mirror of https://github.com/axmolengine/axmol.git
202 lines
7.2 KiB
C++
202 lines
7.2 KiB
C++
/****************************************************************************
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Copyright (C) 2013 Henry van Merode. All rights reserved.
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axis-project.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPUSphereCollider.h"
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#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"
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NS_AX_BEGIN
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// Constants
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const float PUSphereCollider::DEFAULT_RADIUS = 100.0f;
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//-----------------------------------------------------------------------
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PUSphereCollider::PUSphereCollider() : PUBaseCollider(), _radius(DEFAULT_RADIUS), _innerCollision(false) {}
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PUSphereCollider::~PUSphereCollider(void) {}
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//-----------------------------------------------------------------------
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float PUSphereCollider::getRadius() const
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{
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return _radius;
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}
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//-----------------------------------------------------------------------
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void PUSphereCollider::setRadius(const float radius)
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{
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_radius = radius;
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_sphere.setRadius(_radius);
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}
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//-----------------------------------------------------------------------
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bool PUSphereCollider::isInnerCollision() const
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{
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return _innerCollision;
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}
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//-----------------------------------------------------------------------
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void PUSphereCollider::setInnerCollision(bool innerCollision)
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{
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_innerCollision = innerCollision;
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}
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//-----------------------------------------------------------------------
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void PUSphereCollider::calculateDirectionAfterCollision(PUParticle3D* particle, Vec3 distance, float distanceLength)
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{
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switch (_collisionType)
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{
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case PUBaseCollider::CT_BOUNCE:
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{
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/** If the particle is on the surface (or just inside the sphere); bounce it
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Make use of formula R = 2 * (-I dot N) * N + I, where
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R = the new direction vector
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I = the old (unit) direction vector before the collision
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N = the Normal at the collision point
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*/
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float directionLength = particle->direction.length();
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particle->direction.normalize();
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distance.normalize();
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particle->direction = 2 * (-particle->direction.dot(distance)) * distance + particle->direction;
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// Adjust to original speed
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particle->direction *= directionLength;
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// Accelerate/slow down, using the bounce value
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particle->direction *= _bouncyness;
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}
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break;
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case PUBaseCollider::CT_FLOW:
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{
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/** Reset the position (on the sphere), but keep the direction.
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This doesn't really work good for box-type collisions, because it doesn't take the particle
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dimensions into account.
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*/
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float scaledRadius = 0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius;
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particle->position = _derivedPosition + distance * (scaledRadius / distanceLength);
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}
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break;
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default:
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break;
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}
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}
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void PUSphereCollider::updatePUAffector(PUParticle3D* particle, float /*deltaTime*/)
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{
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// for (auto&& iter : _particleSystem->getParticles())
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{
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// PUParticle3D *particle = iter;
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_predictedPosition = particle->position + _velocityScale * particle->direction;
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bool collision = false;
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Vec3 distance = particle->position - _derivedPosition;
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float distanceLength = distance.length();
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float scaledRadius =
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0.3333f * (_affectorScale.x + _affectorScale.y + _affectorScale.z) * _radius; // Scaling changed in V 1.3.1
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switch (_intersectionType)
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{
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case PUBaseCollider::IT_POINT:
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{
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// Validate for a point-sphere intersection
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if (_innerCollision == (distanceLength > scaledRadius))
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{
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// Collision detected (re-position the particle)
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particle->position -= _velocityScale * particle->direction;
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collision = true;
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}
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else
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{
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distance = _predictedPosition - _derivedPosition;
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distanceLength = distance.length();
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if (_innerCollision == (distanceLength > scaledRadius))
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{
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// Collision detected
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collision = true;
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}
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}
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}
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break;
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case PUBaseCollider::IT_BOX:
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{
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//// Validate for a box-sphere intersection
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// if (particle->particleType != Particle::PT_VISUAL)
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// break;
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AABB box;
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populateAlignedBox(box, particle->position, particle->width, particle->height, particle->depth);
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// FIXME
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// if (_innerCollision != box.intersects(_sphere))
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//{
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// // Collision detected (re-position the particle)
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// particle->position -= _velocityScale * particle->direction;
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// collision = true;
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// }
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// else
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//{
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// AABB box;
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// populateAlignedBox(box,
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// _predictedPosition,
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// particle->width,
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// particle->height,
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// particle->depth);
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// if (_innerCollision != box.intersects(_sphere))
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// {
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// // Collision detected
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// collision = true;
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// }
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// }
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}
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break;
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}
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if (collision)
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{
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calculateDirectionAfterCollision(particle, distance, distanceLength);
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calculateRotationSpeedAfterCollision(particle);
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particle->addEventFlags(PUParticle3D::PEF_COLLIDED);
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}
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}
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}
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void PUSphereCollider::preUpdateAffector(float /*deltaTime*/)
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{
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// Calculate the affectors' center position.
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_sphere.setCenter(getDerivedPosition());
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}
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PUSphereCollider* PUSphereCollider::create()
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{
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auto psc = new PUSphereCollider();
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psc->autorelease();
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return psc;
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}
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void PUSphereCollider::copyAttributesTo(PUAffector* affector)
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{
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PUAffector::copyAttributesTo(affector);
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PUSphereCollider* sphereCollider = static_cast<PUSphereCollider*>(affector);
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sphereCollider->_radius = _radius;
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sphereCollider->_sphere = _sphere;
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sphereCollider->_innerCollision = _innerCollision;
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}
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NS_AX_END
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