This commit is contained in:
Charles 2001-04-06 20:53:48 +00:00
parent b073f60cc2
commit 808f595076
3 changed files with 35 additions and 217 deletions

View File

@ -508,20 +508,20 @@ void CPlayer::setMapSize(DVECTOR _mapSize)
int CPlayer::getHeightFromGround(int _x,int _y,int _maxHeight)
{
int height;
DVECTOR platformPos;
DVECTOR newPos;
if(isOnPlatform())
{
DVECTOR platformPos;
platformPos=m_platform->getPosDelta();
DVECTOR newPos = getNewCollidedPos();
CThing *platform = isOnPlatform();
height = platform->getNewYPos( this ) - Pos.vy;
// since collision was detected in the LAST frame, we must check to see where the platform has moved to in THIS frame
int groundHeight = m_layerCollision->getHeightFromGround(_x,_y,_maxHeight);
height = newPos.vy + platformPos.vy - Pos.vy;
// if(height<-_maxHeight)
// {
// height=-_maxHeight;
// }
if ( groundHeight < height )
{
height = groundHeight;
clearPlatform();
}
}
else
{

View File

@ -350,6 +350,9 @@ void CThing::think(int _frames)
PosDelta.vx=Pos.vx-PosLast.vx;
PosDelta.vy=Pos.vy-PosLast.vy;
PosLast=Pos;
//m_collisionAngle += 1;
//m_collisionAngle &= 4095;
}
/*----------------------------------------------------------------------
@ -596,107 +599,16 @@ void CThing::updateCollisionArea()
s32 CThing::getNewYPos(CThing *_thisThing)
{
CRECT thisRect;
DVECTOR thatPos = _thisThing->getPos();
thisRect = getCollisionArea();
// 'render' collision box at correct angle
SVECTOR testPointsNonRel[4];
VECTOR testPoints[4];
testPointsNonRel[0].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[0].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[1].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[1].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[2].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[2].vy = thisRect.y2 - Pos.vy;
testPointsNonRel[3].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[3].vy = thisRect.y2 - Pos.vy;
MATRIX mtx;
SetIdentNoTrans(&mtx );
RotMatrixZ( m_collisionAngle, &mtx );
int i;
for ( i = 0 ; i < 4 ; i++ )
if ( thisRect.y1 < thisRect.y2 )
{
ApplyMatrix( &mtx, &testPointsNonRel[i], &testPoints[i] );
testPoints[i].vx += Pos.vx;
testPoints[i].vy += Pos.vy;
return( thisRect.y1 );
}
// now find the highest y pos
// first set highestY to lowest of the four points
s16 highestY = testPoints[0].vy;
for ( i = 1 ; i < 4 ; i++ )
else
{
if ( testPoints[i].vy > highestY ) // remember y is inverted
{
highestY = testPoints[i].vy;
}
return( thisRect.y2 );
}
for ( i = 0 ; i < 4 ; i++ )
{
int j = i + 1;
j %= 4;
VECTOR highestX, lowestX;
if ( testPoints[i].vx < testPoints[j].vx )
{
lowestX = testPoints[i];
highestX = testPoints[j];
}
else
{
lowestX = testPoints[j];
highestX = testPoints[i];
}
if ( highestX.vx == lowestX.vx )
{
// have to compare heights of both points to get highest
if ( lowestX.vy < highestY )
{
highestY = lowestX.vy;
}
if ( highestX.vy < highestY )
{
highestY = highestX.vy;
}
}
else
{
if ( thatPos.vx >= lowestX.vx && thatPos.vx <= highestX.vx )
{
// current position is above or below this line
s16 testY;
testY = lowestX.vy + ( ( thatPos.vx - lowestX.vx ) * ( highestX.vy - lowestX.vy ) ) /
( highestX.vx - lowestX.vx );
if ( testY < highestY )
{
highestY = testY;
}
}
}
}
return( highestY );
}
/*----------------------------------------------------------------------
@ -711,8 +623,6 @@ int CThing::checkCollisionAgainst(CThing *_thisThing, int _frames)
int radius;
int collided;
MATRIX mtx;
pos=getCollisionCentre();
thisThingPos=_thisThing->getCollisionCentre();
@ -725,106 +635,12 @@ int CThing::checkCollisionAgainst(CThing *_thisThing, int _frames)
thisRect=getCollisionArea();
// ensure user 'sticks' to platform whilst it is moving along
thatRect=_thisThing->getCollisionArea();
// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
// get target thing's position
DVECTOR thatPos = _thisThing->getPos();
// get target thing's position relative to this thing's position
SVECTOR relativePos;
relativePos.vx = thatPos.vx - Pos.vx;
relativePos.vy = thatPos.vy - Pos.vy;
VECTOR newPos;
// get target thing's collision area relative to 0
thatRect.x1 -= thatPos.vx;
thatRect.y1 -= thatPos.vy;
thatRect.x2 -= thatPos.vx;
thatRect.y2 -= thatPos.vy;
SetIdentNoTrans(&mtx );
RotMatrixZ( -m_collisionAngle, &mtx );
// rotation target relative position back to 0 by this thing's collision angle
ApplyMatrix( &mtx, &relativePos, &newPos );
// add on this thing's position to get new target thing's position after rotation around this thing
newPos.vx += Pos.vx;
newPos.vy += Pos.vy;
// reposition target thing's collision area
thatRect.x1 += newPos.vx;
thatRect.y1 += newPos.vy;
thatRect.x2 += newPos.vx;
thatRect.y2 += newPos.vy;
// check to see if bounding boxes collide
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
{
collided=true;
// check to see if centre point (i.e. where the object is standing) collides too
if ( ( newPos.vx >= thisRect.x1 && newPos.vx <= thisRect.x2 ) &&
( newPos.vy >= thisRect.y1 && newPos.vy <= thisRect.y2 ) )
{
thatPos.vy = getNewYPos( _thisThing );
// vertical height change is the sum of the maximums of BOTH objects
// potentially, one object could be falling down through another object that is moving up
s32 verticalDelta = abs( _thisThing->getPosDelta().vy ) + abs( this->getPosDelta().vy );
if ( thatPos.vy - _thisThing->getPos().vy >= -verticalDelta )
{
if ( _thisThing->getHasPlatformCollided() )
{
// if this has already collided with a platform, check the current platform is
// (a) within 10 units,
// (b) higher
DVECTOR oldCollidedPos = _thisThing->getNewCollidedPos();
s32 oldY = abs( oldCollidedPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
s32 currentY = abs( thatPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
//if ( thatPos.vy < oldCollidedPos.vy )
if ( currentY < oldY )
{
_thisThing->setNewCollidedPos( thatPos );
}
}
else
{
_thisThing->setHasPlatformCollided( true );
_thisThing->setCentreCollision( true );
_thisThing->setNewCollidedPos( thatPos );
}
}
else
{
_thisThing->setCentreCollision( false );
}
}
else
{
_thisThing->setCentreCollision( false );
}
}
}

