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-rw-r--r--src/game-server/collisiondetection.cpp390
1 files changed, 195 insertions, 195 deletions
diff --git a/src/game-server/collisiondetection.cpp b/src/game-server/collisiondetection.cpp
index b6cf47ff..e40a556d 100644
--- a/src/game-server/collisiondetection.cpp
+++ b/src/game-server/collisiondetection.cpp
@@ -1,195 +1,195 @@
-/*
- * The Mana World Server
- * Copyright 2004 The Mana World Development Team
- *
- * This file is part of The Mana World.
- *
- * The Mana World is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the Free
- * Software Foundation; either version 2 of the License, or any later version.
- *
- * The Mana World is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
- * more details.
- *
- * You should have received a copy of the GNU General Public License along
- * with The Mana World; if not, write to the Free Software Foundation, Inc.,
- * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- *
- * $Id: $
- */
-
-#include "collisiondetection.hpp"
-
-#include <cmath>
-
-#include "point.h"
-#include "utils/mathutils.h"
-
-bool
-Collision::circleWithCirclesector(const Point &circlePos, int circleRadius,
- const Point &secPos, int secRadius,
- float secAngle, float secSize)
-{
- float targetAngle;
-
- // Calculate distance
- int distX = circlePos.x - secPos.x;
- int distY = circlePos.y - secPos.y;
- float invDist = utils::math::fastInvSqrt(distX * distX + distY * distY);
- float dist = 1.0f / invDist;
-
- // If out of range we can't hit it
- if (dist > secRadius + circleRadius) {
- return false;
- }
- // If we are standing in it we hit it in any case
- if (dist < circleRadius) {
- return true;
- }
-
- // Calculate target angle
- if (distX > 0)
- {
- targetAngle = asin(-distY * invDist);
- } else {
- if (distY < 0)
- {
- targetAngle = M_PI - asin(-distY * invDist);
- } else {
- targetAngle = -M_PI - asin(-distY * invDist);
- }
-
- }
-
- // Calculate difference from segment angle
- float targetDiff = fabs(targetAngle - secAngle);
- if (targetDiff > M_PI)
- {
- targetDiff = fabs(targetDiff - M_PI * 2);
- }
-
-
- // Add hit circle
- secSize += asin(circleRadius * invDist) * 2;
-
- return (targetDiff < secSize * 0.5f);
-}
-
-/**
- * Collision of a Disk with a Circle-Sector
- *
- * For a detailled explanation of this function please see:
- * http://wiki.themanaworld.org/index.php/Collision_determination
- */
-bool
-Collision::diskWithCircleSector(const Point &diskCenter, int diskRadius,
- const Point &sectorCenter, int sectorRadius,
- int halfTopAngle, int placeAngle)
-{
- // Converting the radii to float
- float R = (float) sectorRadius;
- float Rp = (float) diskRadius;
-
- // Transform to the primary coordinate system
- float Px = diskCenter.x - sectorCenter.x;
- float Py = diskCenter.y - sectorCenter.y;
-
- // The values of the trigonomic functions (only have to be computed once)
- float sinAlpha = utils::math::cachedSin(halfTopAngle);
- float cosAlpha = utils::math::cachedCos(halfTopAngle);
- float sinBeta = utils::math::cachedSin(placeAngle);
- float cosBeta = utils::math::cachedCos(placeAngle);
-
- /**
- * This bounding circle implementation can be used up and until a
- * half-top-angle of +/- 85 degrees. The bounding circle becomes
- * infinitly large at 90 degrees. Above about 60 degrees a bounding
- * half-circle with radius R becomes more efficient.
- * (The additional check for a region 1 collision can then be scrapped.)
