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collisionhandler.cpp
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336 lines (253 loc) · 10.6 KB
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#include "prism/collisionhandler.h"
#include <stdlib.h>
#include <stdio.h>
#include "prism/datastructures.h"
#include "prism/memoryhandler.h"
#include "prism/drawing.h"
#include "prism/log.h"
#include "prism/system.h"
#include "prism/screeneffect.h"
#include "prism/geometry.h"
#include <prism/stlutil.h>
using namespace std;
namespace prism {
typedef struct {
CollisionListData* mList1;
CollisionListData* mList2;
} CollisionListPair;
typedef struct {
int mIsActive;
TextureData mWhiteCircleTexture;
Position* mScreenPositionReference;
} CollisionHandlerDebugData;
static struct {
map<int, CollisionListData> mCollisionLists;
map<int, CollisionListPair> mCollisionListPairs;
CollisionHandlerDebugData mDebug;
int mIsOwningColliders;
} gCollisionHandler;
void setupCollisionHandler() {
gCollisionHandler.mCollisionLists.clear();
gCollisionHandler.mCollisionListPairs.clear();
gCollisionHandler.mIsOwningColliders = 0;
}
static void destroyCollisionElement(CollisionListElement* e) {
if (gCollisionHandler.mIsOwningColliders || e->mIsColliderOwned) {
destroyCollider(&e->mCollider);
}
}
static void cleanSingleCollisionListElement(CollisionListElement& tData) {
destroyCollisionElement(&tData);
}
static void cleanSingleCollisionList(CollisionListData& tData) {
CollisionListData* data = &tData;
stl_int_map_map(data->mCollisionElements, cleanSingleCollisionListElement);
data->mCollisionElements.clear();
}
void shutdownCollisionHandler() {
stl_int_map_map(gCollisionHandler.mCollisionLists, cleanSingleCollisionList);
gCollisionHandler.mCollisionLists.clear();
gCollisionHandler.mCollisionListPairs.clear();
}
static void checkCollisionElements(CollisionListElement* e1, CollisionListElement& tData) {
CollisionListElement* e2 = &tData;
if (e1->mIsScheduledForDeletion || e2->mIsScheduledForDeletion) return;
if (checkCollisionCollider(e1->mCollider, e2->mCollider)) {
if (e1->mCB) e1->mCB(e1->mCaller, e2->mCollisionData, e2->mListID);
if (e2->mCB) e2->mCB(e2->mCaller, e1->mCollisionData, e1->mListID);
}
}
static void checkAgainstOtherList(CollisionListData* tList, CollisionListElement& tData) {
CollisionListElement* e = &tData;
if (e->mIsScheduledForDeletion) return;
stl_int_map_map(tList->mCollisionElements, checkCollisionElements, e);
}
static int checkElementRemoval(CollisionListElement& tData) {
CollisionListElement* e = &tData;
if (e->mIsScheduledForDeletion) {
destroyCollisionElement(e);
}
return e->mIsScheduledForDeletion;
}
static void updateSingleCollisionPair(CollisionListPair& tData) {
CollisionListPair* data = &tData;
CollisionListData* list1 = data->mList1;
CollisionListData* list2 = data->mList2;
stl_int_map_remove_predicate(list1->mCollisionElements, checkElementRemoval);
stl_int_map_remove_predicate(list2->mCollisionElements, checkElementRemoval);
stl_int_map_map(list1->mCollisionElements, checkAgainstOtherList, list2);
stl_int_map_remove_predicate(list1->mCollisionElements, checkElementRemoval);
stl_int_map_remove_predicate(list2->mCollisionElements, checkElementRemoval);
}
void updateCollisionHandler() {
stl_int_map_map(gCollisionHandler.mCollisionListPairs, updateSingleCollisionPair);
}
static void setColliderOwned(CollisionListElement* e) {
e->mIsColliderOwned = 1;
}
