Idk what to do with EPA.

To salve the problem with infinite cycle in EPA, I added iteration counter.
master
Vectozavr 2021-10-16 20:14:51 +07:00
parent a30b6d6059
commit eba88a178a
17 changed files with 91 additions and 77 deletions

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@ -110,11 +110,13 @@ void Player::previousWeapon() {
} }
void Player::fire() { void Player::fire() {
if(attached("camera") != nullptr) {
auto damagedPlayers = _weapons[_selectedWeapon]->fire(_rayCastFunction, attached("camera")->position(), attached("camera")->lookAt()); auto damagedPlayers = _weapons[_selectedWeapon]->fire(_rayCastFunction, attached("camera")->position(), attached("camera")->lookAt());
for(auto& damagedPlayer : damagedPlayers) { for(auto& damagedPlayer : damagedPlayers) {
sf::Uint16 targetId = std::stoi(damagedPlayer.first.substr(7)); sf::Uint16 targetId = std::stoi(damagedPlayer.first.substr(6));
_damagePlayerCallBack(targetId, damagedPlayer.second); _damagePlayerCallBack(targetId, damagedPlayer.second);
} }
}
} }
void Player::reload() { void Player::reload() {

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@ -54,7 +54,7 @@ public:
loadObj("obj/cube.obj", "", Vec3D{0.5, 1.9, 0.5}); loadObj("obj/cube.obj", "", Vec3D{0.5, 1.9, 0.5});
setAcceleration(Vec3D{0, -_g, 0}); setAcceleration(Vec3D{0, -_g, 0});
setCollision(true); setCollision(true);
setVisible(false); //setVisible(false);
setColor({240, 168, 168}); setColor({240, 168, 168});
_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/change_weapon.ogg")); _changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/change_weapon.ogg"));

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@ -45,7 +45,7 @@ void PlayerController::update() {
Keyboard::isKeyPressed(sf::Keyboard::S)); Keyboard::isKeyPressed(sf::Keyboard::S));
std::shared_ptr<Object> camera = _player->attached("camera"); std::shared_ptr<Object> camera = _player->attached("camera");
if(_inRunning) { if(camera != nullptr && _inRunning) {
if (!Timeline::isInAnimList("camera_hor_oscil")) { if (!Timeline::isInAnimList("camera_hor_oscil")) {
Timeline::animate("camera_hor_oscil", new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_hor_oscil", new ATranslate(camera, -camera->left() / 6, 0.3,Animation::LoopOut::None, Animation::InterpolationType::cos));
Timeline::animate("camera_hor_oscil", new AWait(0)); Timeline::animate("camera_hor_oscil", new AWait(0));
@ -61,7 +61,7 @@ void PlayerController::update() {
Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Vec3D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos)); Timeline::animate("camera_init", new ATranslateToPoint( camera, _player->position() + Vec3D{0, 1.8, 0}, 0.3, Animation::LoopOut::None, Animation::InterpolationType::cos));
} }
} else if(inRunning_old && !_inRunning) { } else if(camera != nullptr && inRunning_old && !_inRunning) {
Timeline::deleteAnimationList("camera_hor_oscil"); Timeline::deleteAnimationList("camera_hor_oscil");
Timeline::deleteAnimationList("camera_vert_oscil"); Timeline::deleteAnimationList("camera_vert_oscil");
Timeline::deleteAnimationList("camera_init"); Timeline::deleteAnimationList("camera_init");
@ -141,6 +141,9 @@ void PlayerController::update() {
_player->setHeadAngle(_player->headAngle() + rotationLeft); _player->setHeadAngle(_player->headAngle() + rotationLeft);
_player->rotateWeaponsRelativePoint(_player->position() + Vec3D{0, 1.8, 0}, _player->left(), rotationLeft); _player->rotateWeaponsRelativePoint(_player->position() + Vec3D{0, 1.8, 0}, _player->left(), rotationLeft);
if(camera != nullptr)
camera->rotateLeft(_player->headAngle() - camera->angleLeftUpLookAt().x());
if (_keyboard->isKeyTapped(sf::Keyboard::Right) || _keyboard->isKeyTapped(sf::Keyboard::E)) { if (_keyboard->isKeyTapped(sf::Keyboard::Right) || _keyboard->isKeyTapped(sf::Keyboard::E)) {
_player->nextWeapon(); _player->nextWeapon();
} }