- */
-
- // Calculating the coordinates of the disk's center in coordinate system 4
- float Px1 = Px * cosBeta + Py * sinBeta;
- float Py1 = Py * cosBeta - Px * sinBeta;
-
- // Check for an intersection with the bounding circle
- // (>) : touching is accepted
- if ((cosAlpha * Px1 * Px1 + cosAlpha * Py1 * Py1 - Px1 * R)
- > (Rp * Rp * cosAlpha + Rp * R)) return false;
-
- // Check for a region 4 collision
- if ((Px*Px + Py*Py) <= (Rp*Rp)) return true;
-
- // Calculating the coordinates of the disk's center in coordinate system 1
- Px1 = Px * (cosAlpha * cosBeta + sinAlpha * sinBeta)
- + Py * (cosAlpha * sinBeta - sinAlpha * cosBeta);
- Py1 = Py * (cosAlpha * cosBeta + sinAlpha * sinBeta)
- - Px * (cosAlpha * sinBeta - sinAlpha * cosBeta);
-
- // Check if P is in region 5 (using coordinate system 1)
- if ((Px1 >= 0.0f) && (Px1 <= R) && (Py1 <= 0.0f))
- {
- // Return true on intersection, false otherwise
- // (>=) : touching is accepted
- return (Py1 >= -1.0f * Rp);
- }
-
- // Check if P is in region 3 (using coordinate system 1)
- if ((Px1 > R) && (Py1 <= 0.0f))
- {
- // Calculating the vector from point A to the disk center
- float distAx = Px - R * (cosAlpha * cosBeta + sinAlpha * sinBeta);
- float distAy = Py - R * (cosAlpha * sinBeta - sinAlpha * cosBeta);
-
- // Check for a region 3 collision
- return ((distAx * distAx + distAy * distAy) <= Rp * Rp);
- }
-
- // Discard, if P is in region 4 (was previously checked)
- if ((Px1 < 0.0f) && (Py1 <= 0.0f)) return false;
-
- float tan2Alpha = utils::math::cachedTan(2 * halfTopAngle);
-
- // Check if P is in region 1 (using coordinate system 1)
- if ((Px1 >= 0.0f) && (Py1 >= 0.0f) && (Py1 <= Px1 * tan2Alpha))
- {
- // Return true on intersection, false otherwise
- // (<=) : touching is accepted
- return ((Px * Px + Py * Py) <= (R * R + Rp * Rp + 2.0f * R * Rp));
- }
-
- // Calculating the coordinates of the disk's center in coordinate system 3
- Px1 = Px * (cosAlpha * cosBeta - sinAlpha * sinBeta)
- + Py * (sinAlpha * cosBeta + cosAlpha * sinBeta);
- Py1 = Py * (cosAlpha * cosBeta - sinAlpha * sinBeta)
- - Px * (sinAlpha * cosBeta + cosAlpha * sinBeta);
-
- // Discard, if P is in region 4 (was previously checked)
- if ((Px1 < 0.0f) && (Py1 >= 0.0f)) return false;
-
- // Check if P is in region 6 (using coordinate system 3)
- if ((Px1 >= 0.0f) && (Px1 <= R) && (Py1 >= 0.0f))
- {
- // Return true on intersection, false otherwise
- // (<=) : touching is accepted
- return (Py1 <= Rp);
- }
-
- // Check if P is in region 2 (using coordinate system 3)
- if ((Px1 > R) && (Py1 <= 0.0f))
- {
- // Calculating the vector from point B to the disk center
- float distBx = Px - R * (cosAlpha * cosBeta - sinAlpha * sinBeta);
- float distBy = Py - R * (cosAlpha * sinBeta + sinAlpha * cosBeta);
-
- // Check for a region 2 collision
- return ((distBx * distBx + distBy * distBy) <= (Rp * Rp));
- }
-
- // The intersection with the bounding circle is in region 4,
- // but the disk and circle sector don't intersect.
- return false;
-}
-
+/*
+ * The Mana World Server
+ * Copyright 2004 The Mana World Development Team
+ *
+ * This file is part of The Mana World.
+ *
+ * The Mana World is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the Free
+ * Software Foundation; either version 2 of the License, or any later version.
+ *
+ * The Mana World is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
+ * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ * more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with The Mana World; if not, write to the Free Software Foundation, Inc.,
+ * 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ * $Id: $
+ */
+
+#include "collisiondetection.hpp"
+
+#include <cmath>
+
+#include "point.h"
+#include "utils/mathutils.h"
+
+bool
+Collision::circleWithCirclesector(const Point &circlePos, int circleRadius,
+ const Point &secPos, int secRadius,
+ float secAngle, float secSize)
+{
+ float targetAngle;
+
+ // Calculate distance
+ int distX = circlePos.x - secPos.x;
+ int distY = circlePos.y - secPos.y;
+ float invDist = utils::math::fastInvSqrt(distX * distX + distY * distY);
+ float dist = 1.0f / invDist;
+
+ // If out of range we can't hit it
+ if (dist > secRadius + circleRadius) {
+ return false;
+ }
+ // If we are standing in it we hit it in any case
+ if (dist < circleRadius) {
+ return true;
+ }
+
+ // Calculate target angle
+ if (distX > 0)
+ {
+ targetAngle = asin(-distY * invDist);
+ } else {
+ if (distY < 0)
+ {
+ targetAngle = M_PI - asin(-distY * invDist);
+ } else {
+ targetAngle = -M_PI - asin(-distY * invDist);
+ }
+
+ }
+
+ // Calculate difference from segment angle
+ float targetDiff = fabs(targetAngle - secAngle);
+ if (targetDiff > M_PI)
+ {
+ targetDiff = fabs(targetDiff - M_PI * 2);
+ }
+
+
+ // Add hit circle
+ secSize += asin(circleRadius * invDist) * 2;
+
+ return (targetDiff < secSize * 0.5f);
+}
+
+/**
+ * Collision of a Disk with a Circle-Sector
+ *
+ * For a detailled explanation of this function please see:
+ * http://wiki.themanaworld.org/index.php/Collision_determination
+ */
+bool
+Collision::diskWithCircleSector(const Point &diskCenter, int diskRadius,
+ const Point &sectorCenter, int sectorRadius,
+ int halfTopAngle, int placeAngle)
+{
+ // Converting the radii to float
+ float R = (float) sectorRadius;
+ float Rp = (float) diskRadius;
+
+ // Transform to the primary coordinate system
+ float Px = diskCenter.x - sectorCenter.x;
+ float Py = diskCenter.y - sectorCenter.y;
+
+ // The values of the trigonomic functions (only have to be computed once)
+ float sinAlpha = utils::math::cachedSin(halfTopAngle);
+ float cosAlpha = utils::math::cachedCos(halfTopAngle);
+ float sinBeta = utils::math::cachedSin(placeAngle);
+ float cosBeta = utils::math::cachedCos(placeAngle);
+
+ /**
+ * This bounding circle implementation can be used up and until a
+ * half-top-angle of +/- 85 degrees. The bounding circle becomes
+ * infinitly large at 90 degrees. Above about 60 degrees a bounding
+ * half-circle with radius R becomes more efficient.
