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hit.cpp
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#include <vector>
#include <math.h>
#include <typeinfo>
#include "DxLib.h"
#include "SceneMGR.h"
#include "game.h"
#include "hit.h"
//コリジョンモジュール
HIT_OBJMGR::HIT_OBJMGR(COMMON_DATA *common) {
this->common = common;
common->hit = this;
CharaHit = new std::list<CHARA_HIT*>;
ResetList_CharaHit = new std::list<int>;
WallHit = new std::list<WALL_HIT*>;
ResetList_WallHit = new std::list<int>;
}
void HIT_OBJMGR::Update() {
ResetElement();
}
void HIT_OBJMGR::ResetElement() {
//削除リストresetに入っているデータを一括削除
if (ResetList_CharaHit->empty() == false) {
ResetList_CharaHit->sort();
auto itr_reset = ResetList_CharaHit->begin();
int i = 0;
for (auto itr = CharaHit->begin(); itr != CharaHit->end();) {
if (*itr_reset == i) {
itr = CharaHit->erase(itr);
itr_reset++;
if (itr_reset == ResetList_CharaHit->end()) break;
}
else {
++itr;
}
i++;
}
ResetList_CharaHit->clear();
}
if (ResetList_WallHit->empty() == false) {
ResetList_WallHit->sort();
auto itr_reset = ResetList_WallHit->begin();
int i = 0;
for (auto itr = WallHit->begin(); itr != WallHit->end();) {
if (*itr_reset == i) {
itr = WallHit->erase(itr);
itr_reset++;
if (itr_reset == ResetList_WallHit->end()) break;
}
else {
++itr;
}
i++;
}
ResetList_WallHit->clear();
}
}
void HIT_OBJMGR::Add(CHARA_HIT *charahit) {
CharaHit->push_back(charahit);
charahit->GetItrnum(CharaHit->size());
charahit->GetMgr(this);
}
void HIT_OBJMGR::Add(WALL_HIT *wallhit) {
WallHit->push_back(wallhit);
wallhit->GetItrnum(WallHit->size());
wallhit->GetMgr(this);
}
void HIT_OBJMGR::RemoveChara(int itrnum) {
ResetList_CharaHit->push_back(itrnum);
}
void HIT_OBJMGR::RemoveWall(int itrnum) {
ResetList_WallHit->push_back(itrnum);
}
double HIT_OBJECT::CalcSegmentDist(POINT2D *sp1, VEC2D *sv1, POINT2D *s2) {
VEC2D a = *s2 - *sp1;
VEC2D b = *s2 - (*sp1 + *sv1);
if (sv1->dot(a) * sv1->dot(b) >= 0) {
//線分の外
if (a.lengthSq() < b.lengthSq()) return a.length();
else return b.length();
}
else {
return fabs(sv1->GetNormal().cross(a));
}
}
//■■■■■■■■■■■■CHARA_HIT■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
//---------------------------------------------------------------------------
//円:引数なしのイニシャライザ
//---------------------------------------------------------------------------
CHARA_HIT::CHARA_HIT(Member m, bool isWall){
member = m;
isCheckWall = isWall;
isHitWall = false;
}
//---------------------------------------------------------------------------
//円:中心点と半径指定のイニシャライザ
//---------------------------------------------------------------------------
CHARA_HIT::CHARA_HIT(POINT2D *mid, double r, Member m, bool isWall){
middle = *mid;
radius = r;
member = m;
isCheckWall = isWall;
}
//---------------------------------------------------------------------------
//円:中心点と半径指定のイニシャライザ
//---------------------------------------------------------------------------
CHARA_HIT::CHARA_HIT(POINT2D *mid, POINT2D *a, Member m, bool isWall){
middle = *mid;
radius = (*a - *mid).length();
member = m;
isCheckWall = isWall;
}
//---------------------------------------------------------------------------
//円:円形との衝突判定
//---------------------------------------------------------------------------
bool CHARA_HIT::HitCheck(CHARA_HIT *obj) {
DIM2D dif;
dif = this->middle - obj->middle;
return ( dif.length() + EPS < (this->radius + obj->radius) ); //衝突していなければ0、衝突していれば0以外を返す(衝突しているときの条件を書く)
}
bool CHARA_HIT::HitCheck(WALL_HIT *obj) {
float d; //距離d = (S×A) / |S|
VEC2D a, b; //線分の始点から円の中心点まで向かうベクトル
a = middle - obj->start;
b = middle - (obj->start + obj->Dvector);
if (obj->Dvector.dot(a) * obj->Dvector.dot(b) - EPS <= 0.0f) {
d = fabs(obj->Dvector.cross(a)) / fabs(obj->Dvector.length());
if ((d + EPS) < radius) {
return 1;
}
else {
return 0;
}
}
else if ((a.length() + EPS) < radius || (b.length() + EPS) < radius) {
return 1;
}
