diff options
| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-04 11:16:02 -0400 |
|---|---|---|
| committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-05-09 17:59:13 -0400 |
| commit | 5b3d87d24b4c2c750d34d1e970254358cba087a4 (patch) | |
| tree | b68ca8e65a4026fc355e33e04e7380ec000f7f48 | |
| parent | 83534176373bd05a13db88ffff095f52cca07a21 (diff) | |
| download | therapy-5b3d87d24b4c2c750d34d1e970254358cba087a4.tar.gz therapy-5b3d87d24b4c2c750d34d1e970254358cba087a4.tar.bz2 therapy-5b3d87d24b4c2c750d34d1e970254358cba087a4.zip | |
Fixed behavior of uncollidable bodies
The collidable flag, previously unused, now correctly disables collision detection when unset. This has the side effect of platforms being able to move through a dying player. It is undecided whether this behavior is wanted.
| -rw-r--r-- | src/components/ponderable.h | 3 | ||||
| -rw-r--r-- | src/systems/pondering.cpp | 880 |
2 files changed, 445 insertions, 438 deletions
| diff --git a/src/components/ponderable.h b/src/components/ponderable.h index 6a01400..eff20e9 100644 --- a/src/components/ponderable.h +++ b/src/components/ponderable.h | |||
| @@ -109,7 +109,8 @@ public: | |||
| 109 | 109 | ||
| 110 | /** | 110 | /** |
| 111 | * If disabled, collision detection for this body will not be performed and | 111 | * If disabled, collision detection for this body will not be performed and |
| 112 | * other bodies will ignore it. | 112 | * other bodies will ignore it. Disabling this will cause applicable bodies to |
| 113 | * become ungrounded and unferried. | ||
| 113 | */ | 114 | */ |
| 114 | bool collidable = true; | 115 | bool collidable = true; |
| 115 | 116 | ||
| diff --git a/src/systems/pondering.cpp b/src/systems/pondering.cpp index 0be3add..f5d3df2 100644 --- a/src/systems/pondering.cpp +++ b/src/systems/pondering.cpp | |||
| @@ -148,272 +148,275 @@ void PonderingSystem::tickBody( | |||
| 148 | bool oldGrounded = ponderable.grounded; | 148 | bool oldGrounded = ponderable.grounded; |
| 149 | ponderable.grounded = false; | 149 | ponderable.grounded = false; |
| 150 | 150 | ||
| 151 | // Find horizontal collisions. | 151 | if (ponderable.collidable) |
| 152 | if (result.newX < oldX) | ||
| 153 | { | 152 | { |
| 154 | bool boundaryCollision = false; | 153 | // Find horizontal collisions. |
| 155 | auto it = mappable.leftBoundaries.lower_bound(oldX); | 154 | if (result.newX < oldX) |
| 156 | |||
| 157 | // Find the axis distance of the closest environmental boundary. | ||
| 158 | for (; | ||
| 159 | (it != std::end(mappable.leftBoundaries)) && | ||
| 160 | (it->first >= result.newX); | ||
| 161 | it++) | ||
| 162 | { | 155 | { |
| 163 | // Check that the boundary is in range for the other axis. | 156 | bool boundaryCollision = false; |
| 164 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | 157 | auto it = mappable.leftBoundaries.lower_bound(oldX); |
| 158 | |||
| 159 | // Find the axis distance of the closest environmental boundary. | ||
| 160 | for (; | ||
| 161 | (it != std::end(mappable.leftBoundaries)) && | ||
| 162 | (it->first >= result.newX); | ||
| 163 | it++) | ||
| 165 | { | 164 | { |
| 166 | // We have a collision! | 165 | // Check that the boundary is in range for the other axis. |
| 167 | boundaryCollision = true; | 166 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 167 | { | ||
| 168 | // We have a collision! | ||
| 169 | boundaryCollision = true; | ||
| 168 | 170 | ||
| 169 | break; | 171 | break; |
| 172 | } | ||
| 170 | } | 173 | } |
| 171 | } | ||
| 172 | 174 | ||
| 173 | // Find a list of potential colliders, sorted so that the closest is | 175 | // Find a list of potential colliders, sorted so that the closest is |
| 174 | // first. | 176 | // first. |
| 175 | std::vector<id_type> colliders; | 177 | std::vector<id_type> colliders; |
| 176 | 178 | ||
| 177 | for (id_type collider : entities) | 179 | for (id_type collider : entities) |
| 178 | { | ||
| 179 | // Can't collide with self. | ||
| 180 | if (collider == entity) | ||
| 181 | { | 180 | { |
| 182 | continue; | 181 | // Can't collide with self. |
| 183 | } | 182 | if (collider == entity) |
| 183 | { | ||
| 184 | continue; | ||
| 185 | } | ||
| 184 | 186 | ||
| 185 | auto& colliderPonder = game_.getEntityManager(). | 187 | auto& colliderPonder = game_.getEntityManager(). |
| 186 | getComponent<PonderableComponent>(collider); | 188 | getComponent<PonderableComponent>(collider); |
| 187 | 189 | ||
| 188 | // Only check objects that are active. | 190 | // Only check objects that are active and collidable. |
| 189 | if (!colliderPonder.active) | 191 | if (!colliderPonder.active || !colliderPonder.collidable) |
| 190 | { | 192 | { |
