-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathbox_tilemap_sweep.go
More file actions
211 lines (182 loc) · 5.67 KB
/
box_tilemap_sweep.go
File metadata and controls
211 lines (182 loc) · 5.67 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
package coll
import (
"image"
"math"
"slices"
"github.com/setanarut/v"
)
// TileHitInfo stores information about a collision with a tile
type TileHitInfo struct {
TileCoords image.Point // X,Y coordinates of the tile in the tilemap
Normal v.Vec // Normal vector of the collision (-1/0/1)
}
// TileCollider handles collision detection between AABB and [][]uint8 2D tilemap
type TileCollider struct {
Collisions []TileHitInfo // List of collisions from last check
CellSize image.Point // Width and height of tiles
TileMap [][]uint8 // 2D grid of tile IDs
NonSolidTileIDs []uint8 // Sets the ID of non-solid tiles. Defaults to 0.
}
// NewTileCollider creates a new tile collider with the given tilemap and tile dimensions
func NewTileCollider(tileMap [][]uint8, tileWidth, tileHeight int) *TileCollider {
return &TileCollider{
TileMap: tileMap,
CellSize: image.Point{tileWidth, tileHeight},
NonSolidTileIDs: []uint8{0},
}
}
// TileCollisionCallback is called when collisions occur, receiving collision info and final movement
type TileCollisionCallback func([]TileHitInfo, float64, float64)
// Collide checks for collisions when a moving aabb and returns the allowed movement
func (c *TileCollider) Collide(box AABB, delta v.Vec, onCollide TileCollisionCallback) v.Vec {
c.Collisions = c.Collisions[:0]
if delta.X == 0 && delta.Y == 0 {
return delta
}
if math.Abs(delta.X) > math.Abs(delta.Y) {
if delta.X != 0 {
delta.X = c.CollideX(&box, delta.X)
}
if delta.Y != 0 {
box.Pos.X += delta.X
delta.Y = c.CollideY(&box, delta.Y)
}
} else {
if delta.Y != 0 {
delta.Y = c.CollideY(&box, delta.Y)
}
if delta.X != 0 {
box.Pos.Y += delta.Y
delta.X = c.CollideX(&box, delta.X)
}
}
if onCollide != nil {
onCollide(c.Collisions, delta.X, delta.Y)
}
return delta
}
// CollideX checks for collisions along the X axis and returns the allowed X movement
func (c *TileCollider) CollideX(aabb *AABB, deltaX float64) float64 {
checkLimit := max(1, int(math.Ceil(math.Abs(deltaX)/float64(c.CellSize.Y)))+1)
rectTop := aabb.Top()
rectBottom := aabb.Bottom()
rectTileTopCoord := int(math.Floor(rectTop / float64(c.CellSize.Y)))
rectTileBottomCoord := int(math.Ceil((rectBottom)/float64(c.CellSize.Y))) - 1
if deltaX > 0 {
startRightX := int(math.Floor((aabb.Pos.X + aabb.Half.X) / float64(c.CellSize.X)))
endX := startRightX + checkLimit
endX = min(endX, len(c.TileMap[0]))
for y := rectTileTopCoord; y <= rectTileBottomCoord; y++ {
if y < 0 || y >= len(c.TileMap) {
continue
}
for x := startRightX; x < endX; x++ {
if x < 0 || x >= len(c.TileMap[0]) {
continue
}
if !slices.Contains(c.NonSolidTileIDs, c.TileMap[y][x]) {
tileLeft := float64(x * c.CellSize.X)
collision := tileLeft - (aabb.Pos.X + aabb.Half.X)
if collision <= deltaX {
deltaX = collision
c.Collisions = append(c.Collisions, TileHitInfo{
TileCoords: image.Point{x, y},
Normal: v.Left,
})
}
}
}
}
}
if deltaX < 0 {
rectLeft := aabb.Left()
endX := int(math.Floor(rectLeft / float64(c.CellSize.X)))
startX := endX - checkLimit
startX = max(startX, 0)
for y := rectTileTopCoord; y <= rectTileBottomCoord; y++ {
if y < 0 || y >= len(c.TileMap) {
continue
}
for x := startX; x <= endX; x++ {
if x < 0 || x >= len(c.TileMap[0]) {
continue
}
if !slices.Contains(c.NonSolidTileIDs, c.TileMap[y][x]) {
tileRight := float64((x + 1) * c.CellSize.X)
collision := tileRight - rectLeft
if collision >= deltaX {
deltaX = collision
c.Collisions = append(c.Collisions, TileHitInfo{
TileCoords: image.Point{x, y},
Normal: v.Right,
})
}
}
}
}
}
return deltaX
}
// CollideY checks for collisions along the Y axis and returns the allowed Y movement
func (c *TileCollider) CollideY(rect *AABB, deltaY float64) float64 {
checkLimit := max(1, int(math.Ceil(math.Abs(deltaY)/float64(c.CellSize.Y)))+1)
rectLeft := rect.Left()
rectRight := rect.Right()
rectTileLeftCoord := int(math.Floor(rectLeft / float64(c.CellSize.X)))
rectTileRightCoord := int(math.Ceil(rectRight/float64(c.CellSize.X))) - 1
if deltaY > 0 {
rectBottom := rect.Pos.Y + rect.Half.Y
startBottomY := int(math.Floor(rectBottom / float64(c.CellSize.Y)))
endY := startBottomY + checkLimit
endY = min(endY, len(c.TileMap))
for x := rectTileLeftCoord; x <= rectTileRightCoord; x++ {
if x < 0 || x >= len(c.TileMap[0]) {
continue
}
for y := startBottomY; y < endY; y++ {
if y < 0 || y >= len(c.TileMap) {
continue
}
if !slices.Contains(c.NonSolidTileIDs, c.TileMap[y][x]) {
tileTop := float64(y * c.CellSize.Y)
collision := tileTop - rectBottom
if collision <= deltaY {
deltaY = collision
c.Collisions = append(c.Collisions, TileHitInfo{
TileCoords: image.Point{x, y},
Normal: v.Up,
})
}
}
}
}
}
if deltaY < 0 {
rectTop := rect.Top()
endY := int(math.Floor(rectTop / float64(c.CellSize.Y)))
startY := endY - checkLimit
startY = max(startY, 0)
for x := rectTileLeftCoord; x <= rectTileRightCoord; x++ {
if x < 0 || x >= len(c.TileMap[0]) {
continue
}
for y := startY; y <= endY; y++ {
if y < 0 || y >= len(c.TileMap) {
continue
}
if !slices.Contains(c.NonSolidTileIDs, c.TileMap[y][x]) {
tileBottom := float64((y + 1) * c.CellSize.Y)
collision := tileBottom - rectTop
if collision >= deltaY {
deltaY = collision
c.Collisions = append(c.Collisions, TileHitInfo{
TileCoords: image.Point{x, y},
Normal: v.Down,
})
}
}
}
}
}
return deltaY
}