#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 }; } 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 this->active && 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); } } static inline void _solve_collision_slide(object_t* this, object_t* other) { float dx, dy; const float d = get_solve_force(this, other, &dx, &dy); this->sprite.x += dx; this->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 = g_objects + 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); _solve_collision_slide(this, other); } } } void move_and_slide(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); } }