fysxasteroids/engine/PhysicsBase.cc

752 lines
26 KiB
C++

#include "PhysicsBase.h"
#include "EntityBase.h"
// needed for GetEntityGameState() in ProcessCollisionEvent()
#include "ModelBase.h"
#include "coll2d.h"
#define EPSILON 1.0e-4
namespace Engine {
/*
* Inherited Module functions
*/
int PhysicsBase::OnInit (int argc, char* argv[]) {
LogDebug ("Physics Init");
mEntities.clear ();
mWorldMin.setValues (-0.5, -0.5, -0.5);
mWorldMax.setValues (0.5, 0.5, 0.5);
return 0;
}
void PhysicsBase::OnDestroy () {
LogDebug ("Physics Destroy");
}
/*
* Module specific functions
*/
void PhysicsBase::Move (float delta_msec) {
EntityPhysicState* entity = NULL;
std::map<unsigned int, EntityPhysicState*>::iterator entity_iter;
std::map<unsigned int, EntityPhysicState*>::iterator collision_iter;
vector3d velocity, orientation;
for (entity_iter = mEntities.begin (); entity_iter != mEntities.end(); entity_iter++){
entity = entity_iter->second;
velocity = entity->GetVelocity ();
if (velocity.length2() == 0.)
continue;
CheckContactCache (entity);
entity->SetPosition (entity->GetPosition () + velocity * delta_msec);
entity->SetOrientation (vector3d(0., entity->GetOrientation()[1] + entity->GetAngleVelocity() * delta_msec, 0.));
}
}
int PhysicsBase::Simulate (float msec, ModelBase* model) {
vector3d velocity, orientation;
unsigned int entity_a_id, entity_b_id;
int resolve_steps = 0;;
float current_time = 0, stepsize = msec / (float) 10;
while (current_time < msec) {
if (msec - current_time < stepsize)
stepsize = msec - current_time;
coll2d::CollisionInfo info;
bool collision_result = false;
collision_result = CalcNextCollision (stepsize, entity_a_id, entity_b_id, info);
if (collision_result == 0) {
// there is no collision, so we integrate to the end of
// the timestep
current_time += stepsize;
Move (stepsize);
} else {
LogDebug ("Collision between %u and %u", entity_a_id, entity_b_id);
float collision_remaining_step = stepsize;
resolve_steps = 0;
// This is the collision loop. It loops until there is no collision any
// more within the stepsize.
while (collision_remaining_step > 0.) {
// with this we count how often we iterate through and can
// detect certain false behaviour
resolve_steps ++;
// info.time tells us in what time the contact will happen and
// theoretically we can move to that point, however due to round-off
// errors we might end up in a situation where the Entities overlap
// which we must prevent to keep the collision detection working.
//
// Therefore we only move to a portion of the time and resolve the
// collision then. This alpha variable controls how much of the time
// we skip.
float alpha = 0.001;
// If the timestep is already very small, we try to resolve it
// immediately.
if (info.time < EPSILON ) {
// if the timestep is too small we simply resolve the collision and
// do not move beforehang
LogDebug ("Time step too small ==> Resolving Step immediately");
// Send the collision event to the Model (if we have one)
if (model) {
model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
}
ResolveCollision (0., entity_a_id, entity_b_id, info);
// collision_remaining_step -= 1.0e-4;
} else {
Move (info.time * (1 - alpha));
// Send the collision event to the Model (if we have one)
if (model) {
model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
}
LogDebug ("Resolving Step between %u and %u t = %f alpha = %f", entity_a_id, entity_b_id, info.time, alpha);
ResolveCollision (info.time * (1 - alpha), entity_a_id, entity_b_id, info);
collision_remaining_step -= info.time * (1 - alpha);
}
// At this point we resolved the collision we had found. Now we need
// to check whether there is a new one
collision_result = CalcNextCollision (collision_remaining_step, entity_a_id, entity_b_id, info);
// If there was none, we happily move on to the end of the frame and
// set collision_remaining_step to 0 so that we jump out of the
// collision loop.