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@ -136,8 +136,6 @@ void Shooter::update() {
screen->setTitle("Shooter"); screen->setTitle("Shooter");
playerController->update(); playerController->update();
mouse->setMouseInCenter(); mouse->setMouseInCenter();
camera->rotateLeft(player->headAngle() - camera->angleLeftUpLookAt().x());
} else { } else {
mainMenu.update(); mainMenu.update();
} }
@ -229,7 +227,7 @@ void Shooter::spawnPlayer(sf::Uint16 id) {
} }
void Shooter::removePlayer(sf::Uint16 id) { void Shooter::removePlayer(sf::Uint16 id) {
std::string name = "Enemy_" + std::to_string(id); std::string name = std::to_string(id) + "_Enemy";
world->removeBody(name); world->removeBody(name);
world->removeBody(name + "_head"); world->removeBody(name + "_head");
world->removeBody(name + "_eye1"); world->removeBody(name + "_eye1");

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@ -9,10 +9,10 @@ using namespace std;
int main() { int main() {
Shooter game; Shooter game;
//game.create(1280, 720, "Shooter"); game.create(1280, 720, "Shooter");
//game.create(1920, 1080, "Shooter", true, {255, 255, 255}, sf::Style::Fullscreen); //game.create(1920, 1080, "Shooter", true, {255, 255, 255}, sf::Style::Fullscreen);
game.create(2048, 1152, "Shooter"); //game.create(2048, 1152, "Shooter");
//game.create(3072, 1920, "Shooter", true, {255, 255, 255}, sf::Style::Fullscreen); //game.create(3072, 1920, "Shooter", true, {255, 255, 255}, sf::Style::Fullscreen);
return 0; return 0;

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@ -41,6 +41,7 @@ public:
// Rotate body around normalised vector 'v' by 'r' radians relative val 'point4D' // Rotate body around normalised vector 'v' by 'r' radians relative val 'point4D'
void rotateRelativePoint(const Vec3D& point4D, const Vec3D& v, double r) override; void rotateRelativePoint(const Vec3D& point4D, const Vec3D& v, double r) override;
void scale(const Vec3D& s) override; void scale(const Vec3D& s) override;
[[nodiscard]] int size() const { return _tris.size()*3; }
[[nodiscard]] sf::Color color() const { return _color; } [[nodiscard]] sf::Color color() const { return _color; }
void setColor(const sf::Color& c); void setColor(const sf::Color& c);

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@ -122,7 +122,7 @@ void Object::rotateToAngle(const Vec3D &v) {
std::shared_ptr<Object> Object::attached(const std::string &name) { std::shared_ptr<Object> Object::attached(const std::string &name) {
if(_attachedObjects.count(name) == 0) if(_attachedObjects.count(name) == 0)
Log::log("Object::attached: object '" + name + "' does not exist."); return nullptr;
return _attachedObjects.find(name)->second; return _attachedObjects.find(name)->second;
} }

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@ -66,5 +66,5 @@ Point4D Point4D::normalized() const {
if(vecAbs > Consts::EPS) if(vecAbs > Consts::EPS)
return Point4D(*this)/abs(); return Point4D(*this)/abs();
else else
return Point4D(0); return Point4D(1);
} }

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@ -30,6 +30,7 @@ public:
[[nodiscard]] sf::Color color() const { return _color; } [[nodiscard]] sf::Color color() const { return _color; }
[[nodiscard]] double distance(const Vec3D& vec) const { return norm().dot(Vec3D(_points[0]) - vec); }
}; };