| 191 | continue; | 193 | continue; |
| 192 | } | 194 | } |
| 193 | 195 | ||
| 194 | auto& colliderTrans = game_.getEntityManager(). | 196 | auto& colliderTrans = game_.getEntityManager(). |
| 195 | getComponent<TransformableComponent>(collider); | 197 | getComponent<TransformableComponent>(collider); |
| 196 | 198 | ||
| 197 | // Check if the entity would move into the potential collider, | 199 | // Check if the entity would move into the potential collider, |
| 198 | if ((colliderTrans.x + colliderTrans.w > result.newX) && | 200 | if ((colliderTrans.x + colliderTrans.w > result.newX) && |
| 199 | // that it wasn't already colliding, | 201 | // that it wasn't already colliding, |
| 200 | (colliderTrans.x + colliderTrans.w <= oldX) && | 202 | (colliderTrans.x + colliderTrans.w <= oldX) && |
| 201 | // that the position on the other axis is in range, | 203 | // that the position on the other axis is in range, |
| 202 | (colliderTrans.y + colliderTrans.h > oldY) && | 204 | (colliderTrans.y + colliderTrans.h > oldY) && |
| 203 | (colliderTrans.y < oldBottom) && | 205 | (colliderTrans.y < oldBottom) && |
| 204 | // and that the collider is not farther away than the environmental | 206 | // and that the collider is not farther away than the environmental |
| 205 | // boundary. | 207 | // boundary. |
| 206 | (!boundaryCollision || | 208 | (!boundaryCollision || |
| 207 | (colliderTrans.x + colliderTrans.w >= it->first))) | 209 | (colliderTrans.x + colliderTrans.w >= it->first))) |
| 208 | { | 210 | { |
| 209 | colliders.push_back(collider); | 211 | colliders.push_back(collider); |
| 212 | } | ||
| 210 | } | 213 | } |
| 211 | } | ||
| 212 | 214 | ||
| 213 | std::sort( | 215 | std::sort( |
| 214 | std::begin(colliders), | 216 | std::begin(colliders), |
| 215 | std::end(colliders), | 217 | std::end(colliders), |
| 216 | [&] (id_type left, id_type right) { | 218 | [&] (id_type left, id_type right) { |
| 217 | auto& leftTrans = game_.getEntityManager(). | 219 | auto& leftTrans = game_.getEntityManager(). |
| 218 | getComponent<TransformableComponent>(left); | 220 | getComponent<TransformableComponent>(left); |
| 219 | 221 | ||
| 220 | auto& rightTrans = game_.getEntityManager(). | 222 | auto& rightTrans = game_.getEntityManager(). |
| 221 | getComponent<TransformableComponent>(right); | 223 | getComponent<TransformableComponent>(right); |
| 222 | 224 | ||
| 223 | return (rightTrans.x < leftTrans.x); | 225 | return (rightTrans.x < leftTrans.x); |
| 224 | }); | 226 | }); |
| 225 | 227 | ||
| 226 | for (id_type collider : colliders) | 228 | for (id_type collider : colliders) |
| 227 | { | ||
| 228 | auto& colliderTrans = game_.getEntityManager(). | ||
| 229 | getComponent<TransformableComponent>(collider); | ||
| 230 | |||
| 231 | // Check if the entity would still move into the potential collider. | ||
| 232 | if (colliderTrans.x + colliderTrans.w <= result.newX) | ||
| 233 | { | 229 | { |
| 234 | break; | 230 | auto& colliderTrans = game_.getEntityManager(). |
| 235 | } | 231 | getComponent<TransformableComponent>(collider); |
| 236 | 232 | ||
| 237 | auto& colliderPonder = game_.getEntityManager(). | 233 | // Check if the entity would still move into the potential collider. |
| 238 | getComponent<PonderableComponent>(collider); | 234 | if (colliderTrans.x + colliderTrans.w <= result.newX) |
| 235 | { | ||
| 236 | break; | ||
| 237 | } | ||
| 239 | 238 | ||
| 240 | processCollision( | 239 | auto& colliderPonder = game_.getEntityManager(). |
| 241 | entity, | 240 | getComponent<PonderableComponent>(collider); |
| 242 | collider, | ||
| 243 | Direction::left, | ||
| 244 | colliderPonder.colliderType, | ||
| 245 | colliderTrans.x + colliderTrans.w, | ||
| 246 | colliderTrans.y, | ||
| 247 | colliderTrans.y + colliderTrans.h, | ||
| 248 | result); | ||
| 249 | |||
| 250 | if (result.stopProcessing) | ||
| 251 | { | ||
| 252 | break; | ||
| 253 | } | ||
| 254 | } | ||
| 255 | 241 | ||
| 256 | // If movement hasn't been stopped by an intermediary object, and | 242 | processCollision( |
| 257 | // collision checking hasn't been stopped, process the environmental | 243 | entity, |
| 258 | // boundaries closest to the entity. | 244 | collider, |
| 259 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 245 | Direction::left, |
| 260 | { | 246 | colliderPonder.colliderType, |
| 261 | double boundaryAxis = it->first; | 247 | colliderTrans.x + colliderTrans.w, |
| 248 | colliderTrans.y, | ||
| 249 | colliderTrans.y + colliderTrans.h, | ||
| 250 | result); | ||
| 262 | 251 | ||
| 263 | for (; | 252 | if (result.stopProcessing) |
| 264 | (it != std::end(mappable.leftBoundaries)) && | 253 | { |
| 265 | (it->first == boundaryAxis); | 254 | break; |