if (!collision_result) {
Move (collision_remaining_step);
collision_remaining_step = 0.;
break;
}
assert (resolve_steps <= 50);
}
}
}
/* Postcondition: we simulated exactly msec milliseconds, no less, no more! */
assert (current_time == msec);
return 0;
}
void PhysicsBase::RegisterEntity (EntityPhysicState* entity) {
unsigned int id = entity->mId;
LogDebug ("Registering EntityPhysicState with id '%d'", id);
if (mEntities.find (id) == mEntities.end ())
mEntities[id] = entity;
else {
LogError ("Physics already has registered an Entity with id '%d'", id);
}
}
void PhysicsBase::UnregisterEntity (const unsigned int id) {
std::map<unsigned int, EntityPhysicState*>::iterator iter = mEntities.find(id);
LogDebug ("Unregistering EntityPhysicState with id '%d'", id);
if (iter != mEntities.end ()) {
// Remove all the references of existing contacts to the Entity that is
// going to be deleted.
std::map<unsigned int, vector3d>::iterator temp_iter, contact_iter = iter->second->mContactNormals.begin();
while (contact_iter != iter->second->mContactNormals.end()) {
temp_iter = contact_iter;
contact_iter ++;
ContactCacheRemove (id, temp_iter->first);
}
// Remove the Entity from mEntities and erase the Entity
EntityPhysicState* entity_physic_state = iter->second;
mEntities.erase (iter);
// We also have to delete the state!
if (entity_physic_state->mShape)
delete entity_physic_state->mShape;
delete entity_physic_state;
} else {
LogError ("Could not unegister EntityPhysicState with id '%d': Entity not found!", id);
}
}
/**
* This function also sorts out collisions that might be invalid such as
* Particle-Particle collision and the like.
*/
inline bool PhysicsBase::CheckPossibleCollisionPair (EntityPhysicState* entity_a, EntityPhysicState* entity_b) {
// no collision checks against itself
if (entity_a == entity_b)
return false;
// no checks if both are static
if (entity_a->mStatic && entity_a->mStatic)
return false;
// no checks if both are particles
if (entity_a->mBaseType == EntityBaseTypeParticle
&& entity_b->mBaseType == EntityBaseTypeParticle)
return false;
// no checks if both are particles
if (entity_a->mBaseType == EntityBaseTypeBlock
&& entity_b->mBaseType == EntityBaseTypeBlock)
return false;
return true;
}
/**
* \param stepsize The timestep for which we want to check whether a
* collision occurs.
* \param reference_entity_id If a collision occurs the Id of the entity that
* is the reference entity is stored in this variable.
* \param incidence_entity_id If a collision occurs the Id of the entity that
* crashes into the reference entity is stored in this variable.
* \param info Contains information about the collision (normal, time, point)
*
* This function calls PhysicsBase::CheckPossibleCollisionPair() to sort out
* invalid collision pairs.
*/
bool PhysicsBase::CalcNextCollision (
float stepsize,
unsigned int &reference_entity_id,
unsigned int &incidence_entity_id,
coll2d::CollisionInfo &info) {
std::map<unsigned int, EntityPhysicState*>::iterator collision_iter;
std::map<unsigned int, EntityPhysicState*>::iterator collision_ref;
// We have to find the next collision, so we check everything and
// take the first one that will happen.
