0ad/source/simulation/Collision.cpp
Matei 44fe226dd2 # Housekeeping and pathfinder enhancements / optimization when dealing with ranged actions.
- Modified Xeromyces to no longer automatically convert element and
attribute names to lowercase, so that we can have camelCase names. We
should now be able to convert all the multi-word entity properties, like
pass_through_allies, to camelCase, like passThroughAllies, which is more
consistent with the rest of our JavaScript naming conventions. To
support the existing code that assumes lowercase element names, I made
the getElementID and getAttributeID methods (used in the EL and AT
macros) ignore case, and I changed any code that directly accessed
element names to use the right case. CEntityTemplate now converts
Names_LikeThis to names_likeThis (changing each separate "word" in the
name to camelCase). Changed the version letter in XMB filenames from A
to B to support this without requiring people to delete old XMBs.

- Enhanced the pathfinder's handling of contact paths, resulting in a
very large speedup for actions like attacking, construction, etc. The
problem was that the pathfinder used to not count a given state as the
goal unless it was exactly coincident with the target location. This is
fine when you order a unit to go exactly to a certain spot, but if
you're ordering a unit to build, gather or attack something, then the
target tile is impassable (because your target is there) and therefore
the pathfinder never declares a state final. As a result, the pathfinder
tries hundreds of extra tiles in case there is a long path that gets to
the goal, and after failing to find any path that reaches the goal, it
gives you one to the closest point it got to. To fix it, I made the
pathfinder take into account a radius around the goal in which it's OK
to be, which depends on the size of the target unit and the range of
your action.

