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Copy pathCollisionSystem.cpp
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442 lines (356 loc) · 15.8 KB
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#include "CollisionSystem.hpp"
CollisionSystem::CollisionSystem()
{
for (uint8_t i = 0; i < COLLISION_OPT_LEVEL * COLLISION_OPT_LEVEL; i++)
{
std::vector<std::shared_ptr<BlockCollisionBox>> v;
scene_blocks[i] = v;
std::vector<std::shared_ptr<CollisionBox>> v_1;
scene_triggers[i] = v_1;
}
}
void CollisionSystem::update(float elapsed)
{
// Extra collision, pushing player out if player stucks in a block
if (PlayerStats::Instance().player1Pos == glm::vec3(0.f))
return;
glm::vec2 player1s = glm::abs(PlayerStats::Instance().player1Size * glm::mat2(PlayerStats::Instance().rotMat));
glm::vec3& player1p = PlayerStats::Instance().player1Pos;
std::vector<glm::vec2> player1_hitboxes_pos;
std::vector<glm::vec2> player1_hitboxes_size;
if (PlayerCheckCollision_Stuck(player1p, player1s, player1_hitboxes_pos, player1_hitboxes_size))
{
std::cout << "Player 1 stuck in the wall." << std::endl;
glm::vec4 player_box(player1p.x - player1s.x * 0.5f, player1p.y - player1s.y * 0.5f,
player1p.x + player1s.x * 0.5f, player1p.y + player1s.y * 0.5f);
size_t box_to_cal = 0;
BoxCollisionType type = BoxCollisionType::NoInclude;
for (size_t i = 0; i < player1_hitboxes_size.size(); i++)
{
const glm::vec2& box_pos = player1_hitboxes_pos[i];
const glm::vec2& box_size = player1_hitboxes_size[i];
glm::vec4 block_box(box_pos.x - box_size.x * 0.5f, box_pos.y - box_size.y * 0.5f,
box_pos.x + box_size.x * 0.5f, box_pos.y + box_size.y * 0.5f);
box_to_cal = i;
type = CheckCollisionType(player_box, block_box);
if (type == BoxCollisionType::XInclude || type == BoxCollisionType::YInclude)
break;
}
float mindis_x = (player1s.x + player1_hitboxes_size[box_to_cal].x) * 0.5f;
float mindis_y = (player1s.y + player1_hitboxes_size[box_to_cal].y) * 0.5f;
float x_diff = std::max(0.0f, (mindis_x - std::abs(player1p.x - player1_hitboxes_pos[box_to_cal].x))) + 1.0f;
float y_diff = std::max(0.0f, (mindis_y - std::abs(player1p.y - player1_hitboxes_pos[box_to_cal].y))) + 1.0f;
glm::vec3 predict_pos = player1p;
if (type == BoxCollisionType::XInclude)
{
int sign = (player1p.y - player1_hitboxes_pos[box_to_cal].y) > 0 ? 1 : -1;
predict_pos = glm::vec3(player1p.x, player1p.y + sign * y_diff, player1p.z);
}
else if (type == BoxCollisionType::YInclude)
{
int sign = (player1p.x - player1_hitboxes_pos[box_to_cal].x) > 0 ? 1 : -1;
predict_pos = glm::vec3(player1p.x + sign * x_diff, player1p.y, player1p.z);
}
else if (type == BoxCollisionType::NoInclude)
{
int sign_x = (player1p.x - player1_hitboxes_pos[box_to_cal].x) > 0 ? 1 : -1;
int sign_y = (player1p.y - player1_hitboxes_pos[box_to_cal].y) > 0 ? 1 : -1;
std::cout << "sign_x " << sign_x << ", sign_y " << sign_y << std::endl;
if (x_diff > y_diff) {
// Try y first
predict_pos = glm::vec3(player1p.x, player1p.y + sign_y * y_diff, player1p.z);
if (CheckPlayerBlockCollision(predict_pos, player1s, player1_hitboxes_pos[box_to_cal], player1_hitboxes_size[box_to_cal])
|| predict_pos.y < 0)
{
predict_pos = glm::vec3(player1p.x + sign_x * x_diff, player1p.y, player1p.z);
// Try x then
if (CheckPlayerBlockCollision(predict_pos, player1s, player1_hitboxes_pos[box_to_cal], player1_hitboxes_size[box_to_cal])