View File

@ -126,33 +126,35 @@ public:
// -- Collision --
public:
virtual int canCollide() {return true;}
virtual int checkCollisionAgainst(CThing *_thisThing, int _frames);
void updateCollisionArea();
virtual void collidedWith(CThing *_thisThing) {;}
virtual void setHasPlatformCollided( bool newVal ) {;}
virtual bool getHasPlatformCollided() {return false;}
s32 getNewYPos( CThing *_thisThing );
void setNewCollidedPos(DVECTOR newPos) {m_newCollidedPos = newPos;}
protected:
typedef struct
{
int x1,y1,x2,y2;
}
CRECT;
void setCollisionSize(int _w,int _h);
void setCollisionCentreOffset(int _x,int _y) {m_collisionCentreOffset.vx=_x;m_collisionCentreOffset.vy=_y;}
void setCollisionCentreOffset(DVECTOR xy) {m_collisionCentreOffset=xy;}
void setCentreCollision(bool newCentreCollision) {m_centreCollision = newCentreCollision;}
void setCollisionAngle(int newAngle) {m_collisionAngle = newAngle;}
DVECTOR getCollisionCentre() {return m_collisionCentre;}
int getCollisionRadius() {return m_collisionRadius;}
CRECT getCollisionArea() {return m_collisionArea;}
DVECTOR getCollisionSize() {return m_collisionSize;}
DVECTOR getCollisionCentre() {return m_collisionCentre;}
s16 getCollisionAngle() {return m_collisionAngle;}
bool getCentreCollision() {return m_centreCollision;}
DVECTOR getNewCollidedPos() {return m_newCollidedPos;}
DVECTOR getCollisionSize() {return m_collisionSize;}
virtual int canCollide() {return true;}
virtual int checkCollisionAgainst(CThing *_thisThing, int _frames);
void updateCollisionArea();
virtual void collidedWith(CThing *_thisThing) {;}
virtual void setHasPlatformCollided( bool newVal ) {;}
virtual bool getHasPlatformCollided() {return false;}
virtual s32 getNewYPos( CThing *_thisThing );
void setNewCollidedPos(DVECTOR newPos) {m_newCollidedPos = newPos;}
void setCentreCollision(bool newCentreCollision) {m_centreCollision = newCentreCollision;}
protected:
void setCollisionSize(int _w,int _h);
void setCollisionCentreOffset(int _x,int _y) {m_collisionCentreOffset.vx=_x;m_collisionCentreOffset.vy=_y;}
void setCollisionCentreOffset(DVECTOR xy) {m_collisionCentreOffset=xy;}
void setCollisionAngle(int newAngle) {m_collisionAngle = newAngle;}
private:
DVECTOR m_collisionSize;
DVECTOR m_collisionCentreOffset;