Update collision system

Changelog:
- Update collision functions to omit entity_manager
    - Change tile entity set to use map 64v to store entity pointer
- For complete overlap, return the smaller magnitude
    - Still incorrect though
- Add a check for empty space before moving the entity during collision
  check
scene_man
En Yi 2023-06-05 17:40:56 +08:00
parent aae8811cc1
commit 023536f7c0
5 changed files with 114 additions and 65 deletions

View File

@ -50,7 +50,7 @@ static void level_scene_render_func(Scene_t* scene)
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
@ -148,7 +148,7 @@ static void level_scene_render_func(Scene_t* scene)
{
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid > 0)
{
@ -458,7 +458,7 @@ void init_level_scene(LevelScene_t* scene)
{
all_tiles[i].solid = NOT_SOLID;
all_tiles[i].tile_type = EMPTY_TILE;
sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
}
for (size_t i = 0; i < scene->data.tilemap.width; ++i)
{
@ -477,7 +477,7 @@ void free_level_scene(LevelScene_t* scene)
for (size_t i = 0; i < MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64(&all_tiles[i].entities_set);
sc_map_term_64v(&all_tiles[i].entities_set);
}
term_level_scene_data(&scene->data);
}

View File

@ -8,7 +8,11 @@ bool find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap)
if (l1.x >= l2.x && l1.y <= l2.y)
{
// Complete Overlap, not sure what to do tbh
*overlap = l2.y-l2.x + l1.y-l1.x;
//*overlap = l2.y-l2.x + l1.y-l1.x;
float l1_mag = Vector2Length(l1);
float l2_mag = Vector2Length(l2);
*overlap = (l1_mag > l2_mag) ? l2_mag : l1_mag;
//if (l2.y - l1.y < l1.x - l2.x) *overlap *= -1;
}
else
{