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@ -68,7 +68,7 @@ Vec3D Vec3D::normalized() const {
if(vecAbs > Consts::EPS) if(vecAbs > Consts::EPS)
return Vec3D(*this)/abs(); return Vec3D(*this)/abs();
else else
return Vec3D(0); return Vec3D(1);
} }
double Vec3D::dot(const Vec3D& vec) const { double Vec3D::dot(const Vec3D& vec) const {

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@ -101,6 +101,6 @@ void World::projectObjectsInCamera(std::shared_ptr<Camera> camera) {
std::shared_ptr<RigidBody> World::body(const string &name) { std::shared_ptr<RigidBody> World::body(const string &name) {
if(_objects.count(name) == 0) if(_objects.count(name) == 0)
Log::log("World::body: mesh '" + name + "' does not exist."); return nullptr;
return _objects.find(name)->second; return _objects.find(name)->second;
} }

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@ -8,27 +8,31 @@
#include "../utils/Time.h" #include "../utils/Time.h"
#include <iostream> #include <iostream>
#include <cmath> #include <cmath>
#include <fstream>
Vec3D RigidBody::_findFurthestPoint(const Vec3D& direction) { Vec3D RigidBody::_findFurthestPoint(const Vec3D& direction) {
std::unique_ptr<Vec3D> maxPoint = std::make_unique<Vec3D>(Vec3D{0, 0, 0}); std::shared_ptr<Vec3D> maxPoint = std::make_shared<Vec3D>(Vec3D{0, 0, 0});
auto maxDistance = -std::numeric_limits<double>::max(); double maxDistance = -std::numeric_limits<double>::max();
for(auto& tri : triangles()){ for(auto& tri : triangles()){
for(int i = 0; i < 3; i++){ for(int i = 0; i < 3; i++){
Vec3D point = Vec3D(tri[i] + position().makePoint4D()); Vec3D point = Vec3D(tri[i]) + position();
double distance = point.dot(direction); double distance = point.dot(direction.normalized());
if(distance > maxDistance) { if(distance > maxDistance) {
maxDistance = distance; maxDistance = distance;
maxPoint = std::make_unique<Vec3D>(point); maxPoint = std::make_shared<Vec3D>(point);
} }
} }
} }
return *maxPoint; return *maxPoint;
} }
Vec3D RigidBody::_support(std::shared_ptr<RigidBody> obj, const Vec3D& direction) { Vec3D RigidBody::_support(std::shared_ptr<RigidBody> obj, const Vec3D& direction) {
Vec3D p1 = _findFurthestPoint(direction); Vec3D p1 = _findFurthestPoint(direction);
Vec3D p2 = obj->_findFurthestPoint(-direction); Vec3D p2 = obj->_findFurthestPoint(-direction);
Vec3D res = p1 - p2;
return p1 - p2; return p1 - p2;
} }
@ -44,8 +48,8 @@ NextSimplex RigidBody::_nextSimplex(const Simplex &points) {
} }
NextSimplex RigidBody::_lineCase(const Simplex& points) { NextSimplex RigidBody::_lineCase(const Simplex& points) {
std::unique_ptr<Simplex> newPoints = std::make_unique<Simplex>(points); std::shared_ptr<Simplex> newPoints = std::make_shared<Simplex>(points);
std::unique_ptr<Vec3D> newDirection; std::shared_ptr<Vec3D> newDirection;
Vec3D a = points[0]; Vec3D a = points[0];
Vec3D b = points[1]; Vec3D b = points[1];
@ -54,18 +58,18 @@ NextSimplex RigidBody::_lineCase(const Simplex& points) {
Vec3D ao = - a; Vec3D ao = - a;
if (ab.dot(ao) > 0) { if (ab.dot(ao) > 0) {
newDirection = std::make_unique<Vec3D>(ab.cross(ao).cross(ab)); newDirection = std::make_shared<Vec3D>(ab.cross(ao).cross(ab));
} else { } else {
newPoints = std::make_unique<Simplex>(Simplex{a}); newPoints = std::make_shared<Simplex>(Simplex{a});
newDirection = std::make_unique<Vec3D>(ao); newDirection = std::make_shared<Vec3D>(ao);
} }
return NextSimplex{*newPoints, *newDirection, false}; return NextSimplex{*newPoints, *newDirection, false};
} }
NextSimplex RigidBody::_triangleCase(const Simplex &points) { NextSimplex RigidBody::_triangleCase(const Simplex &points) {
std::unique_ptr<Simplex> newPoints = std::make_unique<Simplex>(points); std::shared_ptr<Simplex> newPoints = std::make_shared<Simplex>(points);
std::unique_ptr<Vec3D> newDirection; std::shared_ptr<Vec3D> newDirection;
