fixed aabb aabb collision detection and solving #17
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@ -31,30 +31,37 @@ static inline
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int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
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return
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(
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(aminx < bmaxx && aminx > bmaxx)
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(aminx < bmaxx && aminx > bminx)
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(amaxx > bminx && amaxx < bmaxx)
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(bminx < amaxx && bminx > aminx)
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) && (
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(aminy < bmaxy && aminy > bmaxy)
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(aminy < bmaxy && aminy > bminy)
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(amaxy > bminy && amaxy < bmaxy)
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(bminy < amaxy && bminy > aminy)
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);
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}
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static inline
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short _collision_aabb_aabb(const object_t* a, const object_t* b) {
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const float aminx = a->physics.aabb.x + a->sprite.x, aminy = a->physics.aabb.y + a->sprite.x;
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const float amaxx = aminx + a->physics.aabb.w, amaxy = aminy + a->physics.aabb.h;
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const float bminx = b->physics.aabb.x, bminy = b->physics.aabb.y;
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const float bmaxx = b->physics.aabb.x + b->physics.aabb.w, bmaxy = b->physics.aabb.y + b->physics.aabb.h;
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const float aminx = a->physics.aabb.x + a->sprite.x,
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aminy = a->physics.aabb.y + a->sprite.y;
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const float amaxx = aminx + a->physics.aabb.w,
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amaxy = aminy + a->physics.aabb.h;
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const float bminx = b->physics.aabb.x + b->sprite.x,
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bminy = b->physics.aabb.y + b->sprite.y;
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const float bmaxx = bminx + b->physics.aabb.w,
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bmaxy = bminy + b->physics.aabb.h;
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return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
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}
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static inline
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short _collision_circle_circle(const object_t* a, const object_t* b) {
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const float ax = a->sprite.x + a->physics.circle.x, ay = a->sprite.y + a->physics.circle.y,
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bx = b->sprite.x + b->physics.circle.x, by = b->sprite.y + b->physics.circle.y;
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const float ax = a->sprite.x + a->physics.circle.x,
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ay = a->sprite.y + a->physics.circle.y,
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bx = b->sprite.x + b->physics.circle.x,
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by = b->sprite.y + b->physics.circle.y;
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const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
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const float sqrdist = dx*dx+dy*dy;
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const float mindist = a->physics.circle.radius + b->physics.circle.radius;
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@ -139,10 +146,20 @@ float _solve_circle_circle(const object_t* a, const object_t* b, float* out_px,
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static inline
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float _solve_aabb_aabb(const object_t* a, const object_t* b, float* out_px, float* out_py) {
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float right = (a->physics.aabb.x + a->physics.aabb.w + a->sprite.x) - (b->physics.aabb.x + b->sprite.x);
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float left = (a->physics.aabb.x + a->sprite.x) - (b->physics.aabb.x + b->physics.aabb.w + b->sprite.x);
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float top = (a->physics.aabb.y + a->sprite.y) - (b->physics.aabb.y + b->physics.aabb.w + b->sprite.y);
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float bottom = (a->physics.aabb.y + a->physics.aabb.h) - (b->physics.aabb.y + b->sprite.y);
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float aminx = a->physics.aabb.x + a->sprite.x;
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float amaxx = aminx + a->physics.aabb.w;
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float bminx = b->physics.aabb.x + b->sprite.x;
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float bmaxx = bminx + b->physics.aabb.w;
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float aminy = a->physics.aabb.y + a->sprite.y;
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float amaxy = aminy + a->physics.aabb.h;
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float bminy = b->physics.aabb.y + b->sprite.y;
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float bmaxy = bminy + b->physics.aabb.h;
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float right = bmaxx - aminx;
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float left = bminx - amaxx;
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float top = bminy - amaxy;
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float bottom = bmaxy - aminy;
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float ret = right;
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*out_px = right;
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@ -183,7 +200,7 @@ float get_solve_force(const object_t* a, const object_t* b, float* out_px, float
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void solve_collision_slide(object_t* left, object_t* right) {
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float dx, dy;
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const float d = get_solve_force(left, right, &dx, &dy);
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get_solve_force(left, right, &dx, &dy);
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left->sprite.x += dx;
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left->sprite.y += dy;
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}
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