collision_check will now return 1 if there is a collision, and write collision data to the new out variables
This commit is contained in:
		
							parent
							
								
									f237da1b93
								
							
						
					
					
						commit
						b7721baeb7
					
				| 
						 | 
				
			
			@ -8,7 +8,7 @@
 | 
			
		|||
typedef struct Range {float min; float max; } Range;
 | 
			
		||||
 | 
			
		||||
static
 | 
			
		||||
Range _shape_get_range_on_axis(PhysicsEntity self, Vector axis) {
 | 
			
		||||
Range _internal_collision_get_range_on_axis(PhysicsEntity self, Vector axis) {
 | 
			
		||||
    Vector point = shape_get_point_transformed(self.tc->get_shape(self.data), 0, *self.transformable->get_transform(self.data));
 | 
			
		||||
    float dot = vdotf(axis, point);
 | 
			
		||||
    Range range = {dot, dot};
 | 
			
		||||
| 
						 | 
				
			
			@ -26,9 +26,9 @@ Range _shape_get_range_on_axis(PhysicsEntity self, Vector axis) {
 | 
			
		|||
}
 | 
			
		||||
 | 
			
		||||
static
 | 
			
		||||
Vector _shape_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector axis) {
 | 
			
		||||
    Range a_range = _shape_get_range_on_axis(self, axis);
 | 
			
		||||
    Range b_range = _shape_get_range_on_axis(other, axis);
 | 
			
		||||
Vector _internal_collision_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector axis) {
 | 
			
		||||
    Range a_range = _internal_collision_get_range_on_axis(self, axis);
 | 
			
		||||
    Range b_range = _internal_collision_get_range_on_axis(other, axis);
 | 
			
		||||
 | 
			
		||||
    if(a_range.min <= b_range.max && b_range.min <= b_range.max)
 | 
			
		||||
        return vmulff(axis, fminf(b_range.max - b_range.min, b_range.min - a_range.max));
 | 
			
		||||
| 
						 | 
				
			
			@ -37,27 +37,31 @@ Vector _shape_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector ax
 | 
			
		|||
}
 | 
			
		||||
 | 
			
		||||
static
 | 
			
		||||
Collision _shape_get_overlap_internal(PhysicsEntity self, PhysicsEntity other) {
 | 
			
		||||
    // The shortest escape vector found so far
 | 
			
		||||
int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Collision* out) {
 | 
			
		||||
    // get components used
 | 
			
		||||
    Shape* self_shape = self.tc->get_shape(self.data);
 | 
			
		||||
    Transform* self_transform = self.transformable->get_transform(self.data);
 | 
			
		||||
 | 
			
		||||
    // the shortest distance to solve collision found so far
 | 
			
		||||
    Vector shortest_escape = InfinityVector;
 | 
			
		||||
    // the squared length of the shortest escape vector found so far
 | 
			
		||||
    float shortest_sqrmag = INFINITY;
 | 
			
		||||
    // the first index of the points on the edge
 | 
			
		||||
    size_t shortest_escape_edge = 0;
 | 
			
		||||
    // the number of points in the shape of self
 | 
			
		||||
    size_t self_point_count = shape_get_points_count(self.tc->get_shape(self.data));
 | 
			
		||||
    size_t self_point_count = shape_get_points_count(self_shape);
 | 
			
		||||
 | 
			
		||||
    for(size_t point_index = 0; point_index < self_point_count; ++point_index) {
 | 
			
		||||
        // the next point on the line
 | 
			
		||||
        size_t next_index = (point_index + 1) % self_point_count;
 | 
			
		||||
        // get the two points defining the collision edge
 | 
			
		||||
        Vector a = shape_get_point_transformed(self.tc->get_shape(self.data), point_index, *self.transformable->get_transform(self.data));
 | 
			
		||||
        Vector b = shape_get_point_transformed(self.tc->get_shape(self.data), next_index,  *self.transformable->get_transform(self.data));
 | 
			
		||||
        Vector a = shape_get_point_transformed(self.tc->get_shape(self.data), point_index, *self_transform);
 | 
			
		||||
        Vector b = shape_get_point_transformed(self.tc->get_shape(self.data), next_index,  *self_transform);
 | 
			
		||||
        // the direction of the line
 | 
			
		||||
        Vector diff = vsubf(b, a);
 | 
			
		||||
 | 
			
		||||
        // the smallest escape vector on this axis
 | 
			
		||||
        Vector escape = _shape_overlap_on_axis(self, other, vnormalizedf(diff));
 | 
			
		||||
        Vector escape = _internal_collision_overlap_on_axis(self, other, vnormalizedf(diff));
 | 
			
