start using new poly intersection against buildings

This commit is contained in:
Fraser Graham 2013-11-26 21:41:21 -08:00
parent b702afeb3a
commit 34b8ec045f

View File

@ -191,9 +191,15 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
// Check Obstacles
for _, obj := range g.obstacles {
collision, _, pos := v.RectIntersection(obj.Bounds, r.Position, move_vector)
if collision {
return collision, pos, nil
bot_polygon := v.OrientedSquare(r.Position, r.Heading, 5)
collision, move_collition, translation := v.PolyPolyIntersection(
bot_polygon, move_vector, obj.Bounds.ToPolygon())
if collision || move_collition {
log.Printf(" COLLISION: %v %v %v\n", collision, move_collition, translation)
log.Printf(" DETAILS: %v %v\n", r.Position, move_vector)
log.Printf(" INPUT: %v %v %v\n", bot_polygon, obj.Bounds.ToPolygon(), obj.Bounds)
return (collision || move_collition), r.Position.Add(move_vector).Add(translation.Scale(1.2)), nil
}
}
@ -263,10 +269,13 @@ func (r *Robot) Tick(g *game) {
hit_robot.Speed = (hit_robot.Speed * 0.1)
hit_robot.Heading = r.Heading
}
move_by := intersection_point.Sub(r.Position)
move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
r.Position = r.Position.Add(move_dist)
if r.Position != intersection_point {
move_by := intersection_point.Sub(r.Position)
// move_dist := move_by.Scale(float32(math.Floor(float64(move_by.Mag()-3.0))) / move_by.Mag())
r.Position = r.Position.Add(move_by)
}
r.Health -= int(r.Speed / 10.0)
r.MoveTo = &r.Position
r.Speed = (r.Speed * 0.1)