| 266 | it++) | 255 | } |
| 256 | } | ||
| 257 | |||
| 258 | // If movement hasn't been stopped by an intermediary object, and | ||
| 259 | // collision checking hasn't been stopped, process the environmental | ||
| 260 | // boundaries closest to the entity. | ||
| 261 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 267 | { | 262 | { |
| 268 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | 263 | double boundaryAxis = it->first; |
| 264 | |||
| 265 | for (; | ||
| 266 | (it != std::end(mappable.leftBoundaries)) && | ||
| 267 | (it->first == boundaryAxis); | ||
| 268 | it++) | ||
| 269 | { | 269 | { |
| 270 | processCollision( | 270 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 271 | entity, | ||
| 272 | mapEntity, | ||
| 273 | Direction::left, | ||
| 274 | it->second.type, | ||
| 275 | it->first, | ||
| 276 | it->second.lower, | ||
| 277 | it->second.upper, | ||
| 278 | result); | ||
| 279 | |||
| 280 | if (result.stopProcessing) | ||
| 281 | { | 271 | { |
| 282 | break; | 272 | processCollision( |
| 273 | entity, | ||
| 274 | mapEntity, | ||
| 275 | Direction::left, | ||
| 276 | it->second.type, | ||
| 277 | it->first, | ||
| 278 | it->second.lower, | ||
| 279 | it->second.upper, | ||
| 280 | result); | ||
| 281 | |||
| 282 | if (result.stopProcessing) | ||
| 283 | { | ||
| 284 | break; | ||
| 285 | } | ||
| 283 | } | 286 | } |
| 284 | } | 287 | } |
| 285 | } | 288 | } |
| 286 | } | 289 | } else if (result.newX > oldX) |
| 287 | } else if (result.newX > oldX) | ||
| 288 | { | ||
| 289 | bool boundaryCollision = false; | ||
| 290 | auto it = mappable.rightBoundaries.lower_bound(oldRight); | ||
| 291 | |||
| 292 | // Find the axis distance of the closest environmental boundary. | ||
| 293 | for (; | ||
| 294 | (it != std::end(mappable.rightBoundaries)) | ||
| 295 | && (it->first <= (result.newX + transformable.w)); | ||
| 296 | it++) | ||
| 297 | { | 290 | { |
| 298 | // Check that the boundary is in range for the other axis. | 291 | bool boundaryCollision = false; |
| 299 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | 292 | auto it = mappable.rightBoundaries.lower_bound(oldRight); |
| 293 | |||
| 294 | // Find the axis distance of the closest environmental boundary. | ||
| 295 | for (; | ||
| 296 | (it != std::end(mappable.rightBoundaries)) | ||
| 297 | && (it->first <= (result.newX + transformable.w)); | ||
| 298 | it++) | ||
| 300 | { | 299 | { |
| 301 | // We have a collision! | 300 | // Check that the boundary is in range for the other axis. |
| 302 | boundaryCollision = true; | 301 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 302 | { | ||
| 303 | // We have a collision! | ||
| 304 | boundaryCollision = true; | ||
| 303 | 305 | ||
| 304 | break; | 306 | break; |
| 307 | } | ||
| 305 | } | 308 | } |
| 306 | } | ||
| 307 | 309 | ||
| 308 | // Find a list of potential colliders, sorted so that the closest is | 310 | // Find a list of potential colliders, sorted so that the closest is |
| 309 | // first. | 311 | // first. |
| 310 | std::vector<id_type> colliders; | 312 | std::vector<id_type> colliders; |
| 311 | 313 | ||
| 312 | for (id_type collider : entities) | 314 | for (id_type collider : entities) |
| 313 | { | ||
| 314 | // Can't collide with self. | ||
| 315 | if (collider == entity) | ||
| 316 | { | 315 | { |
| 317 | continue; | 316 | // Can't collide with self. |
| 318 | } | 317 | if (collider == entity) |
| 318 | { | ||
| 319 | continue; | ||
| 320 | } | ||
| 319 | 321 | ||
| 320 | auto& colliderPonder = game_.getEntityManager(). | 322 | auto& colliderPonder = game_.getEntityManager(). |
| 321 | getComponent<PonderableComponent>(collider); | 323 | getComponent<PonderableComponent>(collider); |
| 322 | 324 | ||
| 323 | // Only check objects that are active. | 325 | // Only check objects that are active and collidable. |
| 324 | if (!colliderPonder.active) | 326 | if (!colliderPonder.active || !colliderPonder.collidable) |
| 325 | { | 327 | { |
| 326 | continue; | 328 | continue; |
| 327 | } | 329 | } |
| 328 | 330 | ||
| 329 | auto& colliderTrans = game_.getEntityManager(). | 331 | auto& colliderTrans = game_.getEntityManager(). |
| 330 | getComponent<TransformableComponent>(collider); | 332 | getComponent<TransformableComponent>(collider); |
| 331 | 333 | ||
| 332 | // Check if the entity would move into the potential collider, | 334 | // Check if the entity would move into the potential collider, |
| 333 | if ((colliderTrans.x < result.newX + transformable.w) && | 335 | if ((colliderTrans.x < result.newX + transformable.w) && |
| 334 | // that it wasn't already colliding, | 336 | // that it wasn't already colliding, |