View File

@ -35,14 +35,14 @@ typedef struct TileArea {
} TileArea_t;
typedef struct CollideEntity {
unsigned int idx;
Entity_t* p_ent;
Rectangle bbox;
Rectangle prev_bbox;
TileArea_t area;
} CollideEntity_t;
// ------------------------- Collision functions ------------------------------------
static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, EntityManager_t* p_manager, bool check_oneway)
static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
{
for(unsigned int tile_y = ent->area.tile_y1; tile_y <= ent->area.tile_y2; tile_y++)
{
@ -63,13 +63,14 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
//For one-way platform, check for vectical collision, only return true for up direction
if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * TILE_SIZE) return true;
}
unsigned int ent_idx;
sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, ent_idx)
Entity_t* p_other_ent;
sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
{
if (ent->idx == ent_idx) continue;
Entity_t * p_ent = get_entity(p_manager, ent_idx);
CTransform_t *p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t *p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (ent->p_ent->m_id == p_other_ent->m_id) continue;
if (!ent->p_ent->m_alive) continue;
CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
if (p_bbox == NULL || p_ctransform == NULL) continue;
//if (p_bbox->solid && !p_bbox->fragile)
if (p_bbox->solid)
@ -94,13 +95,13 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
// TODO: This should be a point collision check, not an AABB check
static bool check_collision_at(
unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz,
TileGrid_t* grid, Vector2 point, EntityManager_t* p_manager
Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz,
TileGrid_t* grid, Vector2 offset
)
{
Vector2 new_pos = Vector2Add(pos, point);
Vector2 new_pos = Vector2Add(pos, offset);
CollideEntity_t ent = {
.idx = ent_idx,
.p_ent = p_ent,
.bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y},
.prev_bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y},
.area = (TileArea_t){
@ -111,18 +112,18 @@ static bool check_collision_at(
}
};
return check_collision(&ent, grid, p_manager, false);
return check_collision(&ent, grid, false);
}
static inline bool check_on_ground(
unsigned int ent_idx, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz,
TileGrid_t* grid, EntityManager_t* p_manager
Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz,
TileGrid_t* grid
)
{
//return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
Vector2 new_pos = Vector2Add(pos, (Vector2){0, 1});
CollideEntity_t ent = {
.idx = ent_idx,
.p_ent = p_ent,
.bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y - 1, bbox_sz.x, 1},
.prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y},
.area = (TileArea_t){
@ -133,21 +134,22 @@ static inline bool check_on_ground(
}
};
return check_collision(&ent, grid, p_manager, true);
return check_collision(&ent, grid, true);
}
static bool check_collision_and_move(
EntityManager_t* p_manager, TileGrid_t* tilemap,
unsigned int ent_idx, CTransform_t* p_ct, Vector2 sz,
Vector2 other_pos, Vector2 other_sz, SolidType_t other_solid
TileGrid_t* tilemap,
Entity_t* ent, Vector2* other_pos, Vector2 other_bbox,
SolidType_t other_solid
)
{
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T);
Vector2 overlap = {0,0};
Vector2 prev_overlap = {0,0};
if (find_AABB_overlap(p_ct->position, sz, other_pos, other_sz, &overlap))
if (find_AABB_overlap(p_ct->position, p_bbox->size, *other_pos, other_bbox, &overlap))
{
// If there is collision, use previous overlap to determine direction
find_AABB_overlap(p_ct->prev_position, sz, other_pos, other_sz, &prev_overlap);
find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap);
// Store collision event here
// Check collision on x or y axis
@ -174,10 +176,20 @@ static bool check_collision_and_move(
// also check for empty to prevent creating new collision. Not fool-proof, but good enough
//if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager))
if ( other_solid == SOLID
|| (other_solid == ONE_WAY && offset.y < 0 && (p_ct->prev_position.y + sz.y - 1 < other_pos.y))
|| (
other_solid == ONE_WAY && offset.y < 0
&& (p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y))
)
{
p_ct->position = Vector2Add(p_ct->position, offset);
if (!check_collision_at(ent, p_ct->position, p_bbox->size, tilemap, offset))
{
p_ct->position = Vector2Add(p_ct->position, offset);
}
else
{
//*other_pos = Vector2Subtract(*other_pos, offset);
}
}
return true;
}
@ -185,14 +197,14 @@ static bool check_collision_and_move(
}
static uint8_t check_bbox_edges(
EntityManager_t* p_manager, TileGrid_t* tilemap,
unsigned int ent_idx, Vector2 pos, Vector2 prev_pos, Vector2 bbox
TileGrid_t* tilemap,
Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox
)
{
uint8_t detected = 0;
CollideEntity_t ent =
{
.idx = ent_idx,
.p_ent = p_ent,
.bbox = (Rectangle){pos.x - 1, pos.y, bbox.x, bbox.y},
.prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y},
.area = (TileArea_t){
@ -206,13 +218,13 @@ static uint8_t check_bbox_edges(
// TODO: Handle one-way platform
// Left
detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 3;
detected |= (check_collision(&ent, tilemap, false) ? 1 : 0) << 3;
//Right
ent.bbox.x += 2; // 2 to account for the previous subtraction
ent.area.tile_x1 = (pos.x + bbox.x) / TILE_SIZE;
ent.area.tile_x2 = ent.area.tile_x1;
detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 2;
detected |= (check_collision(&ent, tilemap, false) ? 1 : 0) << 2;
// Up
ent.bbox.x -= 2;
@ -221,13 +233,13 @@ static uint8_t check_bbox_edges(
ent.area.tile_x2 = (pos.x + bbox.x - 1) / TILE_SIZE,
ent.area.tile_y1 = (pos.y - 1) / TILE_SIZE,
ent.area.tile_y2 = ent.area.tile_y1;
detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 1;
detected |= (check_collision(&ent, tilemap, false) ? 1 : 0) << 1;
// Down
ent.bbox.y += 2;
ent.area.tile_y1 = (pos.y + bbox.y) / TILE_SIZE,
ent.area.tile_y2 = ent.area.tile_y1;
detected |= (check_collision(&ent, tilemap, p_manager, true) ? 1 : 0);
detected |= (check_collision(&ent, tilemap, true) ? 1 : 0);
return detected;
}
@ -528,8 +540,8 @@ void player_bbox_update_system(Scene_t* scene)
if (
!check_collision_at(
p_player->m_id, p_ctransform->position, new_bbox,
&tilemap, offset, &scene->ent_manager
p_player, p_ctransform->position, new_bbox,
&tilemap, offset
)
)
{
@ -544,6 +556,38 @@ void player_bbox_update_system(Scene_t* scene)
}
}
