Esempio n. 1
0
    bool Collider2D::checkOverlap(const Collider2D& other) const
    {
        if (this == &other)
            return false;

        struct Callback : b2QueryCallback
        {
            bool overlapping = false;
            const b2Body* bod = nullptr;

            bool ReportFixture(b2Fixture* fix) override
            {
                overlapping = bod == fix->GetBody();
                return !overlapping;
            }
        } cb;

        cb.bod = other.m_body;

        // Visual studio 2013 doesn't compile without this-> ???
        auto fixList = this->m_body->GetFixtureList();
        b2AABB totalaabb(fixList->GetAABB(0));
        
        while (fixList)
        {
            totalaabb.Combine(fixList->GetAABB(0));
            fixList = fixList->GetNext();
        }
        
        this->m_worldRef2D.m_worldData2D->QueryAABB(&cb, totalaabb);

        return cb.overlapping;
    }
Esempio n. 2
0
bool Collision::PixelPerfectTest(const sf::Sprite& Object1, const sf::Sprite& Object2, sf::Uint8 AlphaLimit) {
        //Get AABBs of the two sprites
    sf::IntRect Object1AABB = GetAABB(Object1);
    sf::IntRect Object2AABB = GetAABB(Object2);

    sf::IntRect Intersection;

    if (Object1AABB.Intersects(Object2AABB, &Intersection)) {

        //We've got an intersection we need to process the pixels
        //In that Rect.

        //Bail out now if AlphaLimit = 0
        if (AlphaLimit == 0) return true;

        //There are a few hacks here, sometimes the TransformToLocal returns negative points
        //Or Points outside the image.  We need to check for these as they print to the error console
        //which is slow, and then return black which registers as a hit.

        sf::IntRect O1SubRect = Object1.GetSubRect();
        sf::IntRect O2SubRect = Object2.GetSubRect();

        sf::Vector2i O1SubRectSize(O1SubRect.GetWidth(), O1SubRect.GetHeight());
        sf::Vector2i O2SubRectSize(O2SubRect.GetWidth(), O2SubRect.GetHeight());

        sf::Vector2f o1v;
        sf::Vector2f o2v;
        //Loop through our pixels
        for (int i = Intersection.Left; i < Intersection.Right; i++) {
            for (int j = Intersection.Top; j < Intersection.Bottom; j++) {

                o1v = Object1.TransformToLocal(sf::Vector2f(i, j)); //Creating Objects each loop :(
                o2v = Object2.TransformToLocal(sf::Vector2f(i, j));

                //Hack to make sure pixels fall withint the Sprite's Image
                if (o1v.x > 0 && o1v.y > 0 && o2v.x > 0 && o2v.y > 0 &&
                        o1v.x < O1SubRectSize.x && o1v.y < O1SubRectSize.y &&
                        o2v.x < O2SubRectSize.x && o2v.y < O2SubRectSize.y) {

                    //If both sprites have opaque pixels at the same point we've got a hit
                    if ((Object1.GetPixel(static_cast<int> (o1v.x), static_cast<int> (o1v.y)).a > AlphaLimit) &&
                            (Object2.GetPixel(static_cast<int> (o2v.x), static_cast<int> (o2v.y)).a > AlphaLimit)) {
                        return true;
                    }
                }
            }
        }
        return false;
    }
    return false;
}
Esempio n. 3
0
void Portal::Update()
{
  Trigger::Update();

  // Check for players no longer intersecting
  // NB erasing elements while iterating over container
  for (auto it = m_collidingPlayers.begin(); it != m_collidingPlayers.end();    )
  {
    Player* p = *it;
    if (p->GetAABB().Intersects(GetAABB()))
    {
      ++it;
    }
    else
    {
      // No intersection - remove this player
#if defined(WIN32) || defined(AMJU_IOS)
      it = m_collidingPlayers.erase(it);
#else
      m_collidingPlayers.erase(it);
      ++it;
#endif
    }
  }
}
Esempio n. 4
0
void Bomb::DoDraw() const {
  if (!IsAlive())
    return;

