/* * Main Program file. * * Platform: Anything with a C compiler. * Author: mr b0nk 500 * Notes: Who would even use this kind of collision checker? * Created: September 27, 2019 @ 09:25PM */ #include "clld.h" #include #ifdef DEBUG #include #endif uint8_t get_coldir(uint8_t flt, uint8_t col_type, int hmpeak, struct colis *cursor, struct colis *floor) { uint8_t coldir = 0; /* Get the direction of a collision. */ uint8_t isleft = 0; uint8_t isright = 0; uint8_t istop = 0; uint8_t isbottom = 0; uint8_t isinfloor_x = 0; uint8_t isinfloor_y = 0; uint8_t isinfloor_left = 0; uint8_t isinfloor_right = 0; uint8_t isinfloor_top = 0; uint8_t isinfloor_bottom = 0; switch (col_type) { case AABB: if (flt) { isleft = cursor->c2 > floor->c1-cursor->xvel-1; isright = cursor->c1 < floor->c2-cursor->xvel+1; istop = cursor->d2 > floor->d1-cursor->yvel-1; isbottom = cursor->d1 < floor->d2-cursor->yvel+1; isinfloor_left = cursor->d2 > floor->d1; isinfloor_right = cursor->d1 < floor->d2; isinfloor_top = cursor->c2 > floor->c1; isinfloor_bottom = cursor->c1 < floor->c2; } else { isleft = cursor->a2 > floor->a1-cursor->xvel-1; isright = cursor->a1 < floor->a2-cursor->xvel+1; istop = cursor->b2 > floor->b1-cursor->yvel-1; isbottom = cursor->b1 < floor->b2-cursor->yvel+1; isinfloor_left = cursor->b2 > floor->b1; isinfloor_right = cursor->b1 < floor->b2; isinfloor_top = cursor->a2 > floor->a1; isinfloor_bottom = cursor->a1 < floor->a2; } isinfloor_x = isinfloor_left && isinfloor_right ; isinfloor_y = isinfloor_top && isinfloor_bottom; break; case THM: if (flt) { /* Did the cursor collide with the floor from the left? */ isleft = cursor->c2 > floor->c1-cursor->xvel-1; /* Did the cursor collide with the floor from the right? */ isright = cursor->c1 < (floor->c2-cursor->w)-cursor->xvel+1; /* Is the floor's heightmap vertically flipped? */ if (!floor->flp) { /* Did the cursor collide with the floor from the top? */ istop = cursor->d2 > (floor->d2-hmpeak)-cursor->yvel; /* Did the cursor collide with the floor from the bottom? */ isbottom = cursor->d1 < floor->d2-cursor->yvel+1; /* Is the bottom of the cursor below the floor's leftmost height? */ isinfloor_left = floor->d2-cursor->d2 < floor->heightmap[0] && cursor->xvel > 0; /* Is the bottom of the cursor below the floor's rightmost height? */ isinfloor_right = floor->d2-cursor->d2 < floor->heightmap[floor->w-1] && cursor->xvel < 0; /* Is the bottom of the cursor at, or above the floor's ground? */ isinfloor_top = floor->d2-cursor->d2 >= 0; /* Is the top of the cursor at, or below the floor's ground? */ isinfloor_bottom = floor->d2-cursor->d1 <= 0; } else { /* Did the cursor collide with the floor from the top? */ istop = cursor->d2 > floor->d1-cursor->yvel-1; /* Did the cursor collide with the floor from the bottom? */ isbottom = cursor->d1 < (floor->d1+hmpeak)-cursor->yvel; /* Is the bottom of the cursor below the floor's leftmost height? */ isinfloor_left = floor->d1-cursor->d1 > -floor->heightmap[0] && cursor->xvel > 0; /* Is the bottom of the cursor below the floor's rightmost