// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2005 Alistair Riddoch // // This program 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 // (at your option) any later version. // // This program 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 this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id: Motion.cpp,v 1.20 2007-12-02 23:49:06 alriddoch Exp $ #include "Motion.h" #include "rulesets/Entity.h" #include "physics/Vector3D.h" #include "physics/Collision.h" #include "common/compose.hpp" #include "common/debug.h" #include "common/const.h" #include "common/log.h" #include static const bool debug_flag = false; Motion::Motion(Entity & body) : m_entity(body), m_serialno(0), m_collision(false) { } Motion::~Motion() { } void Motion::setMode(const std::string & mode) { m_mode = mode; // FIXME Re-configure stuff, and possible schedule an update? } void Motion::adjustPostion() { } Operation * Motion::genUpdateOperation() { return 0; } Operation * Motion::genMoveOperation() { return 0; } float Motion::checkCollisions() { // Check to see whether a collision is going to occur from now until the // the next tick in consts::move_tick seconds float coll_time = consts::move_tick; debug( std::cout << "checking " << m_entity.getId() << m_entity.m_location.pos() << m_entity.m_location.velocity() << " in " << m_entity.m_location.m_loc->getId() << " against"; ); m_collEntity = NULL; m_collLocChange = false; m_collision = false; // Check against everything within the current container LocatedEntitySet::const_iterator I = m_entity.m_location.m_loc->m_contains.begin(); LocatedEntitySet::const_iterator Iend = m_entity.m_location.m_loc->m_contains.end(); for (; I != Iend; ++I) { // Don't check for collisions with ourselves if ((*I) == &m_entity) { continue; } const Location & other_location = (*I)->m_location; if (!other_location.bBox().isValid() || !other_location.isSolid()) { continue; } debug( std::cout << " " << (*I)->getId(); ); Vector3D normal; float t = consts::move_tick + 1; if (!predictCollision(m_entity.m_location, other_location, t, normal) || (t < 0)) { continue; } debug( std::cout << (*I)->getId() << other_location.pos() << other_location.velocity(); ); debug( std::cout << "[" << t << "]"; ); if (t <= coll_time) { m_collEntity = *I; m_collNormal = normal; coll_time = t; } } debug( std::cout << std::endl << std::flush; ); if (m_collEntity == NULL) { // Check whethe we are moving out of parents bounding box // If ref has no bounding box, or itself has no ref, then we can't // Move out of it. const Location & parent_location = m_entity.m_location.m_loc->m_location; if (!parent_location.bBox().isValid() || (parent_location.m_loc == 0)) { return consts::move_tick; } // float t = m_entity.m_location.timeToExit(parent_location); float t = 0; predictEmergence(m_entity.m_location, parent_location, t); // if (t == 0) { return; } // if (t < 0) { t = 0; } if (t > consts::move_tick) { return consts::move_tick; } coll_time = t; debug(std::cout << "Collision with parent bounding box in " << coll_time << std::endl << std::flush;); m_collEntity = m_entity.m_location.m_loc; m_collLocChange = true; } else if (!m_collEntity->m_location.isSimple()) { debug(std::cout << "Collision with complex object" << std::endl << std::flush;); // Non solid container - check for collision with its contents. const Location & lc2 = m_collEntity->m_location; Location rloc(m_entity.m_location); rloc.m_loc = m_collEntity; if (lc2.orientation().isValid()) { rloc.m_pos = m_entity.m_location.m_pos.toLocalCoords(lc2.pos(), lc2.orientation()); } else { static const Quaternion identity(1, 0, 0, 0); rloc.m_pos = m_entity.m_location.m_pos.toLocalCoords(lc2.pos(), identity); } float coll_time_2 = consts::move_tick; // rloc is now m_entity.m_location of character with loc set to m_collEntity I = m_collEntity->m_contains.begin(); Iend = m_collEntity->m_contains.end(); for (; I != Iend; ++I) { const Location & other_location = (*I)->m_location; if (!other_location.bBox().isValid()) { continue; } Vector3D normal; float t = consts::move_tick + 1; if (!predictCollision(rloc, other_location, t, normal) || (t < 0)) { continue; } if (t <= coll_time_2) { coll_time_2 = t; } // What to do with the normal? } // There is a small possibility that if // coll_time_2 == coll_time == move_tick, we will miss a collision if (coll_time_2 - coll_time > consts::move_tick / 10) { debug( std::cout << "passing into it " << coll_time << ":" << coll_time_2 << std::endl << std::flush;); // We are entering collEntity. m_collLocChange = true; } } assert(m_collEntity != NULL); m_collision = true; debug( std::cout << "COLLISION" << std::endl << std::flush; ); debug( std::cout << "Setting target loc to " << m_entity.m_location.pos() << "+" << m_entity.m_location.velocity() << "*" << coll_time;); return coll_time; } bool Motion::resolveCollision() { Location & location(m_entity.m_location); bool moving = true; if (m_collLocChange) { // We are changing container (LOC) static const Quaternion identity(Quaternion().identity()); debug(std::cout << "CONTACT " << m_collEntity->getId() << std::endl << std::flush;); if (m_collEntity == location.m_loc) { // Passing out of current container debug(std::cout << "OUT" << m_collEntity->m_location.pos() << std::endl << std::flush;); const Quaternion & coll_orientation = m_collEntity->m_location.orientation().isValid() ? m_collEntity->m_location.orientation() : identity; location.m_pos = location.m_pos.toParentCoords(m_collEntity->m_location.pos(), coll_orientation); location.m_orientation *= coll_orientation; location.m_velocity.rotate(coll_orientation); m_entity.changeContainer(m_collEntity->m_location.m_loc); } else if (m_collEntity->m_location.m_loc == location.m_loc) { // Passing into new container debug(std::cout << "IN" << std::endl << std::flush;); const Quaternion & coll_orientation = m_collEntity->m_location.orientation().isValid() ? m_collEntity->m_location.orientation() : identity; location.m_pos = location.m_pos.toLocalCoords(m_collEntity->m_location.pos(), coll_orientation); assert(location.m_orientation.isValid()); assert(coll_orientation.isValid()); location.m_orientation /= coll_orientation; location.m_velocity.rotate(coll_orientation.inverse()); m_entity.changeContainer(m_collEntity); } else { // Container we are supposed to changing to is wrong. // Just stop where we currently are. Debugging is required to work out // why this happens log(ERROR, String::compose("BAD COLLISION: %1(%2) with " "%3(%4)%5 when LOC is currently " "%6(%7)%8.", m_entity.getId(), m_entity.getType(), m_collEntity->getId(), m_collEntity->getType(), location.m_pos, location.m_loc->getId(), location.m_loc->getType(), location.m_pos)); // reset(); location.m_velocity = Vector3D(0,0,0); moving = false; } } else { // We have arrived at our target position and must // stop, or be deflected if (location.m_loc != m_collEntity->m_location.m_loc) { // Race condition // This occurs if we get asked for a new update before // the last move has taken effect, so we make the new // pos exactly as it was when the last collision was // predicted. log(ERROR, "NON COLLISION - target does not have common parent"); } else { // FIXME Generate touch ops // This code relies on m_collNormal being a unit vector float vel_square_mag = location.velocity().sqrMag(); location.m_velocity -= m_collNormal * Dot(m_collNormal, location.m_velocity); if (location.m_velocity.mag() / consts::base_velocity > 0.05) { m_collEntity = NULL; location.m_velocity.normalize(); location.m_velocity *= sqrt(vel_square_mag); } else { // reset(); location.m_velocity = Vector3D(0,0,0); moving = false; } } } clearCollision(); return moving; }