Exemple #1
0
/*
This function checks whether an animated point is colliding with a line segment

 - Parameters
	- Ps:		The point's starting location
	- Pe:		The point's ending location
	- LS:		The line segment
	- Pi:		This will be used to store the intersection point's coordinates (In case there's an intersection)

 - Returned value: Intersection time t
	- -1.0f:				If there's no intersection
	- Intersection time:	If there's an intersection
*/
float AnimatedPointToStaticLineSegment(Vector2D *Ps, Vector2D *Pe, LineSegment2D *LS, Vector2D *Pi)
{
	Vector2D Vector;

	Vector2D P1Vector;
	Vector2D P0Vector;

	float P1P0Dot;
	float IntersectionTime;
	float temp1;
	float temp2;

	temp1 = Vector2DDotProduct(&LS->mN, Ps);
	temp1 = LS->mNdotP0 - temp1;

	Vector2DSet(&Vector, Pe->x - Ps->x, Pe->y - Ps->y);


	temp2 = Vector2DDotProduct(&LS->mN, &Vector);

	IntersectionTime = temp1 / temp2;

	if (IntersectionTime >= 0 && IntersectionTime <= 1)
	{
		Vector2DScale(&Vector, &Vector, IntersectionTime);
		Vector2DAdd(Pi, Ps, &Vector);

		Vector2DSet(&P1Vector, Pi->x - LS->mP1.x, Pi->y - LS->mP1.y);
		Vector2DSet(&P0Vector, Pi->x - LS->mP0.x, Pi->y - LS->mP0.y);

		P1P0Dot = Vector2DDotProduct(&P0Vector, &P1Vector);

		if (P1P0Dot < 0)
		{
			return IntersectionTime;
		}
		else
		{
			return NO_INTERSECTION;
		}
	}
	else
	{
		return NO_INTERSECTION;
	}
}
int main()
{
	Vector2D v1, v2, v3, result;
	float scale;
	Matrix2D id, m0, m1;
	Vector2D  u;
	float d, x, y;
	long  n;
	long i, j;
	float radius;

	v1.x = v1.y = 7.0f;
	Vector2DZero(&v1);
	result.x = result.y = 0.0f;
	printf("Vector2DZero: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail");


	Vector2DSet(&v1, 1.0f, 2.0f);
	result.x = 1.0f;	result.y = 2.0f;
	printf("Vector2DSet: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -4.0f;
	Vector2DNeg(&v2, &v1);
	result.x = -2.0f;	result.y = 4.0f;
	printf("Vector2DNeg: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");

	v1.x = 2.0f; v1.y = -4.0f;
	v2.x = 1.0f; v2.y = 7.0f;
	Vector2DAdd(&v3, &v1, &v2);
	result.x = result.y = 3.0f;
	printf("Vector2DAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -4.0f;
	v2.x = 1.0f; v2.y = 7.0f;
	Vector2DSub(&v3, &v1, &v2);
	result.x = 1.0f;	result.y = -11.0f;
	printf("Vector2DSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f; v1.y = 4.0f;
	Vector2DNormalize(&v2, &v1);
	result.x = 0.6f;	result.y = 0.8f;
	printf("Vector2DNormalize: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -5.0f;
	Vector2DScale(&v2, &v1, 3.0f);
	result.x = 6.0f;	result.y = -15.0f;
	printf("Vector2DScale: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");

	v1.x = 2.0f; v1.y = -5.0f;
	v2.x = 6.0f; v2.y =  2.0f;
	scale = 3.0f;
	Vector2DScaleAdd(&v3, &v1, &v2, scale);
	result.x = 12.0f; result.y = -13.0f;
	printf("Vector2DScaleAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");

