Esempio n. 1
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void solveBrickBallCollision(Brick& mBrick, Ball& mBall) noexcept
{
    if(!isIntersecting(mBrick, mBall)) return;

    // Invece di distruggere immediatemente il mattoncino,
    // decrementiamo prima la sua "vita".
    --mBrick.requiredHits;
    if(mBrick.requiredHits <= 0) mBrick.destroyed = true;

    auto overlapLeft(mBall.right() - mBrick.left());
    auto overlapRight(mBrick.right() - mBall.left());
    auto overlapTop(mBall.bottom() - mBrick.top());
    auto overlapBottom(mBrick.bottom() - mBall.top());

    auto bFromLeft(std::abs(overlapLeft) < std::abs(overlapRight));
    auto bFromTop(std::abs(overlapTop) < std::abs(overlapBottom));

    auto minOverlapX(bFromLeft ? overlapLeft : overlapRight);
    auto minOverlapY(bFromTop ? overlapTop : overlapBottom);

    if(std::abs(minOverlapX) < std::abs(minOverlapY))
        mBall.velocity.x =
            std::abs(mBall.velocity.x) * (bFromLeft ? -1.f : 1.f);
    else
        mBall.velocity.y = std::abs(mBall.velocity.y) * (bFromTop ? -1.f : 1.f);
}
Esempio n. 2
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    static void solveBrickBallCollision(Brick& mBrick, Ball& mBall) noexcept
    {
        if (!isIntersecting(mBrick, mBall)) 
            return;
        
        // Instead of immediately destroying the brick upon collision,
        // we decrease and check its required hits first.
        --mBrick.requiredHits;
        if (mBrick.requiredHits <= 0) 
            mBrick.destroyed = true;

        float overlapLeft{mBall.right() - mBrick.left()};
        float overlapRight{mBrick.right() - mBall.left()};
        float overlapTop{mBall.bottom() - mBrick.top()};
        float overlapBottom{mBrick.bottom() - mBall.top()};

        bool ballFromLeft(std::abs(overlapLeft) < std::abs(overlapRight));
        bool ballFromTop(std::abs(overlapTop) < std::abs(overlapBottom));

        float minOverlapX{ballFromLeft ? overlapLeft : overlapRight};
        float minOverlapY{ballFromTop ? overlapTop : overlapBottom};

        if (std::abs(minOverlapX) < std::abs(minOverlapY))   
            mBall.velocity.x = ballFromLeft ? -Ball::defVelocity : Ball::defVelocity;
        else                                        
            mBall.velocity.y = ballFromTop ? -Ball::defVelocity : Ball::defVelocity; 
    } 
Esempio n. 3
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void solvePaddleBallCollision(const Paddle& mPaddle, Ball& mBall) noexcept
{
    if(!isIntersecting(mPaddle, mBall)) return;

    mBall.velocity.y = -Ball::defVelocity;
    mBall.velocity.x = mBall.x() < mPaddle.x() ? 
        -Ball::defVelocity : Ball::defVelocity;
}
Esempio n. 4
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void Game::testCollision(Paddle& mPaddle, Ball& mBall)
{
	if (!isIntersecting(mPaddle, mBall)) return;

	mBall.velocity.y = -ballVelocity;

	if (mPaddle.velocity.x == -paddleVelocity && mBall.velocity.x == ballVelocity)
		mBall.velocity.x = -ballVelocity;
	else if (mPaddle.velocity.x == paddleVelocity && mBall.velocity.x == -ballVelocity)
		mBall.velocity.x = ballVelocity;
}
Esempio n. 5
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int GameUI::update(core::Siika2D *siika, Boss *boss)
{

	if (ushiko.health < heartCount)
		changeTexture(heartIcons[ushiko.health], siika, "ui_heart_hurt.png",glm::vec2(64,64));
	else if (ushiko.health > heartCount)
		changeTexture(heartIcons[ushiko.health - 1], siika, "ui_heart_pink.png", glm::vec2(64, 64));

	heartCount = ushiko.health;

	if (boss != nullptr && boss->bossHealth != bossHeartCount)
	{
		changeTexture(bossHeartIcons[boss->bossHealth], siika, "ui_bosslifebar_hearthurt.png", glm::vec2(64, 64));
		bossHeartCount = boss->bossHealth;
	}
	if (boss == nullptr)
	{
		std::stringstream pointsText;
		pointsText << ushiko.pointsAmount << "/" << levelPoints;
		pointsTextUI->setText(pointsText.str());
	}

	glm::vec2 touchPosition = glm::vec2(0, 0);
	if (inputTimer.getElapsedTime(SECONDS) > 0.5)
	{
		for (int i = 0; i < siika->_input->touchPositionsActive(); i++)
			touchPosition = siika->_input->touchPosition(i)._positionStart;
		
