Implement narrow-phase collision detection
Changelog: - Implement AABB collision detection and resolution - Resolve based on previous overlap - Fix off-by-one error in broad-phase grid collision detection - Update drawing functionscene_man
parent
0daa45f7a1
commit
15a5f7c180
164
scene_impl.c
164
scene_impl.c
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@ -4,6 +4,7 @@
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#include <stdio.h>
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#define TILE_SIZE 32
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static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
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#define MAX_N_TILES 4096
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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@ -12,27 +13,32 @@ static void level_scene_render_func(Scene_t* scene)
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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for (size_t i=0; i<tilemap.n_tiles;++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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else
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{
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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Entity_t *p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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// Use previously store tile position
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// Clear from those positions
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int x = (p_tilecoord->tiles[i] % tilemap.width) * TILE_SIZE;
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int y = (p_tilecoord->tiles[i] / tilemap.width) * TILE_SIZE;
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, GREEN);
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED);
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}
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//Draw tile grid
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// Draw tile grid
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for (size_t i=0; i<tilemap.width;++i)
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{
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int x = (i+1)*TILE_SIZE;
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@ -43,14 +49,12 @@ static void level_scene_render_func(Scene_t* scene)
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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for (size_t i=0; i<tilemap.n_tiles;++i)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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DrawText(buffer, x, y, 10, BLACK);
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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char buffer[64];
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sprintf(buffer, "Pos: %.3f %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
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}
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}
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@ -90,7 +94,6 @@ static void movement_update_system(Scene_t* scene)
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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}
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}
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@ -123,8 +126,8 @@ static void update_tilemap_system(Scene_t *scene)
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// Compute new occupied tile positions and add
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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@ -138,25 +141,123 @@ static void update_tilemap_system(Scene_t *scene)
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}
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}
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static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
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{
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// No Overlap
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if (l1.y < l2.x || l2.y < l1.x) return false;
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if (l1.x >= l2.x && l1.y <= l2.y)
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{
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// Complete Overlap, not sure what to do tbh
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*overlap = l2.y-l2.x + l1.y-l1.x;
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}
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else
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{
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//Partial overlap
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// x is p1, y is p2
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*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
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}
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if (fabs(*overlap) < 0.01)
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{
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*overlap = 0;
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return false;
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}
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return true;
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}
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static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
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{
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// Note that we include one extra pixel for checking
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// This avoid overlapping on the border
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Vector2 l1, l2;
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bool overlap_x, overlap_y;
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l1.x = tl1.x;
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l1.y = tl1.x + sz1.x;
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l2.x = tl2.x;
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l2.y = tl2.x + sz2.x;
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overlap_x = find_1D_overlap(l1, l2, &overlap->x);
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l1.x = tl1.y;
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l1.y = tl1.y + sz1.y;
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l2.x = tl2.y;
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l2.y = tl2.y + sz2.y;
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overlap_y = find_1D_overlap(l1, l2, &overlap->y);
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return overlap_x && overlap_y;
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}
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static void player_collision_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_player;
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size_t tiles_to_check[8] = {0};
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size_t n_tiles = 0;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_player, CTILECOORD_COMP_T);
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// Get the occupied tiles
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// For each tile, loop through the entities and find overlaps
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// exclude self
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// find also previous overlap
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// If there is collision, use previous overlap to determine direction
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// Resolve collision via moving player by the overlap amount
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Vector2 overlap = {0};
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Vector2 prev_overlap = {0};
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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unsigned int tile_idx = p_tilecoord->tiles[i];
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Vector2 other;
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if(tilemap.tiles[tile_idx].solid)
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{
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other.x = (tile_idx % tilemap.width) * TILE_SIZE;
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other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
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if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
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{
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find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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{
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p_ctransform->position.x += overlap.x;
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p_ctransform->velocity.x = 0;
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}
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else
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{
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p_ctransform->position.y += overlap.y;
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p_ctransform->velocity.y = 0;
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}
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}
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}
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else
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{
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// TODO: check against the entities of each involved tiles
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}
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}
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// Deal with float precision, by rounding when it is near to an integer enough
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float decimal;
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float fractional = modff(p_ctransform->position.x, &decimal);
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if (fractional > 0.99)
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{
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p_ctransform->position.x = decimal;
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(p_ctransform->position.x > 0) ? p_ctransform->position.x++ : p_ctransform->position.x--;
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}
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else if (fractional < 0.01)
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{
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p_ctransform->position.x = decimal;
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}
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fractional = modff(p_ctransform->position.y, &decimal);
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if (fractional > 0.99)
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{
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p_ctransform->position.y = decimal;
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(p_ctransform->position.y > 0) ? p_ctransform->position.y++ : p_ctransform->position.y--;
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}
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else if (fractional < 0.01)
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{
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p_ctransform->position.y = decimal;
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}
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}
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}
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@ -225,6 +326,10 @@ void init_level_scene(LevelScene_t *scene)
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &player_collision_system);
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// This avoid graphical glitch, not essential
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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@ -241,6 +346,15 @@ void init_level_scene(LevelScene_t *scene)
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all_tiles[i].solid = 0;
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sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
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}
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all_tiles[98].solid = true; // for testing
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all_tiles[99].solid = true; // for testing
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all_tiles[100].solid = true; // for testing
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all_tiles[101].solid = true; // for testing
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all_tiles[102].solid = true; // for testing
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all_tiles[145].solid = true; // for testing
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all_tiles[178].solid = true; // for testing
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all_tiles[179].solid = true; // for testing
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all_tiles[190].solid = true; // for testing
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}
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void free_level_scene(LevelScene_t *scene)
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