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collision.cpp
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#include "prism/collision.h"
#include <string.h>
#include "prism/log.h"
#include "prism/memoryhandler.h"
#include "prism/system.h"
#include "prism/math.h"
namespace prism {
static Vector3D getColliderColliderMovableStaticDelta(const Velocity& tVel1, const Collider& tCollider1, const Collider& tCollider2) {
if (isEmptyVelocity(tVel1)) return Vector3D(INF, INF, 0);
Position tempPos = *tCollider1.mBasePosition;
Collider temp = tCollider1;
temp.mBasePosition = &tempPos;
Position delta = Vector3D(0, 0, 0);
while (checkCollisionCollider(temp, tCollider2)) {
delta = vecSub(delta, tVel1);
tempPos = vecSub(tempPos, tVel1);
}
return delta;
}
void resolveCollisionColliderColliderMovableStatic(Position* tPos1, const Velocity& tVel1, const Collider& tCollider1, const Collider& tCollider2) {
if (isEmptyVelocity(tVel1)) return;
double scale = 0.01;
const auto scaledVel = vecScale(normalizeVelocity(tVel1), scale);
Position deltas[8];
deltas[0] = getColliderColliderMovableStaticDelta(scaledVel, tCollider1, tCollider2);
deltas[1] = getColliderColliderMovableStaticDelta(vecScale(scaledVel, -1), tCollider1, tCollider2);
deltas[2] = getColliderColliderMovableStaticDelta(Vector3D(-scaledVel.x, scaledVel.y, 0), tCollider1, tCollider2);
deltas[3] = getColliderColliderMovableStaticDelta(Vector3D(scaledVel.x, -scaledVel.y, 0), tCollider1, tCollider2);
deltas[4] = getColliderColliderMovableStaticDelta(Vector3D(scale, 0, 0), tCollider1, tCollider2);
deltas[5] = getColliderColliderMovableStaticDelta(Vector3D(-scale, 0, 0), tCollider1, tCollider2);
deltas[6] = getColliderColliderMovableStaticDelta(Vector3D(0, scale, 0), tCollider1, tCollider2);
deltas[7] = getColliderColliderMovableStaticDelta(Vector3D(0, -scale, 0), tCollider1, tCollider2);
int i;
int smallestIndex = 0;
for (i = 1; i < 8; i++) {
if (vecLength(deltas[i]) < vecLength(deltas[smallestIndex])) {
smallestIndex = i;
}
}
*tPos1 = vecAdd(*tPos1, deltas[smallestIndex]);
}
int checkCollision(const CollisionRect& tRect1, const CollisionRect& tRect2) {
if (tRect1.mTopLeft.x > tRect1.mBottomRight.x) return 0;
if (tRect1.mTopLeft.y > tRect1.mBottomRight.y) return 0;
if (tRect2.mTopLeft.x > tRect2.mBottomRight.x) return 0;
if (tRect2.mTopLeft.y > tRect2.mBottomRight.y) return 0;
if (tRect1.mTopLeft.x > tRect2.mBottomRight.x)
return 0;
if (tRect1.mTopLeft.y > tRect2.mBottomRight.y)
return 0;
if (tRect2.mTopLeft.x > tRect1.mBottomRight.x)
return 0;
if (tRect2.mTopLeft.y > tRect1.mBottomRight.y)
return 0;
return 1;
}
int checkCollisionCirc(const CollisionCirc& tCirc1, const CollisionCirc& tCirc2) {
Vector3D delta;
delta.x = tCirc1.mCenter.x - tCirc2.mCenter.x;
delta.y = tCirc1.mCenter.y - tCirc2.mCenter.y;
delta.z = 0;
double l = vecLength(delta);
return l < tCirc1.mRadius + tCirc2.mRadius;
}
int checkCollisionCircRect(const CollisionCirc& tCirc, const CollisionRect& tRect) {
return checkIntersectCircRect(tCirc, tRect);
}
CollisionObjectRect makeCollisionObjectRect(const Position2D& tTopLeft, const Position2D& tBottomRight, PhysicsObject* tPhysics) {
CollisionObjectRect ret;
ret.mIsPositionInColRelative = 1;
ret.mCol.mTopLeft = tTopLeft;
ret.mCol.mBottomRight = tBottomRight;
ret.mPhysics = tPhysics;
return ret;
}