height? */ isinfloor_right = floor->d1-cursor->d1 > -floor->heightmap[floor->w-1] && cursor->xvel < 0; /* Is the bottom of the cursor at, or above the floor's height? */ isinfloor_top = floor->d1-cursor->d2 >= 0 && cursor->yvel > 0; /* Is the top of the cursor at, or above the floor's height? */ isinfloor_bottom = cursor->d1-floor->d1 >= 0; } } else { /* Did the cursor collide with the floor from the left? */ isleft = cursor->a2 > floor->a1-cursor->xvel-1; /* Did the cursor collide with the floor from the right? */ isright = cursor->a1 < (floor->a2-cursor->w)-cursor->xvel+1; /* Is the floor's heightmap vertically flipped? */ if (!floor->flp) { /* Did the cursor collide with the floor from the top? */ istop = cursor->b2 > (floor->b2-hmpeak)-cursor->yvel; /* Did the cursor collide with the floor from the bottom? */ isbottom = cursor->b1 < floor->b2-cursor->yvel+1; /* Is the bottom of the cursor below the floor's leftmost height? */ isinfloor_left = floor->b2-cursor->b2 < floor->heightmap[0]; /* Is the bottom of the cursor below the floor's rightmost height? */ isinfloor_right = floor->b2-cursor->b2 < floor->heightmap[floor->w-1]; /* Is the bottom of the cursor at, or above the floor's ground? */ isinfloor_top = floor->b2-cursor->b2 >= 0; /* Is the top of the cursor at, or below the floor's ground? */ isinfloor_bottom = floor->b2-cursor->b1 <= 0; } else { /* Did the cursor collide with the floor from the top? */ istop = cursor->b2 > floor->b1-cursor->yvel-1; /* Did the cursor collide with the floor from the bottom? */ isbottom = cursor->b1 < (floor->b1+hmpeak)-cursor->yvel; /* Is the bottom of the cursor below the floor's leftmost height? */ isinfloor_left = floor->b1-cursor->b1 > -floor->heightmap[0]; /* Is the bottom of the cursor below the floor's rightmost height? */ isinfloor_right = floor->b1-cursor->b1 > -floor->heightmap[floor->w-1]; /* Is the bottom of the cursor at, or above the floor's ground? */ isinfloor_top = floor->b1-cursor->b2 >= 0 && cursor->yvel > 0; /* Is the top of the cursor at, or below the floor's ground? */ isinfloor_bottom = cursor->b1-floor->b1 >= 0; } } isinfloor_x = isinfloor_left ^ isinfloor_right ; isinfloor_y = isinfloor_top ^ isinfloor_bottom; break; } if (isinfloor_x) { coldir |= isleft << 0; coldir |= isright << 1; } if (isinfloor_y) { coldir |= istop << 2; coldir |= isbottom << 3; } return coldir; } /* Tile Heightmap Collision. */ void thm(int hmpeak, struct colis *cursor, struct colis *floor) { int newy = 0; uint8_t coldir = get_coldir(0, THM , hmpeak, cursor, floor); uint8_t isinfloor = get_coldir(0, AABB, hmpeak, cursor, floor); cursor->clx = (isinfloor & 3) == 3; cursor->cly = (isinfloor & 12) == 12; if (cursor->clx && (cursor->a2-floor->a1 < 0 || cursor->a2-floor->a1 > floor->w)) { switch (coldir & 3) { case 1: cursor->pos.x = (floor->pos.x-cursor->xvel)-cursor->w-1; break; case 2: cursor->pos.x = (floor->a2-cursor->w)-cursor->xvel+1; break; } cursor->xvel = 0; floor->xvel = 0; } if (cursor->cly && cursor->a2-floor->a1 < floor->w) { newy = floor->heightmap[cursor->a2-floor->a1]; switch (coldir & 12) { case 4: if (!floor->flp) { cursor->pos.y = ((floor->b2-cursor->h)-newy)-cursor->yvel; } else { cursor->pos.y = (floor->pos.y-cursor->h)-cursor->yvel; } break; case 8: if (!floor->flp) { cursor->pos.y = (floor->pos.y+floor->h)-cursor->yvel+1; } else { cursor->pos.y = (floor->pos.y+newy)-cursor->yvel; } break; } cursor->yvel = 0; floor->yvel = 0; } cursor->gnded = (cursor->pos.y == ((floor->b2-cursor->h)-newy)-cursor->yvel); #ifdef DEBUG printf("%u, %u\n%u\n%i\n%i, %i\n%07.06f, %07.06f\n", cursor->clx, cursor->cly, cursor->gnded, newy, cursor->pos.x, cursor->pos.y, cursor->xvel, cursor->yvel); printf("%u, %u\n%u\n%i\n%i, %i\n%07.06f, %07.06f\n", floor->clx, floor->cly, floor->gnded, newy, floor->pos.x, floor->pos.y, floor->xvel, floor->yvel); #endif } /* Floating point Tile Heightmap Collision. */ void fthm(int hmpeak, struct colis *cursor, struct colis *floor) { int newy = 0; uint8_t coldir = get_coldir(0, THM , hmpeak, cursor, floor); uint8_t isinfloor = get_coldir(0, AABB, hmpeak, cursor, floor); cursor->clx = (isinfloor & 3) == 3; cursor->cly = (isinfloor & 12) == 12; if (cursor->clx && cursor->c2-floor->c1 < -1 || cursor->c2-floor->c1 > floor->w) { switch (coldir & 3) { case 1: cursor->pos.fx = (floor->pos.fx-cursor->xvel)-cursor->w-1; break; case 2: cursor->pos.fx = (floor->c2-cursor->w)-cursor->xvel+1; break; } cursor->xvel = 0; cursor->xvel = 0; } if (cursor->cly && cursor->c2-floor->c1 < floor->w) { newy = floor->heightmap[(int)cursor->c2-(int)floor->c1]; switch (coldir & 12) { case 4: if (!floor->flp) { cursor->pos.fy = ((floor->d2-cursor->h)-newy)-cursor->yvel; } else { cursor->pos.fy = (floor->pos.fy-cursor->h)-cursor->yvel; } break; case 8: if (!floor->flp) { cursor->pos.fy = (floor->pos.fy+floor->h)-cursor->yvel; } else { cursor->pos.fy = (floor->pos.fy+newy)-cursor->yvel; } break; } cursor->yvel = 0; floor->yvel = 0; } cursor->gnded = (cursor->pos.fy == ((floor->d2-cursor->h)-newy)-cursor->yvel); #ifdef DEBUG printf("%u, %u\n%u\n%i\n%07.06f, %07.06f\n%07.06f, %07.06f\n", cursor->clx, cursor->cly, cursor->gnded, newy, cursor->pos.fx, cursor->pos.fy, cursor->xvel, cursor->yvel); printf("%u, %u\n%u\n%i\n%07.06f, %07.06f\n%07.06f, %07.06f\n", floor->clx, floor->cly, floor->gnded, newy, floor->pos.fx, floor->pos.fy, floor->xvel, floor->yvel); #endif } /* Axis Aligned Bounding Box Collision. */ void aabb(struct colis *cursor, struct colis *floor) { uint8_t coldir = get_coldir(0, AABB, -1, cursor, floor); uint8_t left = (cursor->xvel > 0) && (!floor->xvel || floor->xvel != 0); uint8_t right = (cursor->xvel < 0) && (!floor->xvel || floor->xvel != 0); uint8_t top = (cursor->yvel > 0) && (!floor->yvel || floor->yvel != 0); uint8_t bottom = (cursor->yvel < 0) && (!floor->yvel || floor->yvel != 0); cursor->clx = (coldir & 0x03) == 0x03; cursor->cly = (coldir & 0x0C) == 0x0C; /* Is the Cursor is on the ground? */ cursor->gnded = (cursor->b2 == floor->b1-cursor->yvel-1); if (cursor->clx) { if (left) { cursor->pos.x = (floor->pos.x-cursor->xvel)-cursor->w-1; } else