|| predict_pos.x < 0)
{
// Do both
predict_pos = glm::vec3(player1p.x + sign_x * x_diff, player1p.y + sign_y * y_diff, player1p.z);
}
}
}
else
{
predict_pos = glm::vec3(player1p.x + sign_x * x_diff, player1p.y, player1p.z);
if (CheckPlayerBlockCollision(predict_pos, player1s, player1_hitboxes_pos[box_to_cal], player1_hitboxes_size[box_to_cal])
|| predict_pos.y < 0)
{
predict_pos = glm::vec3(player1p.x, player1p.y + sign_y * y_diff, player1p.z);
// Try x then
if (CheckPlayerBlockCollision(predict_pos, player1s, player1_hitboxes_pos[box_to_cal], player1_hitboxes_size[box_to_cal])
|| predict_pos.x < 0)
{
// Do both
predict_pos = glm::vec3(player1p.x + sign_x * x_diff, player1p.y + sign_y * y_diff, player1p.z);
}
}
}
}
else if (type == BoxCollisionType::WholeInclude)
{
int sign_x = (player1p.x - player1_hitboxes_pos[box_to_cal].x) > 0 ? 1 : -1;
int sign_y = (player1p.y - player1_hitboxes_pos[box_to_cal].y) > 0 ? 1 : -1;
predict_pos = glm::vec3(player1p.x + sign_x * x_diff, player1p.y + sign_y * y_diff, player1p.z);
}
std::cout << "Collision type: " << type << std::endl;
std::cout << "x_diff: " << x_diff << ", y_diff: " << y_diff << std::endl;
std::cout << "Player Pos: " << player1p.x << ", " << player1p.y << ", " << player1p.z << std::endl;
std::cout << "Predict Pos: " << predict_pos.x << ", " << predict_pos.y << ", " << predict_pos.z << std::endl;
std::cout << "Box pos: " << player1_hitboxes_pos[box_to_cal].x << ", " << player1_hitboxes_pos[box_to_cal].y << std::endl;
player1_collision->owner->setPos(predict_pos);
}
}
bool CollisionSystem::IsCollided(const glm::vec4& box1, const glm::vec4& box2) const
{
bool x_res = (box1[0] < box2[0] && box1[2] < box2[0]) || (box1[0] > box2[0] && box1[0] > box2[2]);
bool y_res = (box1[1] < box2[1] && box1[3] < box2[1]) || (box1[1] > box2[1] && box1[1] > box2[3]);
return !x_res && !y_res;
}
CollisionSystem::BoxCollisionType CollisionSystem::CheckCollisionType(const glm::vec4& box1, const glm::vec4& box2) const
{
bool x_whole = !((box2[0] > box1[0] && box2[0] < box1[2]) || (box1[0] > box2[0] && box1[0] < box2[2]));
bool y_whole = !((box2[1] > box1[1] && box2[1] < box1[3]) || (box1[1] > box2[1] && box1[1] < box2[3]));
BoxCollisionType res = (x_whole && y_whole) ? BoxCollisionType::WholeInclude :
(!x_whole && !y_whole) ? BoxCollisionType::NoInclude :
(x_whole && !y_whole) ? BoxCollisionType::XInclude :
(!x_whole && y_whole) ? BoxCollisionType::YInclude : BoxCollisionType::WholeInclude;
return res;
}
bool CollisionSystem::CheckPlayerBlockCollision(const glm::vec2& p1, const glm::vec2& s1, const glm::vec2& p2, const glm::vec2& s2)
{
glm::vec4 player_box(p1.x - s1.x * 0.5f, p1.y - s1.y * 0.5f,
p1.x + s1.x * 0.5f, p1.y + s1.y * 0.5f);
glm::vec4 block_box(p2.x - s2.x * 0.5f, p2.y - s2.y * 0.5f,
p2.x + s2.x * 0.5f, p2.y + s2.y * 0.5f);
return IsCollided(player_box, block_box);
}
bool CollisionSystem::PlayerCheckCollision(const glm::vec2& pos, const glm::vec2& size)
{
glm::vec2 player_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f)};
std::set<uint8_t> sections;
for (size_t i = 0; i < 4; i++)
{
sections.insert (static_cast<uint8_t>((player_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((player_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
glm::vec4 player_box(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f,
pos.x + size.x * 0.5f, pos.y + size.y * 0.5f);
