SomeGameEngineV2/engine/tests/geometry/samples/collision_sample2.c

269 lines
7.0 KiB
C

#include "cute_c2.h"
#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 center;
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->center.x - shape->shape.boxDim.x / 2,
shape->center.y - shape->shape.boxDim.y / 2,
shape->shape.boxDim.x,
shape->shape.boxDim.y,
shape->colour
);
break;
case C2_TYPE_CIRCLE:
DrawCircle(
shape->center.x,
shape->center.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 > 1) return;
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
);
}
}
void check_collision_and_move(struct Shape* shape, const struct TOIInfo* toi) {
if (toi->toi < 1)
{
Vector2 normal = {-toi->normal.x, -toi->normal.y};
Vector2 nV =
Vector2Scale(
normal,
fabs(
Vector2DotProduct(
normal,
Vector2Scale(shape->vel, 1.0-toi->toi)
) - 0.01)
);
shape->vel = Vector2Add(
shape->vel, nV
);
}
}
int main(void)
{
InitWindow(screenWidth, screenHeight, "raylib");
SetTargetFPS(60);
Shape A = {
.pos = {300,150},
.center = {300,150},
.type = C2_TYPE_AABB,
.shape.boxDim = {32, 32},
.colour = BLUE,
};
Shape B = {
.pos = {200,300},
.center = {200,300},
.type = C2_TYPE_AABB,
.shape.boxDim = {256, 64},
.colour = RED,
};
Shape C = {
.pos = {328,268},
.center = {250,266.666},
.type = C2_TYPE_POLY,
.shape.poly = {
.count = 3,
.verts = {
{0,0},
{100, -50},
{100,0},
},
},
.colour = RED,
};
c2MakePoly(&C.shape.poly);
for (int i = 0; i < C.shape.poly.count; ++i) {
C.shape.poly.verts[i].x += C.pos.x;
C.shape.poly.verts[i].y += C.pos.y;
}
Shape D = {
.pos = {460,243},
.center = {460,243},
.type = C2_TYPE_AABB,
.shape.boxDim = {64, 50},
.colour = RED,
};
Shape E = {
.pos = {427,219},
.center = {349,217.666},
.type = C2_TYPE_POLY,
.shape.poly = {
.count = 3,
.verts = {
{0,0},
{100, -50},
{100,0},
},
},
.colour = RED,
};
c2MakePoly(&E.shape.poly);
for (int i = 0; i < E.shape.poly.count; ++i) {
E.shape.poly.verts[i].x += E.pos.x;
E.shape.poly.verts[i].y += E.pos.y;
}
while (!WindowShouldClose())
{
float frame_time = 1.0/60;
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);
A.vel = Vector2Scale(move_dir, 400);
A.vel.y += 15000 * frame_time;
c2AABB Abox= {
{A.center.x - A.shape.boxDim.x / 2, A.center.y - A.shape.boxDim.y / 2},
{A.center.x + A.shape.boxDim.x / 2, A.center.y + A.shape.boxDim.y / 2},
};
c2AABB Bbox= {
{B.center.x - B.shape.boxDim.x / 2, B.center.y - B.shape.boxDim.y / 2},
{B.center.x + B.shape.boxDim.x / 2, B.center.y + B.shape.boxDim.y / 2},
};
c2AABB Dbox= {
{D.center.x - D.shape.boxDim.x / 2, D.center.y - D.shape.boxDim.y / 2},
{D.center.x + D.shape.boxDim.x / 2, D.center.y + D.shape.boxDim.y / 2},
};
// Actually need to order via TOI and resolve
// For each resolve, recheck TOI
struct TOIInfo toi4 = {0};
toi4.toi = AABBToPolyTOI(
Abox, (c2v){A.vel.x *frame_time, A.vel.y * frame_time},
&E.shape.poly, NULL, (c2v){0,0},
&toi4.normal, &toi4.contact
);
check_collision_and_move(&A, &toi4);
struct TOIInfo toi1 = {0};
toi1.toi = AABBToPolyTOI(
Abox, (c2v){A.vel.x *frame_time, A.vel.y * frame_time},
&C.shape.poly, NULL, (c2v){0,0},
&toi1.normal, &toi1.contact
);
check_collision_and_move(&A, &toi1);
struct TOIInfo toi2 = {0};
toi2.toi = AABBToAABBTOI(
Abox, (c2v){A.vel.x *frame_time, A.vel.y * frame_time},
Dbox, (c2v){0,0},
&toi2.normal, &toi2.contact
);
//check_collision_and_move(&A, &toi2);
struct TOIInfo toi0 = {0};
toi0.toi = AABBToAABBTOI(
Abox, (c2v){A.vel.x *frame_time, A.vel.y * frame_time},
Bbox, (c2v){0,0},
&toi0.normal, &toi0.contact
);
check_collision_and_move(&A, &toi0);
A.pos = Vector2Add(
A.pos , Vector2Scale(A.vel, frame_time)
);
A.center = A.pos;
char buf[32];
BeginDrawing();
ClearBackground(RAYWHITE);
DrawShape(&B);
DrawShape(&C);
//DrawShape(&D);
DrawShape(&E);
draw_toi_info(&toi0);
draw_toi_info(&toi1);
draw_toi_info(&toi2);
sprintf(buf, "TOI: %.3f, %.3f, %.3f", toi0.toi, toi1.toi, toi2.toi);
DrawText(buf, 16, 16, 12, BLACK);
sprintf(buf, "Velocity: %.3f, %.3f", A.vel.x, A.vel.y);
DrawText(buf, 16, 32, 12, BLACK);
DrawShape(&A);
EndDrawing();
}
return 0;
}