| 335 | (colliderTrans.x >= oldRight) && | 337 | (colliderTrans.x >= oldRight) && |
| 336 | // that the position on the other axis is in range, | 338 | // that the position on the other axis is in range, |
| 337 | (colliderTrans.y + colliderTrans.h > oldY) && | 339 | (colliderTrans.y + colliderTrans.h > oldY) && |
| 338 | (colliderTrans.y < oldBottom) && | 340 | (colliderTrans.y < oldBottom) && |
| 339 | // and that the collider is not farther away than the environmental | 341 | // and that the collider is not farther away than the environmental |
| 340 | // boundary. | 342 | // boundary. |
| 341 | (!boundaryCollision || (colliderTrans.x <= it->first))) | 343 | (!boundaryCollision || (colliderTrans.x <= it->first))) |
| 342 | { | 344 | { |
| 343 | colliders.push_back(collider); | 345 | colliders.push_back(collider); |
| 346 | } | ||
| 344 | } | 347 | } |
| 345 | } | ||
| 346 | |||
| 347 | std::sort( | ||
| 348 | std::begin(colliders), | ||
| 349 | std::end(colliders), | ||
| 350 | [&] (id_type left, id_type right) { | ||
| 351 | auto& leftTrans = game_.getEntityManager(). | ||
| 352 | getComponent<TransformableComponent>(left); | ||
| 353 | 348 | ||
| 354 | auto& rightTrans = game_.getEntityManager(). | 349 | std::sort( |
| 355 | getComponent<TransformableComponent>(right); | 350 | std::begin(colliders), |
| 351 | std::end(colliders), | ||
| 352 | [&] (id_type left, id_type right) { | ||
| 353 | auto& leftTrans = game_.getEntityManager(). | ||
| 354 | getComponent<TransformableComponent>(left); | ||
| 356 | 355 | ||
| 357 | return (leftTrans.x < rightTrans.x); | 356 | auto& rightTrans = game_.getEntityManager(). |
| 358 | }); | 357 | getComponent<TransformableComponent>(right); |
| 359 | 358 | ||
| 360 | for (id_type collider : colliders) | 359 | return (leftTrans.x < rightTrans.x); |
| 361 | { | 360 | }); |
| 362 | auto& colliderTrans = game_.getEntityManager(). | ||
| 363 | getComponent<TransformableComponent>(collider); | ||
| 364 | 361 | ||
| 365 | // Check if the entity would still move into the potential collider. | 362 | for (id_type collider : colliders) |
| 366 | if (colliderTrans.x >= result.newX + transformable.w) | ||
| 367 | { | 363 | { |
| 368 | break; | 364 | auto& colliderTrans = game_.getEntityManager(). |
| 369 | } | 365 | getComponent<TransformableComponent>(collider); |
| 370 | 366 | ||
| 371 | auto& colliderPonder = game_.getEntityManager(). | 367 | // Check if the entity would still move into the potential collider. |
| 372 | getComponent<PonderableComponent>(collider); | 368 | if (colliderTrans.x >= result.newX + transformable.w) |
| 369 | { | ||
| 370 | break; | ||
| 371 | } | ||
| 373 | 372 | ||
| 374 | processCollision( | 373 | auto& colliderPonder = game_.getEntityManager(). |
| 375 | entity, | 374 | getComponent<PonderableComponent>(collider); |
| 376 | collider, | ||
| 377 | Direction::right, | ||
| 378 | colliderPonder.colliderType, | ||
| 379 | colliderTrans.x, | ||
| 380 | colliderTrans.y, | ||
| 381 | colliderTrans.y + colliderTrans.h, | ||
| 382 | result); | ||
| 383 | |||
| 384 | if (result.stopProcessing) | ||
| 385 | { | ||
| 386 | break; | ||
| 387 | } | ||
| 388 | } | ||
| 389 | 375 | ||
| 390 | // If movement hasn't been stopped by an intermediary object, and | 376 | processCollision( |
| 391 | // collision checking hasn't been stopped, process the environmental | 377 | entity, |
| 392 | // boundaries closest to the entity. | 378 | collider, |
| 393 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 379 | Direction::right, |
| 394 | { | 380 | colliderPonder.colliderType, |
| 395 | double boundaryAxis = it->first; | 381 | colliderTrans.x, |
| 382 | colliderTrans.y, | ||
| 383 | colliderTrans.y + colliderTrans.h, | ||
| 384 | result); | ||
| 396 | 385 | ||
| 397 | for (; | 386 | if (result.stopProcessing) |
| 398 | (it != std::end(mappable.rightBoundaries)) && | 387 | { |
| 399 | (it->first == boundaryAxis); | 388 | break; |
| 400 | it++) | 389 | } |
| 390 | } | ||
| 391 | |||
| 392 | // If movement hasn't been stopped by an intermediary object, and | ||
| 393 | // collision checking hasn't been stopped, process the environmental | ||
| 394 | // boundaries closest to the entity. | ||
| 395 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 401 | { | 396 | { |
| 402 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) | 397 | double boundaryAxis = it->first; |
| 398 | |||
| 399 | for (; | ||
| 400 | (it != std::end(mappable.rightBoundaries)) && | ||
| 401 | (it->first == boundaryAxis); | ||
| 402 | it++) | ||
| 403 | { | 403 | { |
| 404 | processCollision( | 404 | if ((oldBottom > it->second.lower) && (oldY < it->second.upper)) |
| 405 | entity, | ||
| 406 | mapEntity, | ||
| 407 | Direction::right, | ||
