diff options
Diffstat (limited to 'src/systems')
-rw-r--r-- | src/systems/pondering.cpp | 880 |
1 files changed, 443 insertions, 437 deletions
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 | } |