basic-game-framework/src/corelib/physics.c

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#include "physics.h"
#include "object.h"
#include "world.h"
#include "math/vec.h"
static inline
float fclampf(float x, float min_, float max_) {
return fminf(max_, fmaxf(min_, x));
}
physics_t physics_default() {
return (physics_t) {
.type=COLLIDERTYPE_NONE,
.velocity_x = 0.f,
.velocity_y = 0.f,
.solver = &solve_collision_slide
};
}
void object_broadcast_collision(object_t* this, object_t* other) {
if(this->physics.evt_collision != NULL) {
this->physics.evt_collision(this, other);
}
}
short can_collide(const object_t* this) {
return object_is_valid(this) && this->enabled;
}
static inline
int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
return
(
(aminx < bmaxx && aminx > bmaxx)
||
(amaxx > bminx && amaxx < bmaxx)
) && (
(aminy < bmaxy && aminy > bmaxy)
||
(amaxy > bminy && amaxy < bmaxy)
);
}
static inline
short _collision_aabb_aabb(const object_t* a, const object_t* b) {
const float aminx = a->physics.aabb.x + a->sprite.x, aminy = a->physics.aabb.y + a->sprite.x;
const float amaxx = aminx + a->physics.aabb.w, amaxy = aminy + a->physics.aabb.h;
const float bminx = b->physics.aabb.x, bminy = b->physics.aabb.y;
const float bmaxx = b->physics.aabb.x + b->physics.aabb.w, bmaxy = b->physics.aabb.y + b->physics.aabb.h;
return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
}
static inline
short _collision_circle_circle(const object_t* a, const object_t* b) {
const float ax = a->sprite.x + a->physics.circle.x, ay = a->sprite.y + a->physics.circle.y,
bx = b->sprite.x + b->physics.circle.x, by = b->sprite.y + b->physics.circle.y;
const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
const float sqrdist = dx*dx+dy*dy;
const float mindist = a->physics.circle.radius + b->physics.circle.radius;
const float mindistsqr = mindist*mindist;
return sqrdist < mindistsqr;
}
static inline
short _collision_circle_aabb(const object_t* circle, const object_t* aabb) {
// generate a point on the edge of the rectangle that is closest to the circle
const float bbminx = aabb->physics.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->physics.aabb.w,
bbminy = aabb->physics.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->physics.aabb.h;
const float cx = circle->sprite.x + circle->physics.circle.x,
cy = circle->sprite.y + circle->physics.circle.y;
const float x = fclampf(cx, bbminx, bbmaxx),
y = fclampf(cy, bbminy, bbmaxy);
const float dx = fabsf(cx - x), dy = fabsf(cy - y);
// calculate the square distance from the centre of the circle to the edge of the aabb
const float distsqr = dx*dx+dy*dy;
const float rsqr = circle->physics.circle.radius*circle->physics.circle.radius;
// return if the square distance is larger than the square of the radius
return distsqr < rsqr;
}
static inline
short _collision_check(const object_t* a, const object_t* b) {
if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_AABB) {
return _collision_aabb_aabb(a, b);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _collision_circle_circle(a, b);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_AABB) {
return _collision_circle_aabb(a, b);
} else if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _collision_circle_aabb(b, a);
}
return 0;
}
static inline
float _solve_circle_aabb(const object_t* circle, const object_t* aabb, float* out_px, float* out_py) {
// generate a point on the edge of the rectangle that is closest to the circle
const float bbminx = aabb->physics.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->physics.aabb.w,
bbminy = aabb->physics.aabb.y + aabb->sprite.y, bbmaxy = bbminy + aabb->physics.aabb.h;
// the centre of the circle in world space
const float cx = circle->sprite.x + circle->physics.circle.x,
cy = circle->sprite.y + circle->physics.circle.y;
// the point on the rectangle closest to the centre of the circle
const float x = fclampf(cx, bbminx, bbmaxx),
y = fclampf(cy, bbminy, bbmaxy);
// the relative position of the point on the rectangle
const float dif_x = cx - x,
dif_y = cy - y;
// absolute difference for use in calculating euclidean distance
const float dist_x = fabsf(dif_x),
dist_y = fabsf(dif_y);
// euclidean distance
const float dist = sqrt(dist_x*dist_x + dist_y*dist_y);
const float solve_distance = circle->physics.circle.radius - dist;
// distance to solve collision