void player_crushing_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
CollideEntity_t ent =
{
.p_ent = p_player,
.bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, p_bbox->size.y},
.prev_bbox = (Rectangle){p_ctransform->prev_velocity.x, p_ctransform->prev_position.y, p_bbox->size.x, p_bbox->size.y},
.area = (TileArea_t){
.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
.tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE,
},
};
if (check_collision(&ent, &tilemap, false))
{
memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
return;
}
}
}
void tile_collision_system(Scene_t* scene)
{
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
@ -564,8 +608,8 @@ void tile_collision_system(Scene_t* scene)
// exclude self
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
for (unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
{
@ -579,32 +623,31 @@ void tile_collision_system(Scene_t* scene)
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
check_collision_and_move(
&scene->ent_manager, &tilemap, ent_idx,
p_ctransform, p_bbox->size, other,
TILE_SZ, tilemap.tiles[tile_idx].solid
&tilemap, p_ent,
&other, TILE_SZ, tilemap.tiles[tile_idx].solid
);
}
else
{
unsigned int other_ent_idx;
Entity_t* p_other_ent;
memset(checked_entities, 0, sizeof(checked_entities));
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
{
if (other_ent_idx == ent_idx) continue;
if (checked_entities[other_ent_idx]) continue;
checked_entities[other_ent_idx] = true;
Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
if (!p_other_ent->m_alive) continue; // No need to move if other is dead
CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
if (p_other_bbox == NULL) continue;
CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
check_collision_and_move(
&scene->ent_manager, &tilemap, ent_idx,
p_ctransform, p_bbox->size, p_other_ct->position,
p_other_bbox->size, p_other_bbox->solid? SOLID : NOT_SOLID
&tilemap, p_ent,
&p_other_ct->position, p_other_bbox->size,
p_other_bbox->solid? SOLID : NOT_SOLID
);
}
}
@ -613,7 +656,7 @@ void tile_collision_system(Scene_t* scene)
// Post movement edge check to zero out velocity
uint8_t edges = check_bbox_edges(
&scene->ent_manager, &data->tilemap, ent_idx,
&data->tilemap, p_ent,
p_ctransform->position, p_ctransform->prev_position, p_bbox->size
);
if (edges & (1<<3))
@ -763,7 +806,7 @@ void global_external_forces_system(Scene_t* scene)
// Zero out acceleration for contacts with sturdy entites and tiles
uint8_t edges = check_bbox_edges(
&scene->ent_manager, &data->tilemap, ent_idx,
&data->tilemap, p_ent,
p_ctransform->position, p_ctransform->prev_position, p_bbox->size
);
if (edges & (1<<3))
@ -908,6 +951,7 @@ void moveable_update_system(Scene_t* scene)
}
}
}
break;
}
if (can_move)
{
@ -956,13 +1000,12 @@ void player_pushing_system(Scene_t* scene)
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE) continue;
unsigned int other_ent_idx;
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
Entity_t* p_other_ent;
sc_map_foreach_value(&tilemap.tiles[tile_idx].entities_set, p_other_ent)
{
if (other_ent_idx == p_player->m_id) continue;
if (p_other_ent->m_id == p_player->m_id) continue;
Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
if (!p_other_ent->m_alive) continue; // To only allow one way collision check
if (!p_other_ent->m_alive) continue;
CMoveable_t *p_other_moveable = get_component(p_other_ent, CMOVEABLE_T);
if (p_other_moveable == NULL) continue;
@ -994,7 +1037,7 @@ void player_pushing_system(Scene_t* scene)
unsigned int target_tile_idx = tile_y * tilemap.width + tile_x;
if (
tilemap.tiles[target_tile_idx].tile_type == EMPTY_TILE
&& sc_map_size_64(&tilemap.tiles[target_tile_idx].entities_set) == 0
&& sc_map_size_64v(&tilemap.tiles[target_tile_idx].entities_set) == 0
)
{
p_other_moveable->gridmove = true;
@ -1088,8 +1131,8 @@ void state_transition_update_system(Scene_t* scene)
if (p_ctransform == NULL || p_bbox == NULL) continue;
bool on_ground = check_on_ground(
ent_idx, p_ctransform->position, p_ctransform->prev_position, p_bbox->size,
&data->tilemap, &scene->ent_manager
p_ent, p_ctransform->position, p_ctransform->prev_position, p_bbox->size,
&data->tilemap
);
bool in_water = false;
if (!(p_mstate->water_state & 1))
@ -1147,7 +1190,7 @@ void update_tilemap_system(Scene_t* scene)
// Use previously store tile position
// Clear from those positions
unsigned int tile_idx = p_tilecoord->tiles[i];
sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
sc_map_del_64v(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
}
p_tilecoord->n_tiles = 0;
@ -1164,7 +1207,7 @@ void update_tilemap_system(Scene_t* scene)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx;
sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, p_ent->m_id);
sc_map_put_64v(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, (void *)p_ent);
}
}
}
@ -1202,8 +1245,9 @@ void hitbox_update_system(Scene_t* scene)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
unsigned int other_ent_idx;
Entity_t* p_other_ent;
memset(checked_entities, 0, sizeof(checked_entities));
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
{
if (other_ent_idx == ent_idx) continue;
if (checked_entities[other_ent_idx]) continue;
@ -1226,7 +1270,7 @@ void hitbox_update_system(Scene_t* scene)
)
{
if (!p_other_hurtbox->fragile) continue;
if (p_other_ent->m_tag == CRATES_ENT_TAG)
//if (p_other_ent->m_tag == CRATES_ENT_TAG)
{
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
@ -1255,7 +1299,7 @@ void hitbox_update_system(Scene_t* scene)
// Use previously store tile position
// Clear from those positions
unsigned int tile_idx = p_tilecoord->tiles[i];
sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), other_ent_idx);
sc_map_del_64v(&(tilemap.tiles[tile_idx].entities_set), other_ent_idx);
}
remove_entity(&scene->ent_manager, other_ent_idx);
}

View File

@ -7,6 +7,7 @@ void term_level_scene_data(LevelSceneData_t* data);
void player_movement_input_system(Scene_t* scene);
void player_bbox_update_system(Scene_t* scene);
void player_pushing_system(Scene_t* scene);
void player_crushing_system(Scene_t* scene);
void tile_collision_system(Scene_t* scene);
void friction_coefficient_update_system(Scene_t* scene);
void moveable_update_system(Scene_t* scene);

View File

@ -30,7 +30,7 @@ typedef struct Tile {
TileType_t tile_type;
SolidType_t solid;
unsigned int water_level;
struct sc_map_64 entities_set;
struct sc_map_64v entities_set;
}Tile_t;
typedef struct TileGrid {