game2006/server/gameserver/collision.cc
aozhiwei 3dd8c03183 1
2023-01-11 16:00:43 +08:00

90 lines
2.3 KiB
C++

#include "precompile.h"
#include <math.h>
#include <a8/collision.h>
#include "collision.h"
#include "creature.h"
bool Collision::CheckBullet(IBullet* bullet, Creature* c)
{
return a8::IntersectCylinderCylinder
(
bullet->GetPos().ToGlmVec3(), bullet->GetHitRadius() * 0.6, 10,
c->GetPos().ToGlmVec3(), c->GetHitRadius(), 10
);
}
bool Collision::CheckBullet(IBullet* bullet, Entity* c)
{
return false;
}
bool Collision::CheckCC(Creature* a, Creature* b)
{
return false;
}
bool Collision::CheckCC(Creature* a, float radius, Creature* b, float radis)
{
return false;
}
bool Collision::CheckCB(Creature* c, Obstacle* b)
{
return false;
}
bool Collision::CheckCB(Creature* c, float c_radius, Obstacle* b, float b_radius)
{
return false;
}
static float TwoDistance(float x1, float y1, float x2, float y2)
{
return pow(pow((x1 - x2), 2.0f) + pow((y1 - y2), 2.0f), 0.5);
}
static float rot(float x1, float y1, float x2, float y2)
{
float value = (y1 - y2) / (x1 - x2);
return atan(value) * 180 / A8_PI;
}
static void GetNewRxRy(float x1, float y1, float x2, float y2, float dro, float& new_rx, float& new_ry)
{
float distance = TwoDistance(x1, y1, x2, y2);
float new_rot = rot(x1, y1, x2, y2) - dro;
new_rx = cos(new_rot / 180 * A8_PI) * distance;
new_ry = sin(new_rot / 180 * A8_PI) * distance;
}
bool Collision::Check2dRotationRectangle(float rx, float ry, float r, float dx, float dy, float dw, float dh, float dro)
{
float new_rx = 0.0f;
float new_ry = 0.0f;
GetNewRxRy(rx, ry, dx, dy, dro, new_rx, new_ry);
float tmp_dx = std::min(new_rx, dw * 0.5f);
float tmp_dx1 = std::max(tmp_dx, -dw * 0.5f);
float tmp_dy = std::min(new_ry, dh * 0.5f);
float tmp_dy1 = std::max(tmp_dy, -dh * 0.5f);
#ifdef DEBUG1
a8::XPrintf("new_rx:%f new_ry:%f dx1:%f dy1:%f dro:%f v1:%f v2:%f r:%f,%f d:%f,%f\n",
{
new_rx,
new_ry,
tmp_dx1,
tmp_dy1,
dro,
(tmp_dx1 - new_rx) * (tmp_dx1 - new_rx) + (tmp_dy1 - new_ry) * (tmp_dy1 - new_ry) ,
r*r,
rx,ry,
dx,dy
});
#endif
return (tmp_dx1 - new_rx) * (tmp_dx1 - new_rx) + (tmp_dy1 - new_ry) * (tmp_dy1 - new_ry) <= r * r;
}