X-Git-Url: http://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_grid.pas;h=5ef72f2ace02f5868e1e16771ffa6eefce4c2f53;hb=2d5c517f0d38a9f31e8e780416269ea787852930;hp=427482fda6e4a61ab3d088df39acc4f73e46c3a0;hpb=45a33b9e1eb77bdf57d20c4d350b7cb6e15a0455;p=d2df-sdl.git diff --git a/src/game/g_grid.pas b/src/game/g_grid.pas index 427482f..5ef72f2 100644 --- a/src/game/g_grid.pas +++ b/src/game/g_grid.pas @@ -289,24 +289,6 @@ type end; -// you are not supposed to understand this -// returns `true` if there is an intersection, and enter coords -// enter coords will be equal to (x0, y0) if starting point is inside the box -// if result is `false`, `inx` and `iny` are undefined -function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean; - -// sweep two AABB's to see if and when they are overlapping -// returns `true` if collision was detected (but boxes doesn't overlap) -// u1 and u1 has no sense if no collision was detected -// u0 = normalized time of first collision (i.e. collision starts at myMove*u0) -// u1 = normalized time of second collision (i.e. collision stops after myMove*u1) -// hitedge for `it`: 0: top; 1: right; 2: bottom; 3: left -// enter/exit coords will form non-intersecting configuration (i.e. will be before/after the actual collision) -function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer; - u0: PSingle=nil; hitedge: PInteger=nil; u1: PSingle=nil): Boolean; - -function distanceSq (x0, y0, x1, y1: Integer): Integer; inline; - procedure swapInt (var a: Integer; var b: Integer); inline; //function minInt (a, b: Integer): Integer; inline; //function maxInt (a, b: Integer): Integer; inline; @@ -315,7 +297,7 @@ procedure swapInt (var a: Integer; var b: Integer); inline; implementation uses - SysUtils, e_log, g_console, utils; + SysUtils, e_log, g_console, geom, utils; // ////////////////////////////////////////////////////////////////////////// // @@ -324,105 +306,6 @@ procedure swapInt (var a: Integer; var b: Integer); inline; var t: Integer; begi //function minInt (a, b: Integer): Integer; inline; begin if (a < b) then result := a else result := b; end; //function maxInt (a, b: Integer): Integer; inline; begin if (a > b) then result := a else result := b; end; -function distanceSq (x0, y0, x1, y1: Integer): Integer; inline; begin result := (x1-x0)*(x1-x0)+(y1-y0)*(y1-y0); end; - - -// ////////////////////////////////////////////////////////////////////////// // -function clipLine (var x0, y0, x1, y1: Single; xmin, ymin, xmax, ymax: Single): Boolean; -const - Inside = 0; - Left = 1; - Right = 2; - Bottom = 4; - Top = 8; - - function xcode (x, y: Single): Byte; inline; - begin - result := Inside; - if (x < xmin) then result := result or Left else if (x > xmax) then result := result or Right; - if (y < ymin) then result := result or Bottom else if (y > ymax) then result := result or Top; - end; - -var - outcode0, outcode1, outcodeOut: Byte; - x: Single = 0; - y: Single = 0; -begin - result := false; // accept - outcode0 := xcode(x0, y0); - outcode1 := xcode(x1, y1); - while true do - begin - if ((outcode0 or outcode1) = 0) then begin result := true; exit; end; // accept - if ((outcode0 and outcode1) <> 0) then exit; // reject - outcodeOut := outcode0; - if (outcodeOut = 0) then outcodeOut := outcode1; - if ((outcodeOut and Top) <> 0) then - begin - x := x0+(x1-x0)*(ymax-y0)/(y1-y0); - y := ymax; - end - else if ((outcodeOut and Bottom) <> 0) then - begin - x := x0+(x1-x0)*(ymin-y0)/(y1-y0); - y := ymin; - end - else if ((outcodeOut and Right) <> 0) then - begin - y := y0+(y1-y0)*(xmax-x0)/(x1-x0); - x := xmax; - end - else if ((outcodeOut and Left) <> 0) then - begin - y := y0+(y1-y0)*(xmin-x0)/(x1-x0); - x := xmin; - end; - if (outcodeOut = outcode0) then - begin - x0 := x; - y0 := y; - outcode0 := xcode(x0, y0); - end - else - begin - x1 := x; - y1 := y; - outcode1 := xcode(x1, y1); - end; - end; -end; - - -// returns `true` if there is an intersection, and enter coords -// enter coords will be equal to (x0, y0) if starting point is inside the box -// if result is `false`, `inx` and `iny` are undefined -function lineAABBIntersects (x0, y0, x1, y1: Integer; bx, by, bw, bh: Integer; out inx, iny: Integer): Boolean; -var - sx0, sy0, sx1, sy1: Single; -begin - inx := x0; - iny := y0; - result := false; - if (bw < 1) or (bh < 1) then exit; - if (x0 >= bx) and (y0 >= by) and (x0 < bx+bw) and (y0 < by+bh) then begin result := true; exit; end; - sx0 := x0; sy0 := y0; - sx1 := x1; sy1 := y1; - result := clipLine(sx0, sy0, sx1, sy1, bx, by, bx+bw-1, by+bh-1); - if result then - begin - inx := trunc(sx0); - iny := trunc(sy0); - // hack! - if (inx = bx) then Dec(inx) else if (inx = bx+bw-1) then Inc(inx); - if (iny = by) then Dec(iny) else if (iny = by+bh-1) then Inc(iny); - end - else - begin - inx := x1; - iny := y1; - end; -end; - // ////////////////////////////////////////////////////////////////////////// // constructor TLineWalker.Create (minx, miny, maxx, maxy: Integer); @@ -660,86 +543,6 @@ end; procedure TLineWalker.getXY (out ox, oy: Integer); inline; begin ox := xd; oy := yd; end; -// ////////////////////////////////////////////////////////////////////////// // -function sweepAABB (mex0, mey0, mew, meh: Integer; medx, medy: Integer; itx0, ity0, itw, ith: Integer; - u0: PSingle=nil; hitedge: PInteger=nil; u1: PSingle=nil): Boolean; -var - tin, tout: Single; - - function axisOverlap (me0, me1, it0, it1, d, he0, he1: Integer): Boolean; inline; - var - t: Single; - begin - result := false; - - if (me1 < it0) then - begin - if (d >= 0) then exit; // oops, no hit - t := (me1-it0+1)/d; - if (t > tin) then begin tin := t; hitedge^ := he1; end; - end - else if (it1 < me0) then - begin - if (d <= 0) then exit; // oops, no hit - t := (me0-it1-1)/d; - if (t > tin) then begin tin := t; hitedge^ := he0; end; - end; - - if (d < 0) and (it1 > me0) then - begin - t := (me0-it1-1)/d; - if (t < tout) then tout := t; - end - else if (d > 0) and (me1 > it0) then - begin - t := (me1-it0+1)/d; - if (t < tout) then tout := t; - end; - - result := true; - end; - -var - mex1, mey1, itx1, ity1, vx, vy: Integer; - htt: Integer = -1; -begin - result := false; - if (u0 <> nil) then u0^ := -1.0; - if (u1 <> nil) then u1^ := -1.0; - if (hitedge = nil) then hitedge := @htt else hitedge^ := -1; - - if (mew < 1) or (meh < 1) or (itw < 1) or (ith < 1) then exit; - - mex1 := mex0+mew-1; - mey1 := mey0+meh-1; - itx1 := itx0+itw-1; - ity1 := ity0+ith-1; - - // check if they are overlapping right now (SAT) - //if (mex1 >= itx0) and (mex0 <= itx1) and (mey1 >= ity0) and (mey0 <= ity1) then begin result := true; exit; end; - - if (medx = 0) and (medy = 0) then exit; // both boxes are sationary - - // treat b as stationary, so invert v to get relative velocity - vx := -medx; - vy := -medy; - - tin := -100000000.0; - tout := 100000000.0; - - if not axisOverlap(mex0, mex1, itx0, itx1, vx, 1, 3) then exit; - if not axisOverlap(mey0, mey1, ity0, ity1, vy, 2, 0) then exit; - - if (u0 <> nil) then u0^ := tin; - if (u1 <> nil) then u1^ := tout; - - if (tin <= tout) and (tin >= 0.0) and (tin <= 1.0) then - begin - result := true; - end; -end; - - // ////////////////////////////////////////////////////////////////////////// // procedure TBodyGridBase.TBodyProxyRec.setup (aX, aY, aWidth, aHeight: Integer; aObj: ITP; aTag: Integer); begin