		||||
        float sqr_mag = vsqrmagnitudef(escape);
 | 
			
		||||
        if(sqr_mag < shortest_sqrmag) {
 | 
			
		||||
            shortest_sqrmag = sqr_mag;
 | 
			
		||||
| 
						 | 
				
			
			@ -69,20 +73,51 @@ Collision _shape_get_overlap_internal(PhysicsEntity self, PhysicsEntity other) {
 | 
			
		|||
    RigidBody* rba = self.tc->get_rigidbody(self.data);
 | 
			
		||||
    RigidBody* rbb = self.tc->get_rigidbody(self.data);
 | 
			
		||||
 | 
			
		||||
    return (Collision) {
 | 
			
		||||
        .edge_left = shortest_escape_edge,
 | 
			
		||||
        .edge_right = (1 + shortest_escape_edge) % self_point_count,
 | 
			
		||||
        .normal = vnormalizedf(shortest_escape),
 | 
			
		||||
        .velocity = vsubf(rigidbody_get_velocity(rba), rigidbody_get_velocity(rbb)),
 | 
			
		||||
    *out = (Collision) {
 | 
			
		||||
        .other = other,
 | 
			
		||||
        .separation_force = shortest_escape
 | 
			
		||||
 | 
			
		||||
        .point = InfinityVector,
 | 
			
		||||
        .normal = vnormalizedf(shortest_escape),
 | 
			
		||||
 | 
			
		||||
        .velocity = vsubf(rigidbody_get_velocity(rba), rigidbody_get_velocity(rbb)),
 | 
			
		||||
        .separation_force = shortest_escape,
 | 
			
		||||
 | 
			
		||||
        .edge_left = shape_get_point_transformed(self_shape, shortest_escape_edge, *self_transform),
 | 
			
		||||
        .edge_right = shape_get_point_transformed(self_shape, (1 + shortest_escape_edge) % self_point_count, *self_transform),
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    return shortest_sqrmag != 0;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static
 | 
			
		||||
Collision _internal_collision_invert(Collision collision_a, PhysicsEntity a) {
 | 
			
		||||
    return (Collision){
 | 
			
		||||
        .other = a,
 | 
			
		||||
        .point = collision_a.point,
 | 
			
		||||
        .normal = vinvf(collision_a.normal),
 | 
			
		||||
        .velocity = vinvf(collision_a.velocity),
 | 
			
		||||
        .separation_force = vinvf(collision_a.separation_force),
 | 
			
		||||
        .edge_left = collision_a.edge_left,
 | 
			
		||||
        .edge_right = collision_a.edge_right,
 | 
			
		||||
    };
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Collision get_collision(PhysicsEntity a, PhysicsEntity b) {
 | 
			
		||||
    Collision self_first = _shape_get_overlap_internal(a, b);
 | 
			
		||||
    Collision other_first = _shape_get_overlap_internal(b, a);
 | 
			
		||||
    return vsqrmagnitudef(self_first.separation_force) < vsqrmagnitudef(other_first.separation_force)
 | 
			
		||||
        ? self_first
 | 
			
		||||
        : other_first;
 | 
			
		||||
int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collision* out_b) {
 | 
			
		||||
    Collision collision_a, collision_b;
 | 
			
		||||
    int collision_a_overlaps = _internal_collision_get_overlap(a, b, &collision_a);
 | 
			
		||||
    int collision_b_overlaps = _internal_collision_get_overlap(b, a, &collision_b);
 | 
			
		||||
 | 
			
		||||
    if(!collision_a_overlaps && !collision_b_overlaps) {
 | 
			
		||||
        return 0;
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    if(vsqrmagnitudef(collision_a.separation_force) < vsqrmagnitudef(collision_b.separation_force)) {
 | 
			
		||||
        collision_b = _internal_collision_invert(collision_a, a);
 | 
			
		||||
    } else {
 | 
			
		||||
        collision_a = _internal_collision_invert(collision_b, b);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    *out_a = collision_a;
 | 
			
		||||
    *out_b = collision_b;
 | 
			
		||||
    return 1;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -7,14 +7,17 @@
 | 
			
		|||
 | 
			
		||||
typedef struct Collision {
 | 
			
		||||
    PhysicsEntity other;
 | 
			
		||||
 | 
			
		||||
    Vector point;
 | 
			
		||||
    Vector normal;
 | 
			
		||||
 | 
			
		||||
    Vector velocity;
 | 
			
		||||
    Vector separation_force;
 | 
			
		||||
    size_t edge_left;
 | 
			
		||||
    size_t edge_right;
 | 
			
		||||
 | 
			
		||||
    Vector edge_left;
 | 
			
		||||
    Vector edge_right;
 | 
			
		||||
} Collision;
 | 
			
		||||
 | 
			
		||||
extern Collision get_collision(PhysicsEntity a, PhysicsEntity b);
 | 
			
		||||
extern int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collision* out_b);
 | 
			
		||||
 | 
			
		||||
#endif // !_fencer_collision_h
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in a new issue