+ * (The additional check for a region 1 collision can then be scrapped.)
+ */
+
+ // Calculating the coordinates of the disk's center in coordinate system 4
+ float Px1 = Px * cosBeta + Py * sinBeta;
+ float Py1 = Py * cosBeta - Px * sinBeta;
+
+ // Check for an intersection with the bounding circle
+ // (>) : touching is accepted
+ if ((cosAlpha * Px1 * Px1 + cosAlpha * Py1 * Py1 - Px1 * R)
+ > (Rp * Rp * cosAlpha + Rp * R)) return false;
+
+ // Check for a region 4 collision
+ if ((Px*Px + Py*Py) <= (Rp*Rp)) return true;
+
+ // Calculating the coordinates of the disk's center in coordinate system 1
+ Px1 = Px * (cosAlpha * cosBeta + sinAlpha * sinBeta)
+ + Py * (cosAlpha * sinBeta - sinAlpha * cosBeta);
+ Py1 = Py * (cosAlpha * cosBeta + sinAlpha * sinBeta)
+ - Px * (cosAlpha * sinBeta - sinAlpha * cosBeta);
+
+ // Check if P is in region 5 (using coordinate system 1)
+ if ((Px1 >= 0.0f) && (Px1 <= R) && (Py1 <= 0.0f))
+ {
+ // Return true on intersection, false otherwise
+ // (>=) : touching is accepted
+ return (Py1 >= -1.0f * Rp);
+ }
+
+ // Check if P is in region 3 (using coordinate system 1)
+ if ((Px1 > R) && (Py1 <= 0.0f))
+ {
+ // Calculating the vector from point A to the disk center
+ float distAx = Px - R * (cosAlpha * cosBeta + sinAlpha * sinBeta);
+ float distAy = Py - R * (cosAlpha * sinBeta - sinAlpha * cosBeta);
+
+ // Check for a region 3 collision
+ return ((distAx * distAx + distAy * distAy) <= Rp * Rp);
+ }
+
+ // Discard, if P is in region 4 (was previously checked)
+ if ((Px1 < 0.0f) && (Py1 <= 0.0f)) return false;
+
+ float tan2Alpha = utils::math::cachedTan(2 * halfTopAngle);
+
+ // Check if P is in region 1 (using coordinate system 1)
+ if ((Px1 >= 0.0f) && (Py1 >= 0.0f) && (Py1 <= Px1 * tan2Alpha))
+ {
+ // Return true on intersection, false otherwise
+ // (<=) : touching is accepted
+ return ((Px * Px + Py * Py) <= (R * R + Rp * Rp + 2.0f * R * Rp));
+ }
+
+ // Calculating the coordinates of the disk's center in coordinate system 3
+ Px1 = Px * (cosAlpha * cosBeta - sinAlpha * sinBeta)
+ + Py * (sinAlpha * cosBeta + cosAlpha * sinBeta);
+ Py1 = Py * (cosAlpha * cosBeta - sinAlpha * sinBeta)
+ - Px * (sinAlpha * cosBeta + cosAlpha * sinBeta);
+
+ // Discard, if P is in region 4 (was previously checked)
+ if ((Px1 < 0.0f) && (Py1 >= 0.0f)) return false;
+
+ // Check if P is in region 6 (using coordinate system 3)
+ if ((Px1 >= 0.0f) && (Px1 <= R) && (Py1 >= 0.0f))
+ {
+ // Return true on intersection, false otherwise
+ // (<=) : touching is accepted
+ return (Py1 <= Rp);
+ }
+
+ // Check if P is in region 2 (using coordinate system 3)
+ if ((Px1 > R) && (Py1 <= 0.0f))
+ {
+ // Calculating the vector from point B to the disk center
+ float distBx = Px - R * (cosAlpha * cosBeta - sinAlpha * sinBeta);
+ float distBy = Py - R * (cosAlpha * sinBeta + sinAlpha * cosBeta);
+
+ // Check for a region 2 collision
+ return ((distBx * distBx + distBy * distBy) <= (Rp * Rp));
+ }
+
+ // The intersection with the bounding circle is in region 4,
+ // but the disk and circle sector don't intersect.
+ return false;
+}
+