Vec3D a = points[0]; Vec3D a = points[0];
Vec3D b = points[1]; Vec3D b = points[1];
@ -79,8 +83,8 @@ NextSimplex RigidBody::_triangleCase(const Simplex &points) {
if (abc.cross(ac).dot(ao) > 0) { if (abc.cross(ac).dot(ao) > 0) {
if (ac.dot(ao) > 0) { if (ac.dot(ao) > 0) {
newPoints = std::make_unique<Simplex>(Simplex{ a, c }); newPoints = std::make_shared<Simplex>(Simplex{ a, c });
newDirection = std::make_unique<Vec3D>(ac.cross(ao).cross(ac)); newDirection = std::make_shared<Vec3D>(ac.cross(ao).cross(ac));
} }
else { else {
return _lineCase(Simplex { a, b }); return _lineCase(Simplex { a, b });
@ -91,10 +95,10 @@ NextSimplex RigidBody::_triangleCase(const Simplex &points) {
} }
else { else {
if (abc.dot(ao) > 0) { if (abc.dot(ao) > 0) {
newDirection = std::make_unique<Vec3D>(abc); newDirection = std::make_shared<Vec3D>(abc);
} else { } else {
newPoints = std::make_unique<Simplex>(Simplex{ a, c, b }); newPoints = std::make_shared<Simplex>(Simplex{ a, c, b });
newDirection = std::make_unique<Vec3D>(-abc); newDirection = std::make_shared<Vec3D>(-abc);
} }
} }
} }
@ -135,17 +139,17 @@ NextSimplex RigidBody::_tetrahedronCase(const Simplex &points) {
std::pair<bool, Simplex> RigidBody::checkGJKCollision(std::shared_ptr<RigidBody> obj) { std::pair<bool, Simplex> RigidBody::checkGJKCollision(std::shared_ptr<RigidBody> obj) {
// Get initial support point in any direction // Get initial support point in any direction
std::unique_ptr<Vec3D> support = std::make_unique<Vec3D>(_support(obj, Vec3D{1, 0, 0})); std::shared_ptr<Vec3D> support = std::make_shared<Vec3D>(_support(obj, Vec3D{1, 0, 0}));
// Simplex is an array of points, max count is 4 // Simplex is an array of points, max count is 4
std::unique_ptr<Simplex> points = std::make_unique<Simplex>(); std::shared_ptr<Simplex> points = std::make_shared<Simplex>();
points->push_front(*support); points->push_front(*support);
// New direction is towards the origin // New direction is towards the origin
std::unique_ptr<Vec3D> direction = std::make_unique<Vec3D>(-*support); std::shared_ptr<Vec3D> direction = std::make_shared<Vec3D>(-*support);
while (true) { while (true) {
support = std::make_unique<Vec3D>(_support(obj, *direction)); support = std::make_shared<Vec3D>(_support(obj, *direction));
if (support->dot(*direction) <= 0) if (support->dot(*direction) <= 0)
return std::make_pair(false, *points); // no collision return std::make_pair(false, *points); // no collision
@ -154,8 +158,8 @@ std::pair<bool, Simplex> RigidBody::checkGJKCollision(std::shared_ptr<RigidBody>
NextSimplex nextSimplex = _nextSimplex(*points); NextSimplex nextSimplex = _nextSimplex(*points);
direction = std::make_unique<Vec3D>(nextSimplex.newDirection); direction = std::make_shared<Vec3D>(nextSimplex.newDirection);
points = std::make_unique<Simplex>(nextSimplex.newSimplex); points = std::make_shared<Simplex>(nextSimplex.newSimplex);
if (nextSimplex.finishSearching) { if (nextSimplex.finishSearching) {
if(obj->isCollider()) if(obj->isCollider())
@ -175,13 +179,15 @@ CollisionPoint RigidBody::EPA(const Simplex& simplex, std::shared_ptr<RigidBody>
1, 3, 2 1, 3, 2
}; };
// list: vector4(normal, distance), index: min distance auto faceNormals = _getFaceNormals(polytope, faces);
auto [normals, minFace] = std::move(_getFaceNormals(polytope, faces)); std::vector<std::shared_ptr<FaceNormal>> normals = faceNormals.first;
size_t minFace = faceNormals.second;
std::shared_ptr<Vec3D> minNormal{}; std::shared_ptr<Vec3D> minNormal = std::make_shared<Vec3D>(normals[minFace]->normal);
double minDistance = std::numeric_limits<double>::max(); double minDistance = std::numeric_limits<double>::max();
while (minDistance == std::numeric_limits<double>::max()) { int iters = 0;
while (minDistance == std::numeric_limits<double>::max() && iters++ < size() + obj->size()) {