else {
return 0;
}
}
CHARA_HIT* CHARA_HIT::ParallelMove(VEC2D *v) {
CHARA_HIT *newobj;
newobj = new CHARA_HIT(&POINT2D(middle + *v), radius, member, isCheckWall);
return newobj;
}
CHARA_MOVEHIT* CHARA_HIT::MoveObject(VEC2D *v) {
CHARA_MOVEHIT *newobj;
newobj = new CHARA_MOVEHIT(&middle, v, radius);
return newobj;
}
VEC2D CHARA_HIT::CalcPushVec(WALL_HIT *wall, CHARA_MOVEHIT *movehit) {
if (movehit->HitCheck(wall) == 0) {
return VEC2D(0, 0);
}
VEC2D a, c, d, e;
float b;
a = middle - wall->start;
c = wall->Dvector.GetNormal();
b = c.cross(a);
d = VEC2D(c.y, -c.x);
e = VEC2D(d.x * (b + radius), d.y * (b + radius));
return e;
}
#define MAX_WALLCHECK_COUNT 4
void CHARA_HIT::WallPush(VEC2D *move){
int ic = 0;
std::list<WALL_HIT*> hitting;
double walldis;
double a;
WALL_HIT *nearwall = NULL;
CHARA_HIT *movingobj;
VEC2D push;
isHitWall = false;
//判定は最大4回まで
while (ic < MAX_WALLCHECK_COUNT) {
hitting.clear();
walldis = 32767;
a = 0;
nearwall = NULL;
moveobj = MoveObject(move);
for (auto itr = mgr->WallHit->begin(); itr != mgr->WallHit->end(); itr++) {
if ( moveobj->HitCheck(*itr) == true ) { //衝突しているならば
hitting.push_back((*itr)); //hittingに登録
}
}
//もし一つも接触している壁がなければ脱出
if (hitting.size() == 0) break;
//移動前の図形と最も最短距離が近い壁を見つけ出す
for (auto itr = hitting.begin(); itr != hitting.end(); itr++) {
a = CalcNearDistanceToSegment(*itr);
if (a < walldis || nearwall == NULL) {
walldis = a;
nearwall = (*itr);
}
}
//移動後の物体を仮想的に作成
movingobj = ParallelMove(move);
//最も距離が近い壁との押し出しベクトルを計算、moveに代入
push = movingobj->CalcPushVec(nearwall, moveobj);
*move = *move + push;
isHitWall = true;
ic++;
}
}
void CHARA_HIT::UpdateMoveObj(VEC2D *move) {
if (isCheckWall == true) {
WallPush(move);
}
//移動オブジェクトの更新
moveobj = MoveObject(move);
//離散的オブジェクトの更新
middle = middle + *move;
}
bool CHARA_HIT::HitCheckOnMove(CHARA_HIT *obj) {
if (!obj->moveobj) return false;
return moveobj->HitCheck(obj->moveobj);
}
double CHARA_HIT::CalcDistance(POINT2D *p) {
//円の中心点とpとの距離を返す
double a = (this->middle - *p).length();
return a;
}
double CHARA_HIT::CalcDistance(CHARA_HIT *obj) {
//円同士の最短距離を返す 重なっているとマイナスになる
return CalcDistance(&obj->middle) - (this->radius + obj->radius);
}
double CHARA_HIT::CalcNearDistanceToSegment(WALL_HIT *obj) {
return CalcSegmentDist(&obj->start, &obj->Dvector, &middle) - radius;
}
POINT2D CHARA_HIT::CalcMiddlePoint(CHARA_HIT *obj) {
//中点を返す
POINT2D a = middle + obj->middle;
return a / 2.0;
}
//■■■■■■■■■■■■WALL_HIT■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
//---------------------------------------------------------------------------
//線分:引数なしのイニシャライザ
//---------------------------------------------------------------------------
WALL_HIT::WALL_HIT(){
}
//---------------------------------------------------------------------------
//線分:始点とベクトル指定のイニシャライザ
//---------------------------------------------------------------------------
WALL_HIT::WALL_HIT(POINT2D *s, VEC2D *v){
start = *s;
Dvector = *v;
}
//---------------------------------------------------------------------------
//線分:始点と終点指定のイニシャライザ
//---------------------------------------------------------------------------
WALL_HIT::WALL_HIT(POINT2D *s, POINT2D *e){
start = *s;
Dvector = *e - *s;
}
//■■■■■■■■■■■■CHARA_MOVEHIT■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
//---------------------------------------------------------------------------
//線分:引数なしのイニシャライザ
//---------------------------------------------------------------------------
CHARA_MOVEHIT::CHARA_MOVEHIT(){
}
CHARA_MOVEHIT::CHARA_MOVEHIT(POINT2D *s, VEC2D *v, double r){
start = *s;
Dvector = *v;
radius = r;
}
//---------------------------------------------------------------------------
//線分:線分ベクトルとの衝突判定
//---------------------------------------------------------------------------
bool CHARA_MOVEHIT::HitCheck(WALL_HIT *obj) {
float t1, t2;
VEC2D s;
s = start - obj->start;
t1 = s.cross(obj->Dvector) / obj->Dvector.cross(Dvector);
