Tweak collision logic to for second sample
parent
a9c873d8da
commit
b148a0458e
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@ -87,8 +87,8 @@ double PolyToPolyTOI(const c2Poly* pA, const c2x* ax_ptr, c2v vA, const c2Poly*
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//Original check is (v_t <= t), but we want to override only if there is a shorter time.
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// Change to check if difference is within some threshold
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// This is fine because the value should fall between 0 and 1
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if(v_t - t < -1e-6){
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//if(v_t<0) return INFINITY; //point collided in the past, therefore this is a degenerate case
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if(v_t < t){
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if(v_t<0) return INFINITY; //point collided in the past, therefore this is a degenerate case
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t = v_t;
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n = c2Neg(B.norms[j]);
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@ -105,8 +105,8 @@ double PolyToPolyTOI(const c2Poly* pA, const c2x* ax_ptr, c2v vA, const c2Poly*
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for(int i = 0; i<B.count; i++){
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if(leading_verts_b[i]){
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double v_t = PointToSegmentTOI(B.verts[i], vB2A, A.verts[j], A.verts[(j+1)%A.count]);
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if(v_t - t < -1e-6){
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//if(v_t<0) return INFINITY; //point collided in the past, therefore this is a degenerate case
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if(v_t < t){
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if(v_t<0) return INFINITY; //point collided in the past, therefore this is a degenerate case
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t = v_t;
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n = A.norms[j];
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@ -1,3 +1,4 @@
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#include "cute_c2.h"
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#include "cute_c2_ext.h"
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#include "raylib.h"
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#include "raymath.h"
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@ -63,6 +64,8 @@ struct TOIInfo {
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void draw_toi_info(const struct TOIInfo* info)
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{
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if (info->toi > 1) return;
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if (info->toi != INFINITY)
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{
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DrawCircle(info->contact.x, info->contact.y, 4, GREEN);
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@ -77,6 +80,25 @@ void draw_toi_info(const struct TOIInfo* info)
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}
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}
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void check_collision_and_move(struct Shape* shape, const struct TOIInfo* toi) {
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if (toi->toi < 1)
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{
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Vector2 normal = {-toi->normal.x, -toi->normal.y};
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Vector2 nV =
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Vector2Scale(
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normal,
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fabs(
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Vector2DotProduct(
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normal,
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Vector2Scale(shape->vel, 1.0-toi->toi)
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) - 0.2)
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);
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shape->vel = Vector2Add(
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shape->vel, nV
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);
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}
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}
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int main(void)
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{
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InitWindow(screenWidth, screenHeight, "raylib");
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@ -92,36 +114,44 @@ int main(void)
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};
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Shape B = {
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.pos = {400,300},
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.center = {400,300},
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.pos = {200,300},
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.center = {200,300},
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.type = C2_TYPE_AABB,
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.shape.boxDim = {256, 64},
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.colour = RED,
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};
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//Shape C = {
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// .pos = {200,250},
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// .center = {250,266.666},
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// .type = C2_TYPE_POLY,
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// .shape.poly = {
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// .count = 3,
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// .verts = {
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// {0,0},
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// {100, 0},
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// {50,50},
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// },
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// },
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// .colour = RED,
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//};
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//c2MakePoly(&C.shape.poly);
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//for (int i = 0; i < C.shape.poly.count; ++i) {
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// C.shape.poly.verts[i].x += C.pos.x;
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// C.shape.poly.verts[i].y += C.pos.y;
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//}
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Shape C = {
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.pos = {328,268},
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.center = {250,266.666},
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.type = C2_TYPE_POLY,
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.shape.poly = {
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.count = 3,
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.verts = {
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{0,0},
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{100, -50},
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{100,0},
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},
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},
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.colour = RED,
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};
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c2MakePoly(&C.shape.poly);
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for (int i = 0; i < C.shape.poly.count; ++i) {
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C.shape.poly.verts[i].x += C.pos.x;
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C.shape.poly.verts[i].y += C.pos.y;
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}
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Shape D = {
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.pos = {460,243},
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.center = {460,243},
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.type = C2_TYPE_AABB,
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.shape.boxDim = {64, 50},
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.colour = RED,
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};
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while (!WindowShouldClose())
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{
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float frame_time = GetFrameTime();
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float frame_time = 1.0/60;
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Vector2 move_dir = {0};
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if (IsKeyDown(KEY_LEFT)) {
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@ -138,7 +168,8 @@ int main(void)
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}
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move_dir = Vector2Normalize(move_dir);
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A.vel = Vector2Scale(move_dir, 200);
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A.vel = Vector2Scale(move_dir, 400);
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A.vel.y += 15000 * frame_time;
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c2AABB Abox= {
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{A.center.x - A.shape.boxDim.x / 2, A.center.y - A.shape.boxDim.y / 2},
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@ -149,6 +180,28 @@ int main(void)
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{B.center.x + B.shape.boxDim.x / 2, B.center.y + B.shape.boxDim.y / 2},
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};
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c2AABB Dbox= {
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{D.center.x - D.shape.boxDim.x / 2, D.center.y - D.shape.boxDim.y / 2},
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{D.center.x + D.shape.boxDim.x / 2, D.center.y + D.shape.boxDim.y / 2},
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};
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// Actually need to order via TOI and resolve
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// For each resolve, recheck TOI
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struct TOIInfo toi1 = {0};
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toi1.toi = AABBToPolyTOI(
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Abox, (c2v){A.vel.x *frame_time, A.vel.y * frame_time},
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&C.shape.poly, NULL, (c2v){0,0},
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&toi1.normal, &toi1.contact
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);
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check_collision_and_move(&A, &toi1);
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struct TOIInfo toi2 = {0};
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toi2.toi = AABBToAABBTOI(
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Abox, (c2v){A.vel.x *frame_time, A.vel.y * frame_time},
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Dbox, (c2v){0,0},
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&toi2.normal, &toi2.contact
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);
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check_collision_and_move(&A, &toi2);
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struct TOIInfo toi0 = {0};
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toi0.toi = AABBToAABBTOI(
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@ -157,19 +210,29 @@ int main(void)
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&toi0.normal, &toi0.contact
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);
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check_collision_and_move(&A, &toi0);
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A.pos = Vector2Add(
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A.pos , Vector2Scale(A.vel, frame_time)
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);
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A.center = A.pos;
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char buf[32];
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawShape(&B);
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if (toi0.toi <= 1 && toi0.toi > 0)
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{
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DrawShape(&C);
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DrawShape(&D);
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draw_toi_info(&toi0);
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}
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draw_toi_info(&toi1);
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draw_toi_info(&toi2);
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sprintf(buf, "TOI: %.3f, %.3f, %.3f", toi0.toi, toi1.toi, toi2.toi);
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DrawText(buf, 16, 16, 12, BLACK);
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sprintf(buf, "Velocity: %.3f, %.3f", A.vel.x, A.vel.y);
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DrawText(buf, 16, 32, 12, BLACK);
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DrawShape(&A);
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EndDrawing();
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}
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