-
Notifications
You must be signed in to change notification settings - Fork 7
Expand file tree
/
Copy pathblitzcollision.cpp
More file actions
465 lines (377 loc) · 16.8 KB
/
Copy pathblitzcollision.cpp
File metadata and controls
465 lines (377 loc) · 16.8 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
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
#include "prism/blitzcollision.h"
#include <unordered_set>
#include "prism/datastructures.h"
#include "prism/memoryhandler.h"
#include "prism/blitzentity.h"
#include "prism/log.h"
#include "prism/system.h"
#include "prism/collisionhandler.h"
#include "prism/blitzmugenanimation.h"
#include "prism/blitzphysics.h"
#include "prism/stlutil.h"
#ifdef _WIN32
#include <imgui/imgui.h>
#include "prism/windows/debugimgui_win.h"
#endif
using namespace std;
namespace prism {
typedef struct {
void(*mFunc)(void*, void*);
void* mCaller;
} BlitzCollisionCallbackData;
typedef struct {
int mEntityID;
CollisionListData* mCollisionList;
int mOwnsCollisionHandlerObject;
CollisionListElement* mCollisionHandlerElement;
void* mCollisionData;
int mIsSolid;
int mIsMovable;
int mHasCollidedThisFrame;
List mCollisionCallbacks;
} BlitzCollisionObject;
typedef struct {
BlitzCollisionObject* a;
BlitzCollisionObject* b;
} ActiveSolidCollision;
using CollidedEntity = std::pair<int, CollisionListData*>;
struct CollidedEntityHash {
std::size_t operator()(const CollidedEntity& k) const {
return std::hash<int>()(k.first) ^ std::hash<CollisionListData*>()(k.second);
}
};
typedef struct {
int mEntityID;
int mIsTopCollided;
int mIsBottomCollided;
int mIsLeftCollided;
int mIsRightCollided;
unordered_map<int, BlitzCollisionObject> mCollisionObjects;
std::unordered_set<CollidedEntity, CollidedEntityHash> mCollidedEntities[2]; // [0] is current frame for use in CBs, [1] is last frame for access
} CollisionEntry;
static struct {
unordered_map<int, CollisionEntry> mEntries;
list<ActiveSolidCollision> mActiveSolidCollisions;
} gBlitzCollisionData;
#ifdef _WIN32
void imguiBlitzCollisionHandler()
{
static bool isWindowShown = false;
imguiPrismAddTab("Blitz", "Collision Handler", &isWindowShown);
if (!isWindowShown) return;
ImGui::Begin("Blitz Collision Handler", &isWindowShown);
ImGui::Text("Entries = %d", (int)gBlitzCollisionData.mEntries.size());
ImGui::Text("Active Solid Collisions = %d", (int)gBlitzCollisionData.mActiveSolidCollisions.size());
ImGui::TextDisabled("T/B/L/R = Top/Bottom/Left/Right collided");
ImGui::Separator();
static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY;
if (ImGui::BeginTable("BlitzCollisions", 4, flags, ImVec2(0, 300)))
{
ImGui::TableSetupColumn("Entity");
ImGui::TableSetupColumn("T/B/L/R");
ImGui::TableSetupColumn("Objects");
ImGui::TableSetupColumn("Collided");
ImGui::TableHeadersRow();
for (auto& entryPair : gBlitzCollisionData.mEntries)
{
CollisionEntry& e = entryPair.second;
ImGui::TableNextRow(); ImGui::TableNextColumn();
ImGui::Text("%d", e.mEntityID); ImGui::TableNextColumn();
ImGui::Text("%d%d%d%d", e.mIsTopCollided, e.mIsBottomCollided, e.mIsLeftCollided, e.mIsRightCollided); ImGui::TableNextColumn();
ImGui::Text("%d", (int)e.mCollisionObjects.size()); ImGui::TableNextColumn();
ImGui::Text("%d", (int)e.mCollidedEntities[1].size());
}
ImGui::EndTable();
}
ImGui::End();
}
#endif
static void loadBlitzCollisionHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
gBlitzCollisionData.mEntries.clear();
gBlitzCollisionData.mActiveSolidCollisions.clear();
}
static void unloadBlitzCollisionHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
gBlitzCollisionData.mEntries.clear();
gBlitzCollisionData.mActiveSolidCollisions.clear();
}
static void updateSingleBlitzCollidedValue(int* tValue) {
*tValue = 0;
}
static void resetSingleBlitzCollisionEntryCollisionObjectCollisionStates(CollisionEntry& tData)
{
for (auto& e : tData.mCollisionObjects) {
// keep it around for a frame, this is executed after the base collision handler sets it in the callback
if (e.second.mHasCollidedThisFrame == 1) e.second.mHasCollidedThisFrame = 2;
else if (e.second.mHasCollidedThisFrame == 2) e.second.mHasCollidedThisFrame = 0;
}
}