| 408 | it->second.type, | ||
| 409 | it->first, | ||
| 410 | it->second.lower, | ||
| 411 | it->second.upper, | ||
| 412 | result); | ||
| 413 | |||
| 414 | if (result.stopProcessing) | ||
| 415 | { | 405 | { |
| 416 | break; | 406 | processCollision( |
| 407 | entity, | ||
| 408 | mapEntity, | ||
| 409 | Direction::right, | ||
| 410 | it->second.type, | ||
| 411 | it->first, | ||
| 412 | it->second.lower, | ||
| 413 | it->second.upper, | ||
| 414 | result); | ||
| 415 | |||
| 416 | if (result.stopProcessing) | ||
| 417 | { | ||
| 418 | break; | ||
| 419 | } | ||
| 417 | } | 420 | } |
| 418 | } | 421 | } |
| 419 | } | 422 | } |
| @@ -421,277 +424,280 @@ void PonderingSystem::tickBody( | |||
| 421 | } | 424 | } |
| 422 | 425 | ||
| 423 | // Find vertical collisions | 426 | // Find vertical collisions |
| 424 | result.touchedWall = false; | 427 | if (ponderable.collidable && !result.stopProcessing) |
| 425 | |||
| 426 | if ((!result.stopProcessing) && (result.newY < oldY)) | ||
| 427 | { | 428 | { |
| 428 | bool boundaryCollision = false; | 429 | result.touchedWall = false; |
| 429 | auto it = mappable.upBoundaries.lower_bound(oldY); | 430 | |
| 430 | 431 | if (result.newY < oldY) | |
| 431 | // Find the axis distance of the closest environmental boundary. | ||
| 432 | for (; | ||
| 433 | (it != std::end(mappable.upBoundaries)) && | ||
| 434 | (it->first >= result.newY); | ||
| 435 | it++) | ||
| 436 | { | 432 | { |
| 437 | // Check that the boundary is in range for the other axis. | 433 | bool boundaryCollision = false; |
| 438 | if ((result.newX + transformable.h > it->second.lower) && | 434 | auto it = mappable.upBoundaries.lower_bound(oldY); |
| 439 | (result.newX < it->second.upper)) | 435 | |
| 436 | // Find the axis distance of the closest environmental boundary. | ||
| 437 | for (; | ||
| 438 | (it != std::end(mappable.upBoundaries)) && | ||
| 439 | (it->first >= result.newY); | ||
| 440 | it++) | ||
| 440 | { | 441 | { |
| 441 | // We have a collision! | 442 | // Check that the boundary is in range for the other axis. |
| 442 | boundaryCollision = true; | 443 | if ((result.newX + transformable.h > it->second.lower) && |
| 444 | (result.newX < it->second.upper)) | ||
| 445 | { | ||
| 446 | // We have a collision! | ||
| 447 | boundaryCollision = true; | ||
| 443 | 448 | ||
| 444 | break; | 449 | break; |
| 450 | } | ||
| 445 | } | 451 | } |
| 446 | } | ||
| 447 | 452 | ||
| 448 | // Find a list of potential colliders, sorted so that the closest is | 453 | // Find a list of potential colliders, sorted so that the closest is |
| 449 | // first. | 454 | // first. |
| 450 | std::vector<id_type> colliders; | 455 | std::vector<id_type> colliders; |
| 451 | 456 | ||
| 452 | for (id_type collider : entities) | 457 | for (id_type collider : entities) |
| 453 | { | ||
| 454 | // Can't collide with self. | ||
| 455 | if (collider == entity) | ||
| 456 | { | 458 | { |
| 457 | continue; | 459 | // Can't collide with self. |
| 458 | } | 460 | if (collider == entity) |
| 461 | { | ||
| 462 | continue; | ||
| 463 | } | ||
| 459 | 464 | ||
| 460 | auto& colliderPonder = game_.getEntityManager(). | 465 | auto& colliderPonder = game_.getEntityManager(). |
| 461 | getComponent<PonderableComponent>(collider); | 466 | getComponent<PonderableComponent>(collider); |
| 462 | 467 | ||
| 463 | // Only check objects that are active. | 468 | // Only check objects that are active and collidable. |
| 464 | if (!colliderPonder.active) | 469 | if (!colliderPonder.active || !colliderPonder.collidable) |
| 465 | { | 470 | { |
| 466 | continue; | 471 | continue; |
| 467 | } | 472 | } |
| 468 | 473 | ||
| 469 | auto& colliderTrans = game_.getEntityManager(). | 474 | auto& colliderTrans = game_.getEntityManager(). |
| 470 | getComponent<TransformableComponent>(collider); | 475 | getComponent<TransformableComponent>(collider); |
| 471 | 476 | ||
| 472 | // Check if the entity would move into the potential collider, | 477 | // Check if the entity would move into the potential collider, |
| 473 | if ((colliderTrans.y + colliderTrans.h > result.newY) && | 478 | if ((colliderTrans.y + colliderTrans.h > result.newY) && |
| 474 | // that it wasn't already colliding, | 479 | // that it wasn't already colliding, |
| 475 | (colliderTrans.y + colliderTrans.h <= oldY) && | 480 | (colliderTrans.y + colliderTrans.h <= oldY) && |
| 476 | // that the position on the other axis is in range, | 481 | // that the position on the other axis is in range, |
| 477 | (colliderTrans.x + colliderTrans.w > result.newX) && | 482 | (colliderTrans.x + colliderTrans.w > result.newX) && |
| 478 | (colliderTrans.x < result.newX + transformable.w) && | 483 | (colliderTrans.x < result.newX + transformable.w) && |
