collision_check will now return 1 if there is a collision, and write collision data to the new out variables
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@ -8,7 +8,7 @@
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typedef struct Range {float min; float max; } Range;
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static
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Range _shape_get_range_on_axis(PhysicsEntity self, Vector axis) {
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Range _internal_collision_get_range_on_axis(PhysicsEntity self, Vector axis) {
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Vector point = shape_get_point_transformed(self.tc->get_shape(self.data), 0, *self.transformable->get_transform(self.data));
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float dot = vdotf(axis, point);
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Range range = {dot, dot};
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@ -26,9 +26,9 @@ Range _shape_get_range_on_axis(PhysicsEntity self, Vector axis) {
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}
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static
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Vector _shape_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector axis) {
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Range a_range = _shape_get_range_on_axis(self, axis);
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Range b_range = _shape_get_range_on_axis(other, axis);
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Vector _internal_collision_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector axis) {
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Range a_range = _internal_collision_get_range_on_axis(self, axis);
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Range b_range = _internal_collision_get_range_on_axis(other, axis);
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if(a_range.min <= b_range.max && b_range.min <= b_range.max)
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return vmulff(axis, fminf(b_range.max - b_range.min, b_range.min - a_range.max));
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@ -37,27 +37,31 @@ Vector _shape_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector ax
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}
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static
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Collision _shape_get_overlap_internal(PhysicsEntity self, PhysicsEntity other) {
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// The shortest escape vector found so far
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int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Collision* out) {
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// get components used
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Shape* self_shape = self.tc->get_shape(self.data);
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Transform* self_transform = self.transformable->get_transform(self.data);
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// the shortest distance to solve collision found so far
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Vector shortest_escape = InfinityVector;
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// the squared length of the shortest escape vector found so far
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float shortest_sqrmag = INFINITY;
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// the first index of the points on the edge
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size_t shortest_escape_edge = 0;
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// the number of points in the shape of self
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size_t self_point_count = shape_get_points_count(self.tc->get_shape(self.data));
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size_t self_point_count = shape_get_points_count(self_shape);
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for(size_t point_index = 0; point_index < self_point_count; ++point_index) {
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// the next point on the line
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size_t next_index = (point_index + 1) % self_point_count;
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// get the two points defining the collision edge
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Vector a = shape_get_point_transformed(self.tc->get_shape(self.data), point_index, *self.transformable->get_transform(self.data));
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Vector b = shape_get_point_transformed(self.tc->get_shape(self.data), next_index, *self.transformable->get_transform(self.data));
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Vector a = shape_get_point_transformed(self.tc->get_shape(self.data), point_index, *self_transform);
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Vector b = shape_get_point_transformed(self.tc->get_shape(self.data), next_index, *self_transform);
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// the direction of the line
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Vector diff = vsubf(b, a);
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// the smallest escape vector on this axis
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Vector escape = _shape_overlap_on_axis(self, other, vnormalizedf(diff));
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Vector escape = _internal_collision_overlap_on_axis(self, other, vnormalizedf(diff));
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float sqr_mag = vsqrmagnitudef(escape);
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if(sqr_mag < shortest_sqrmag) {
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shortest_sqrmag = sqr_mag;
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@ -69,20 +73,51 @@ Collision _shape_get_overlap_internal(PhysicsEntity self, PhysicsEntity other) {
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RigidBody* rba = self.tc->get_rigidbody(self.data);
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RigidBody* rbb = self.tc->get_rigidbody(self.data);
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return (Collision) {
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.edge_left = shortest_escape_edge,
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.edge_right = (1 + shortest_escape_edge) % self_point_count,
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.normal = vnormalizedf(shortest_escape),
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.velocity = vsubf(rigidbody_get_velocity(rba), rigidbody_get_velocity(rbb)),
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*out = (Collision) {
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.other = other,
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.separation_force = shortest_escape
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.point = InfinityVector,
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.normal = vnormalizedf(shortest_escape),
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.velocity = vsubf(rigidbody_get_velocity(rba), rigidbody_get_velocity(rbb)),
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.separation_force = shortest_escape,
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.edge_left = shape_get_point_transformed(self_shape, shortest_escape_edge, *self_transform),
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.edge_right = shape_get_point_transformed(self_shape, (1 + shortest_escape_edge) % self_point_count, *self_transform),
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};
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return shortest_sqrmag != 0;
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}
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static
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Collision _internal_collision_invert(Collision collision_a, PhysicsEntity a) {
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return (Collision){
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.other = a,
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.point = collision_a.point,
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.normal = vinvf(collision_a.normal),
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.velocity = vinvf(collision_a.velocity),
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.separation_force = vinvf(collision_a.separation_force),
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.edge_left = collision_a.edge_left,
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.edge_right = collision_a.edge_right,
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};
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}
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Collision get_collision(PhysicsEntity a, PhysicsEntity b) {
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Collision self_first = _shape_get_overlap_internal(a, b);
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Collision other_first = _shape_get_overlap_internal(b, a);
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return vsqrmagnitudef(self_first.separation_force) < vsqrmagnitudef(other_first.separation_force)
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? self_first
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: other_first;
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int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collision* out_b) {
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Collision collision_a, collision_b;
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int collision_a_overlaps = _internal_collision_get_overlap(a, b, &collision_a);
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int collision_b_overlaps = _internal_collision_get_overlap(b, a, &collision_b);
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if(!collision_a_overlaps && !collision_b_overlaps) {
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return 0;
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}
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if(vsqrmagnitudef(collision_a.separation_force) < vsqrmagnitudef(collision_b.separation_force)) {
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collision_b = _internal_collision_invert(collision_a, a);
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} else {
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collision_a = _internal_collision_invert(collision_b, b);
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}
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*out_a = collision_a;
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*out_b = collision_b;
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return 1;
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}
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@ -7,14 +7,17 @@
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typedef struct Collision {
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PhysicsEntity other;
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Vector point;
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Vector normal;
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Vector velocity;
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Vector separation_force;
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size_t edge_left;
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size_t edge_right;
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Vector edge_left;
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Vector edge_right;
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} Collision;
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extern Collision get_collision(PhysicsEntity a, PhysicsEntity b);
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extern int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collision* out_b);
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#endif // !_fencer_collision_h
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