static void updateSingleBlitzCollisionEntry(void*, CollisionEntry& tData) {
CollisionEntry* e = &tData;
resetSingleBlitzCollisionEntryCollisionObjectCollisionStates(tData);
updateSingleBlitzCollidedValue(&e->mIsTopCollided);
updateSingleBlitzCollidedValue(&e->mIsBottomCollided);
updateSingleBlitzCollidedValue(&e->mIsLeftCollided);
updateSingleBlitzCollidedValue(&e->mIsRightCollided);
e->mCollidedEntities[1] = std::move(e->mCollidedEntities[0]);
}
static CollisionEntry* getBlitzCollisionEntry(int tEntityID) {
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) {
addBlitzCollisionComponent(tEntityID);
}
return &gBlitzCollisionData.mEntries[tEntityID];
}
static BlitzCollisionObject* getBlitzCollisionObject(int tEntityID, int tCollisionID) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
if (!stl_map_contains(e->mCollisionObjects, tCollisionID)) {
logErrorFormat("Entity with ID %d does not have collision with id %d.", tEntityID, tCollisionID);
recoverFromError();
}
return &e->mCollisionObjects[tCollisionID];
}
static void setBlitzCollisionTopCollided(int tEntityID, int tIsCollided) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
e->mIsTopCollided |= tIsCollided;
}
static void setBlitzCollisionBottomCollided(int tEntityID, int tIsCollided) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
e->mIsBottomCollided |= tIsCollided;
}
static void setBlitzCollisionLeftCollided(int tEntityID, int tIsCollided) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
e->mIsLeftCollided |= tIsCollided;
}
static void setBlitzCollisionRightCollided(int tEntityID, int tIsCollided) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
e->mIsRightCollided |= tIsCollided;
}
static int updateSingleSolidCollision(void*, ActiveSolidCollision& tData) {
ActiveSolidCollision* e = &tData;
BlitzCollisionObject* selfObject = e->a;
BlitzCollisionObject* otherObject = e->b;
if (!isHandledCollisionValid(selfObject->mCollisionHandlerElement)) return 1;
if (!isHandledCollisionValid(otherObject->mCollisionHandlerElement)) return 1;
if (selfObject->mIsSolid && otherObject->mIsSolid) {
if (selfObject->mIsMovable && !otherObject->mIsMovable) {
resolveHandledCollisionMovableStatic(selfObject->mCollisionHandlerElement, otherObject->mCollisionHandlerElement, getBlitzEntityPositionReference(selfObject->mEntityID), getBlitzPhysicsVelocity(selfObject->mEntityID));
setBlitzCollisionTopCollided(selfObject->mEntityID, isHandledCollisionBelowOtherCollision(selfObject->mCollisionHandlerElement, otherObject->mCollisionHandlerElement));
setBlitzCollisionBottomCollided(selfObject->mEntityID, isHandledCollisionAboveOtherCollision(selfObject->mCollisionHandlerElement, otherObject->mCollisionHandlerElement));
setBlitzCollisionLeftCollided(selfObject->mEntityID, isHandledCollisionRightOfOtherCollision(selfObject->mCollisionHandlerElement, otherObject->mCollisionHandlerElement));
setBlitzCollisionRightCollided(selfObject->mEntityID, isHandledCollisionLeftOfOtherCollision(selfObject->mCollisionHandlerElement, otherObject->mCollisionHandlerElement));
}
}
return 1;
}
static void updateBlitzCollisionHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
stl_int_map_map(gBlitzCollisionData.mEntries, updateSingleBlitzCollisionEntry);
stl_list_remove_predicate(gBlitzCollisionData.mActiveSolidCollisions, updateSingleSolidCollision);
}
static void unregisterEntity(int tEntityID);
static BlitzComponent getBlitzCollisionComponent() {
return makeBlitzComponent(unregisterEntity);
}
ActorBlueprint getBlitzCollisionHandler() {
return makeActorBlueprint(loadBlitzCollisionHandler, unloadBlitzCollisionHandler, updateBlitzCollisionHandler);
}
static void internalCollisionHandleSingleCB(void* tCaller, void* tData) {
BlitzCollisionObject* otherObject = (BlitzCollisionObject*)tCaller;
BlitzCollisionCallbackData* callbackData = (BlitzCollisionCallbackData*)tData;
if (!otherObject) {
callbackData->mFunc(callbackData->mCaller, NULL);
}
else {
callbackData->mFunc(callbackData->mCaller, otherObject->mCollisionData);
}
}
static void internalCollisionCB(void* tCaller, void* tCollisionData, int /*tOtherCollisionList*/) {