| 479 | // and that the collider is not farther away than the environmental | 484 | // and that the collider is not farther away than the environmental |
| 480 | // boundary. | 485 | // boundary. |
| 481 | (!boundaryCollision || | 486 | (!boundaryCollision || |
| 482 | (colliderTrans.y + colliderTrans.h >= it->first))) | 487 | (colliderTrans.y + colliderTrans.h >= it->first))) |
| 483 | { | 488 | { |
| 484 | colliders.push_back(collider); | 489 | colliders.push_back(collider); |
| 490 | } | ||
| 485 | } | 491 | } |
| 486 | } | ||
| 487 | |||
| 488 | std::sort( | ||
| 489 | std::begin(colliders), | ||
| 490 | std::end(colliders), | ||
| 491 | [&] (id_type left, id_type right) { | ||
| 492 | auto& leftTrans = game_.getEntityManager(). | ||
| 493 | getComponent<TransformableComponent>(left); | ||
| 494 | 492 | ||
| 495 | auto& rightTrans = game_.getEntityManager(). | 493 | std::sort( |
| 496 | getComponent<TransformableComponent>(right); | 494 | std::begin(colliders), |
| 495 | std::end(colliders), | ||
| 496 | [&] (id_type left, id_type right) { | ||
| 497 | auto& leftTrans = game_.getEntityManager(). | ||
| 498 | getComponent<TransformableComponent>(left); | ||
| 497 | 499 | ||
| 498 | return (rightTrans.y < leftTrans.y); | 500 | auto& rightTrans = game_.getEntityManager(). |
| 499 | }); | 501 | getComponent<TransformableComponent>(right); |
| 500 | 502 | ||
| 501 | for (id_type collider : colliders) | 503 | return (rightTrans.y < leftTrans.y); |
| 502 | { | 504 | }); |
| 503 | auto& colliderTrans = game_.getEntityManager(). | ||
| 504 | getComponent<TransformableComponent>(collider); | ||
| 505 | 505 | ||
| 506 | // Check if the entity would still move into the potential collider. | 506 | for (id_type collider : colliders) |
| 507 | if (colliderTrans.y + colliderTrans.h <= result.newY) | ||
| 508 | { | 507 | { |
| 509 | break; | 508 | auto& colliderTrans = game_.getEntityManager(). |
| 510 | } | 509 | getComponent<TransformableComponent>(collider); |
| 511 | 510 | ||
| 512 | auto& colliderPonder = game_.getEntityManager(). | 511 | // Check if the entity would still move into the potential collider. |
| 513 | getComponent<PonderableComponent>(collider); | 512 | if (colliderTrans.y + colliderTrans.h <= result.newY) |
| 513 | { | ||
| 514 | break; | ||
| 515 | } | ||
| 514 | 516 | ||
| 515 | processCollision( | 517 | auto& colliderPonder = game_.getEntityManager(). |
| 516 | entity, | 518 | getComponent<PonderableComponent>(collider); |
| 517 | collider, | ||
| 518 | Direction::up, | ||
| 519 | colliderPonder.colliderType, | ||
| 520 | colliderTrans.y + colliderTrans.h, | ||
| 521 | colliderTrans.x, | ||
| 522 | colliderTrans.x + colliderTrans.w, | ||
| 523 | result); | ||
| 524 | |||
| 525 | if (result.stopProcessing) | ||
| 526 | { | ||
| 527 | break; | ||
| 528 | } | ||
| 529 | } | ||
| 530 | 519 | ||
| 531 | // If movement hasn't been stopped by an intermediary object, and | 520 | processCollision( |
| 532 | // collision checking hasn't been stopped, process the environmental | 521 | entity, |
| 533 | // boundaries closest to the entity. | 522 | collider, |
| 534 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 523 | Direction::up, |
| 535 | { | 524 | colliderPonder.colliderType, |
| 536 | double boundaryAxis = it->first; | 525 | colliderTrans.y + colliderTrans.h, |
| 526 | colliderTrans.x, | ||
| 527 | colliderTrans.x + colliderTrans.w, | ||
| 528 | result); | ||
| 537 | 529 | ||
| 538 | for (; | 530 | if (result.stopProcessing) |
| 539 | (it != std::end(mappable.upBoundaries)) && | 531 | { |
| 540 | (it->first == boundaryAxis); | 532 | break; |
| 541 | it++) | 533 | } |
| 534 | } | ||
| 535 | |||
| 536 | // If movement hasn't been stopped by an intermediary object, and | ||
| 537 | // collision checking hasn't been stopped, process the environmental | ||
| 538 | // boundaries closest to the entity. | ||
| 539 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 542 | { | 540 | { |
| 543 | if ((result.newX + transformable.w > it->second.lower) && | 541 | double boundaryAxis = it->first; |
| 544 | (result.newX < it->second.upper)) | 542 | |
| 543 | for (; | ||
| 544 | (it != std::end(mappable.upBoundaries)) && | ||
| 545 | (it->first == boundaryAxis); | ||
| 546 | it++) | ||
| 545 | { | 547 | { |
| 546 | processCollision( | 548 | if ((result.newX + transformable.w > it->second.lower) && |
| 547 | entity, | 549 | (result.newX < it->second.upper)) |
| 548 | mapEntity, | ||
| 549 | Direction::up, | ||
| 550 | it->second.type, | ||
| 551 | it->first, | ||
| 552 | it->second.lower, | ||
| 553 | it->second.upper, | ||
| 554 | result); | ||
| 555 | |||
