]> git.bts.cx Git - benzene.git/blob - src/bz/collision/collision.c
Fixed Aseprite rendering system
[benzene.git] / src / bz / collision / collision.c
1 #include <bz/collision/collision.h>
2
3 #include <bz/debug/assert.h>
4 #include <bz/math/math.h>
5 #include <bz/memory/allocator.h>
6
7 struct BZCollisionBody {
8 BZCollisionBodyType type;
9 BZCollisionShape shape;
10 BZIdentifierHash tagHash;
11 void *userParameter;
12 };
13
14 struct BZCollisionSpace {
15 size_t maxBodies;
16 size_t nextBody;
17 BZCollisionBody bodies[];
18 };
19
20 const BZCollisionShapeType BZCollisionShapeTypeMax = BZCollisionShapeTypeLine;
21
22 enum CollisionTestResult {
23 CollisionTestResultNoCollision,
24 CollisionTestResultCollision,
25 CollisionTestResultCollisionInverted,
26 };
27 typedef enum CollisionTestResult CollisionTestResult;
28
29 struct CollisionDetails {
30 BZVector position;
31 BZVector normal;
32 };
33 typedef struct CollisionDetails CollisionDetails;
34
35 static bool collisionCircleCircleTest(CollisionDetails *detailsOut, float *penetrationOut, const BZCollisionShape *shape1, const BZCollisionShape *shape2) {
36 bool colliding = false;
37
38 BZVector delta;
39 bzVectorSubtract(&delta, &shape2->circleOrigin, &shape1->circleOrigin);
40 float radius = shape1->circleRadius + shape2->circleRadius;
41
42 float deltaMagnitude = bzVectorMagnitude(&delta);
43 colliding = (deltaMagnitude > 0.01f && deltaMagnitude <= radius);
44 if (colliding) {
45 bzVectorInverse(&delta, &delta);
46 bzVectorNormalized(&detailsOut->normal, &delta);
47 bzVectorScale(&detailsOut->position, &detailsOut->normal, radius);
48 bzVectorAdd(&detailsOut->position, &detailsOut->position, &shape2->circleOrigin);
49 *penetrationOut = (radius - deltaMagnitude);
50 }
51
52 return colliding;
53 }
54
55 static bool collisionCircleCirclePerimeterTest(CollisionDetails *detailsOut, float *penetrationOut, const BZCollisionShape *shape1, const BZCollisionShape *shape2) {
56 bool colliding = false;
57
58 BZVector delta;
59 bzVectorSubtract(&delta, &shape1->circleOrigin, &shape2->circleOrigin);
60 float innerRadius = shape2->circleRadius - shape1->circleRadius;
61
62 float deltaMagnitude = bzVectorMagnitude(&delta);
63 colliding = deltaMagnitude > innerRadius;// (deltaMagnitude > 0.01f && deltaMagnitude <= radius);
64 if (colliding) {
65 bzVectorNormalized(&detailsOut->normal, &delta);
66 bzVectorScale(&detailsOut->position, &detailsOut->normal, shape2->circleRadius);
67 bzVectorAdd(&detailsOut->position, &detailsOut->position, &shape2->circleOrigin);
68
69 bzVectorInverse(&detailsOut->normal, &detailsOut->normal);
70
71 *penetrationOut = shape1->circleRadius;
72 }
73
74 return colliding;
75 }
76
77 static bool collisionLineLineTest(CollisionDetails *detailsOut, float *penetrationOut, const BZCollisionShape *shape1, const BZCollisionShape *shape2) {
78 bool colliding = false;
79
80 BZVector delta;
81 bzVectorSubtract(&delta, &shape2->lineOrigin, &shape1->lineOrigin);
82
83 float lineCross = bzVectorCross(&shape1->lineDirection, &shape2->lineDirection);
84
85 float t = bzVectorCross(&delta, &shape2->lineDirection) / lineCross;
86 if (t >= 0.0f && t <= shape1->lineMagnitude) {
87 float u = bzVectorCross(&delta, &shape1->lineDirection) / lineCross;
88 if (u >= 0.0f && u <= shape2->lineMagnitude) {
89 bzVectorScale(&delta, &shape1->lineDirection, t);
90 bzVectorAdd(&detailsOut->position, &delta, &shape1->lineOrigin);
91 colliding = true;
92 }
93 }
94
95 return colliding;
96 }
97