for (const uint8_t i : sections)
{
const std::vector<std::shared_ptr<BlockCollisionBox>> & boxes = scene_blocks[i];
for (size_t j = 0; j < boxes.size(); j++)
{
bool res = IsCollided(player_box, boxes[j]->GetBoxCoord());
if (res) {
//auto coord = boxes[j]->GetBoxCoord();
/*std::cout << "Colldied block name: " << boxes[j]->name << std::endl;
std::cout << "Collided block: 0: " << coord[0] << "; 1: " << coord[1]
<< ";2 : " << coord[2] << "; 3: " << coord[3] << std::endl;*/
return true;
}
}
}
return false;
}
bool CollisionSystem::PlayerCheckCollision_Stuck(const glm::vec2& pos, const glm::vec2& size, std::vector<glm::vec2>& boxes_pos, std::vector<glm::vec2>& boxes_size)
{
glm::vec2 player_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((player_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((player_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
glm::vec4 player_box(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f,
pos.x + size.x * 0.5f, pos.y + size.y * 0.5f);
bool ret_res = false;
for (const uint8_t i : sections)
{
const std::vector<std::shared_ptr<BlockCollisionBox>>& boxes = scene_blocks[i];
for (size_t j = 0; j < boxes.size(); j++)
{
bool res = IsCollided(player_box, boxes[j]->GetBoxCoord());
if (res) {
boxes_pos.push_back(boxes[j]->GetPos());
boxes_size.push_back(boxes[j]->GetSize());
ret_res = true;
/*std::cout << "Colldied block name: " << boxes[j]->name << std::endl;
std::cout << "Collided block: 0: " << coord[0] << "; 1: " << coord[1]
<< ";2 : " << coord[2] << "; 3: " << coord[3] << std::endl;*/
}
}
}
return ret_res;
}
void CollisionSystem::PlayerCheckTrigger(const glm::vec2& pos, const glm::vec2& size)
{
glm::vec2 player_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
//std::cout << "unit width : " << unit_width << " unit height : " << unit_height << std::endl;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((player_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((player_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
glm::vec4 player_box(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f,
pos.x + size.x * 0.5f, pos.y + size.y * 0.5f);
//std::cout << "iterating trigger arrays " << scene_triggers.size();
// Triggers
for (const uint8_t i : sections)
{
//std::cout << " at index: " << std::to_string(i) << std::endl;
const std::vector<std::shared_ptr<CollisionBox>>& triggers = scene_triggers[i];
for (size_t j = 0; j < triggers.size(); j++)
{
bool res = IsCollided(player_box, triggers[j]->GetBoxCoord());
if (res)
{
triggers[i]->OnTriggerEnter(player1_collision);
return;
}
}
}
}
void CollisionSystem::PlayerCheckCollectables(const glm::vec2& pos, const glm::vec2& size, bool isPlayer1)
{
glm::vec2 player_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
//std::cout << "unit width : " << unit_width << " unit height : " << unit_height << std::endl;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((player_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((player_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
glm::vec4 player_box(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f,
pos.x + size.x * 0.5f, pos.y + size.y * 0.5f);
//std::cout << "iterating trigger arrays " << scene_triggers.size();
// Collectables and save point
for (const uint8_t i : sections)
{
//std::cout << " at index: " << std::to_string(i) << std::endl;