BlitzCollisionObject* selfObject = (BlitzCollisionObject*)tCaller;
BlitzCollisionObject* otherObject = (BlitzCollisionObject*)tCollisionData;
auto isCollidingWithBlitz = stl_map_contains(gBlitzCollisionData.mEntries, otherObject->mEntityID);
if(isCollidingWithBlitz) {
if (selfObject->mIsSolid && otherObject->mIsSolid) {
if (selfObject->mIsMovable && !otherObject->mIsMovable) {
ActiveSolidCollision solidCollision;
solidCollision.a = selfObject;
solidCollision.b = otherObject;
gBlitzCollisionData.mActiveSolidCollisions.push_back(solidCollision);
}
}
}
list_map(&selfObject->mCollisionCallbacks, internalCollisionHandleSingleCB, otherObject);
selfObject->mHasCollidedThisFrame = 1;
if(isCollidingWithBlitz) {
otherObject->mHasCollidedThisFrame = 1;
auto ownCollisionEntry = getBlitzCollisionEntry(selfObject->mEntityID);
ownCollisionEntry->mCollidedEntities[0].insert(std::make_pair(otherObject->mEntityID, otherObject->mCollisionList));
auto otherCollisionEntry = getBlitzCollisionEntry(otherObject->mEntityID);
otherCollisionEntry->mCollidedEntities[0].insert(std::make_pair(selfObject->mEntityID, selfObject->mCollisionList));
}
}
void addBlitzCollisionComponent(int tEntityID)
{
CollisionEntry e{ tEntityID, 0, 0, 0, 0, {} };
registerBlitzComponent(tEntityID, getBlitzCollisionComponent());
gBlitzCollisionData.mEntries[tEntityID] = e;
}
void removeBlitzCollisionComponent(int tEntityID)
{
unregisterEntity(tEntityID);
}
static int addEmptyCollisionObject(CollisionEntry* tEntry, CollisionListData* tList, int tOwnsCollisionHandlerObject) {
int id = stl_int_map_push_back(tEntry->mCollisionObjects, BlitzCollisionObject());
BlitzCollisionObject* e = &tEntry->mCollisionObjects[id];
e->mEntityID = tEntry->mEntityID;
e->mCollisionList = tList;
e->mOwnsCollisionHandlerObject = tOwnsCollisionHandlerObject;
e->mCollisionHandlerElement = NULL;
e->mCollisionData = NULL;
e->mIsSolid = 0;
e->mIsMovable = 0;
e->mHasCollidedThisFrame = 0;
e->mCollisionCallbacks = new_list();
return id;
}
int addBlitzCollisionPassiveMugen(int tEntityID, CollisionListData* tList)
{
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
auto mugenAnimationElement = getBlitzMugenAnimationElement(tEntityID);
int collisionID = addEmptyCollisionObject(e, tList, 0);
BlitzCollisionObject* object = &e->mCollisionObjects[collisionID];
setMugenAnimationPassiveCollisionActive(mugenAnimationElement, tList, internalCollisionCB, object, object);
return collisionID;
}
int addBlitzCollisionAttackMugen(int tEntityID, CollisionListData* tList) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
auto mugenAnimationElement = getBlitzMugenAnimationElement(tEntityID);
int collisionID = addEmptyCollisionObject(e, tList, 0);
BlitzCollisionObject* object = &e->mCollisionObjects[collisionID];
setMugenAnimationAttackCollisionActive(mugenAnimationElement, tList, internalCollisionCB, object, object);
return collisionID;
}
int addBlitzCollisionRect(int tEntityID, CollisionListData* tList, const CollisionRect& tRectangle)
{
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
int collisionObjectID = addEmptyCollisionObject(e, tList, 1);
BlitzCollisionObject* object = &e->mCollisionObjects[collisionObjectID];
object->mCollisionHandlerElement = addCollisionRectangleToCollisionHandler(tList, getBlitzEntityPositionReference(tEntityID), tRectangle, internalCollisionCB, object, object);
return collisionObjectID;
}
void changeBlitzCollisionRect(int tEntityID, int tCollisionID, const CollisionRect& tRectangle) {
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
BlitzCollisionObject* object = &e->mCollisionObjects[tCollisionID];
changeCollisionRectangleInCollisionHandler(object->mCollisionHandlerElement, tRectangle);
}
int addBlitzCollisionCirc(int tEntityID, CollisionListData* tList, const CollisionCirc& tCircle)
{
CollisionEntry* e = getBlitzCollisionEntry(tEntityID);
int collisionObjectID = addEmptyCollisionObject(e, tList, 1);
BlitzCollisionObject* object = &e->mCollisionObjects[collisionObjectID];
object->mCollisionHandlerElement = addCollisionCircleToCollisionHandler(tList, getBlitzEntityPositionReference(tEntityID), tCircle, internalCollisionCB, object, object);
