完成碰撞检测
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@ -1,9 +1,77 @@
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#include "precompile.h"
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#include <algorithm>
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#include "entity.h"
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#include "collider.h"
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static bool IntersectAabbCircle(AabbCollider* a, CircleCollider* b)
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{
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if (b->pos.x >= a->_min.x && b->pos.x <= a->_max.x &&
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b->pos.y >= a->_min.y && b->pos.y <= a->_max.y) {
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return true;
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}
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Vector2D nearest_point(a8::Clamp(b->pos.x, a->_min.x, a->_max.y),
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a8::Clamp(b->pos.y, a->_min.y, a->_max.y));
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Vector2D i = b->pos - nearest_point;
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float n = a8::LengthSqr(i);
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return n < b->rad*b->rad;
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}
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static bool IntersectAabbAabb(AabbCollider* a, AabbCollider* b)
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{
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Vector2D a_v = (a->_max - a->_min) * 0.5f;
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Vector2D a_center = a->_min + a_v;
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Vector2D b_v = (b->_max - b->_min) * 0.5f;
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Vector2D b_center = b->_min + b_v;
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Vector2D z = b_center - a_center;
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float u = a_v.x + b_v.x - std::abs(z.x);
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return u > 0;
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}
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static bool IntersectCircleCircle(CircleCollider* a, CircleCollider* b)
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{
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float t = a->rad + b->rad;
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Vector2D d = b->pos - a->pos;
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float n = a8::LengthSqr(d);
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return n < t*t;
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}
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bool ColliderComponent::Intersect(ColliderComponent* b)
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{
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switch (type) {
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case CT_Aabb:
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{
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switch (b->type) {
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case CT_Aabb:
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{
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return IntersectAabbAabb((AabbCollider*)this, (AabbCollider*)b);
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}
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break;
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case CT_Circle:
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{
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return IntersectAabbCircle((AabbCollider*)this, (CircleCollider*)b);
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}
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break;
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}
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};
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break;
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case CT_Circle:
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{
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switch (b->type) {
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case CT_Aabb:
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{
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return IntersectAabbCircle((AabbCollider*)b, (CircleCollider*)this);
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}
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break;
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case CT_Circle:
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{
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return IntersectCircleCircle((CircleCollider*)this, (CircleCollider*)b);
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}
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break;
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}
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}
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break;
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}
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return false;
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}
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@ -40,12 +40,15 @@ Player* Room::GetPlayerByAccountId(const std::string& accountid)
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}
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Player* Room::GetPlayerByUniId(unsigned short uniid)
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{
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Entity* entity = GetEntityByUniId(uniid);
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return entity->entity_type == ET_Player && entity->entity_subtype == EST_Player ? (Player*)entity : nullptr;
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}
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Entity* Room::GetEntityByUniId(unsigned short uniid)
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{
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auto itr = uniid_hash_.find(uniid);
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return itr != uniid_hash_.end() &&
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itr->second->entity_type == ET_Player &&
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itr->second->entity_subtype == EST_Player ?
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(Player*)itr->second : nullptr;
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return itr != uniid_hash_.end() ? itr->second : nullptr;
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}
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int Room::AliveCount()
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@ -65,7 +68,8 @@ void Room::AddPlayer(Player* hum)
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unsigned short Room::AllocUniid()
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{
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return ++current_uniid;
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while (GetEntityByUniId(++current_uniid)) {}
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return current_uniid;
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}
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void Room::ShuaAndroid()
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@ -90,6 +94,9 @@ void Room::ShuaAndroid()
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bool Room::RandomPos(Human* hum, float distance, Vector2D& out_pos)
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{
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for (auto& pair : uniid_hash_) {
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}
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return false;
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}
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@ -36,12 +36,13 @@ public:
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int AliveCount();
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Player* GetPlayerByAccountId(const std::string& accountid);
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Player* GetPlayerByUniId(unsigned short uniid);
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Entity* GetEntityByUniId(unsigned short uniid);
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void AddPlayer(Player* hum);
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void AddBullet(Bullet* bullet);
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unsigned short AllocUniid();
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void ShuaAndroid();
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bool RandomPos(Human* hum, float distance, Vector2D& out_pos);
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Human* SearchEnemy(Human* hum);
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void AddBullet(Bullet* bullet);
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private:
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unsigned short current_uniid = 0;
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2
third_party/a8engine
vendored
2
third_party/a8engine
vendored
@ -1 +1 @@
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Subproject commit e2f4d2c9a4bb653ad6b37413d3dc3d9ca217a8de
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Subproject commit 1eaf2da087ab028b1b859551605bdf8a32f683e5
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