| 556 | if (result.stopProcessing) | ||
| 557 | { | 550 | { |
| 558 | break; | 551 | processCollision( |
| 552 | entity, | ||
| 553 | mapEntity, | ||
| 554 | Direction::up, | ||
| 555 | it->second.type, | ||
| 556 | it->first, | ||
| 557 | it->second.lower, | ||
| 558 | it->second.upper, | ||
| 559 | result); | ||
| 560 | |||
| 561 | if (result.stopProcessing) | ||
| 562 | { | ||
| 563 | break; | ||
| 564 | } | ||
| 559 | } | 565 | } |
| 560 | } | 566 | } |
| 561 | } | 567 | } |
| 562 | } | 568 | } else if (result.newY > oldY) |
| 563 | } else if ((!result.stopProcessing) && (result.newY > oldY)) | ||
| 564 | { | ||
| 565 | bool boundaryCollision = false; | ||
| 566 | auto it = mappable.downBoundaries.lower_bound(oldBottom); | ||
| 567 | |||
| 568 | // Find the axis distance of the closest environmental boundary. | ||
| 569 | for (; | ||
| 570 | (it != std::end(mappable.downBoundaries)) | ||
| 571 | && (it->first <= (result.newY + transformable.h)); | ||
| 572 | it++) | ||
| 573 | { | 569 | { |
| 574 | // Check that the boundary is in range for the other axis. | 570 | bool boundaryCollision = false; |
| 575 | if ((result.newX + transformable.w > it->second.lower) && | 571 | auto it = mappable.downBoundaries.lower_bound(oldBottom); |
| 576 | (result.newX < it->second.upper)) | 572 | |
| 573 | // Find the axis distance of the closest environmental boundary. | ||
| 574 | for (; | ||
| 575 | (it != std::end(mappable.downBoundaries)) | ||
| 576 | && (it->first <= (result.newY + transformable.h)); | ||
| 577 | it++) | ||
| 577 | { | 578 | { |
| 578 | // We have a collision! | 579 | // Check that the boundary is in range for the other axis. |
| 579 | boundaryCollision = true; | 580 | if ((result.newX + transformable.w > it->second.lower) && |
| 581 | (result.newX < it->second.upper)) | ||
| 582 | { | ||
| 583 | // We have a collision! | ||
| 584 | boundaryCollision = true; | ||
| 580 | 585 | ||
| 581 | break; | 586 | break; |
| 587 | } | ||
| 582 | } | 588 | } |
| 583 | } | ||
| 584 | 589 | ||
| 585 | // Find a list of potential colliders, sorted so that the closest is | 590 | // Find a list of potential colliders, sorted so that the closest is |
| 586 | // first. | 591 | // first. |
| 587 | std::vector<id_type> colliders; | 592 | std::vector<id_type> colliders; |
| 588 | 593 | ||
| 589 | for (id_type collider : entities) | 594 | for (id_type collider : entities) |
| 590 | { | ||
| 591 | // Can't collide with self. | ||
| 592 | if (collider == entity) | ||
| 593 | { | 595 | { |
| 594 | continue; | 596 | // Can't collide with self. |
| 595 | } | 597 | if (collider == entity) |
| 598 | { | ||
| 599 | continue; | ||
| 600 | } | ||
| 596 | 601 | ||
| 597 | auto& colliderPonder = game_.getEntityManager(). | 602 | auto& colliderPonder = game_.getEntityManager(). |
| 598 | getComponent<PonderableComponent>(collider); | 603 | getComponent<PonderableComponent>(collider); |
| 599 | 604 | ||
| 600 | // Only check objects that are active. | 605 | // Only check objects that are active and collidable. |
| 601 | if (!colliderPonder.active) | 606 | if (!colliderPonder.active || !colliderPonder.collidable) |
| 602 | { | 607 | { |
| 603 | continue; | 608 | continue; |
| 604 | } | 609 | } |
| 605 | 610 | ||
| 606 | auto& colliderTrans = game_.getEntityManager(). | 611 | auto& colliderTrans = game_.getEntityManager(). |
| 607 | getComponent<TransformableComponent>(collider); | 612 | getComponent<TransformableComponent>(collider); |
| 608 | 613 | ||
| 609 | // Check if the entity would move into the potential collider, | 614 | // Check if the entity would move into the potential collider, |
| 610 | if ((colliderTrans.y < result.newY + transformable.h) && | 615 | if ((colliderTrans.y < result.newY + transformable.h) && |
| 611 | // that it wasn't already colliding, | 616 | // that it wasn't already colliding, |
| 612 | (colliderTrans.y >= oldBottom) && | 617 | (colliderTrans.y >= oldBottom) && |
| 613 | // that the position on the other axis is in range, | 618 | // that the position on the other axis is in range, |
| 614 | (colliderTrans.x + colliderTrans.w > result.newX) && | 619 | (colliderTrans.x + colliderTrans.w > result.newX) && |
| 615 | (colliderTrans.x < result.newX + transformable.w) && | 620 | (colliderTrans.x < result.newX + transformable.w) && |
| 616 | // and that the collider is not farther away than the environmental | 621 | // and that the collider is not farther away than the environmental |
| 617 | // boundary. | 622 | // boundary. |
| 618 | (!boundaryCollision || (colliderTrans.y <= it->first))) | 623 | (!boundaryCollision || (colliderTrans.y <= it->first))) |
| 619 | { | 624 | { |