  const double tile_width_in_px = 16.0;
  const double tile_height_in_px = 16.0;
  TexCoords tc((470.0+tile_width_in_px*m_anim_frame_num), 16.0, tile_width_in_px, tile_height_in_px);
  Engine::Get().Renderer()->DrawSprite(tc, GetPosition());
  if (g_render_aabbs)
    Engine::Get().Renderer()->DrawAABB(GetAABB());
}
Esempio n. 5
0
bool Civilian::CheckTractVictim(World & world){
	if(!tractteamid){
		return false;
	}
	std::vector<Uint8> types;
	types.push_back(ObjectTypes::PLAYER);
	int x1, y1, x2, y2;
	GetAABB(world.resources, &x1, &y1, &x2, &y2);
	std::vector<Object *> objects = world.TestAABB(x1, y1, x2, y2, types);
	for(std::vector<Object *>::iterator it = objects.begin(); it != objects.end(); it++){
		Player * player = static_cast<Player *>(*it);
		if(player->teamid != tractteamid){
			draw = false;
			for(int i = 0; i < 6; i++){
				BodyPart * bodypart = (BodyPart *)world.CreateObject(ObjectTypes::BODYPART);
				if(bodypart){
					bodypart->suitcolor = suitcolor;
					bodypart->x = x;
					bodypart->y = y - 50;
					bodypart->type = i;
					if(i == 0){
						bodypart->xv = 0;
						bodypart->yv = -20;
					}
				}
			}
			state = DYINGEXPLODE;
			EmitSound(world, world.resources.soundbank["seekexp1.wav"], 128);
			Object tractprojectile(ObjectTypes::PLASMAPROJECTILE);
			tractprojectile.healthdamage = 80;
			tractprojectile.shielddamage = 80;
			tractprojectile.ownerid = id;
			player->HandleHit(world, 50, 50, tractprojectile);
			Sint8 xvs[] = {-14, 14, -10, 10, -10, 10};
			Sint8 yvs[] = {-25, -25, -10, -10, -5, -5};
			for(int i = 0; i < 6; i++){
				PlasmaProjectile * plasmaprojectile = (PlasmaProjectile *)world.CreateObject(ObjectTypes::PLASMAPROJECTILE);
				if(plasmaprojectile){
					plasmaprojectile->large = false;
					plasmaprojectile->x = x;
					plasmaprojectile->y = y - 40;
					plasmaprojectile->ownerid = id;
					plasmaprojectile->xv = xvs[i];
					plasmaprojectile->yv = yvs[i];
				}
			}
			return true;
		}
	}
	return false;
}
dgCollisionBVH::dgCollisionBVH (dgWorld* const world, dgDeserialize deserialization, void* const userData)
	:dgCollisionMesh (world, deserialization, userData), dgAABBPolygonSoup()
{
	m_rtti |= dgCollisionBVH_RTTI;
	m_builder = NULL;;
	m_userRayCastCallback = NULL;

	dgAABBPolygonSoup::Deserialize (deserialization, userData);

	dgVector p0; 
	dgVector p1; 
	GetAABB (p0, p1);
	SetCollisionBBox(p0, p1);
}
Esempio n. 7
0
void Player::Draw() {
  TexCoords tc = Engine::Get().Scripts()->GetPlayerSprite(GetType(), 
                                                          GetDirection(), 
                                                          IsDying(), 
                                                          SDL_GetTicks() - m_current_action_start_time);

//   std::cerr << "type = " << GetType() << ", direction = " << GetDirection().x() << ", " << GetDirection().y()
// 	    << ", is dying = " << IsDying() << "dt = " << SDL_GetTicks() - m_current_action_start_time << "\n";
//   std::cerr << "tc = " << tc.left << ", " << tc.bottom << ", " << tc.width << ", " << tc.height << "\n";

  Engine::Get().Renderer()->DrawSprite(tc, GetPosition());
  if (g_render_aabbs)
    Engine::Get().Renderer()->DrawAABB(GetAABB());
}
Esempio n. 8
0
void Ve1Object::Update()
{
    m_oldPos = m_pos;

    if (!IsHidden())
    {
        GameObject::Update();
    }

    // To avoid being culled?!
    if (m_sceneNode)
    {
        m_sceneNode->SetAABB(GetAABB());
    }
}
Esempio n. 9
0
void Baddie::Update()
{
  Ve1Object::Update();

  if (m_bb)
  {
    m_bb->Update();
  }

  // Surely this is all done in base class ???
  if (m_sceneNode)
  {
    Matrix m;
    m.Translate(m_pos);
    m_sceneNode->SetLocalTransform(m);
  }

  if (GetAABB())
  {
    // Make bounding box smaller to give player the benefit of the doubt
    float x = m_size.x * 0.4f;
    float y = m_size.y * 0.4f;

    static const float YSIZE = 50.0f;

