 to account for the previous subtraction
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 2;
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}
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// Up
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ent.bbox.x = pos.x;
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ent.bbox.y = pos.y - 1;
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ent.bbox.width = bbox.x;
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ent.bbox.height = 1;
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 1;
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}
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// Down
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ent.bbox.y = pos.y + bbox.y + 1;
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collide_type = check_collision_line(&ent, tilemap, true);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1;
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}
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return detected;
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}
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