		if (isIntersecting(touchPosition, pauseButton->getComponent<misc::TransformComponent>()->getPosition()))
		{
			inputTimer.reset();

			if (lastState == RESUME)
			{
				changeTexture(pauseButton, siika, "ui_playbutton.png", glm::vec2(128,128));
				shade->setPosition(glm::vec2(0, 0));

				lastState = PAUSE;
				return PAUSE;
			}
			else
			{
				changeTexture(pauseButton, siika, "ui_pausebutton.png", glm::vec2(128, 128));
				shade->setPosition(glm::vec2(0, siika->_graphicsContext->getDisplaySize().y));

				lastState = RESUME;
				return RESUME;
			}
		}
	}
	return DEFAULT;
}
Esempio n. 6
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void solvePaddleBallCollision(const Paddle& mPaddle, Ball& mBall) noexcept
{
    if(!isIntersecting(mPaddle, mBall)) return;

    auto newY(mPaddle.top() - mBall.shape.getRadius() * 2.f);
    mBall.shape.setPosition(mBall.x(), newY);

    auto paddleBallDiff(mBall.x() - mPaddle.x());
    auto posFactor(paddleBallDiff / mPaddle.width());
    auto velFactor(mPaddle.velocity.x * 0.05f);

    sf::Vector2f collisionVec{posFactor + velFactor, -2.f};
    mBall.velocity = getReflected(mBall.velocity, getNormalized(collisionVec));
}
Esempio n. 7
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// Now, let's also define a function that will executed every game
// frame. This function will check if a paddle and a ball are
// colliding, and if they are it will resolve the collision by
// making the ball go upwards and in the direction opposite to the
// collision.
void solvePaddleBallCollision(const Paddle& mPaddle, Ball& mBall) noexcept
{
    // If there's no intersection, exit the function.
    if(!isIntersecting(mPaddle, mBall)) return;

    // Otherwise let's "push" the ball upwards.
    mBall.velocity.y = -Ball::defVelocity;

    // And let's direct it dependently on the position where the
    // paddle was hit.

    // If the ball's center was to the left of the paddle's center,
    // the ball will move towards the left. Otherwise, it will move
    // towards the right.
    // {Info: ball vs paddle collision}
    mBall.velocity.x =
        mBall.x() < mPaddle.x() ? -Ball::defVelocity : Ball::defVelocity;
}
Esempio n. 8
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void Game::testCollision(Brick& mBrick, Ball& mBall)
{
	if (!isIntersecting(mBrick, mBall)) return;
	mBrick.destroyed = true;

	float overLapLeft{ mBall.right() - mBrick.left() };
	float overLapRight{ mBrick.right() - mBall.left() };
	float overLapTop{ mBall.bottom() - mBrick.top() };
	float overLapBottom{ mBrick.bottom() - mBall.top() };

	bool ballFromLeft(abs(overLapLeft) < abs(overLapRight));
	bool ballFromTop(abs(overLapTop) < abs(overLapBottom));

	float minOverlapX{ ballFromLeft ? overLapLeft : overLapRight };
	float minOverlapY{ ballFromTop ? overLapTop : overLapBottom };

	if (abs(minOverlapX) < abs(minOverlapY))
		mBall.velocity.x = ballFromLeft ? -ballVelocity : ballVelocity;
	else
		mBall.velocity.y = ballFromTop ? -ballVelocity : ballVelocity;
}
Esempio n. 9
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void solveBrickBallCollision(Brick& mBrick, Ball& mBall) noexcept
{
    if(!isIntersecting(mBrick, mBall)) return;
    mBrick.destroyed = true;

    auto overlapLeft(mBall.right() - mBrick.left());
    auto overlapRight(mBrick.right() - mBall.left());
    auto overlapTop(mBall.bottom() - mBrick.top());
    auto overlapBottom(mBrick.bottom() - mBall.top());

    auto bFromLeft(std::abs(overlapLeft) < std::abs(overlapRight));
    auto bFromTop(std::abs(overlapTop) < std::abs(overlapBottom));

    auto minOverlapX(bFromLeft ? overlapLeft : overlapRight);
    auto minOverlapY(bFromTop ? overlapTop : overlapBottom);

    if(std::abs(minOverlapX) < std::abs(minOverlapY))
        mBall.velocity.x =
            std::abs(mBall.velocity.x) * (bFromLeft ? -1.f : 1.f);
    else
        mBall.velocity.y = std::abs(mBall.velocity.y) * (bFromTop ? -1.f : 1.f);
}
Esempio n. 10
0
void solveBrickBallCollision(Brick& mBrick, Ball& mBall) noexcept
{
    if(!isIntersecting(mBrick, mBall)) return;
    mBrick.destroyed = true;