    GetAABB()->Set(
      m_pos.x - x, m_pos.x + x,
      m_pos.y, m_pos.y + YSIZE,
      m_pos.z - y, m_pos.z + y);

    //if (m_effect)
    //{
    //  *(m_effect->GetAABB()) = *(m_sceneNode->GetAABB());
    //}
  }
}
Esempio n. 10
0
dgCollisionBVH::dgCollisionBVH (dgWorld* const world, dgDeserialize deserialization, void* const userData, dgInt32 revisionNumber)
	:dgCollisionMesh (world, deserialization, userData, revisionNumber)
	,dgAABBPolygonSoup()
{
	dgAssert (m_rtti | dgCollisionBVH_RTTI);
	m_builder = NULL;;
	m_userRayCastCallback = NULL;

	dgAABBPolygonSoup::Deserialize (deserialization, userData, revisionNumber);

	dgVector p0; 
	dgVector p1; 
	GetAABB (p0, p1);
	SetCollisionBBox(p0, p1);
}
void dgCollisionBVH::EndBuild(dgInt32 optimize)
{
	dgVector p0;
	dgVector p1;

	bool state = optimize ? true : false;

	m_builder->End(state);
	Create (*m_builder, state);

	GetAABB (p0, p1);
	SetCollisionBBox (p0, p1);

	delete m_builder;
	m_builder = NULL;
}
Esempio n. 12
0
void BombPowerup::DoDraw() const {
  if(!IsAlive()) {
    return;
  }

  const double tile_width_in_px = 16.0;
  const double tile_height_in_px = 16.0;
  const int m_anim_frame_num = 0;
  TexCoords tc((518.0+tile_width_in_px*m_anim_frame_num), 16.0, tile_width_in_px, tile_height_in_px);

// these two are semanticaly equal
//   Engine::Get().Renderer()->DrawSprite(tc, GetPosition());
  Engine::Get().Renderer()->DrawSpriteInCenter(tc, GetCenterPosition());
  if (g_render_aabbs)
    Engine::Get().Renderer()->DrawAABB(GetAABB());
}
bool QuadNode::Subdivide()
{

    if (_children[0]==NULL)
    {
       
        _children[TL]=QuadNode::CreatNode(this->_level+1,GetAABB().GetLeft(),GetAABB().GetTop(),GetAABB().w/2,GetAABB().h/2,this,_tree);
        _children[TR]=QuadNode::CreatNode(this->_level+1,GetAABB().GetCenter().x,GetAABB().GetTop(),GetAABB().w/2,GetAABB().h/2,this,_tree);
        _children[BR]=QuadNode::CreatNode(this->_level+1,GetAABB().GetCenter().x,GetAABB().GetCenter().y,GetAABB().w/2,GetAABB().h/2,this,_tree);
        _children[BL]=QuadNode::CreatNode(this->_level+1,GetAABB().GetLeft(),GetAABB().GetCenter().y,GetAABB().w/2,GetAABB().h/2,this,_tree);
        _isLeaf = false;

    }
    

    return true;
    

    
}
Esempio n. 14
0
	void Mesh::Recenter()
	{
		#if NAZARA_UTILITY_SAFE
		if (!m_impl)
		{
			NazaraError("Mesh not created");
			return;
		}

		if (m_impl->animationType != AnimationType_Static)
		{
			NazaraError("Mesh must be static");
			return;
		}
		#endif

		// Le centre de notre mesh est le centre de l'AABB *globale*
		Vector3f center = GetAABB().GetCenter();

		for (SubMesh* subMesh : m_impl->subMeshes)
		{
			StaticMesh* staticMesh = static_cast<StaticMesh*>(subMesh);

			BufferMapper<VertexBuffer> mapper(staticMesh->GetVertexBuffer(), BufferAccess_ReadWrite);
			MeshVertex* vertices = static_cast<MeshVertex*>(mapper.GetPointer());

			unsigned int vertexCount = staticMesh->GetVertexCount();
			for (unsigned int i = 0; i < vertexCount; ++i)
			{
				vertices->position -= center;
				vertices++;
			}