if (!left && floor->xvel != 0) { if (!right && floor->xvel < 0) { cursor->pos.x = (floor->pos.x-cursor->xvel)-cursor->w-1; } } if (right) { cursor->pos.x = (floor->pos.x+floor->w)-cursor->xvel+1; } else if (!right && floor->xvel != 0) { if (!left && floor->xvel > 0) { cursor->pos.x = (floor->pos.x+floor->w)-cursor->xvel+1; } } cursor->xvel = 0; floor->xvel = 0; } if (cursor->cly) { if (top) { cursor->pos.y = (floor->pos.y-cursor->yvel)-cursor->h-1; } else if (!top && floor->yvel != 0) { if (!bottom && floor->yvel < 0) { cursor->pos.y = (floor->pos.y-cursor->yvel)-cursor->h-1; } } if (bottom) { cursor->pos.y = (floor->pos.y+floor->h)-cursor->yvel+1; } else if (!bottom && floor->yvel != 0) { if (!top && floor->yvel > 0) { cursor->pos.y = (floor->pos.y+floor->h)-cursor->yvel+1; } } cursor->yvel = 0; floor->yvel = 0; } #ifdef DEBUG printf("%u, %u\n%u\n%i, %i\n%07.06f, %07.06f\n", cursor->clx, cursor->cly, cursor->gnded, cursor->pos.x, cursor->pos.y, cursor->xvel, cursor->yvel); printf("%u, %u\n%u\n%i, %i\n%07.06f, %07.06f\n", floor->clx, floor->cly, floor->gnded, floor->pos.x, floor->pos.y, floor->xvel, floor->yvel); #endif } /* Floating point Axis Aligned Bounding Box Collision. */ void faabb(struct colis *cursor, struct colis *floor) { uint8_t coldir = get_coldir(1, AABB, -1, cursor, floor); uint8_t left = (cursor->xvel > 0) && (!floor->xvel || floor->xvel != 0); uint8_t right = (cursor->xvel < 0) && (!floor->xvel || floor->xvel != 0); uint8_t top = (cursor->yvel > 0) && (!floor->yvel || floor->yvel != 0); uint8_t bottom = (cursor->yvel < 0) && (!floor->yvel || floor->yvel != 0); cursor->clx = (coldir & 0x03) == 0x03; cursor->cly = (coldir & 0x0C) == 0x0C; /* Is the Cursor is on the ground? */ cursor->gnded = (cursor->d2 == floor->d1-cursor->yvel-1); if (cursor->clx) { if (left) { cursor->pos.fx = (floor->pos.fx-cursor->xvel)-cursor->w-1; } else if (!left && floor->xvel != 0) { if (!right && floor->xvel < 0) { cursor->pos.fx = (floor->pos.fx-cursor->xvel)-cursor->w-1; } } if (right) { cursor->pos.fx = (floor->pos.fx+floor->w)-cursor->xvel+1; } else if (!right && floor->xvel != 0) { if (!left && floor->xvel > 0) { cursor->pos.fx = (floor->pos.fx+floor->w)-cursor->xvel+1; } } cursor->xvel = 0; floor->xvel = 0; } if (cursor->cly) { if (top) { cursor->pos.fy = (floor->pos.fy-cursor->yvel)-cursor->h-1; } else if (!top && floor->yvel != 0) { if (!bottom && floor->yvel < 0) { cursor->pos.fy = (floor->pos.fy-cursor->yvel)-cursor->h-1; } } if (bottom) { cursor->pos.fy = (floor->pos.fy+floor->h)-cursor->yvel+1; } else if (!bottom && floor->yvel != 0) { if (!top && floor->yvel > 0) { cursor->pos.fy = (floor->pos.fy+floor->h)-cursor->yvel+1; } } cursor->yvel = 0; floor->yvel = 0; } #ifdef DEBUG printf("%u, %u\n%u\n%07.06f, %07.06f\n%07.06f, %07.06f\n", cursor->clx, cursor->cly, cursor->gnded, cursor->pos.fx, cursor->pos.fy, cursor->xvel, cursor->yvel); printf("%u, %u\n%u\n%07.06f, %07.06f\n%07.06f, %07.06f\n", floor->clx, floor->cly, floor->gnded, floor->pos.fx, floor->pos.fy, floor->xvel, floor->yvel); #endif }