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0545adfac3
Have fun!
118 lines
3.7 KiB
C++
118 lines
3.7 KiB
C++
#include "dpCollisionChecks.h"
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#include "dpEntity.h"
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#include "dpShapeBase.h"
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#include "dpShapeSphere.h"
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#include "dpShapeBox.h"
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#include <iostream>
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#include <algorithm>
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using namespace dpCollisionChecks;
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bool dpCollisionChecks::AreColliding(dpEntity* a, dpEntity* b) {
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auto shapeA = a->GetShape();
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auto shapeB = b->GetShape();
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//Sphere to sphere collision
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if (shapeA->GetShapeType() == dpShapeType::Sphere && shapeB->GetShapeType() == dpShapeType::Sphere) {
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return CheckSpheres(a, b);
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}
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return false;
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}
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bool dpCollisionChecks::CheckSpheres(dpEntity* a, dpEntity* b) {
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if (!a || !b) return false;
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auto posA = a->GetPosition();
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auto distance = Vector3::DistanceSquared(posA, b->GetPosition());
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auto sphereA = static_cast<dpShapeSphere*>(a->GetShape());
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auto sphereB = static_cast<dpShapeSphere*>(b->GetShape());
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const auto radius = sphereA->GetRadius() + sphereB->GetRadius();
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if (distance <= radius * radius)
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return true;
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return false;
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}
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bool dpCollisionChecks::CheckBoxes(dpEntity* a, dpEntity* b) {
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if (!a || !b) return false;
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auto boxA = static_cast<dpShapeBox*>(a->GetShape());
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auto boxB = static_cast<dpShapeBox*>(b->GetShape());
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const auto& posA = a->GetPosition();
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const auto& posB = b->GetPosition();
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for (const auto& vert : boxA->GetVertices()) {
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if (boxB->IsVertInBox(vert))
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return true;
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}
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/*//Check if we're overlapping on X/Z:
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if ((boxA->GetMaxWidth() >= boxB->GetMinWidth()) && //If our max width is greater than starting X of b
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(boxA->GetMinWidth() <= boxB->GetMaxWidth()) && //If our start x is less than b's max width
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(boxA->GetMaxDepth() >= boxB->GetMinDepth()) &&
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(boxA->GetMinDepth() <= boxB->GetMaxDepth())) {
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//Check if we're in the right height
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if (boxA->GetTop() <= boxB->GetTop() && boxA->GetTop() >= boxB->GetBottom() || //If our top Y is within their minY/maxY bounds
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boxA->GetBottom() <= boxB->GetTop() && boxA->GetBottom() >= boxB->GetBottom()) //Or our bottom Y
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return true; //We definitely are colliding.
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}*/
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/*//Check if we're overlapping on X/Z:
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if ((boxA->GetMaxWidth() >= posB.x) && //If our max width is greater than starting X of b
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(posA.x <= boxB->GetMaxWidth()) && //If our start x is less than b's max width
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(boxA->GetMaxDepth() >= posB.z) &&
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(posA.z <= boxB->GetMaxDepth())) {
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//Check if we're in the right height
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if (boxA->GetTop() <= boxB->GetTop() && boxA->GetTop() >= posB.y || //If our top Y is within their minY/maxY bounds
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posA.y <= boxB->GetTop() && posA.y >= posB.y) //Or our bottom Y
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return true; //We definitely are colliding.
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}*/
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return false;
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}
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bool dpCollisionChecks::CheckSphereBox(dpEntity* a, dpEntity* b) {
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if (!a || !b) return false;
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NiPoint3 boxPos;
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dpShapeBox* box;
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NiPoint3 spherePos;
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dpShapeSphere* sphere;
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//Figure out which is the box and which is the sphere
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if (a->GetShape()->GetShapeType() == dpShapeType::Box) {
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box = static_cast<dpShapeBox*>(a->GetShape());
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sphere = static_cast<dpShapeSphere*>(b->GetShape());
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boxPos = a->GetPosition();
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spherePos = b->GetPosition();
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}
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else {
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box = static_cast<dpShapeBox*>(b->GetShape());
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sphere = static_cast<dpShapeSphere*>(a->GetShape());
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boxPos = b->GetPosition();
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spherePos = a->GetPosition();
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}
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//Get closest point from the box to the sphere center by clamping
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float x = std::max(box->m_MinX, std::min(spherePos.x, box->m_MaxX));
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float y = std::max(box->m_MinY, std::min(spherePos.y, box->m_MaxY));
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float z = std::max(box->m_MinZ, std::min(spherePos.z, box->m_MaxZ));
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//Check the distance between that point & our sphere
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float dX = x - spherePos.x;
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float dY = y - spherePos.y;
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float dZ = z - spherePos.z;
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float distanceSquared = (dX * dX) + (dY * dY) + (dZ * dZ);
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const float radius = sphere->GetRadius();
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return distanceSquared < radius * radius;
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}
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