minNormal = std::make_shared<Vec3D>(normals[minFace]->normal); minNormal = std::make_shared<Vec3D>(normals[minFace]->normal);
minDistance = normals[minFace]->distance; minDistance = normals[minFace]->distance;
@ -213,39 +219,27 @@ CollisionPoint RigidBody::EPA(const Simplex& simplex, std::shared_ptr<RigidBody>
newFaces.push_back(edgeIndex2); newFaces.push_back(edgeIndex2);
newFaces.push_back(polytope.size()); newFaces.push_back(polytope.size());
} }
polytope.push_back(support); polytope.push_back(support);
auto [newNormals, newMinFace] = _getFaceNormals(polytope, newFaces); faces.insert(faces.end(), newFaces.begin(), newFaces.end());
if(newNormals.empty()) auto newFaceNormals = _getFaceNormals(polytope, faces);
break;
double oldMinDistance = std::numeric_limits<double>::max(); normals = newFaceNormals.first;
for (size_t i = 0; i < normals.size(); i++) { minFace = newFaceNormals.second;
if (normals[i]->distance < oldMinDistance) {
oldMinDistance = normals[i]->distance;
minFace = i;
}
}
if (newNormals[newMinFace]->distance < oldMinDistance) {
minFace = newMinFace + normals.size();
}
faces .insert(faces .end(), newFaces .begin(), newFaces .end());
normals.insert(normals.end(), newNormals.begin(), newNormals.end());
} }
} }
_collisionNormal = minNormal; _collisionNormal = minNormal;
return CollisionPoint{*minNormal, minDistance + Consts::EPA_EPS, minDistance < std::numeric_limits<double>::max()}; if(std::abs(minDistance - std::numeric_limits<double>::max()) < Consts::EPS)
return CollisionPoint{*minNormal, 0};
return CollisionPoint{*minNormal, minDistance + Consts::EPA_EPS};
} }
std::pair<std::vector<std::shared_ptr<FaceNormal>>, size_t> RigidBody::_getFaceNormals(const std::vector<Vec3D>& polytope, const std::vector<size_t>& faces) { std::pair<std::vector<std::shared_ptr<FaceNormal>>, size_t> RigidBody::_getFaceNormals(const std::vector<Vec3D>& polytope, const std::vector<size_t>& faces) {
std::vector<std::shared_ptr<FaceNormal>> normals; std::vector<std::shared_ptr<FaceNormal>> normals;
size_t nearestFaceIndex = 0; size_t nearestFaceIndex = 0;
double minDistance = std::numeric_limits<double>::max(); double minDistance = std::numeric_limits<double>::max();
for (size_t i = 0; i < faces.size(); i += 3) { for (size_t i = 0; i < faces.size(); i += 3) {
@ -254,17 +248,14 @@ std::pair<std::vector<std::shared_ptr<FaceNormal>>, size_t> RigidBody::_getFaceN
Vec3D c = polytope[faces[i + 2]]; Vec3D c = polytope[faces[i + 2]];
std::shared_ptr<Vec3D> normal = std::make_shared<Vec3D>((b - a).cross(c - a).normalized()); std::shared_ptr<Vec3D> normal = std::make_shared<Vec3D>((b - a).cross(c - a).normalized());
if(normal->sqrAbs() < Consts::EPS)
continue;
double distance = normal->dot(a); double distance = normal->dot(a);
if (distance < 0) { if (distance < -Consts::EPS) {
normal = std::make_unique<Vec3D>(-*normal); normal = std::make_unique<Vec3D>(-*normal);
distance *= -1; distance *= -1;
} }
normal = std::make_shared<Vec3D>(Vec3D{normal->x(), normal->y(), normal->z()});
normals.emplace_back(std::make_shared<FaceNormal>(FaceNormal{*normal, distance})); normals.emplace_back(std::make_shared<FaceNormal>(FaceNormal{*normal, distance}));
if (distance < minDistance) { if (distance < minDistance) {
@ -316,3 +307,15 @@ void RigidBody::setAcceleration(const Vec3D& acceleration) {
RigidBody::RigidBody(const Mesh &mesh) : Mesh(mesh) { RigidBody::RigidBody(const Mesh &mesh) : Mesh(mesh) {
} }
void RigidBody::makeLogObjPolytope(const std::vector<Vec3D> &polytope, const std::vector<size_t> &faces) {
std::fstream file("polytope_log.obj", std::ios::out);
for(auto &p : polytope)
file << "v " << p.x() << " " << p.y() << " " << p.z() << std::endl;
for(int i = 0; i < faces.size(); i += 3)
file << "f " << faces[i + 0]+1 << " " << faces[i + 1]+1 << " " << faces[i + 2]+1 << std::endl;
file.close();
}

