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Fix collision bug
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parent
c9c821f02c
commit
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1 changed files with 51 additions and 18 deletions
69
raycastlib.h
69
raycastlib.h
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@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.906
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version: 0.907
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*/
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#include <stdint.h>
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@ -1857,7 +1857,7 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
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else\
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dir##Collides = floorHeightFunc(s1,s2) > RCL_CAMERA_COLL_STEP_HEIGHT;
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// check a collision against non-diagonal square
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// check collision against non-diagonal square
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#define collCheckOrtho(dir,dir2,s1,s2,x)\
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if (dir##SquareNew != dir##Square)\
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{\
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@ -1882,39 +1882,72 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
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int8_t yCollides = 0;
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collCheckOrtho(y,x,xSquare,ySquareNew,0)
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#define collHandle(dir)\
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if (dir##Collides)\
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cornerNew.dir = (dir##Square) * RCL_UNITS_PER_SQUARE +\
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RCL_UNITS_PER_SQUARE / 2 + dir##Dir * (RCL_UNITS_PER_SQUARE / 2) -\
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dir##Dir;\
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if (!xCollides && !yCollides) /* if non-diagonal collision happend, corner
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collision can't happen */
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if (xCollides || yCollides)
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{
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if (xSquare != xSquareNew && ySquare != ySquareNew) // corner?
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if (movesInPlane)
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{
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#define collHandle(dir)\
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if (dir##Collides)\
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cornerNew.dir = (dir##Square) * RCL_UNITS_PER_SQUARE +\
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RCL_UNITS_PER_SQUARE / 2 + dir##Dir * (RCL_UNITS_PER_SQUARE / 2) -\
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dir##Dir;\
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collHandle(x)
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collHandle(y)
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#undef collHandle
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}
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else
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{
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/* Player collides without moving in the plane; this can happen e.g. on
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elevators due to vertical only movement. This code can get executed
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when force == 1. */
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RCL_Vector2D squarePos;
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RCL_Vector2D newPos;
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squarePos.x = xSquare * RCL_UNITS_PER_SQUARE;
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squarePos.y = ySquare * RCL_UNITS_PER_SQUARE;
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newPos.x =
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RCL_max(squarePos.x + RCL_CAMERA_COLL_RADIUS + 1,
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RCL_min(squarePos.x + RCL_UNITS_PER_SQUARE - RCL_CAMERA_COLL_RADIUS - 1,
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camera->position.x));
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newPos.y =
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RCL_max(squarePos.y + RCL_CAMERA_COLL_RADIUS + 1,
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RCL_min(squarePos.y + RCL_UNITS_PER_SQUARE - RCL_CAMERA_COLL_RADIUS - 1,
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camera->position.y));
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cornerNew.x = corner.x + (newPos.x - camera->position.x);
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cornerNew.y = corner.y + (newPos.y - camera->position.y);
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}
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}
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else
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{
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/* If no non-diagonal collision is detected, a diagonal/corner collision
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can still happen, check it here. */
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if (xSquare != xSquareNew && ySquare != ySquareNew)
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{
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int8_t xyCollides = 0;
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collCheck(xy,xSquareNew,ySquareNew)
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if (xyCollides)
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{
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// normally should slide, but let's KISS
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// normally should slide, but let's KISS and simply stop any movement
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cornerNew = corner;
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}
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}
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}
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collHandle(x)
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collHandle(y)
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#undef collCheck
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#undef collHandle
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camera->position.x = cornerNew.x - xDir * RCL_CAMERA_COLL_RADIUS;
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camera->position.y = cornerNew.y - yDir * RCL_CAMERA_COLL_RADIUS;
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camera->position.y = cornerNew.y - yDir * RCL_CAMERA_COLL_RADIUS;
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}
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if (computeHeight && (movesInPlane || heightOffset != 0 || force))
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if (computeHeight && (movesInPlane || (heightOffset != 0) || force))
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{
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camera->height += heightOffset;
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