98 static bool collisionCircleLineTest(CollisionDetails *detailsOut, float *penetrationOut, const BZCollisionShape *shape1, const BZCollisionShape *shape2) {
99 bool colliding = false;
100
101 BZVector delta;
102 bzVectorSubtract(&delta, &shape1->circleOrigin, &shape2->lineOrigin);
103
104 float dot = bzVectorDot(&delta, &shape2->lineDirection);
105 if (dot > 0.01f && dot <= shape2->lineMagnitude) {
106 BZVector projection, test;
107 bzVectorScale(&projection, &shape2->lineDirection, dot);
108 bzVectorSubtract(&test, &delta, &projection);
109 float magnitude = bzVectorMagnitude(&test);
110 colliding = (magnitude > 0.01f && magnitude <= shape1->circleRadius);
111 if (colliding) {
112 bzVectorAdd(&detailsOut->position, &projection, &shape2->lineOrigin);
113 bzVectorNormalized(&detailsOut->normal, &test);
114 *penetrationOut = bzAbs(magnitude - shape1->circleRadius);
115 }
116 }
117
118 return colliding;
119 }
120
121
122
123 static bool collisionCircleTriangleTest(CollisionDetails *detailsOut, float *penetrationOut, const BZCollisionShape *shape1, const BZCollisionShape *shape2) {
124 // https://stackoverflow.com/questions/2049582/how-to-determine-if-a-point-is-in-a-2d-triangle
125
126 #define tsign(x1, y1, x2, y2, x3, y3) (((x1)-(x3))*((y2)-(y3))-((x2)-(x3))*((y1)-(y3)))
127
128 float x = shape1->circleOrigin.x;
129 float y = shape1->circleOrigin.y;
130
131 float x1 = shape2->trianglePoint1.x;
132 float y1 = shape2->trianglePoint1.y;
133 float x2 = shape2->trianglePoint2.x;
134 float y2 = shape2->trianglePoint2.y;
135 float x3 = shape2->trianglePoint3.x;
136 float y3 = shape2->trianglePoint3.y;
137
138 float a = tsign(x,y,x1,y1,x2,y2);
139 float b = tsign(x,y,x2,y2,x3,y3);
140 float c = tsign(x,y,x3,y3,x1,y1);
141
142 // FIXME, need to do radius.
143
144 return ! ((a<0 || b<0 || c<0) && (a>0 || b>0 || c>0));
145
146 /*bool colliding = false;
147
148 BZVector delta;
149 bzVectorSubtract(&delta, &shape1->circleOrigin, &shape2->lineOrigin);
150
151 float dot = bzVectorDot(&delta, &shape2->lineDirection);
152 if (dot > 0.01f && dot <= shape2->lineMagnitude) {
153 BZVector projection, test;
154 bzVectorScale(&projection, &shape2->lineDirection, dot);
155 bzVectorSubtract(&test, &delta, &projection);
156 float magnitude = bzVectorMagnitude(&test);
157 colliding = (magnitude > 0.01f && magnitude <= shape1->circleRadius);
158 if (colliding) {
159 bzVectorAdd(&detailsOut->position, &projection, &shape2->lineOrigin);
160 bzVectorNormalized(&detailsOut->normal, &test);
161 *penetrationOut = bzAbs(magnitude - shape1->circleRadius);
162 }
163 }
164
165 return colliding;*/
166 return false;
167 }
168
169 static CollisionTestResult collisionTest(CollisionDetails *detailsOut, float *penetrationOut, const BZCollisionShape *shape1, const BZCollisionShape *shape2) {
170 #define TEST_MASK(type1, type2) (((type1) << BZCollisionShapeTypeMax) | (type2))
171
172 switch (TEST_MASK(shape1->type, shape2->type)) {
173 case TEST_MASK(BZCollisionShapeTypeCircle, BZCollisionShapeTypeCircle):
174 return collisionCircleCircleTest(detailsOut, penetrationOut, shape1, shape2) ? CollisionTestResultCollision : CollisionTestResultNoCollision;
175
176 case TEST_MASK(BZCollisionShapeTypeCircle, BZCollisionShapeTypeCirclePerimeter):
177 return collisionCircleCirclePerimeterTest(detailsOut, penetrationOut, shape1, shape2) ? CollisionTestResultCollision : CollisionTestResultNoCollision;
178
179 case TEST_MASK(BZCollisionShapeTypeCirclePerimeter, BZCollisionShapeTypeCircle):
