Fixed collision detection in probes

This was a problem before when the probe hit an object that was further than
another object first. Now we traverse all objects all the time to find the
closest one. \o/
This commit is contained in:
sm
2014-01-16 00:56:35 -08:00
parent 72d5a1a64c
commit 7971198c17
4 changed files with 156 additions and 30 deletions
+57 -28
View File
@@ -165,17 +165,28 @@ type Instruction struct {
Scan *bool `json:"scan,omitempty"`
}
func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2d, *Robot) {
// returns collision, the intersection point, and the robot with whom r has
// collided, if this happened.
func (r *Robot) checkCollisions(g *game, probe v.Vector2d) (bool, *v.Point2d, *Robot) {
finalCollision := false
collision := false
intersection_point := v.Point2d{X: 0, Y: 0}
bot_size := float32(5.0)
bot_polygon := v.OrientedSquare(r.Position, r.Heading, bot_size)
closest := float32(math.Inf(1))
var intersection *v.Point2d
var finalRobot *Robot
// TODO: this needs moved to the conf?
botSize := float32(5.0)
botPolygon := v.OrientedSquare(r.Position, r.Heading, botSize)
// Check Walls
r_walls := v.AABB2d{A: v.Point2d{X: bot_size, Y: bot_size}, B: v.Point2d{X: g.width - bot_size, Y: g.height - bot_size}}
collision, _, pos := v.RectIntersection(r_walls, r.Position, move_vector)
if collision {
return collision, pos, nil
r_walls := v.AABB2d{A: v.Point2d{X: botSize, Y: botSize}, B: v.Point2d{X: g.width - botSize, Y: g.height - botSize}}
collision, _, wallIntersect := v.RectIntersection(r_walls, r.Position, probe)
if collision && wallIntersect != nil {
finalCollision = collision
if dist := r.Position.Sub(*wallIntersect).Mag(); dist < closest {
intersection = wallIntersect
closest = dist
}
}
// Check Other Bots
@@ -184,29 +195,47 @@ func (r *Robot) checkCollisions(g *game, move_vector v.Vector2d) (bool, v.Point2
if bot.Id == r.Id {
continue
}
player_rect := v.OrientedSquare(bot.Position, bot.Heading, bot_size)
player_rect := v.OrientedSquare(bot.Position, bot.Heading, botSize)
collision, move_collision, translation := v.PolyPolyIntersection(
bot_polygon, move_vector, player_rect)
botPolygon, probe, player_rect)
if collision || move_collision {
return true, r.Position.Add(move_vector).Add(translation.Scale(1.1)), bot
finalCollision = collision
p := r.Position.Add(probe).Add(translation.Scale(1.2))
if dist := r.Position.Sub(p).Mag(); dist < closest {
intersection = &p
closest = dist
finalRobot = bot
}
}
}
}
// Check Obstacles
for _, obj := range g.obstacles {
// collision due to motion:
collision, move_collision, translation := v.PolyPolyIntersection(
botPolygon, probe, obj.Bounds.ToPolygon())
if collision || move_collision {
finalCollision = collision
p := r.Position.Add(probe).Add(translation.Scale(1.1))
if dist := r.Position.Sub(p).Mag(); dist < closest {
intersection = &p
closest = dist
}
}
// collision due to probe
collision, _, wallIntersect := v.RectIntersection(obj.Bounds, r.Position, probe)
if collision && wallIntersect != nil {
finalCollision = collision
if dist := r.Position.Sub(*wallIntersect).Mag(); dist < closest {
intersection = wallIntersect
closest = dist
}
}
}
// Check Obstacles
for _, obj := range g.obstacles {
collision, move_collision, translation := v.PolyPolyIntersection(
bot_polygon, move_vector, obj.Bounds.ToPolygon())
if collision || move_collision {
// 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 true, r.Position.Add(move_vector).Add(translation.Scale(1.1)), nil
}
}
return collision, intersection_point, nil
return finalCollision, intersection, finalRobot
}
func (r *Robot) Tick(g *game) {
@@ -287,8 +316,8 @@ func (r *Robot) Tick(g *game) {
}
}
if r.Position != intersection_point {
r.Position = intersection_point
if r.Position != *intersection_point {
r.Position = *intersection_point
}
r.Health -= dmg
@@ -343,7 +372,7 @@ func (r *Robot) Tick(g *game) {
probe_vector := r.Probe.Sub(r.Position)
coll, pos, _ := r.checkCollisions(g, probe_vector)
if coll {
r.ProbeResult = &pos
r.ProbeResult = pos
}
}
}