coll2d::CollisionInfo temp_info;
info.time = 2.;
for (collision_ref = mEntities.begin (); collision_ref != mEntities.end (); collision_ref ++) {
if (collision_ref->second->mId != 0) {
collision_ref->second->UpdateShape();
}
}
for (collision_ref = mEntities.begin (); collision_ref != mEntities.end (); collision_ref ++) {
if (collision_ref->second->mAlive == false)
continue;
for (collision_iter = collision_ref; collision_iter != mEntities.end (); collision_iter ++) {
if (collision_iter->second->mAlive == false)
continue;
if (!CheckPossibleCollisionPair(collision_ref->second, collision_iter->second))
continue;
EntityPhysicState *entity_a, *entity_b;
entity_a = collision_ref->second;
entity_b = collision_iter->second;
int coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &temp_info);
// Here we check
if (coll2d_result == 0) {
// Now we have to check whether a warp is required
vector3d warp_directions = CheckEntityWarp (entity_a, stepsize);
if (warp_directions.length2() == 0.) {
// If none is reported for entity_a we still have to check whether we might have
// to warp entity_b. If so, we have to negate the warp_direction as
// all further processing assumes, that entity_a is being warped.
// Warping of entity_b by d is equivalent to warping entity_a by -d.
warp_directions = CheckEntityWarp (entity_b, stepsize);
if (warp_directions.length2() != 0.)
warp_directions *= -1.;
}
// if a valid warp direction was found we perform the checks at
// the warped positions
if (warp_directions.length2() != 0.) {
// LogMessage ("doing some warping: %f, %f, %f", warp_directions[0], warp_directions[1], warp_directions[2]);
coll2d_result = PerformWarpedCollisionChecks (stepsize, entity_a, entity_b, warp_directions, temp_info);
}
}
if (!HandleColl2dError (coll2d_result, stepsize, entity_a, entity_b, temp_info)) {
LogError ("Could not handle coll2d error: %d\n", coll2d_result);
}
if (coll2d_result > 0 && temp_info.time < info.time ) {
info = temp_info;
assert (info.reference_shape >= 0);
if (info.reference_shape == 0) {
reference_entity_id = collision_ref->first;
incidence_entity_id = collision_iter->first;
} else {
reference_entity_id = collision_iter->first;
incidence_entity_id = collision_ref->first;
}
}
}
}
if (info.time != 2.)
return true;
return false;
}
int PhysicsBase::PerformWarpedCollisionChecks (float stepsize, EntityPhysicState* entity_a, EntityPhysicState* entity_b, vector3d warp_directions, coll2d::CollisionInfo &info) {
int coll2d_result = 0;
vector3d entity_original_pos = entity_a->mPosition;
vector3d test_warp;
// LogMessage ("warping directions %f, %f, %f ids %d, %d", warp_directions[0], warp_directions[1], warp_directions[2], entity_a->mId, entity_b->mId);
// check for along 1, 0, 0
if (warp_directions[0] != 0.) {
test_warp.setValues(warp_directions[0], 0., 0.);
// LogMessage ("warping position %f, %f, %f", test_warp[0], test_warp[1], test_warp[2]);
entity_a->mPosition += test_warp;
entity_a->UpdateShape();
coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &info);
// LogMessage ("collision result = %d", coll2d_result);
if (coll2d_result) {
// reset the entity
entity_a->mPosition = entity_original_pos;
entity_a->UpdateShape();
return coll2d_result;
}
}
// reset the entity
entity_a->mPosition = entity_original_pos;
entity_a->UpdateShape();
// check along 0, 0, 1
if (warp_directions[2] != 0.) {
test_warp.setValues(0, 0, warp_directions[2]);
// LogMessage ("warping position %f, %f, %f", test_warp[0], test_warp[1], test_warp[2]);
entity_a->mPosition += test_warp;
entity_a->UpdateShape();
coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &info);
// LogMessage ("collision result = %d", coll2d_result);
if (coll2d_result) {
// reset the entity
entity_a->mPosition = entity_original_pos;
entity_a->UpdateShape();
return coll2d_result;
}
}
// reset the entity
entity_a->mPosition = entity_original_pos;
entity_a->UpdateShape();
// check along 1, 0, 1
if (warp_directions[0] != 0. && warp_directions[2] != 0.) {
test_warp.setValues(warp_directions[0], 0, warp_directions[2]);
// LogMessage ("warping position %f, %f, %f", test_warp[0], test_warp[1], test_warp[2]);
entity_a->mPosition += test_warp;
entity_a->UpdateShape();
coll2d_result = coll2d::check_collision (stepsize, entity_a->mShape, entity_b->mShape, &info);
// LogMessage ("collision result = %d", coll2d_result);
if (coll2d_result) {
// reset the entity
entity_a->mPosition = entity_original_pos;
entity_a->UpdateShape();
return coll2d_result;
}
}
// reset the entity
entity_a->mPosition = entity_original_pos;
entity_a->UpdateShape();
return coll2d_result;
}
/**
* This function updates the velocity of the Entity with id of
* incidence_entity_id so that it no more is in collision with with Entity
* with id reference_entity_id. Additionally to that we also cache the
* contact normals and check against them so that the new velocity does not
* violate previous contacts.