| 620 | colliders.push_back(collider); | 625 | colliders.push_back(collider); |
| 626 | } | ||
| 621 | } | 627 | } |
| 622 | } | ||
| 623 | |||
| 624 | std::sort( | ||
| 625 | std::begin(colliders), | ||
| 626 | std::end(colliders), | ||
| 627 | [&] (id_type left, id_type right) { | ||
| 628 | auto& leftTrans = game_.getEntityManager(). | ||
| 629 | getComponent<TransformableComponent>(left); | ||
| 630 | 628 | ||
| 631 | auto& rightTrans = game_.getEntityManager(). | 629 | std::sort( |
| 632 | getComponent<TransformableComponent>(right); | 630 | std::begin(colliders), |
| 631 | std::end(colliders), | ||
| 632 | [&] (id_type left, id_type right) { | ||
| 633 | auto& leftTrans = game_.getEntityManager(). | ||
| 634 | getComponent<TransformableComponent>(left); | ||
| 633 | 635 | ||
| 634 | return (leftTrans.y < rightTrans.y); | 636 | auto& rightTrans = game_.getEntityManager(). |
| 635 | }); | 637 | getComponent<TransformableComponent>(right); |
| 636 | 638 | ||
| 637 | for (id_type collider : colliders) | 639 | return (leftTrans.y < rightTrans.y); |
| 638 | { | 640 | }); |
| 639 | auto& colliderTrans = game_.getEntityManager(). | ||
| 640 | getComponent<TransformableComponent>(collider); | ||
| 641 | 641 | ||
| 642 | // Check if the entity would still move into the potential collider. | 642 | for (id_type collider : colliders) |
| 643 | if (colliderTrans.y >= result.newY + transformable.h) | ||
| 644 | { | 643 | { |
| 645 | break; | 644 | auto& colliderTrans = game_.getEntityManager(). |
| 646 | } | 645 | getComponent<TransformableComponent>(collider); |
| 647 | 646 | ||
| 648 | auto& colliderPonder = game_.getEntityManager(). | 647 | // Check if the entity would still move into the potential collider. |
| 649 | getComponent<PonderableComponent>(collider); | 648 | if (colliderTrans.y >= result.newY + transformable.h) |
| 649 | { | ||
| 650 | break; | ||
| 651 | } | ||
| 650 | 652 | ||
| 651 | processCollision( | 653 | auto& colliderPonder = game_.getEntityManager(). |
| 652 | entity, | 654 | getComponent<PonderableComponent>(collider); |
| 653 | collider, | ||
| 654 | Direction::down, | ||
| 655 | colliderPonder.colliderType, | ||
| 656 | colliderTrans.y, | ||
| 657 | colliderTrans.x, | ||
| 658 | colliderTrans.x + colliderTrans.w, | ||
| 659 | result); | ||
| 660 | |||
| 661 | if (result.stopProcessing) | ||
| 662 | { | ||
| 663 | break; | ||
| 664 | } | ||
| 665 | } | ||
| 666 | 655 | ||
| 667 | // If movement hasn't been stopped by an intermediary object, and | 656 | processCollision( |
| 668 | // collision checking hasn't been stopped, process the environmental | 657 | entity, |
| 669 | // boundaries closest to the entity. | 658 | collider, |
| 670 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | 659 | Direction::down, |
| 671 | { | 660 | colliderPonder.colliderType, |
| 672 | double boundaryAxis = it->first; | 661 | colliderTrans.y, |
| 662 | colliderTrans.x, | ||
| 663 | colliderTrans.x + colliderTrans.w, | ||
| 664 | result); | ||
| 673 | 665 | ||
| 674 | for (; | 666 | if (result.stopProcessing) |
| 675 | (it != std::end(mappable.downBoundaries)) && | 667 | { |
| 676 | (it->first == boundaryAxis); | 668 | break; |
| 677 | it++) | 669 | } |
| 670 | } | ||
| 671 | |||
| 672 | // If movement hasn't been stopped by an intermediary object, and | ||
| 673 | // collision checking hasn't been stopped, process the environmental | ||
| 674 | // boundaries closest to the entity. | ||
| 675 | if (!result.stopProcessing && !result.touchedWall && boundaryCollision) | ||
| 678 | { | 676 | { |
| 679 | if ((result.newX + transformable.w > it->second.lower) && | 677 | double boundaryAxis = it->first; |
| 680 | (result.newX < it->second.upper)) | 678 | |
| 679 | for (; | ||
| 680 | (it != std::end(mappable.downBoundaries)) && | ||
| 681 | (it->first == boundaryAxis); | ||
| 682 | it++) | ||
| 681 | { | 683 | { |
| 682 | processCollision( | 684 | if ((result.newX + transformable.w > it->second.lower) && |
| 683 | entity, | 685 | (result.newX < it->second.upper)) |
| 684 | mapEntity, | ||
| 685 | Direction::down, | ||
| 686 | it->second.type, | ||
| 687 | it->first, | ||
| 688 | it->second.lower, | ||
| 689 | it->second.upper, | ||
| 690 | result); | ||
| 691 | |||
| 692 | if (result.stopProcessing) | ||
| 693 | { | 686 | { |
| 694 | break; | 687 | processCollision( |
| 688 | entity, | ||
| 689 | mapEntity, | ||
| 690 | Direction::down, | ||
| 691 | it->second.type, | ||
| 692 | it->first, | ||
| 693 | it->second.lower, | ||
| 694 | it->second.upper, | ||
| 695 | result); | ||
| 696 | |||
| 697 | if (result.stopProcessing) | ||
| 698 | { | ||
| 699 | break; | ||
| 700 | } | ||
| 695 | } | 701 | } |
| 696 | } | 702 | } |
| 697 | } | 703 | } |
