SomeGameEngineV2/engine/tests/geometry/samples/collision_sample.c

210 lines
5.5 KiB
C

#include "cute_c2_ext.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
const int screenWidth = 800;
const int screenHeight = 450;
typedef struct Shape {
Vector2 pos;
Vector2 vel;
C2_TYPE type;
union {
c2v boxDim;
c2Circle circle;
c2Poly poly;
} shape;
Color colour;
} Shape;
void DrawShape(const Shape* shape) {
switch (shape->type)
{
case C2_TYPE_AABB:
DrawRectangle(
shape->pos.x - shape->shape.boxDim.x / 2,
shape->pos.y - shape->shape.boxDim.y / 2,
shape->shape.boxDim.x,
shape->shape.boxDim.y,
shape->colour
);
break;
case C2_TYPE_CIRCLE:
DrawCircle(
shape->pos.x,
shape->pos.y, shape->shape.circle.r,
shape->colour
);
break;
case C2_TYPE_POLY:
for (int i = 0; i < shape->shape.poly.count; ++i) {
int next = (i + 1 + shape->shape.poly.count) % shape->shape.poly.count;
DrawLineV(
(Vector2){shape->shape.poly.verts[i].x, shape->shape.poly.verts[i].y},
(Vector2){shape->shape.poly.verts[next].x, shape->shape.poly.verts[next].y},
shape->colour
);
}
break;
default:
break;
}
}
struct TOIInfo {
double toi;
c2v contact;
c2v normal;
};
void draw_toi_info(const struct TOIInfo* info)
{
if (info->toi != INFINITY)
{
DrawCircle(info->contact.x, info->contact.y, 4, GREEN);
DrawLineEx(
(Vector2){info->contact.x, info->contact.y},
(Vector2){
info->contact.x + info->normal.x * 12,
info->contact.y + info->normal.y * 12
},
2, GREEN
);
}
}
int main(void)
{
InitWindow(screenWidth, screenHeight, "raylib");
SetTargetFPS(60);
Shape A = {
.pos = {300,150},
.type = C2_TYPE_CIRCLE,
//.shape.box = {{0, 0}, {64, 64}},
.shape.circle = {{0, 0}, 64},
.colour = RED,
};
Shape B = {
.pos = {43,60},
.type = C2_TYPE_AABB,
.shape.boxDim = {32, 32},
.colour = BLUE,
};
Shape C = {
.pos = {100,100},
.type = C2_TYPE_AABB,
.shape.boxDim = {64, 64},
.colour = PURPLE,
};
Shape D = {
.pos = {200,300},
.type = C2_TYPE_POLY,
.shape.poly = {
.count = 3,
.verts = {
{0,0},
{100, 0},
{50,50},
},
},
.colour = RED,
};
c2MakePoly(&D.shape.poly);
for (int i = 0; i < D.shape.poly.count; ++i) {
D.shape.poly.verts[i].x += D.pos.x;
D.shape.poly.verts[i].y += D.pos.y;
}
while (!WindowShouldClose())
{
float frame_time = GetFrameTime();
Vector2 move_dir = {0};
if (IsKeyDown(KEY_LEFT)) {
move_dir.x += -1;
}
if (IsKeyDown(KEY_RIGHT)) {
move_dir.x += 1;
}
if (IsKeyDown(KEY_UP)) {
move_dir.y += -1;
}
if (IsKeyDown(KEY_DOWN)) {
move_dir.y += 1;
}
move_dir = Vector2Normalize(move_dir);
B.vel = Vector2Scale(move_dir, 100);
B.pos = Vector2Add(
B.pos , Vector2Scale(B.vel, frame_time)
);
c2Circle Acirc= {
{A.pos.x, A.pos.y},
A.shape.circle.r
};
c2AABB Bbox= {
{B.pos.x - B.shape.boxDim.x / 2, B.pos.y - B.shape.boxDim.y / 2},
{B.pos.x + B.shape.boxDim.x / 2, B.pos.y + B.shape.boxDim.y / 2},
};
c2AABB Cbox= {
{C.pos.x - C.shape.boxDim.x / 2, C.pos.y - C.shape.boxDim.y / 2},
{C.pos.x + C.shape.boxDim.x / 2, C.pos.y + C.shape.boxDim.y / 2},
};
Vector2 test_spd = Vector2Normalize(Vector2Subtract(C.pos, B.pos));
c2v test_velocityB = {test_spd.x * 100, test_spd.y * 100};
const c2v static_velocity = {0,0};
struct TOIInfo toi0 = {0};
toi0.toi = AABBToAABBTOI(
Bbox, test_velocityB,
Cbox, static_velocity,
&toi0.normal, &toi0.contact
);
test_spd = Vector2Normalize(Vector2Subtract(A.pos, B.pos));
test_velocityB = (c2v){test_spd.x * 100, test_spd.y * 100};
struct TOIInfo toi1 = {0};
toi1.toi = AABBToCircleTOI(
Bbox, test_velocityB,
Acirc, static_velocity,
&toi1.normal, &toi1.contact
);
test_spd = Vector2Normalize(Vector2Subtract(D.pos, B.pos));
test_velocityB = (c2v){test_spd.x * 100, test_spd.y * 100};
struct TOIInfo toi2 = {0};
toi2.toi = AABBToPolyTOI(
Bbox, test_velocityB,
&D.shape.poly, NULL, static_velocity,
&toi2.normal, &toi2.contact
);
//char buf[32];
BeginDrawing();
ClearBackground(RAYWHITE);
DrawShape(&A);
DrawShape(&C);
DrawShape(&D);
DrawShape(&B);
DrawLineEx(B.pos, A.pos, 1, BLACK);
DrawLineEx(C.pos, A.pos, 1, BLACK);
DrawLineEx(D.pos, A.pos, 1, BLACK);
//DrawText(buf, A.pos.x, A.pos.y, 12, BLACK);
draw_toi_info(&toi0);
draw_toi_info(&toi1);
draw_toi_info(&toi2);
EndDrawing();
}
return 0;
}