    float overlapLeft{mBall.right() - mBrick.left()};
    float overlapRight{mBrick.right() - mBall.left()};
    float overlapTop{mBall.bottom() - mBrick.top()};
    float overlapBottom{mBrick.bottom() - mBall.top()};

    bool ballFromLeft(std::abs(overlapLeft) < std::abs(overlapRight));
    bool ballFromTop(std::abs(overlapTop) < std::abs(overlapBottom));

    float minOverlapX{ballFromLeft ? overlapLeft : overlapRight};
    float minOverlapY{ballFromTop ? overlapTop : overlapBottom};

    if(std::abs(minOverlapX) < std::abs(minOverlapY))
        mBall.velocity.x =
            ballFromLeft ? -Ball::defVelocity : Ball::defVelocity;
    else
        mBall.velocity.y = ballFromTop ? -Ball::defVelocity : Ball::defVelocity;
}
void BbqGeoRefdTerrainRenderer<HeightType, 
                               HeightDeltaType,
                               TextureType    >::render(      

                                        BbqTerrNode      *rootNode, 
                                  const BbqRenderOptions &options )
{
    _oStatistics.nodeCount       = 0;
    _oStatistics.triangleCount   = 0;
    
    traversalStack_.push_back(rootNode);
    
    // activate the shader:
//    glUseProgramObjectARB( terrainShader_.getProgramHandle() );
//    terrainShader_.activate(options.pDrawEnv);
//    fprintf(stderr, "Frame start\n");

    while(!traversalStack_.empty())
    {
        BbqTerrNode *node = traversalStack_.back();

        assert(node);
        
        traversalStack_.pop_back();
        
#ifdef GV_CHECK
        // cull this node->.
        if( options.enableFrustumCulling && 
            !isIntersecting( options.frustum, node->boundingBox ) )
        {
            // not visible at all
            _oStatistics.culledNodeCount++;
            continue;
        }
#endif
        
        const Real32 detailFactor = options.screenSpaceError;
        
        //todo: i need to use the distance to 

        Pnt3f bboxCenter;
        Vec3f dist;

        node->boundingBox.getCenter(bboxCenter);
        
/*
        fprintf(stderr, "%d %f %f %f\n",
                node->id,
                bboxCenter[0],
                bboxCenter[1],
                bboxCenter[2]);
 */

        dist = options.viewerpos - bboxCenter;

        const float distance = osgMax(dist.length(), 0.001f);

//        const float distance = osgMax( 
//            getMagnitude( options.frustum.getPosition() - 
//                          node->boundingBox.getCenter() ), 0.001f );
        
        //// todo: instead of the size of the node, use the maximum error bound

        Vec3f bboxSize;

        node->boundingBox.getSize(bboxSize);

//        const float nodeSize = node->boundingBox.getSize().x;
        const float nodeSize = bboxSize.x();
        
//        const float fovY = options.frustum.getFovY();
        const float fovY = options.fovy;
        const float screenResolution = float( options.screenSize.y() ) / fovY;
        
#if 0 //Unused
        const float nodeError = screenResolution * 
            ( ( nodeSize / float( _oDatabaseInfo.heightTileSize ) ) / distance );

        const float objectSpaceHeightError = 
            float( node->maxHeightError ) / 
            32767.0f * _oDatabaseInfo.heightScale + _oDatabaseInfo.heightOffset;
//            65535.0f * _oDatabaseInfo.heightScale + _oDatabaseInfo.heightOffset;

        const float screenSpaceHeightError = 
            ( objectSpaceHeightError / distance ) * screenResolution;

        const float screenFactor = 
            float( options.screenSize.y() ) / ( 2.0f * tanf( fovY / 2.0f ) );

        const float screenSpaceHeightError2 = 
            ( objectSpaceHeightError / distance ) * screenFactor;
        
        const float switchDistance2 =
            ( objectSpaceHeightError / detailFactor ) * screenFactor;
#endif

        // todo: geomorphing geht noch nicht richtig...
        