*
* We store the cached contact normals both in the incidence and the reference
* entity and we have to make sure that these references get cleared once one
* of the two get deleted! This is done in PhysicsBase::UnregisterEntity().
*/
void PhysicsBase::ResolveCollision (float stepsize, unsigned int reference_entity_id, unsigned int incidence_entity_id, coll2d::CollisionInfo &info) {
EntityPhysicState* reference_entity = mEntities[reference_entity_id];
EntityPhysicState* incidence_entity = mEntities[incidence_entity_id];
if (!reference_entity || !incidence_entity) {
LogError ("Invalid entity IDs passed to %s: %u and %u", __FUNCTION__, reference_entity_id, incidence_entity_id);
}
assert (reference_entity && incidence_entity);
// So far only resolving of collision of sphere collisions is
// allowed
assert (dynamic_cast<coll2d::Sphere*> (incidence_entity->mShape));
// First we calculate the velocity along the normal and then we calculate
// the velocity that is tangential to the plane and set the new velocity to
// it.
vector3d new_velocity = incidence_entity->mVelocity;
new_velocity -= reference_entity->mVelocity;
// It should be greater zero otherwise there was an error in the collision
// detection.
assert (new_velocity.length2 ());
// The scalar proj tells us how far we went along the normal
float proj = new_velocity * info.normal;
// As there is a collision, and the incidence_entity is moving towards the
// plane, this value must be strictly smaller than zero, otherwise we would
// not penetrate the plane.
if (proj > 0.) {
LogError ("Projection invalid: %e", proj);
info.doPrint ("Collision Info:\n");
}
assert (proj < 0.);
// Collision handling start:
// This is the code that tells us how we deal with collisions and how to
// prevent them. To get real dynamics one has to adjust this section:
vector3d old_velocity = incidence_entity->mVelocity;
new_velocity = old_velocity + info.normal * proj * (-1.0);
incidence_entity->SetVelocity (new_velocity);
// Collision handling end
// And we also add the normal to the cached contacts for both incidence
// and reference entity
ContactCacheAdd (incidence_entity, reference_entity, info.normal);
// Now we check whether we are violating any of the cached contacts. For
// this we loop through all contacts and try to adjust the velocity of
// incidence_entity until we no more violate the cached contacts.
std::map<unsigned int, vector3d>::iterator iter = incidence_entity->mContactNormals.begin();
int readjust = 0;
while (iter != incidence_entity->mContactNormals.end()) {
vector3d contact_normal = iter->second;
float contact_velocity = new_velocity * contact_normal;
if (contact_velocity < 0.) {
if (reference_entity_id == iter->first) {
// In this case, the projection was not good enough. We simultaneously
// damp the velocity and push a little harder. If it was damped too
// much or we had to readjust too often, we set the velocity to zero.