t2 = s.cross(Dvector) / obj->Dvector.cross(Dvector);
//もし線分同士が交差しているのならば、衝突している
if (0.0f - EPS <= t1 && t1 - EPS <= 1.0f && 0.0f - EPS <= t2 && t2 - EPS <= 1.0f) return true;
//内積の積がマイナスならば
//外積 < 半径 ならば return 1
//内積の積がプラスならば
//点同士の距離 < 半径 ならば return 1
if (CalcSegmentDist(&start, &Dvector, &obj->start) + EPS < radius) {
return true;
}
if (CalcSegmentDist(&start, &Dvector, &VEC2D(obj->start + obj->Dvector)) + EPS < radius) {
return true;
}
if (CalcSegmentDist(&obj->start, &obj->Dvector, &start) + EPS < radius) {
return true;
}
if (CalcSegmentDist(&obj->start, &obj->Dvector, &VEC2D(start + Dvector)) + EPS < radius) {
return true;
}
return false;
}
//---------------------------------------------------------------------------
//線分:線分ベクトルとの衝突判定
//---------------------------------------------------------------------------
bool CHARA_MOVEHIT::HitCheck(CHARA_MOVEHIT *obj) {
float t1, t2;
VEC2D s;
s = start - obj->start;
t1 = s.cross(obj->Dvector) / obj->Dvector.cross(Dvector);
t2 = s.cross(Dvector) / obj->Dvector.cross(Dvector);
//もし線分同士が交差しているのならば、衝突している
if (0.0f - EPS <= t1 && t1 - EPS <= 1.0f && 0.0f - EPS <= t2 && t2 - EPS <= 1.0f) return true;
//内積の積がマイナスならば
//外積 < 半径 ならば return 1
//内積の積がプラスならば
//点同士の距離 < 半径 ならば return 1
if (CalcSegmentDist(&start, &Dvector, &obj->start) + EPS < radius + obj->radius) {
return true;
}
if (CalcSegmentDist(&start, &Dvector, &VEC2D(obj->start + obj->Dvector)) + EPS < radius + obj->radius) {
return true;
}
if (CalcSegmentDist(&obj->start, &obj->Dvector, &start) + EPS < radius + obj->radius) {
return true;
}
if (CalcSegmentDist(&obj->start, &obj->Dvector, &VEC2D(start + Dvector)) + EPS < radius + obj->radius) {
return true;
}
return false;
/*
float t1, t2;
VEC2D s;
s = start - obj->start;
t1 = s.cross(Dvector) / Dvector.cross(obj->Dvector);
t2 = s.cross(obj->Dvector) / Dvector.cross(obj->Dvector);
//もし線分同士が交差しているのならば、衝突している
if (0.0f - EPS <= t1 && t1 - EPS <= 1.0f && 0.0f - EPS <= t2 && t2 - EPS <= 1.0f) return 1;
//内積の積がマイナスならば
//外積 < 半径 ならば return 1
//内積の積がプラスならば
//点同士の距離 < 半径 ならば return 1
if (CalcSegmentDist(&start, &Dvector, &obj->start) - EPS < radius) return true;
if (CalcSegmentDist(&start, &Dvector, &VEC2D(obj->start + obj->Dvector)) - EPS < radius) return true;
if (CalcSegmentDist(&obj->start, &obj->Dvector, &start) - EPS < radius) return true;
if (CalcSegmentDist(&obj->start, &obj->Dvector, &VEC2D(start + Dvector)) - EPS < radius) return true;
return 0;
*/
}
//---------------------------------------
// その他
//---------------------------------------
POINT2D ConvertForPoint2(double r, double angle) {
double movex, movey;
movex = r * cos(angle);
movey = -1 * r * sin(angle);
return POINT2D(movex, movey);
}
VEC2D ConvertForVector2(double r, double angle) {
double movex, movey;
movex = r * cos(angle);
movey = -1 * r * sin(angle);
return VEC2D(movex, movey);
}
void ConvertForAngleRadius(POINT2D *vec, double *r, double *angle) {
*r = vec->length();
double sinvec, cosvec, sinval, cosval;
sinvec = -1 * vec->y / *r;
cosvec = vec->x / *r;
cosval = acos(cosvec); //0..pi
sinval = asin(sinvec); //-pi/2..pi/2
if (cosval <= (pi() / 2)) {
if (sinval >= 0) *angle = sinval; //第1象限
else *angle = 2 * pi() + sinval; //第4象限
}
else {
if (sinval >= 0) *angle = cosval; //第2象限
else *angle = 2 * pi() - cosval; //第3象限
}
rad_zero(angle);
}
POINT2D Absoluter(double r, double angle, POINT2D *o, double oangle) {
// oを基準に、r+angleの絶対座標を返す
return *o + ConvertForVector2(r, oangle+angle);
}
POINT2D Absoluter(POINT2D *vec, POINT2D *o, double oangle) {
double r, angle;
ConvertForAngleRadius(vec, &r, &angle);
return Absoluter(r, angle, o, oangle);
}
POINT2D AbsoluterAngle(double angle, double oangle) {
return ConvertForVector2(1, oangle + angle);
}
POINT2D AbsoluterAngle(double angle, POINT2D *oangle) {
return POINT2D(0, 0);
}
// 2018/08/15
// GetAllCollisionList, GetCollisionListから作り始める