        Vec3f disp = options.viewerpos - bboxCenter;
//            options.frustum.getPosition() - node->boundingBox.getCenter();

//        Vec3f extent = node->boundingBox.getSize();
        Vec3f extent;

        node->boundingBox.getSize(extent);
            
        disp[0] = osgMax( 0.0f, fabsf( disp.x() ) - extent.x() );
        disp[1] = osgMax( 0.0f, fabsf( disp.y() ) - extent.y() );
        disp[2] = osgMax( 0.0f, fabsf( disp.z() ) - extent.z() );
        
        //  disp.y = 0; // for debugging
        
//        float d = 0;
//        d = osgSqrt( dot( disp, disp ) );
//        d = 
              osgSqrt( disp.dot(disp) );
        
        //  float 
        //      const float tan_half_FOV = tanf(0.5f * horizontal_FOV_degrees
        //      * (float) M_PI / 180.0f); 
        //
        //  const float K = screen_width_pixels / tan_half_FOV;
        
        //  // distance_LODmax is the distance below which we need to be
        //  // at the maximum LOD.  It's used in compute_lod(), which is
        //  // called by the chunks during update().
        //  m_distance_LODmax = ;

        //  return fmax(1, d / (objectSpaceHeightError / detailFactor) * K);
        //}
        
        //float switchDistance2 = ( objectSpaceHeightError / detailFactor ) *
        //screenFactor; 

        //float switchDistance = ( objectSpaceHeightError / detailFactor ) *
        //screenFactor; 

        float switchDistance = 
            ( nodeSize / float( _oDatabaseInfo.heightTileSize ) ) / 
            detailFactor * screenResolution;
        
        float geomorphStartDistance = switchDistance + 145.0f;
        
        //const bool hasEnoughDetail = nodeError < detailFactor;
        

/*
        fprintf(stderr, "%f | %f\n", 
                distance,
                geomorphStartDistance);
 */


        if( node->isLeafNode() || distance > geomorphStartDistance )
        {
            // render the node:
#ifndef GV_TEST
            Inherited::setGeoMorphingFactor( node );
#else
            _oTerrainShader.setUniform( "geoMorphFactor", 
                                        options.geoMorphFactor );
#endif

            renderNodeVbo( node, options.showSkirts, options );
            
            if( options.showBoundingBoxes )
            {
                glColor3f( 0, 0, 1 );
                this->renderBoundingBox( node->boundingBox, options );
            }
            
            if( options.showSwitchDistance )
            {
//                Pnt3f bboxCenter;

                node->boundingBox.getCenter(bboxCenter);

                glColor3f( 0, 1, 0 );
                Inherited::renderSphere(bboxCenter , switchDistance, options );
            }
        }
        else
        {
            // compute the geomorphing factor:
            //const float innerSwitchDistance = switchDistance -
            //switchDistance / 4.0f; 

            node->geoMorphingFactor = 
                clamp( 1.0f - ( switchDistance - distance ) / 
                       ( geomorphStartDistance - switchDistance ), 0.0f, 1.0f );
            //node->geoMorphingFactor = 1.0f;
            
            // push the child nodes:
            
            // todo: push the nearest child last.. (to get a rough front to
            // back rendering order) 

            static int order[ 4 ] = { 0, 1, 2, 3 };
            //static float dist[ 4 ];
            
            //if( options.sortChildren )
            //{
            //  for( int i = 0; i < 4; ++i )
            //  {
            //      dist[ i ] = getMagnitude( node->children[ i
            //]->boundingBox.getCenter() - options.frustum.getPosition() ); 
            
            //      for( int j = 0; j < i; ++j )
            //      {
            //          if( dist[ i ] <
            //      }
            //  }
            //}
            
            traversalStack_.push_back( node->children[ order[ 0 ] ] );
            traversalStack_.push_back( node->children[ order[ 1 ] ] );
            traversalStack_.push_back( node->children[ order[ 2 ] ] );
            traversalStack_.push_back( node->children[ order[ 3 ] ] );
        }
    }


    glColor3f(1.f, 0.f, 0.f);
    glBegin(GL_QUADS);
    {
        glVertex3f(rootNode->boundingBox.getMin().x(),
                   0.f,
                   rootNode->boundingBox.getMin().z());
        glVertex3f(rootNode->boundingBox.getMax().x(),
                   0.f,
                   rootNode->boundingBox.getMin().z());
        glVertex3f(rootNode->boundingBox.getMax().x(),
                   0.f,
                   rootNode->boundingBox.getMax().z());
        glVertex3f(rootNode->boundingBox.getMin().x(),
                   0.f,
                   rootNode->boundingBox.getMax().z());
    }
    glEnd();


    static bool dumpBox = false;

    if(dumpBox == false)
    {
        fprintf(stderr, "%f %f | %f %f\n",
                rootNode->boundingBox.getMin().x(),
                rootNode->boundingBox.getMin().z(),
                rootNode->boundingBox.getMax().x(),
                rootNode->boundingBox.getMax().z());

        dumpBox = true;
    }


//    glUseProgramObjectARB( 0 );
//    _oTerrainShader.deactivate(options.pDrawEnv);
}