std::vector<std::shared_ptr<CollectableCollisionBox>>& collectables = scenes_collectables[i];
std::vector<std::shared_ptr<SavePointCollisionBox>>& savePoints = scene_savePoints[i];
for (size_t j = 0; j < savePoints.size(); j++)
{
bool res = IsCollided(player_box, savePoints[j]->GetBoxCoord());
if (res && savePoints[j]->owner)
{
if (isPlayer1)
{
savePoints[j]->OnTriggerEnter(player1_collision);
}
}
}
for (size_t j = 0; j < collectables.size(); j++)
{
bool res = IsCollided(player_box, collectables[j]->GetBoxCoord());
if (res && collectables[j]->owner && collectables[j]->owner->getLife())
{
//auto coord = collectables[j]->GetBoxCoord();
/*std::cout << "Colldied block name: " << collectables[j]->name << std::endl;
std::cout << "Collided block: 0: " << coord[0] << "; 1: " << coord[1]
<< ";2 : " << coord[2] << "; 3: " << coord[3] << std::endl;*/
if (isPlayer1)
{
collectables[j]->OnTriggerEnter(player1_collision);
}
else
{
collectables[j]->OnTriggerEnter(player2_collision);
}
break;
}
}
}
}
std::shared_ptr<BlockCollisionBox> CollisionSystem::AddOneSceneBlock(const glm::vec2& pos, const glm::vec2& size, std::string name)
{
glm::vec2 block_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((block_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((block_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
std::shared_ptr<BlockCollisionBox> box(new BlockCollisionBox(pos, size, false, name));
for (const uint8_t i : sections)
{
scene_blocks[i].push_back(box);
}
return box;
}
std::shared_ptr<CollisionBox> CollisionSystem::AddOneThornBlock(const glm::vec2& pos, const glm::vec2& size, std::string name)
{
glm::vec2 block_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((block_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((block_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
std::shared_ptr<CollisionBox> box(new ThornCollisionBox(pos, size, true, name));
for (const uint8_t i : sections)
{
scene_triggers[i].push_back(box);
}
return box;
}
std::shared_ptr<CollectableCollisionBox> CollisionSystem::AddOneCollectable(const glm::vec2& pos, const glm::vec2& size, std::string name)
{
glm::vec2 block_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((block_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((block_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
std::shared_ptr<CollectableCollisionBox> box(new CollectableCollisionBox(pos, size, true, name));
for (const uint8_t i : sections)
{
scenes_collectables[i].push_back(box);
}
return box;
}
std::shared_ptr<SavePointCollisionBox> CollisionSystem::AddOneSavePoint(const glm::vec2& pos, const glm::vec2& size, std::string name)
{
glm::vec2 block_points[4] = { glm::vec2(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x - size.x * 0.5f, pos.y + size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y - size.y * 0.5f),
glm::vec2(pos.x + size.x * 0.5f, pos.y + size.y * 0.5f) };
std::set<uint8_t> sections;
for (size_t i = 0; i < 4; i++)
{
sections.insert(static_cast<uint8_t>((block_points[i].x - GAME_MAP_ORIGIN.x) / unit_width) +
static_cast<uint8_t>((block_points[i].y - GAME_MAP_ORIGIN.y) / unit_height) * COLLISION_OPT_LEVEL);
}
std::shared_ptr<SavePointCollisionBox> box(new SavePointCollisionBox(pos, size, true, name));
for (const uint8_t i : sections)
{
scene_savePoints[i].push_back(box);
}
return box;
}