Implement AABB SAT
parent
eaef3aa213
commit
a60713a723
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@ -1,4 +1,5 @@
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#include "header.h"
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#include <math.h>
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extern struct kinematic_obj_node *kinematic_HEAD;
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struct kinematic_obj init_kinematic_obj(int width, int height){
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@ -27,69 +28,56 @@ void move(struct kinematic_obj *obj, Vector2 acceleration){
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Rectangle collide_rect;
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struct kinematic_obj_node *current;
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// Simplistic Collision Handling for AABB, Could add coeff of restitution?
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// TODO: Implement the slightly better method of collision from:
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// https://hopefultoad.blogspot.com/2017/09/2d-aabb-collision-detection-and-response.html
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// Self implement AABB SAT from Metanet
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// Also think about what happens if the square is completely inside the shape
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// Then extend to multiple object
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// Might need to check distance
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// TODO: extend to multiple object collision, Might need to check distance
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// Move the object and apply hitbox reduction
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obj->velocity.x += acceleration.x * delta;
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obj->pos.x += obj->velocity.x * delta;
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obj->rect.x = obj->pos.x + obj->dim_reduction[0];
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obj->rect.width = obj->ori_width - obj->dim_reduction[0] - obj->dim_reduction[2];
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current = kinematic_HEAD;
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while(current != NULL){
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if(current->obj != obj){
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if (CheckCollisionRecs(obj->rect, current->obj->rect)){
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collide_rect = GetCollisionRec(obj->rect, current->obj->rect);
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if(collide_rect.width < collide_rect.height){
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if (!place_meeting(obj, (Vector2){-collide_rect.width,0})){
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obj->rect.x -= collide_rect.width;
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obj->pos.x -= collide_rect.width;
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}else{
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obj->rect.x += collide_rect.width;
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obj->pos.x += collide_rect.width;
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}
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obj->velocity.x = 0;
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}else{
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if (!place_meeting(obj, (Vector2){0,-collide_rect.height})){
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obj->rect.y -= collide_rect.height;
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obj->pos.y -= collide_rect.height;
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}else{
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obj->rect.y += collide_rect.height;
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obj->pos.y += collide_rect.height;
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}
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obj->velocity.y = 0;
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}
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}
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}
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current = current->next;
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}
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// Repeat for y
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obj->velocity.y += acceleration.y * delta;
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obj->pos.y += obj->velocity.y * delta;
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obj->rect.y = obj->pos.y + obj->dim_reduction[1];
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obj->rect.height = obj->ori_height - obj->dim_reduction[1] - obj->dim_reduction[3];
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current = kinematic_HEAD;
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while(current != NULL){
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if(current->obj != obj){
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if (CheckCollisionRecs(obj->rect, current->obj->rect)){
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collide_rect = GetCollisionRec(obj->rect, current->obj->rect);
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if(collide_rect.width < collide_rect.height){
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obj->rect.x -= sign(obj->velocity.x) * collide_rect.width;
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obj->pos.x -= sign(obj->velocity.x) * collide_rect.width;
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obj->velocity.x = 0;
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}else{
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obj->rect.y -= sign(obj->velocity.y) * collide_rect.height;
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obj->pos.y -= sign(obj->velocity.y) * collide_rect.height;
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obj->velocity.y = 0;
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// SAT: If any projected axis is non overlapping, exit
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if (obj->rect.x + obj->rect.width < current->obj->rect.x) goto iter;
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if (current->obj->rect.x + current->obj->rect.width < obj->rect.x) goto iter;
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if (obj->rect.y + obj->rect.height < current->obj->rect.y) goto iter;
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if (current->obj->rect.y + current->obj->rect.height < obj->rect.y) goto iter;
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// Move in the direction of the shorter movement
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double hmove, vmove;
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hmove = (current->obj->rect.width + obj->rect.width) / 2 - fabs(current->obj->rect.x - obj->rect.x + (current->obj->rect.width - obj->rect.width) / 2);
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vmove = (current->obj->rect.height + obj->rect.height) / 2 - fabs(current->obj->rect.y - obj->rect.y + (current->obj->rect.height - obj->rect.height) / 2);
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if (hmove < vmove){
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if (obj->rect.x + obj->rect.width / 2 < current->obj->rect.x + current->obj->rect.width / 2){
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obj->rect.x -= hmove;
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obj->pos.x -= hmove;
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}
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else{
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obj->rect.x += hmove;
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obj->pos.x += hmove;
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}
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obj->velocity.x = 0;
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}else{
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if (obj->rect.y + obj->rect.height / 2 < current->obj->rect.y + current->obj->rect.height / 2){
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obj->rect.y -= vmove;
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obj->pos.y -= vmove;
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}
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else{
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obj->rect.y += vmove;
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obj->pos.y += vmove;
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}
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obj->velocity.y = 0;
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}
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}
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current = current->next;
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iter: current = current->next;
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}
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};
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