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@ -15,7 +15,6 @@
struct CollisionPoint { struct CollisionPoint {
const Vec3D normal; const Vec3D normal;
const double depth; const double depth;
const bool hasCollision;
}; };
struct FaceNormal { struct FaceNormal {
@ -44,6 +43,8 @@ private:
static std::pair<std::vector<std::shared_ptr<FaceNormal>>, size_t> _getFaceNormals(const std::vector<Vec3D>& polytope, const std::vector<size_t>& faces); static std::pair<std::vector<std::shared_ptr<FaceNormal>>, size_t> _getFaceNormals(const std::vector<Vec3D>& polytope, const std::vector<size_t>& faces);
static std::vector<std::pair<size_t, size_t>> _addIfUniqueEdge(const std::vector<std::pair<size_t, size_t>>& edges, const std::vector<size_t>& faces, size_t a, size_t b); static std::vector<std::pair<size_t, size_t>> _addIfUniqueEdge(const std::vector<std::pair<size_t, size_t>>& edges, const std::vector<size_t>& faces, size_t a, size_t b);
static void makeLogObjPolytope(const std::vector<Vec3D>& polytope, const std::vector<size_t>& faces);
protected: protected:
std::unique_ptr<Vec3D> _velocity = std::make_unique<Vec3D>(Vec3D{0, 0, 0});; std::unique_ptr<Vec3D> _velocity = std::make_unique<Vec3D>(Vec3D{0, 0, 0});;
std::unique_ptr<Vec3D> _acceleration = std::make_unique<Vec3D>(Vec3D{0, 0, 0});; std::unique_ptr<Vec3D> _acceleration = std::make_unique<Vec3D>(Vec3D{0, 0, 0});;