			// l'AABB ne change pas de dimensions mais seulement de position, appliquons-lui le même procédé
			Boxf aabb = staticMesh->GetAABB();
			aabb.Translate(-center);

			staticMesh->SetAABB(aabb);
		}

		// Il ne faut pas oublier d'invalider notre AABB
		m_impl->aabbUpdated = false;
	}
Esempio n. 15
0
void Treasure::Update()
{
  // TODO Doesn't move, so no need to do this every frame, right?
  Ve1Object::Update();

  if (m_sceneNode)
  {
    Matrix m;
    m.Translate(m_pos);
    m_sceneNode->SetLocalTransform(m);
    m_glow->SetLocalTransform(m); // ??? WHY ???
  
    if (m_sceneNode->GetAABB())
    {
      m_sceneNode->SetAABB(AABB(
        m_pos.x - XSIZE, m_pos.x + XSIZE,
        m_pos.y,         m_pos.y + YSIZE,
        m_pos.z - XSIZE, m_pos.z + XSIZE));
    }

    // Delete scene node if we have already been collected
    // (Extra check in case player not created yet when Load() called)
    std::string key = MakeTreasureKey();
    Assert(GetLocalPlayer());
    if (GetLocalPlayer()->Exists(key))
    {
      // Or OnLocationExit ..?
      SetHidden(true);
      m_sceneNode = 0;
    }
  }
  GetAABB()->Set(
    m_pos.x - XSIZE, m_pos.x + XSIZE,
    m_pos.y,         m_pos.y + YSIZE,
    m_pos.z - XSIZE, m_pos.z + XSIZE);
}
Esempio n. 16
0
void Player::Update()
{
  if (m_isLoggedIn)
  {
    Ve1ObjectChar::Update();
  }
  else if (m_sceneNode)
  {
    Matrix m;
    m.Translate(m_pos);
    m_sceneNode->SetLocalTransform(m);

    // Set shadow AABB to same as Scene Node so we don't cull it by mistake
    m_shadow->SetAABB(*(m_sceneNode->GetAABB()));

    static const float XSIZE = ROConfig()->GetFloat("player-aabb-x", 30.0f);
    static const float YSIZE = ROConfig()->GetFloat("player-aabb-y", 100.0f);

    GetAABB()->Set(
      m_pos.x - XSIZE, m_pos.x + XSIZE,
      m_pos.y, m_pos.y + YSIZE,
      m_pos.z - XSIZE, m_pos.z + XSIZE);

    /*
    DISABLED for 2D look and feel
    TurnToFaceDir();
    */
  }

  if (m_hidden)
  {
    return;
  }

  // Stop moving if we are close enough to the destination
  // TODO This ends up happening every frame, only do it if we are moving
  if (true) //m_isMoving)
  {
    Vec3f dir = GetPos() - m_newPos;
    dir.y = 0; // ignore y coord for now
    static const float STOP_DISTANCE = ROConfig()->GetFloat("stop-dist", 20.0f);
    if (dir.SqLen() < STOP_DISTANCE) 
    {
      SetVel(Vec3f(0, 0, 0));
      m_newPos = GetPos();
      SetArrowVis(false);
      m_isMoving = false;
    }
  }
  else
  {
    //Assert(GetVel().SqLen() == 0);
  }

  if (m_sceneNode)
  {
    // Set shadow AABB to same as Scene Node so we don't cull it by mistake
    m_nameTag->SetAABB(*(m_sceneNode->GetAABB()));
  }

  if (m_ignorePortalId != -1)
  {
    GameObject* g = TheGame::Instance()->GetGameObject(m_ignorePortalId);
    if (g)
    {
      const AABB& aabb = g->GetAABB();
      if (!GetAABB()->Intersects(aabb))
      {
        // No longer intersecting portal
        m_ignorePortalId = -1;
      }
    }
    else
    {
      m_ignorePortalId = -1; // ?
    }
  }

  if (IsLocalPlayer())
  {
    TheGSMain::Instance()->SetHeartNum(m_stamina);

    if (m_stamina <= 0)
    {
      // Player now has to go back to the spaceship to regenerate or something.
      if (!m_isDead)
      {
        LurkMsg lm("You need to return to your spaceship to recover from your injuries!", 
          Colour(1, 1, 1, 1), Colour(1, 0, 0, 1), AMJU_CENTRE); 
        TheLurker::Instance()->Queue(lm);
      }

      m_isDead = true;
    }
  }
}
Esempio n. 17
0
void Ve1ObjectChar::Update()
{
  // Not safe to do anything if the Terrain has not been created yet
  if (!TerrainReady())
  {
    return;
  }