This was SVN commit r4186.
2006-08-01 03:41:21 +00:00

296 lines
8.3 KiB
C++

#include "precompiled.h"
#include "Collision.h"
#include "Entity.h"
#include "EntityManager.h"
#include <float.h>
CBoundingObject* getContainingObject( const CVector2D& point )
{
std::vector<CEntity*> entities;
g_EntityManager.GetInRange( point.x, point.y, COLLISION_RANGE, entities );
std::vector<CEntity*>::iterator it;
for( it = entities.begin(); it != entities.end(); it++ )
{
if( !(*it)->m_bounds ) continue;
if( (*it)->m_bounds->contains( point ) )
{
CBoundingObject* bounds = (*it)->m_bounds;
return( bounds );
}
}
return( NULL );
}
CEntity* GetCollisionObject( float x, float y )
{
CVector2D point( x, y );
std::vector<CEntity*> entities;
g_EntityManager.GetInRange( x, y, COLLISION_RANGE, entities );
std::vector<CEntity*>::iterator it;
for( it = entities.begin(); it != entities.end(); it++ )
{
if( !(*it)->m_bounds ) continue;
if( (*it)->m_bounds->contains( point ) )
{
CEntity* e = (*it);
return( e );
}
}
return( NULL );
}
CBoundingObject* getCollisionObject( CBoundingObject* bounds, CPlayer* player, const CStrW* ignoreClass )
{
std::vector<CEntity*> entities;
entities.reserve(8);
g_EntityManager.GetInRange( bounds->m_pos.x, bounds->m_pos.y, COLLISION_RANGE, entities );
std::vector<CEntity*>::iterator it;
for( it = entities.begin(); it != entities.end(); it++ )
{
if( !(*it)->m_bounds ) continue;
if( (*it)->m_bounds == bounds ) continue;
/* If the unit is marked to ignore ally collisions, and the player parameter
is passed in and the same player as the unit, then ignore the (potential) collision */
if( player && (*it)->m_passThroughAllies && (*it)->m_player == player ) continue;
if( ignoreClass && (*it)->m_classes.IsMember( *ignoreClass ) ) continue;
if( bounds->intersects( (*it)->m_bounds ) )
{
CBoundingObject* obj = (*it)->m_bounds;
return( obj );
}
}
return( NULL );
}
CEntity* getCollisionEntity( CBoundingObject* bounds, CPlayer* player, const CStrW* ignoreClass )
{
std::vector<CEntity*> entities;
entities.reserve(8);
g_EntityManager.GetInRange( bounds->m_pos.x, bounds->m_pos.y, COLLISION_RANGE, entities );
std::vector<CEntity*>::iterator it;
for( it = entities.begin(); it != entities.end(); it++ )
{
if( !(*it)->m_bounds ) continue;
if( (*it)->m_bounds == bounds ) continue;
/* If the unit is marked to ignore ally collisions, and the player parameter
is passed in and the same player as the unit, then ignore the (potential) collision */
if( player && (*it)->m_passThroughAllies && (*it)->m_player == player ) continue;
if( ignoreClass && (*it)->m_classes.IsMember( *ignoreClass ) ) continue;
if( bounds->intersects( (*it)->m_bounds ) )
{
return (*it);
}
}
return( NULL );
}
HEntity getCollisionObject( CEntity* entity )
{
#ifndef NDEBUG
debug_assert( entity->m_bounds );
#else
if( !entity->m_bounds ) return HEntity();
#endif
std::vector<CEntity*> entities;
entities.reserve(8);
g_EntityManager.GetInRange( entity->m_position.X, entity->m_position.Z, COLLISION_RANGE, entities );
std::vector<CEntity*>::iterator it;
for( it = entities.begin(); it != entities.end(); it++ )
{
if( !(*it)->m_bounds ) continue;
if( (*it)->m_bounds == entity->m_bounds ) continue;
if( entity->m_bounds->intersects( (*it)->m_bounds ) )
{
HEntity collisionObject = HEntity((*it)->me);
return( collisionObject );
}
}
return HEntity();
}
HEntity getCollisionObject( CEntity* entity, float x, float y )
{
float _x = entity->m_bounds->m_pos.x;
float _y = entity->m_bounds->m_pos.y;
entity->m_bounds->setPosition( x, y );
HEntity _e = getCollisionObject( entity );
entity->m_bounds->setPosition( _x, _y );
return( _e );
}
bool getRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results )
{
std::vector<CEntity*> entities;
g_EntityManager.GetExtant( entities );
std::vector<CEntity*>::iterator it;
float closestApproach, dist;
CVector2D delta;
results->distance = length + maxDistance;
results->boundingObject = NULL;
for( it = entities.begin(); it != entities.end(); it++ )
{
if( !(*it)->m_bounds ) continue;
if( (*it)->m_bounds == destinationCollisionObject ) continue;
// TODO MT: Replace this with something based on whether the unit is actually moving.
if( (*it)->m_orderQueue.size() ) continue;
CBoundingObject* obj = (*it)->m_bounds;
delta = obj->m_pos - source;
closestApproach = delta.dot( right );
dist = delta.dot( forward );
float collisionRadius = maxDistance + obj->m_radius;
if( ( fabs( closestApproach ) < collisionRadius ) && ( dist > collisionRadius * 0.0f ) && ( dist < length - collisionRadius * 0.0f ) )
{
if( dist < results->distance )
{
results->boundingObject = obj;
results->closestApproach = closestApproach;
results->distance = dist;
results->Entity = (*it);
results->position = obj->m_pos;
}
}
}
if( results->boundingObject ) return( true );
return( false );
}
void GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length, RayIntersects& results )
{
results.clear();
std::vector<CEntity*> entities;
g_EntityManager.GetExtant( entities );
float dist, closestApproach, l;
CVector2D delta;
std::vector<CEntity*>::iterator it;
for( it = entities.begin(); it != entities.end(); it++ )
{
CBoundingObject* obj = (*it)->m_bounds;
if( !obj ) continue;
delta = obj->m_pos - position;
closestApproach = delta.betadot( axis );
if( fabs( closestApproach ) > obj->m_radius )
continue; // Safe, doesn't get close enough.
dist = delta.dot( axis );
// I just want to see if this will work before I simplify the maths
l = sqrt( obj->m_radius * obj->m_radius - closestApproach * closestApproach );
if( dist > 0 )
{
// Forward...
if( ( dist - length ) > l )
continue; // OK, won't reach it.
}
else
{
// Backward...
if( -dist > l )
continue; // OK, started far enough away
}
if( obj->m_type == CBoundingObject::BOUND_OABB )
{
// Run a more accurate test against the box
CBoundingBox* box = (CBoundingBox*)obj;
const float EPSILON = 0.0001f;
float first = FLT_MAX, last = -FLT_MAX;
CVector2D delta2;
// Test against those sides of the box parallel with it's u vector.
float t = box->m_u.y * axis.x - axis.y * box->m_u.x;
float abs_t = fabs( t );
if( abs_t >= EPSILON )
{
// If not parallel,
delta2 = delta - box->m_v * box->m_w;
if( fabs( axis.y * delta2.x - axis.x * delta2.y ) < box->m_d * abs_t )
{
// Possible intersection with one side
float pos = ( box->m_u.y * delta2.x - box->m_u.x * delta2.y ) / t;
if( pos < first ) first = pos;
if( pos > last ) last = pos;
}
delta2 = delta + box->m_v * box->m_w;
if( fabs( axis.y * delta2.x - axis.x * delta2.y ) < box->m_d * abs_t )
{
// Possible intersection with one side
float pos = ( box->m_u.y * delta2.x - box->m_u.x * delta2.y ) / t;
if( pos < first ) first = pos;
if( pos > last ) last = pos;
}
}
// Next test against those sides of the box parallel with it's v vector.
t = box->m_v.y * axis.x - axis.y * box->m_v.x;
abs_t = fabs( t );
if( abs_t >= EPSILON )
{
// If not parallel,
delta2 = delta - box->m_u * box->m_d;
if( fabs( axis.y * delta2.x - axis.x * delta2.y ) < box->m_w * abs_t )
{
// Possible intersection with one side
float pos = ( box->m_v.y * delta2.x - box->m_v.x * delta2.y ) / t;
if( pos < first ) first = pos;
if( pos > last ) last = pos;
}
delta2 = delta + box->m_u * box->m_d;
if( fabs( axis.y * delta2.x - axis.x * delta2.y ) < box->m_w * abs_t )
{
// Possible intersection with one side
float pos = ( box->m_v.y * delta2.x - box->m_v.x * delta2.y ) / t;
if( pos < first ) first = pos;
if( pos > last ) last = pos;
}
}
// Then work out if we actually hit it within the given range.
if( last < 0.0f )
continue; // No, we started far enough 'after' there.
if( first > length )
continue; // No, we haven't yet moved far enough to hit it.
}
results.push_back( *it );
}
}
static RayIntersects SharedResults;
RayIntersects& GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length )
{
GetProjectileIntersection( position, axis, length, SharedResults );
return( SharedResults );
}