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@ -6,7 +6,7 @@
#define ENGINE_SIMPLEX_H #define ENGINE_SIMPLEX_H
#include "../Vec3D.h" #include "../Vec3D.h"
#include <deque> #include <list>
enum class SimplexType { enum class SimplexType {
Zero, Zero,
@ -18,7 +18,7 @@ enum class SimplexType {
struct Simplex final { struct Simplex final {
private: private:
std::deque<Vec3D> _points{}; std::list<Vec3D> _points{};
public: public:
Simplex() = default; Simplex() = default;
@ -37,7 +37,13 @@ public:
_points.pop_back(); _points.pop_back();
} }
Vec3D operator[](unsigned i) const { return _points[i]; } Vec3D operator[](unsigned i) const {
auto it = _points.begin();
for(int k=0; k<i; k++)
++it;
return *it;
}
[[nodiscard]] unsigned size() const { return _points.size(); } [[nodiscard]] unsigned size() const { return _points.size(); }
[[nodiscard]] auto begin() const { return _points.begin(); } [[nodiscard]] auto begin() const { return _points.begin(); }

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@ -6,8 +6,6 @@
#include "../utils/Log.h" #include "../utils/Log.h"
void Solver::solveCollision(std::shared_ptr<RigidBody> obj1, std::shared_ptr<RigidBody> obj2, const CollisionPoint& collision) { void Solver::solveCollision(std::shared_ptr<RigidBody> obj1, std::shared_ptr<RigidBody> obj2, const CollisionPoint& collision) {
if(!collision.hasCollision)
return;
Vec3D obj1_velocity_parallel = collision.normal * obj1->velocity().dot(collision.normal); Vec3D obj1_velocity_parallel = collision.normal * obj1->velocity().dot(collision.normal);
Vec3D obj1_velocity_perpendicular = obj1->velocity() - obj1_velocity_parallel; Vec3D obj1_velocity_perpendicular = obj1->velocity() - obj1_velocity_parallel;
@ -27,8 +25,9 @@ void Solver::solveCollision(std::shared_ptr<RigidBody> obj1, std::shared_ptr<Rig
if(obj1->isCollision() && obj2->isCollision()) { if(obj1->isCollision() && obj2->isCollision()) {
obj1->translate(-collision.normal * collision.depth/2.0); obj1->translate(-collision.normal * collision.depth/2.0);
obj2->translate(collision.normal * collision.depth/2.0); obj2->translate(collision.normal * collision.depth/2.0);
} else if(obj1->isCollision()) } else if(obj1->isCollision()) {
obj1->translate(-collision.normal * collision.depth); obj1->translate(-collision.normal * collision.depth);
}
else else
obj2->translate(collision.normal * collision.depth); obj2->translate(collision.normal * collision.depth);
} }

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@ -34,7 +34,7 @@ Shotgun::processFire(std::function<std::pair<Vec3D, std::string>(const Vec3D&, c
// damage player // damage player
auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV); auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV);
if (rayCast.second.find("Player") != std::string::npos) { if (rayCast.second.find("Enemy") != std::string::npos) {
damagedPlayers[rayCast.second] += _damage / (1.0 + (pos - rayCast.first).abs()); damagedPlayers[rayCast.second] += _damage / (1.0 + (pos - rayCast.first).abs());
} }

View File

@ -66,7 +66,7 @@ std::map<std::string, double> Weapon::processFire(std::function<std::pair<Vec3D,
// damage player // damage player
auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV); auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV);
if(rayCast.second.find("Player") != std::string::npos) { if(rayCast.second.find("Enemy") != std::string::npos) {
damagedPlayers[rayCast.second] += _damage/(1.0 + (pos - rayCast.first).abs()); damagedPlayers[rayCast.second] += _damage/(1.0 + (pos - rayCast.first).abs());
} }