fencer/core/src/collision.c
2023-11-20 12:04:55 +01:00

142 lines
5.7 KiB
C

#include "collision.h"
#include "vmath.h"
#include "rigidbody.h"
// =====================================================
// Shape overlap test using the separating axis theorem
// =====================================================
typedef struct Range {float min; Vector minpoint; float max; Vector maxpoint; } Range;
static
Range _internal_collision_get_range_on_axis(PhysicsEntity self, Vector axis) {
Transform* transform = self.transformable->get_transform(self.data);
Shape* shape = self.tc->get_shape(self.data);
Vector point = shape_get_point_transformed(shape, 0, *transform);
float dot = vdotf(axis, point);
Range range = {dot, point, dot, point};
for(size_t point_index = 1; point_index < shape_get_points_count(shape); ++point_index) {
point = shape_get_point_transformed(shape, point_index, *transform);
dot = vdotf(axis, point);
if(dot < range.min) {
range.min = dot;
range.minpoint = point;
}
if(dot > range.max) {
range.max = dot;
range.maxpoint = point;
}
}
return range;
}
static
Vector _internal_collision_overlap_on_axis(PhysicsEntity self, PhysicsEntity other, Vector axis, Vector* out_point) {
Range a_range = _internal_collision_get_range_on_axis(self, axis);
Range b_range = _internal_collision_get_range_on_axis(other, axis);
const float overlap_left = a_range.max - b_range.min;
const float overlap_right = b_range.min - a_range.max;
*out_point = fabsf(overlap_right) <= fabsf(overlap_left) ? a_range.maxpoint : a_range.minpoint;
if(a_range.min <= b_range.max && b_range.min <= a_range.max) {
const float shortest = fminf(overlap_left, overlap_right);
return vmulff(axis, shortest);
} else {
return ZeroVector;
}
}
static
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_dot = 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_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 edge_lhs = shape_get_point_transformed(self.tc->get_shape(self.data), point_index, *self_transform);
Vector edge_rhs = shape_get_point_transformed(self.tc->get_shape(self.data), next_index, *self_transform);
// the direction of the line
Vector normal = vnormalizedf(vperpendicularf(vsubf(edge_rhs, edge_lhs)));
Vector overlap_point;
// the smallest escape vector on this axis
Vector escape = _internal_collision_overlap_on_axis(self, other, normal, &overlap_point);
float dot = vdotf(vinvf(normal), escape);
if(dot <= 0.0) {
return 0;
}
if(dot <= shortest_dot) {
shortest_dot = dot;
shortest_escape = escape;
shortest_escape_edge = point_index;
}
}
RigidBody* rba = self.tc->get_rigidbody(self.data);
RigidBody* rbb = other.tc->get_rigidbody(other.data);
const Vector velocity = vsubf(rigidbody_get_velocity(rba), rigidbody_get_velocity(rbb));
const Vector normal = vnormalizedf(shortest_escape);
Vector world_point = _internal_collision_get_range_on_axis(self, normal).minpoint;
*out = (Collision) {
.other = other,
.point = inverse_transform_point(rigidbody_get_transform(rba), world_point),
.normal = normal,
.velocity = velocity,
.penetration_vector = 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 !veqf(shortest_escape, ZeroVector);
}
Collision collision_invert(Collision collision_a, PhysicsEntity a) {
Vector world_point = _internal_collision_get_range_on_axis(collision_a.other, collision_a.normal).maxpoint;
RigidBody* body = collision_a.other.tc->get_rigidbody(collision_a.other.data);
return (Collision){
.other = a,
.point = inverse_transform_point(rigidbody_get_transform(body), world_point),
.normal = vinvf(collision_a.normal),
.velocity = vinvf(collision_a.velocity),
.penetration_vector = vinvf(collision_a.penetration_vector),
.edge_left = collision_a.edge_left,
.edge_right = collision_a.edge_right,
};
}
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.penetration_vector) <= vsqrmagnitudef(collision_b.penetration_vector))
collision_b = collision_invert(collision_a, a);
else
collision_a = collision_invert(collision_b, b);
*out_a = collision_a;
*out_b = collision_b;
return (collision_b_overlaps << 1) | collision_a_overlaps;
}