	Vector2DScaleSub(&v3, &v1, &v2, scale);
	result.x = 0.f; result.y = -17.f;
	printf("Vector2DScaleSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");

	v1.x = 3.0f; v1.y = -4.0f;
	printf("Vector2DLength: %s\n", (fabs(Vector2DLength(&v1) - 5.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f; v1.y = -4.0f;
	printf("Vector2DSquareLength: %s\n", (fabs(Vector2DSquareLength(&v1) - 25.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f;	v1.y = 3.0f;
	v2.x = 4.0f;	v2.y = -1.0f;
	printf("Vector2DDistance: %s\n", (fabs(Vector2DDistance(&v1, &v2) - 4.472136)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f;	v1.y = 3.0f;
	v2.x = 4.0f;	v2.y = -1.0f;
	printf("Vector2DSquareDistance: %s\n", (fabs(Vector2DSquareDistance(&v1, &v2) - 20.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f;	v1.y = 2.0f;
	v2.x = 4.0f;	v2.y = -6.0f;
	printf("Vector2DDotProduct: %s\n", (fabs(Vector2DDotProduct(&v1, &v2)) < EPSILON) ? "Pass" : "Fail");


	printf("\n------Testing StaticPointToStaticCircle------\n\n");
	v1.x = 10.f; v1.y = 10.f;
	v2.x = 11.4f; v2.y = 11.4f;
	radius = 2.f;
	printf("StaticPointToStaticCircle Collision: %s\n", (StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" );

	v2.x = 12.f; v2.y = 12.f;
	printf("StaticPointToStaticCircle Non Collision: %s\n", (!StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" );



	printf("\n------Running Matrix Tests------\n\n");



	// create an id matrix for reference
	for (i = 0; i < 3; i++)
		for (j = 0; j < 3; j++)
			id.m[j][i] = (i == j) ? 1.0f : 0.0f;

	// ====================
	// test Matrix2DIdentity
	// ====================

	Matrix2DIdentity(&m0);
	d = CompareMatrix2D(&id, &m0);
	printf("Matrix2DIdentity : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DTrans
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate(&m0, x, y);
	m0.m[0][2] -= x;
	m0.m[1][2] -= y;
	printf("Matrix2DTranslate: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DScale
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DScale(&m0, x, y);
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DScale    : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DConcat
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate (&m0, x, y);
	Matrix2DScale (&m1, x, y);
	Matrix2DConcat(&m0, &m0, &m1);
	m0.m[0][2] -= x;
	m0.m[1][2] -= y;
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DConcat 1 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate (&m0, x, y);
	Matrix2DScale (&m1, x, y);
	Matrix2DConcat(&m0, &m1, &m0);
	m0.m[0][2] -= x * x;
	m0.m[1][2] -= y * y;
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DConcat 2 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DRotRad
	// ====================

	n = (rand() % 16) + 15;
	Matrix2DIdentity(&m0);
	Matrix2DRotRad  (&m1, 2.0f * PI / n);

	for (i = 0; i < n; i++)
		Matrix2DConcat(&m0, &m1, &m0);

	printf("Matrix2DRotRad   : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n);

	// ====================
	// test Matrix2DRotDeg
	// ====================

	n = (rand() % 16) + 15;
	Matrix2DIdentity(&m0);
	Matrix2DRotDeg  (&m1, 360.0f / n);

	for (i = 0; i < n; i++)
		Matrix2DConcat(&m0, &m1, &m0);

	printf("Matrix2DRotDeg   : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n);

	// ====================
	// test Matrix2DTranspose
	// ====================

	Matrix2DRotRad   (&m0, rand() / (float)(RAND_MAX) * 2.0f * PI);
	Matrix2DTranspose(&m1, &m0);
	Matrix2DConcat   (&m0, &m1, &m0);

	printf("Matrix2DTranspose: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DMultVec
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	n = (rand() % 16) + 15;
	Vector2DSet		(&u, x, y);
	Matrix2DRotRad	(&m0, 2.0f * PI / n);

	for (i = 0; i < n; i++)
		Matrix2DMultVec(&u, &m0, &u);

	printf("Matrix2DMultVec  : %s\n", ((fabs(u.x - x) + fabs(u.y - y)) < EPSILON) ? "Pass" : "Fail");

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	n = (rand() % 16) + 15;
	Vector2DSet		(&u, x, y);
	Matrix2DTranslate	(&m0, x, y);

	for (i = 1; i < n; i++)
		Matrix2DMultVec(&u, &m0, &u);

	printf("Matrix2DMultVec  : %s\n", ((fabs(u.x - x * n) + fabs(u.y - y * n)) < EPSILON) ? "Pass" : "Fail");

	printf("\n------Testing New Collision Functions------\n\n");