180 return collisionCircleCirclePerimeterTest(detailsOut, penetrationOut, shape2, shape1) ? CollisionTestResultCollisionInverted : CollisionTestResultNoCollision;
181
182 case TEST_MASK(BZCollisionShapeTypeLine, BZCollisionShapeTypeLine):
183 return collisionLineLineTest(detailsOut, penetrationOut, shape1, shape2) ? CollisionTestResultCollision : CollisionTestResultNoCollision;
184
185 case TEST_MASK(BZCollisionShapeTypeCircle, BZCollisionShapeTypeLine):
186 return collisionCircleLineTest(detailsOut, penetrationOut, shape1, shape2) ? CollisionTestResultCollision : CollisionTestResultNoCollision;
187
188 case TEST_MASK(BZCollisionShapeTypeLine, BZCollisionShapeTypeCircle):
189 return collisionCircleLineTest(detailsOut, penetrationOut, shape2, shape1) ? CollisionTestResultCollisionInverted : CollisionTestResultNoCollision;
190
191 case TEST_MASK(BZCollisionShapeTypeCircle, BZCollisionShapeTypeTriangle):
192 return collisionCircleTriangleTest(detailsOut, penetrationOut, shape1, shape2) ? CollisionTestResultCollision : CollisionTestResultNoCollision;
193
194 case TEST_MASK(BZCollisionShapeTypeTriangle, BZCollisionShapeTypeCircle):
195 return collisionCircleTriangleTest(detailsOut, penetrationOut, shape2, shape1) ? CollisionTestResultCollisionInverted : CollisionTestResultNoCollision;
196
197
198 default:
199 bzAssertMessage(false, "Invalid collision test");
200 return 0;
201 }
202 }
203
204
205
206
207
208
209
210
211
212
213
214
215
216 BZCollisionSpaceID bzCollisionMakeSpace(BZMemoryArenaID arena, size_t maxBodies, const char *identifierFmt, ...) {
217 BZCollisionSpaceID space = (BZCollisionSpace *)bzMemoryAlloc(arena, sizeof(BZCollisionSpace) + maxBodies * sizeof(BZCollisionBody));
218 space->maxBodies = maxBodies;
219 bzCollisionResetSpace(space);
220 return space;
221 }
222
223 void bzCollisionResetSpace(BZCollisionSpaceID space) {
224 space->nextBody = 0;
225 }
226
227 BZCollisionBodyID bzCollisionAddBody(BZCollisionSpaceID space, BZCollisionBodyType bodyType, const BZCollisionShape *shape, BZIdentifierHash tagHash, void *userParameter) {
228 bzAssert(space->nextBody < space->maxBodies);
229 BZCollisionBodyID body = &space->bodies[space->nextBody++];
230 body->type = bodyType;
231 body->shape = *shape;
232 body->tagHash = tagHash;
233 body->userParameter = userParameter;
234
235 return body;
236 }
237
238 bool bzCollisionResolve(BZVector *positionOut, void **userParameterOut, BZCollisionSpaceID space, const BZCollisionShape *shape, BZIdentifierHash tagHash) {
239 CollisionDetails details;
240 float penetration;
241 for (size_t i = 0; i < space->nextBody; ++i) {
242 BZCollisionBody *body = &space->bodies[i];
243 if (body->tagHash == tagHash) {
244 CollisionTestResult testResult = collisionTest(&details, &penetration, shape, &body->shape);
245 if (testResult != CollisionTestResultNoCollision) {
246 if (positionOut != NULL) {
247 BZVector delta;
248 bzVectorScale(&delta, &details.normal, penetration);
249 bzVectorAdd(positionOut, &details.position, &delta);
250 }
251 if (userParameterOut != NULL) {
252 *userParameterOut = body->userParameter;
253 }
254 return true;
255 }
256 }
257 }
258
259 return false;
260 }
261
262
263
264
265 #include <bz/gfx/gfx.h>
266 void bzCollisionDrawDebug(BZCollisionSpaceID space) {
267 for (size_t i = 0; i < space->nextBody; ++i) {
268 switch (space->bodies[i].shape.type) {
269 case BZCollisionShapeTypeCircle:
270 bzCirc(space->bodies[i].shape.circleOrigin.x, space->bodies[i].shape.circleOrigin.y, space->bodies[i].shape.circleRadius, 2);
271 break;
272
273 default:
274 break;
275 }
276 }
277 }