/* * 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 #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 §orCenter, 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; }