CollisionListElement* addCollisionRectangleToCollisionHandler(CollisionListData* tList, Position* tBasePosition, const CollisionRect& tRect, CollisionCallback tCB, void* tCaller, void* tCollisionData) {
Collider collider = makeColliderFromRect(tRect);
auto element = addColliderToCollisionHandler(tList, tBasePosition, collider, tCB, tCaller, tCollisionData);
setColliderOwned(element);
return element;
}
void changeCollisionRectangleInCollisionHandler(CollisionListElement* e, const CollisionRect& tRect)
{
e->mCollider.mImpl.mRect = tRect;
}
CollisionListElement* addCollisionCircleToCollisionHandler(CollisionListData* tList, Position* tBasePosition, const CollisionCirc& tCirc, CollisionCallback tCB, void* tCaller, void* tCollisionData) {
Collider collider = makeColliderFromCirc(tCirc);
auto element = addColliderToCollisionHandler(tList, tBasePosition, collider, tCB, tCaller, tCollisionData);
setColliderOwned(element);
return element;
}
CollisionListElement* addColliderToCollisionHandler(CollisionListData* tList, Position* tBasePosition, const Collider& tCollider, CollisionCallback tCB, void* tCaller, void* tCollisionData) {
CollisionListElement e;
e.mCollider = tCollider;
e.mIsColliderOwned = 0;
e.mCB = tCB;
e.mCaller = tCaller;
e.mCollisionData = tCollisionData;
e.mIsScheduledForDeletion = 0;
int id = stl_int_map_push_back(tList->mCollisionElements, e);
auto element = &tList->mCollisionElements[id];
element->mID = id;
element->mListID = tList->mID;
setColliderBasePosition(&element->mCollider, tBasePosition);
return element;
}
void addCollisionHandlerCheck(CollisionListData* tList1, CollisionListData* tList2) {
CollisionListPair e;
e.mList1 = tList1;
e.mList2 = tList2;
stl_int_map_push_back(gCollisionHandler.mCollisionListPairs, e);
}
CollisionListData* addCollisionListToHandler() {
CollisionListData e{ 0, {} };
int id = stl_int_map_push_back(gCollisionHandler.mCollisionLists, e);
auto list = &gCollisionHandler.mCollisionLists[id];
list->mID = id;
return list;
}
void removeFromCollisionHandler(CollisionListElement* e) {
e->mIsScheduledForDeletion = 1;
}
void updateColliderForCollisionHandler(CollisionListElement* e, const Collider& tCollider) {
if (e->mIsColliderOwned) {
destroyCollider(&e->mCollider);
}
e->mCollider = tCollider;
}
void setCollisionHandlerOwningColliders() {
gCollisionHandler.mIsOwningColliders = 1;
}
void resolveHandledCollisionMovableStatic(CollisionListElement* e1, CollisionListElement* e2, Position* tPos1, const Velocity& tVel1)
{
resolveCollisionColliderColliderMovableStatic(tPos1, tVel1, e1->mCollider, e2->mCollider);
}
int isHandledCollisionAboveOtherCollision(CollisionListElement* e1, CollisionListElement* e2)
{
return getColliderDown(e1->mCollider) <= getColliderUp(e2->mCollider);
}
int isHandledCollisionBelowOtherCollision(CollisionListElement* e1, CollisionListElement* e2)
{
return getColliderUp(e1->mCollider) >= getColliderDown(e2->mCollider);
}
int isHandledCollisionLeftOfOtherCollision(CollisionListElement* e1, CollisionListElement* e2)
{
return getColliderRight(e1->mCollider) <= getColliderLeft(e2->mCollider);
}
int isHandledCollisionRightOfOtherCollision(CollisionListElement* e1, CollisionListElement* e2)
{
return getColliderLeft(e1->mCollider) >= getColliderRight(e2->mCollider);
}
int isHandledCollisionValid(CollisionListElement* e)
{
if (!stl_map_contains(gCollisionHandler.mCollisionLists, e->mListID)) {
return 0;
}
CollisionListData* list = &gCollisionHandler.mCollisionLists[e->mListID];
if (!stl_map_contains(list->mCollisionElements, e->mID)) {
return 0;
}
return !e->mIsScheduledForDeletion;
}