LogDebug ("Resolved collision needs to be readjusted");
new_velocity = incidence_entity->GetVelocity();
new_velocity *= 0.5;
if (new_velocity.length2() < EPSILON)
new_velocity.setValues (0., 0., 0.);
else
new_velocity += info.normal * 0.001;
incidence_entity->SetVelocity (new_velocity);
readjust++;
// More than 10 readjusts? -> set velocity to zero
if (readjust > 10)
new_velocity.setValues (0., 0., 0.);
// and we redo all the checking:
iter = incidence_entity->mContactNormals.begin();
continue;
}
// In this case the proposed velocity is violating another contact
// and we set the velocity to zero.
LogDebug ("Cached collision: %e -> resetting velocity", contact_velocity);
// contact_normal.print ("contact normal: ");
new_velocity.setValues (0., 0., 0.);
incidence_entity->mVelocity = new_velocity;
} else if (contact_velocity > 0.01) {
// If we move sufficiently fast away from a contact we remove the
// contact from the cache.
// * Attention! * As the function ContactCacheRemove() deletes an entry
// of mContactNormals we have to increase the iterator *before* we
// remove the cache. Otherwise the iterator might become invalid!
unsigned int contact_id = iter->first;
iter++;
ContactCacheRemove (contact_id, incidence_entity_id);
continue;
}
iter++;
}
}
/*
* Contact Cache Functions
*/
void PhysicsBase::ContactCacheAdd (EntityPhysicState* incidence_entity, EntityPhysicState* reference_entity, vector3d normal) {
incidence_entity->mContactNormals[reference_entity->mId] = normal;
reference_entity->mContactNormals[incidence_entity->mId] = normal * -1.;
LogDebug ("Adding normal (%f,%f,%f) id=%d to entity %d",
normal[0], normal[1], normal[2],
reference_entity->mId, incidence_entity->mId);
LogDebug ("Adding normal (%f,%f,%f) id=%d to entity %d",
normal[0] * -1., normal[1] * -1., normal[2] * -1.,
incidence_entity->mId, reference_entity->mId);
}
void PhysicsBase::ContactCacheRemove (unsigned int entity_a_id, unsigned int entity_b_id) {
assert (entity_a_id != entity_b_id);
EntityPhysicState *entity_a, *entity_b;
#ifdef WIN32
entity_a = mEntities[entity_a_id];
entity_b = mEntities[entity_b_id];
#else
entity_a = mEntities.at(entity_a_id);
entity_b = mEntities.at(entity_b_id);
#endif
// Check the entries exist
assert (entity_a->mContactNormals.find (entity_b_id) != entity_a->mContactNormals.end());
assert (entity_b->mContactNormals.find (entity_a_id) != entity_b->mContactNormals.end());
#ifdef WIN32
vector3d contact_normal = entity_a->mContactNormals[entity_b_id];
#else
vector3d contact_normal = entity_a->mContactNormals.at(entity_b_id);
#endif
LogDebug ("Removing normal (%f,%f,%f) id=%d from entity %d",
contact_normal[0], contact_normal[1], contact_normal[2],
entity_a_id, entity_b_id);
entity_a->mContactNormals.erase (entity_a->mContactNormals.find(entity_b_id));
#ifdef WIN32
contact_normal = entity_b->mContactNormals[entity_a_id];
#else
contact_normal = entity_b->mContactNormals.at(entity_a_id);
#endif
LogDebug ("Removing normal (%f,%f,%f) id=%d from entity %d",
contact_normal[0], contact_normal[1], contact_normal[2],
entity_b_id, entity_a_id);
entity_b->mContactNormals.erase (entity_b->mContactNormals.find(entity_a_id));
}
/** \brief Checks whether we are still in contact with the entities stored in mContactNormals
*
* To check whether we still are in contact, we modify temporarily the
* velocity of the given Entity that it moves towards the contact point (i.e.
* we add the negative normal to the velocity) and re-check for a collision.