  // TODO Not if underwater ?
  // TODO Put in base class, so we can drop things ?
  static const float GRAVITY = ROConfig()->GetFloat("gravity", -50.0f); 
  m_acc.y = GRAVITY;

  Ve1Object::Update();

  if (IsHidden())
  {
    return;
  }

  // Handle wall collisions with terrain and any building
  if (HandleWalls(GetTerrain()->GetCollisionMesh(), m_oldPos, m_pos))
  {
    m_recalcHeading = true;
  }

  HasCollisionMesh* h = dynamic_cast<HasCollisionMesh*>(m_collidingObject);
  if (h)
  {
    if (HandleWalls(h->GetCollisionMesh(), m_oldPos, m_pos))
    {
      m_recalcHeading = true;
    }
  }

  HandleFloor(GetTerrain()->GetCollisionMesh());
  if (h)
  {  
    HandleFloor(h->GetCollisionMesh());
  }

  // Recalc heading if we are not colliding
  if (m_collidingObject)
  {
    m_recalcHeading = true;
  }


  if (true) //m_recalcHeading)
  {
    m_recalcHeading = false;
    if (m_isMoving)
    {
      MoveTo(m_newPos);
    }
  }
  m_collidingObject = 0;

/*
  // Stop moving if we are close enough to the destination
  // TODO This ends up happening every frame, only do it if we are moving
  if (m_isMoving)
  {
    Vec3f dir = GetPos() - m_newPos;
    dir.y = 0; // ignore y coord for now
    if (dir.SqLen() < 1.0f) // TODO CONFIG
    {
      SetVel(Vec3f(0, 0, 0));
      m_newPos = GetPos();
      SetArrowVis(false);
      m_isMoving = false;
    }
  }
  else
  {
    Assert(GetVel().SqLen() == 0);
  }
*/

  if (m_sceneNode)
  {
    Matrix m;
    m.Translate(m_pos);
    m_sceneNode->SetLocalTransform(m);
    //m_sceneNode->Update(); // done for whole scene graph elsewhere

    if (m_shadow)
    {
      // Set shadow AABB to same as Scene Node so we don't cull it by mistake
      m_shadow->SetAABB(*m_sceneNode->GetAABB());
    }

    if (m_effect)
    {
      m_effect->SetAABB(*m_sceneNode->GetAABB());
    }

    static const float XSIZE = ROConfig()->GetFloat("player-aabb-x", 30.0f);
    static const float YSIZE = ROConfig()->GetFloat("player-aabb-y", 100.0f);

    GetAABB()->Set(
      m_pos.x - XSIZE, m_pos.x + XSIZE,
      m_pos.y, m_pos.y + YSIZE,
      m_pos.z - XSIZE, m_pos.z + XSIZE);

    /*
    NOT FOR 2D
    TurnToFaceDir();
    */

    Ve1Character* vc = dynamic_cast<Ve1Character*>(m_sceneNode.GetPtr());
    if (vc) //// && vc->GetMd2())
    {
      Vec3f v = m_vel;
      v.y = 0;
      float speed = v.SqLen();

      // TODO Simplify -- either moving or idle.
      // NB Speeds should be an avatar variable and level up

      static const float MAX_SPEED = 100.0f; // TODO CONFIG
      static const float RUN_SPEED = MAX_SPEED * 0.5f;
      static const float WALK_SPEED = RUN_SPEED * 0.5f;

      if (speed > RUN_SPEED)
      {
        vc->SetAnim(Ve1Character::ANIM_RUN);
      }
      else if (speed > WALK_SPEED)
      {
        vc->SetAnim(Ve1Character::ANIM_WALK);
      }
      else
      {
        vc->SetAnim(Ve1Character::ANIM_IDLE);
      }
    }
  }
}