return collisionObjectID;
}
void addBlitzCollisionCB(int tEntityID, int tCollisionID, void(*tCB)(void*, void*), void* tCaller)
{
BlitzCollisionObject* object = getBlitzCollisionObject(tEntityID, tCollisionID);
BlitzCollisionCallbackData* e = (BlitzCollisionCallbackData*)allocMemory(sizeof(BlitzCollisionCallbackData));
e->mFunc = tCB;
e->mCaller = tCaller;
list_push_back_owned(&object->mCollisionCallbacks, e);
}
void setBlitzCollisionCollisionData(int tEntityID, int tCollisionID, void* tCollisionData) {
BlitzCollisionObject* e = getBlitzCollisionObject(tEntityID, tCollisionID);
e->mCollisionData = tCollisionData;
}
void setBlitzCollisionSolid(int tEntityID, int tCollisionID, int tIsMovable)
{
BlitzCollisionObject* e = getBlitzCollisionObject(tEntityID, tCollisionID);
if (!e->mOwnsCollisionHandlerObject) {
logErrorFormat("Unable to set entity %d collision id %d solid, does not own collision handler entry.", tEntityID, tCollisionID);
recoverFromError();
}
e->mIsMovable = tIsMovable;
e->mIsSolid = 1;
}
void setBlitzCollisionUnsolid(int tEntityID, int tCollisionID)
{
BlitzCollisionObject* e = getBlitzCollisionObject(tEntityID, tCollisionID);
if (!e->mOwnsCollisionHandlerObject) {
logErrorFormat("Unable to set entity %d collision id %d solid, does not own collision handler entry.", tEntityID, tCollisionID);
recoverFromError();
}
e->mIsSolid = 0;
}
void removeBlitzCollision(int tEntityID, int tCollisionID)
{
BlitzCollisionObject* e = getBlitzCollisionObject(tEntityID, tCollisionID);
if (e->mOwnsCollisionHandlerObject) {
removeFromCollisionHandler(e->mCollisionHandlerElement);
}
delete_list(&e->mCollisionCallbacks);
gBlitzCollisionData.mEntries[tEntityID].mCollisionObjects.erase(tCollisionID);
}
int hasBlitzCollidedTop(int tEntityID)
{
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) return 0;
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
return e->mIsTopCollided;
}
int hasBlitzCollidedBottom(int tEntityID)
{
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) return 0;
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
return e->mIsBottomCollided;
}
int hasBlitzCollidedLeft(int tEntityID)
{
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) return 0;
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
return e->mIsLeftCollided;
}
int hasBlitzCollidedRight(int tEntityID)
{
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) return 0;
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
return e->mIsRightCollided;
}
int hasBlitzCollidedThisFrame(int tEntityID, int tCollisionID)
{
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) return 0;
BlitzCollisionObject* object = getBlitzCollisionObject(tEntityID, tCollisionID);
return object->mHasCollidedThisFrame;
}
std::vector<std::pair<int, CollisionListData*>> getBlitzCollidedEntitiesThisFrame(int tEntityID)
{
if (!stl_map_contains(gBlitzCollisionData.mEntries, tEntityID)) {
return std::vector<std::pair<int, CollisionListData*>>();
}
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
return std::vector<std::pair<int, CollisionListData*>>(e->mCollidedEntities[1].begin(), e->mCollidedEntities[1].end());
}
static int removeSingleCollisionObject(void*, BlitzCollisionObject& tData) {
BlitzCollisionObject* e = &tData;
if (e->mOwnsCollisionHandlerObject) {
removeFromCollisionHandler(e->mCollisionHandlerElement);
}
delete_list(&e->mCollisionCallbacks);
return 1;
}
static int checkSingleActiveSolidCollisionForRemoval(CollisionEntry* tCaller, ActiveSolidCollision& tData) {
return tData.a->mEntityID == tCaller->mEntityID || tData.b->mEntityID == tCaller->mEntityID;
}
static void unregisterEntity(int tEntityID) {
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
stl_list_remove_predicate(gBlitzCollisionData.mActiveSolidCollisions, checkSingleActiveSolidCollisionForRemoval, e);
stl_int_map_remove_predicate(e->mCollisionObjects, removeSingleCollisionObject);
gBlitzCollisionData.mEntries.erase(tEntityID);
}
void removeAllBlitzCollisions(int tEntityID)
{
CollisionEntry* e = &gBlitzCollisionData.mEntries[tEntityID];
stl_int_map_remove_predicate(e->mCollisionObjects, removeSingleCollisionObject);
}
}