/* * The Mana Server * Copyright (C) 2004-2010 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server 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 Server 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 Server. If not, see . */ #include "game-server/collisiondetection.h" #include #include "utils/mathutils.h" #include "utils/point.h" #define D_TO_R 0.0174532925 // PI / 180 #define R_TO_D 57.2957795 // 180 / PI #ifndef M_PI #define M_PI 3.14159265358979323846 #endif // Tests to see if pos is between s1 degree and s2 #define test_degrees(pos,s1,s2) (pos > s1 && pos < s2) || (s1 > s2 && !(pos < s1 && pos > s2)) 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); } bool Collision::diskWithCircleSector(const Point &diskCenter, int diskRadius, const Point §orCenter, int sectorRadius, int halfTopAngle, int placeAngle) { float r1 = sectorRadius, r2 = diskRadius; float dx = sectorCenter.x - diskCenter.x, dy = sectorCenter.y - diskCenter.y; // d^2 = dx^2 + dy^2 float d = ((dx * dx) + (dy * dy)); // d^2 < r2^2 if (d < r2 * r2) return true; // We are right on top of each other // d^2 > r1^2 + r2^2 if (d > ((r1+r2) * (r1+r2))) return false; // The two circles do not touch float s1 = placeAngle - halfTopAngle, s2 = placeAngle + halfTopAngle; if (s1 >= 360) s1 -= 360; if (s1 < 0) s1 += 360; if (s2 >= 360) s2 -= 360; if (s2 < 0) s2 += 360; // Is the center point of circle 2 within circle 1? if (d < r1 * r1) { // Circle 2 degrees in respect to circle 1 float c2dc1 = atan2(dy,dx) * R_TO_D; if (c2dc1 < 0) c2dc1 += 360; if (test_degrees(c2dc1, s1, s2)) return true; // Since we are well within range, we might be // Too close, so we need to make sure two circles intersect d = sqrt(d); r1 = d; } else { d = sqrt(d); } float a = ((r1*r1) - (r2*r2) + (d*d)) / (2.0 * d); float axd = (a * dx) / d, ayd = (a * dy) / d, h = sqrt((r1*r1) - (a*a)); float ix1 = axd + ((h * dx) / d), iy1 = ayd - ((h * dy) / d), ix2 = axd - ((h * dx) / d), iy2 = ayd + ((h * dy) / d); float idc1 = atan2(iy1,ix1) * R_TO_D; if (idc1 < 0) idc1 += 360; if (test_degrees(idc1, s1, s2)) return true; idc1 = atan2(iy2,ix2) * R_TO_D; if (idc1 < 0) idc1 += 360; if (test_degrees(idc1, s1, s2)) return true; // If we got to this point, it must be false return false; } bool Collision::circleWithCircle(const Point ¢er1, int radius1, const Point ¢er2, int radius2) { const int touchDistance = radius1 + radius2; const int distX = center1.x - center2.x; const int distY = center1.y - center2.y; const int distSquared = distX * distX + distY * distY; return distSquared < touchDistance * touchDistance; }