* If the collision has a time value of 0.0 and the reported normal stays the
* same, we know, that the two Entities are still in contact. If not, we lost
* contact.
*
* We can skip the test, if the scalar product of the normal and velocity are
* positive (in this case we move away from the plane)
*/
void PhysicsBase::CheckContactCache (EntityPhysicState* entity) {
std::map<unsigned int, vector3d>::iterator contacts_iter, current_iter;
contacts_iter = entity->mContactNormals.begin();
while (contacts_iter != entity->mContactNormals.end()) {
// * Attention! *
// current_iter can be used throughout this environment and contacts_iter
// can already now be increased as it *must not* be used! This is due to
// the nature of ContactCacheRemove() which might make contacts_iter
// invalid if we were using that.
current_iter = contacts_iter;
contacts_iter ++;
unsigned int contact_entity_id = current_iter->first;
#ifdef WIN32
EntityPhysicState* contact_entity = mEntities[contact_entity_id];
#else
EntityPhysicState* contact_entity = mEntities.at (contact_entity_id);
#endif
vector3d normal = current_iter->second;
vector3d old_velocity = entity->GetVelocity();
// If we already move away from the normal, we delete the contact.
if (normal * old_velocity > 0.01) {
LogDebug ("Lost Contact with entity %d!", current_iter->first);
ContactCacheRemove (entity->mId, current_iter->first);
continue;
} else {
vector3d new_velocity (old_velocity);
new_velocity -= normal;
entity->SetVelocity (new_velocity);
entity->UpdateShape();
contact_entity->UpdateShape();
coll2d::CollisionInfo info;
int coll2d_result;
coll2d_result = coll2d::check_collision (1.0, entity->mShape, contact_entity->mShape, &info);
if (!HandleColl2dError (coll2d_result, 1.0, entity, contact_entity, info)) {
// error
LogError ("Error when performing collision check: %s\n", __FUNCTION__);
}
if (coll2d_result > 0) {
// no contact, so delete it:
LogDebug ("Lost Contact with entity %d!", current_iter->first);
ContactCacheRemove (entity->mId, current_iter->first);
entity->SetVelocity (old_velocity);
continue;
} else if ( coll2d_result < 0){
// contact
if (info.time != 0. || normal != info.normal) {
LogError ("Something strange happened when checking for contacts in %s", __FUNCTION__);
}
}
entity->SetVelocity (old_velocity);
}
}
}
vector3d PhysicsBase::CheckEntityWarp (EntityPhysicState* entity, float stepsize) {
vector3d result (0., 0., 0.);
float bounding_sphere_radius = entity->mShape->getBoundingRadius();
vector3d world_size = mWorldMax - mWorldMin;
// first we check, whether the entity already overlaps
if (mWorldWarp.test(WorldWarpModeX)) {
vector3d test_dir (1., 0., 0.);
vector3d test_pos = entity->mPosition + test_dir * bounding_sphere_radius;
if (test_pos[0] > mWorldMax[0])
result += vector3d (-world_size[0], 0., 0.);
else {
test_pos = entity->mPosition - test_dir * bounding_sphere_radius;
if (test_pos[0] < mWorldMin[0])
result += vector3d (world_size[0], 0., 0.);
}
if (result[0] == 0.) {
// then we check whether the entity overlaps at its final destination
test_dir.setValues (1., 0., 0.);
test_pos = entity->mPosition + test_dir * bounding_sphere_radius + entity->mVelocity * stepsize;
if (test_pos[0] > mWorldMax[0])
result += vector3d (-world_size[0], 0., 0.);
else {
test_pos = entity->mPosition - test_dir * bounding_sphere_radius + entity->mVelocity * stepsize;
if (test_pos[0] < mWorldMin[0])
result += vector3d (world_size[0], 0., 0.);
}
}
}
if (mWorldWarp.test(WorldWarpModeZ)) {
vector3d test_dir (0., 0., 1.);
vector3d test_pos = entity->mPosition + test_dir * bounding_sphere_radius;
if (test_pos[2] > mWorldMax[2])
result += vector3d (0, 0., -world_size[2]);
else {
test_pos = entity->mPosition - test_dir * bounding_sphere_radius;
if (test_pos[2] < mWorldMin[2])
result += vector3d (0, 0., world_size[2]);
}
if (result[2] == 0.) {
// then we check whether the entity overlaps at its final destination
test_dir.setValues (0., 0., 1.);
test_pos = entity->mPosition + test_dir * bounding_sphere_radius + entity->mVelocity * stepsize;
if (test_pos[2] > mWorldMax[2])
result += vector3d (0, 0, -world_size[2]);
else {
test_pos = entity->mPosition - test_dir * bounding_sphere_radius + entity->mVelocity * stepsize;
if (test_pos[2] < mWorldMin[2])
result += vector3d (0, 0, world_size[2]);
}
}
}
return result;
}
/**
* So far we ignore overlapping if one entity is an EntityBaseTypeActor and
* the other a EntityBaseTypeParticle.
