fixed aabb aabb collision detection and solving #17

Merged
Sara merged 4 commits from broken-physics into development 2023-07-16 21:40:44 +00:00
1 changed files with 32 additions and 15 deletions

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@ -31,30 +31,37 @@ static inline
int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) { int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
return return
( (
(aminx < bmaxx && aminx > bmaxx) (aminx < bmaxx && aminx > bminx)
|| ||
(amaxx > bminx && amaxx < bmaxx) (bminx < amaxx && bminx > aminx)
) && ( ) && (
(aminy < bmaxy && aminy > bmaxy) (aminy < bmaxy && aminy > bminy)
|| ||
(amaxy > bminy && amaxy < bmaxy) (bminy < amaxy && bminy > aminy)
); );
} }
static inline static inline
short _collision_aabb_aabb(const object_t* a, const object_t* b) { 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 aminx = a->physics.aabb.x + a->sprite.x,
const float amaxx = aminx + a->physics.aabb.w, amaxy = aminy + a->physics.aabb.h; aminy = a->physics.aabb.y + a->sprite.y;
const float bminx = b->physics.aabb.x, bminy = b->physics.aabb.y; const float amaxx = aminx + a->physics.aabb.w,
const float bmaxx = b->physics.aabb.x + b->physics.aabb.w, bmaxy = b->physics.aabb.y + b->physics.aabb.h; amaxy = aminy + a->physics.aabb.h;
const float bminx = b->physics.aabb.x + b->sprite.x,
bminy = b->physics.aabb.y + b->sprite.y;
const float bmaxx = bminx + b->physics.aabb.w,
bmaxy = bminy + b->physics.aabb.h;
return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy); return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
} }
static inline static inline
short _collision_circle_circle(const object_t* a, const object_t* b) { 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, const float ax = a->sprite.x + a->physics.circle.x,
bx = b->sprite.x + b->physics.circle.x, by = b->sprite.y + b->physics.circle.y; 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 dx = fabsf(ax-bx), dy = fabsf(ay-by);
const float sqrdist = dx*dx+dy*dy; const float sqrdist = dx*dx+dy*dy;
const float mindist = a->physics.circle.radius + b->physics.circle.radius; const float mindist = a->physics.circle.radius + b->physics.circle.radius;
@ -139,10 +146,20 @@ float _solve_circle_circle(const object_t* a, const object_t* b, float* out_px,
static inline static inline
float _solve_aabb_aabb(const object_t* a, const object_t* b, float* out_px, float* out_py) { 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 aminx = a->physics.aabb.x + a->sprite.x;
float left = (a->physics.aabb.x + a->sprite.x) - (b->physics.aabb.x + b->physics.aabb.w + b->sprite.x); float amaxx = aminx + a->physics.aabb.w;
float top = (a->physics.aabb.y + a->sprite.y) - (b->physics.aabb.y + b->physics.aabb.w + b->sprite.y); float bminx = b->physics.aabb.x + b->sprite.x;
float bottom = (a->physics.aabb.y + a->physics.aabb.h) - (b->physics.aabb.y + b->sprite.y); float bmaxx = bminx + b->physics.aabb.w;
float aminy = a->physics.aabb.y + a->sprite.y;
float amaxy = aminy + a->physics.aabb.h;
float bminy = b->physics.aabb.y + b->sprite.y;
float bmaxy = bminy + b->physics.aabb.h;
float right = bmaxx - aminx;
float left = bminx - amaxx;
float top = bminy - amaxy;
float bottom = bmaxy - aminy;
float ret = right; float ret = right;
*out_px = right; *out_px = right;
@ -183,7 +200,7 @@ float get_solve_force(const object_t* a, const object_t* b, float* out_px, float
void solve_collision_slide(object_t* left, object_t* right) { void solve_collision_slide(object_t* left, object_t* right) {
float dx, dy; float dx, dy;
const float d = get_solve_force(left, right, &dx, &dy); get_solve_force(left, right, &dx, &dy);
left->sprite.x += dx; left->sprite.x += dx;
left->sprite.y += dy; left->sprite.y += dy;
} }