float solve_x, solve_y;
normalize(dif_x, dif_y, &solve_x, &solve_y);
*out_px = solve_x * solve_distance;
*out_py = solve_y * solve_distance;
return solve_distance;
}
static inline
float _solve_circle_circle(const object_t* a, const object_t* b, float* out_px, float* out_py) {
const float x1 = a->physics.circle.x + a->sprite.x, y1 = a->physics.circle.y + a->sprite.y;
const float x2 = b->physics.circle.x + b->sprite.x, y2 = b->physics.circle.y + b->sprite.y;
const float dif_x = x1 - x2, dif_y = y1 - y2;
const float difference = sqrtf(fabsf(dif_x*dif_x) + fabsf(dif_y*dif_y));
const float target_difference = a->physics.circle.radius + b->physics.circle.radius;
float dir_x, dir_y;
normalize(dif_x, dif_y, &dir_x, &dir_y);
*out_px = dir_x * target_difference;
*out_py = dir_y * target_difference;
return target_difference;
}
static inline
float _solve_aabb_aabb(const object_t* a, const object_t* b, float* out_px, float* out_py) {
float right = (a->physics.aabb.x + a->physics.aabb.w + a->sprite.x) - (b->physics.aabb.x + b->sprite.x);
float left = (a->physics.aabb.x + a->sprite.x) - (b->physics.aabb.x + b->physics.aabb.w + b->sprite.x);
float top = (a->physics.aabb.y + a->sprite.y) - (b->physics.aabb.y + b->physics.aabb.w + b->sprite.y);
float bottom = (a->physics.aabb.y + a->physics.aabb.h) - (b->physics.aabb.y + b->sprite.y);
float ret = right;
*out_px = right;
*out_py = 0.f;
if(fabsf(left) < fabsf(ret)) {
*out_px = left;
*out_py = 0.f;
ret = left;
}
if(fabsf(top) < fabsf(ret)) {
*out_px = 0.f;
*out_py = top;
ret = top;
}
if(fabsf(bottom) < fabsf(ret)) {
*out_px = 0.f;
*out_py = bottom;
return bottom;
}
return ret;
}
float get_solve_force(const object_t* a, const object_t* b, float* out_px, float* out_py) {
if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_AABB) {
return _solve_aabb_aabb(a, b, out_px, out_py);
} else if(a->physics.type == COLLIDERTYPE_AABB && b->physics.type == COLLIDERTYPE_CIRCLE) {
float penetration_distance = _solve_circle_aabb(b, a, out_px, out_py);
*out_px = -(*out_px);
*out_py = -(*out_py);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_AABB) {
return _solve_circle_aabb(a, b, out_px, out_py);
} else if(a->physics.type == COLLIDERTYPE_CIRCLE && b->physics.type == COLLIDERTYPE_CIRCLE) {
return _solve_circle_circle(a, b, out_px, out_py);
}
}
void solve_collision_slide(object_t* left, object_t* right) {
float dx, dy;
const float d = get_solve_force(left, right, &dx, &dy);
left->sprite.x += dx;
left->sprite.y += dy;
}
static inline
void _solve_move(object_t* this) {
// loop over all objects and check collision if applicable
for(int i = 0; i < world_num_objects(); ++i) {
// get pointer to other object
object_t* other = world_get_object(i);
// check collision, return if found
if(can_collide(other) && this != other && _collision_check(other, this)) {
object_broadcast_collision(other, this);
object_broadcast_collision(this, other);
this->physics.solver(this, other);
}
}
}
2023-06-25 16:13:28 +00:00
void physics_move(object_t* this, float delta_time) {
const float max_step_size = this->physics.max_interpolate_step_size;
// calculate step delta
float dx = this->physics.velocity_x * delta_time, dy = this->physics.velocity_y * delta_time;
const float target_x = this->sprite.x + dx,
target_y = this->sprite.y + dy;
if(dx == 0 && dy == 0)
return;
// calculate direction x,y
float m = sqrtf(dx*dx + dy*dy);
dx = dx / m * max_step_size;
dy = dy / m * max_step_size;
const int step_count = max_step_size / m;
// ensure this object would ever collide
// if it wouldn't collide anyway, just set position
if(!can_collide(this)) {
this->sprite.x = target_x;
this->sprite.y = target_y;
return;
}
if(step_count == 0) {
this->sprite.x = target_x;
this->sprite.y = target_y;
_solve_move(this);
return;
}
/*
* 1. move towards target
* 2. check collision with every other object
*/
for(int steps = 0; steps <= step_count && (this->sprite.x != target_x || this->sprite.y != target_y); ++steps) {
// move towards target, snap to target if distance is too low
const float distx = fabsf(this->sprite.x - target_x), disty = fabsf(this->sprite.y - target_y);
const float sqdist = distx*distx + disty*disty;
if(sqdist > max_step_size*max_step_size) {
this->sprite.x += dx;
this->sprite.y += dy;
} else {
this->sprite.x = target_x;
this->sprite.y = target_y;
}
_solve_move(this);
}
}