-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathPortal.cpp
More file actions
147 lines (115 loc) · 5.82 KB
/
Portal.cpp
File metadata and controls
147 lines (115 loc) · 5.82 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
#include "Portal.hpp"
#include <glm/glm.hpp>
using namespace glm;
Portal::Portal() {
this->position = vec2(0.0f, 1.0f);
this->old_position = position;
this->normal = vec2(0.0f, 1.0f);
this->boundingbox = new BoundingBox(14.0f, 0.9f);
this->update_boundingbox(); // set boundingbox position
}
Portal::~Portal() {
delete this->boundingbox;
}
void Portal::move(vec2 const &vec) {
move_to(this->position + vec);
}
void Portal::move_to(vec2 const &pos) {
this->position = pos;
this->portal_transform->position = vec3(this->position, 0);
this->update_boundingbox(); // update bbx when position changes
}
void Portal::rotate(float const &to_rot) {
float cc = cos(to_rot);
float ss = sin(to_rot);
vec2 newnormal = vec2(normal.x * cc - normal.y * ss, normal.x * ss + normal.y * cc);
rotate_to(newnormal);
}
void Portal::rotate_to(vec2 const &target_normal) {
normal = target_normal;
this->portal_transform->rotation = angleAxis(atan2f(-normal.x, normal.y), vec3(0,0,1)) * angleAxis(0.3f, vec3(1,0,0));
this->update_boundingbox();
}
void Portal::update(float const elapsed) {
speed = (position - old_position) / elapsed;
old_position = position;
}
void Portal::update_boundingbox() {
this->boundingbox->update_origin(this->position, this->normal);
}
bool Portal::is_in_portal(const Scene::Object *obj) {
Scene::Transform *object_transform = obj->transform;
const BoundingBox *object_bbx = object_transform->boundingbox;
std::vector< glm::vec2 > bbx_corners = object_bbx->get_corners();
if(obj->portal_in != this) {
return false;
}
for (auto &corner : bbx_corners) {
// check every corner is in range
float projected_length = glm::dot(corner - this->boundingbox->p0, this->boundingbox->parallel);
if (projected_length < 0.0f || projected_length > this->boundingbox->width) return false;
}
// check the distance of center of object_bbx and the line pass through the center
// of portal_center with direction "parallel"
// pretty hard to describe in words...
glm::vec2 object_center = glm::vec2(object_transform->position);
//float parallel_dist = std::abs(glm::dot(object_center - this->position, this->boundingbox->parallel));
//float center_dist = glm::distance(object_center, this->position);
float norm_dot = glm::dot(object_center - this->position, this->normal);
//float perpendicular_dist = std::sqrt(center_dist*center_dist - parallel_dist*parallel_dist);
return norm_dot < 0.0f; // return true when half way through
/* return true upon touch */
// float object_diag_len = std::sqrt(object_bbx->width*object_bbx->width + object_bbx->thickness*object_bbx->thickness);
// return perpendicular_dist < 0.5f*(this->boundingbox->thickness + object_diag_len);
}
bool Portal::is_in_vicinity(const Scene::Transform *object_transform) {
const BoundingBox *object_bbx = object_transform->boundingbox;
std::vector< glm::vec2 > bbx_corners = object_bbx->get_corners();
for (auto &corner : bbx_corners) {
// check every corner is in range
float projected_length = glm::dot(corner - this->boundingbox->p0, this->boundingbox->parallel);
if (projected_length < 0.0f || projected_length > this->boundingbox->width) return false;
}
// Make sure its above portal
glm::vec2 between = vec2(object_transform->position) - position;
return glm::dot(between, normal) >= 0.0f;
}
bool Portal::should_teleport(const Scene::Object *obj) {
vec2 mod_speed = obj->transform->speed - speed;
return is_in_portal(obj) &&
glm::dot(this->normal, mod_speed) < 0.0f;
}
bool Portal::should_bounce(const Scene::Object *obj) {
Scene::Transform *object_transform = obj->transform;
const BoundingBox *object_bbx = object_transform->boundingbox;
std::vector< glm::vec2 > bbx_corners = object_bbx->get_corners();
if(obj->portal_in == this) {
return false;
}
for (auto &corner : bbx_corners) {
// check every corner is in range
float projected_length = glm::dot(corner - this->boundingbox->p0, this->boundingbox->parallel);
if (projected_length < 0.0f || projected_length > this->boundingbox->width) return false;
}
glm::vec2 object_center = glm::vec2(object_transform->position);
//float parallel_dist = std::abs(glm::dot(object_center - this->position, this->boundingbox->parallel));
//float center_dist = glm::distance(object_center, this->position);
float norm_dot = glm::dot(object_center - this->position, this->normal);
//float perpendicular_dist = std::sqrt(center_dist*center_dist - parallel_dist*parallel_dist);
return norm_dot > 0.0f && norm_dot < 1.f && glm::dot(this->normal, object_transform->speed - speed) > 0.0f; // return true when half way through
/*
const BoundingBox *object_bbx = object_transform->boundingbox;
std::vector< glm::vec2 > bbx_corners = object_bbx->get_corners();
for (auto &corner : bbx_corners) {
// check every corner is in range
float projected_length = glm::dot(corner - this->boundingbox->p0, this->boundingbox->parallel);
if (projected_length < 0.0f || projected_length > this->boundingbox->width) return false;
}
glm::vec2 object_center = glm::vec2(object_transform->position);
float parallel_dist = std::abs(glm::dot(object_center - this->position, this->boundingbox->parallel));
float center_dist = glm::distance(object_center, this->position);
float norm_dot = glm::dot(object_center - this->position, this->normal);
float perpendicular_dist = std::sqrt(center_dist*center_dist - parallel_dist*parallel_dist);
return perpendicular_dist < 0.5f*this->boundingbox->thickness && norm_dot < 0.0f // return true when half way through
&& glm::dot(this->normal, object_transform->speed) > 0.0f;*/
}