*
* If this function returns true everything is ok and we can safely continue
* otherwise it is recommended to quit the application.
*
* \returns true if there was no error at all or we were able to deal with it
*/
bool PhysicsBase::HandleColl2dError (int coll2d_result, float stepsize,
EntityPhysicState* entity_a, EntityPhysicState* entity_b, coll2d::CollisionInfo &info)
{
if (coll2d_result < 0) {
if (coll2d_result == CHECK_ERROR_OVERLAP) {
// this can happen if an Actor is faster than its thrown Particle,
// we ignore this for now
/// \todo Handle overlaps of Actors and Particles better or define clear guidelines. Note this also in Entity.h
if ( (entity_a->mBaseType == EntityBaseTypeParticle && entity_b->mBaseType == EntityBaseTypeActor)
|| (entity_b->mBaseType == EntityBaseTypeParticle && entity_a->mBaseType == EntityBaseTypeActor) )
LogDebug ("Ignoring CHECK_ERROR_OVERLAP");
return true;
} else {
LogError ("coll2d Error: %d (stepsize = %f, id_a = %d, id_b = %d)", coll2d_result, stepsize, entity_a->mId, entity_b->mId);
entity_a->mShape->doPrint ("Debug: entity_a");
entity_b->mShape->doPrint ("Debug: entity_b");
return false;
}
}
return true;
}
EntityPhysicState* CreateEntityPhysicState (EntityBaseType type, unsigned int id) {
EntityPhysicState* entity_physics = new EntityPhysicState ();
if (!entity_physics) {
LogError ("Could not allocate enough memory for EntityPhysicState of type '%d'", type);
}
// default values for all Entities
entity_physics->mId = id;
entity_physics->mBaseType = type;
// specific values for each Entity type
if (type == EntityBaseTypeNone) {
entity_physics->mShape = new coll2d::Sphere (0.01);
assert (entity_physics->mShape);
} else if (type == EntityBaseTypeActor) {
entity_physics->mShape = new coll2d::Sphere (0.4);
assert (entity_physics->mShape);
} else if (type == EntityBaseTypeBlock) {
entity_physics->mShape = new coll2d::Polygon (4);
assert (entity_physics->mShape);
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (0, vector3d (-0.5, 0., 0.5));
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (1, vector3d (0.5, 0., 0.5));
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (2, vector3d (0.5, 0., -0.5));
static_cast<coll2d::Polygon*> (entity_physics->mShape)->setVertice (3, vector3d (-0.5, 0., -0.5));
} else if (type == EntityBaseTypeParticle) {
entity_physics->mShape = new coll2d::Sphere (0.05);
assert (entity_physics->mShape);
} else {
LogError ("No EntityPhysicState defined for Entity type '%d'", type);
}
return entity_physics;
}
}