	//StaticPointToStaticRect
	Vector2DSet(&v1, 1.f, 1.f); //point
	Vector2DSet(&v2, 0.f, 0.f); //rect
	printf("StaticPointToStaticRect Collision: %s\n", (StaticPointToStaticRect(&v1, &v2, 2.f, 2.f) ? "Pass" : "Fail"));
	printf("StaticPointToStaticRect Non Collision: %s\n\n", (!StaticPointToStaticRect(&v1, &v2, 1.f, 1.f) ? "Pass" : "Fail"));

	//StaticCircleToStaticCircle
	Vector2DSet(&v1, 2.f, 0.f);
	printf("StaticCircleToStaticCircle Collision Touch: %s\n", (StaticCircleToStaticCircle(&v1, 1.f, &v2, 1.f) ? "Pass" : "Fail"));
	printf("StaticCircleToStaticCircle Collision: %s\n", (StaticCircleToStaticCircle(&v1, 2.f, &v2, 1.f) ? "Pass" : "Fail"));
	printf("StaticCircleToStaticCircle Non Collision: %s\n\n", (!StaticCircleToStaticCircle(&v1, 0.5f, &v2, 1.f) ? "Pass" : "Fail"));

	//StaticRectToStaticRect
	Vector2DSet(&v1, 2.f, 2.f);
	printf("StaticRectToStaticRect Non Collision: %s\n", (!StaticRectToStaticRect(&v1, 1.f, 1.f, &v2, 1.f, 1.f) ? "Pass" : "Fail"));
	printf("StaticRectToStaticRect Collision Touch: %s\n", (StaticRectToStaticRect(&v1, 2.f, 2.f, &v2, 2.f, 2.f) ? "Pass" : "Fail"));
	printf("StaticRectToStaticRect Collision Intersect: %s\n", (StaticRectToStaticRect(&v1, 3.f, 3.f, &v2, 3.f, 3.f) ? "Pass" : "Fail"));

	return 1;
}
Exemple #3
0
int WeaponSysFire(List *list, GameInstance *instance)
{
    short int i;
    Vector2D weapvel;
    Vector2D weappos;
    float proj_vel;
    int proj_type;
    float proj_lifetime;
    float degrees = CONVERT;     //in degrees
    float degrees_adjust = 0.0f;
    int proj_num;

    // Add check player weapon type statement
    /////////////////////////////////////////
    switch (instance->WeaponType_)
    {
    case PLAYER_BASIC:
        proj_vel = SHIP_BUL_VELOCITY;
        proj_type = Player_Bullet;
        proj_lifetime = BUL_LIFETIME;
        degrees *= 0.0;
        proj_num = 1;
        break;
    case PLAYER_SECOND:
        proj_vel = SHIP_BUL_VELOCITY;
        proj_type = Enemy_Bullet;
        proj_lifetime = BUL_LIFETIME;
        degrees *= 20.0f;
        degrees_adjust = -20.0f;
        proj_num = 3;
        break;
    case ENEMY_BASIC:
        proj_vel = ENEMY_BUL_VELOCITY;
        proj_type = Enemy_Bullet;
        proj_lifetime = BUL_LIFETIME; //Temporary value, replace with whatever is best
        degrees *= 0.0;
        proj_num = 1;
        break;
    default:
        return 0;
    }

    if (instance->reload_ != NO_RELOAD)
    {
        if (instance->reload_counter > instance->reload_)
        {
            for (i = 0; i < proj_num; ++i)
            {
                Vector2DSet(&weapvel, proj_vel * sinf(degrees), proj_vel * cosf(degrees));
                Vector2DSet(&weappos, instance->position_.x, instance->position_.y);

                Create_Instance(list, proj_type);

                InitScale(1.0f, 2.0f);
                InitPosition(&weappos);
                InitVelocity(&weapvel);
                InitRotation(-degrees);
                InitLifetime(proj_lifetime);

                //FMOD_System_PlaySound(sys, sounds[0], 0, FALSE, &channel[0]);

                instance->reload_counter = 0;
                degrees += degrees_adjust * CONVERT;
            }
        }
        instance->reload_counter++;
    }
    return 1;
}