int isHandledCollisionScheduledForDeletion(CollisionListElement* e)
{
return e->mIsScheduledForDeletion;
}
#define DEBUG_Z 99
static void drawCollisionRect(const CollisionRect& tRect, const Position& tBasePosition, const Position& tScreenPositionOffset, const Vector3D& tColor, double tAlpha) {
double dx = tRect.mBottomRight.x - tRect.mTopLeft.x;
double dy = tRect.mBottomRight.y - tRect.mTopLeft.y;
if (dx < 0 || dy < 0) return;
Position position = tBasePosition + tRect.mTopLeft;
position = vecSub(position, tScreenPositionOffset);
position.z = DEBUG_Z;
Vector3D scale = Vector3D(dx / 16.0, dy / 16.0, 1);
scaleDrawing3D(scale, position);
setDrawingBaseColorAdvanced(tColor.x, tColor.y, tColor.z);
setDrawingTransparency(tAlpha);
TextureData whiteTexture = getEmptyWhiteTexture();
drawSprite(whiteTexture, position, makeRectangleFromTexture(whiteTexture));
setDrawingParametersToIdentity();
}
static void drawCollisionCirc(const CollisionCirc& tCirc, const Position& tBasePosition, const Position& tScreenPositionOffset, const Vector3D& tColor, double tAlpha) {
double r = tCirc.mRadius;
double d = r * 2;
if (r < 0) return;
Position position = tBasePosition + tCirc.mCenter;
position = vecAdd(position, vecScale(Vector3D(r, r, 0), -1));
position = vecSub(position, tScreenPositionOffset);
position.z = DEBUG_Z;
Vector3D scale = Vector3D(d / 16.0, d / 16.0, 1);
scaleDrawing3D(scale, position);
setDrawingBaseColorAdvanced(tColor.x, tColor.y, tColor.z);
setDrawingTransparency(tAlpha);
drawSprite(gCollisionHandler.mDebug.mWhiteCircleTexture, position, makeRectangleFromTexture(gCollisionHandler.mDebug.mWhiteCircleTexture));
setDrawingParametersToIdentity();
}
void drawColliderSolid(const Collider& tCollider, const Position& tOffset, const Position& tScreenPositionOffset, const Vector3D& tColor, double tAlpha) {
Position basePosition;
if (tCollider.mBasePosition) basePosition = *tCollider.mBasePosition;
else basePosition = Vector3D(0, 0, 0);
basePosition = vecAdd(basePosition, tOffset);
if (tCollider.mType == COLLISION_RECT) {
const auto rect = (const CollisionRect*)tCollider;
drawCollisionRect(*rect, basePosition, tScreenPositionOffset, tColor, tAlpha);
}
else if (tCollider.mType == COLLISION_CIRC) {
const auto circ = (const CollisionCirc*)tCollider;
drawCollisionCirc(*circ, basePosition, tScreenPositionOffset, tColor, tAlpha);
}
else {
logError("Unable to draw collision type");
logErrorInteger(tCollider.mType);
recoverFromError();
}
}
static void drawCollisionElement(CollisionListElement& tData) {
CollisionListElement* e = &tData;
Collider col = e->mCollider;
Position screenOffset;
if (gCollisionHandler.mDebug.mScreenPositionReference) screenOffset = *gCollisionHandler.mDebug.mScreenPositionReference;
else screenOffset = Vector3D(0, 0, 0);
drawColliderSolid(col, Vector3D(0, 0, 0), screenOffset, Vector3D(1, 1, 1), 1);
}
static void drawCollisionList(CollisionListData& tData) {
CollisionListData* list = &tData;
stl_int_map_map(list->mCollisionElements, drawCollisionElement);
}
void setCollisionHandlerDebuggingScreenPositionReference(Position* tPosition) {
gCollisionHandler.mDebug.mScreenPositionReference = tPosition;
}
void drawHandledCollisions() {
if (!gCollisionHandler.mDebug.mIsActive) return;
stl_int_map_map(gCollisionHandler.mCollisionLists, drawCollisionList);
}
void activateCollisionHandlerDebugMode() {
gCollisionHandler.mDebug.mIsActive = 1;
gCollisionHandler.mDebug.mWhiteCircleTexture = createWhiteCircleTexture();
gCollisionHandler.mDebug.mScreenPositionReference = NULL;
}
}