CollisionObjectCirc makeCollisionObjectCirc(const Position2D& tCenter, double tRadius, PhysicsObject* tPhysics) {
CollisionObjectCirc ret;
ret.mIsPositionInColRelative = 1;
ret.mCol.mCenter = tCenter;
ret.mCol.mRadius = tRadius;
ret.mPhysics = tPhysics;
return ret;
}
CollisionRect makeCollisionRect(const Position2D& tTopLeft, const Position2D& tBottomRight) {
CollisionRect ret;
ret.mTopLeft = tTopLeft;
ret.mBottomRight = tBottomRight;
return ret;
}
CollisionCirc makeCollisionCirc(const Position2D& tCenter, double tRadius) {
CollisionCirc ret;
ret.mCenter = tCenter;
ret.mRadius = tRadius;
return ret;
}
CollisionCirc adjustCollisionObjectCirc(const CollisionObjectCirc* tObj) {
CollisionCirc c = tObj->mCol;
if (tObj->mIsPositionInColRelative) {
c.mCenter = tObj->mCol.mCenter + tObj->mPhysics->mPosition.xy();
}
return c;
}
int checkCollisionObjectCirc(const CollisionObjectCirc& tObj1, const CollisionObjectCirc& tObj2) {
const auto c1 = adjustCollisionObjectCirc(&tObj1);
const auto c2 = adjustCollisionObjectCirc(&tObj2);
return checkCollisionCirc(c1, c2);
}
CollisionRect adjustCollisionObjectRect(const CollisionObjectRect* tObj) {
CollisionRect c = tObj->mCol;
if (tObj->mIsPositionInColRelative) {
c.mTopLeft = tObj->mCol.mTopLeft + tObj->mPhysics->mPosition.xy();
c.mBottomRight = tObj->mCol.mBottomRight + tObj->mPhysics->mPosition.xy();
}
return c;
}
int checkCollisionObjectRect(const CollisionObjectRect& tObj1, const CollisionObjectRect& tObj2) {
const auto c1 = adjustCollisionObjectRect(&tObj1);
const auto c2 = adjustCollisionObjectRect(&tObj2);
return checkCollision(c1, c2);
}
int checkCollisionObjectCircRect(const CollisionObjectCirc& tObj1, const CollisionObjectRect& tObj2) {
const auto c1 = adjustCollisionObjectCirc(&tObj1);
const auto c2 = adjustCollisionObjectRect(&tObj2);
return checkCollisionCircRect(c1, c2);
}
static void adjustRectByPosition(CollisionRect* tRect, const Position& tPos) {
tRect->mTopLeft = tRect->mTopLeft + tPos.xy();
tRect->mBottomRight = tRect->mBottomRight + tPos.xy();
}
static void adjustCircByPosition(CollisionCirc* tCirc, const Position& tPos) {
tCirc->mCenter = tCirc->mCenter + tPos.xy();
}
int checkCollisionCollider(const Collider& tCollider1, const Collider& tCollider2) {
if (tCollider1.mType == COLLISION_RECT && tCollider2.mType == COLLISION_RECT) {
CollisionRect r1 = *((const CollisionRect*)tCollider1);
CollisionRect r2 = *((const CollisionRect*)tCollider2);
adjustRectByPosition(&r1, *tCollider1.mBasePosition);
adjustRectByPosition(&r2, *tCollider2.mBasePosition);
return checkCollision(r1, r2);
}
else if (tCollider1.mType == COLLISION_CIRC && tCollider2.mType == COLLISION_RECT) {
CollisionCirc c1 = *((const CollisionCirc*)tCollider1);
CollisionRect r2 = *((const CollisionRect*)tCollider2);
adjustCircByPosition(&c1, *tCollider1.mBasePosition);
adjustRectByPosition(&r2, *tCollider2.mBasePosition);
return checkCollisionCircRect(c1, r2);
}
else if (tCollider1.mType == COLLISION_RECT && tCollider2.mType == COLLISION_CIRC) {
return checkCollisionCollider(tCollider2, tCollider1);
}
else if (tCollider1.mType == COLLISION_CIRC && tCollider2.mType == COLLISION_CIRC) {
CollisionCirc c1 = *((const CollisionCirc*)tCollider1);
CollisionCirc c2 = *((const CollisionCirc*)tCollider2);
adjustCircByPosition(&c1, *tCollider1.mBasePosition);
adjustCircByPosition(&c2, *tCollider2.mBasePosition);
return checkCollisionCirc(c1, c2);
}
else {
logError("Unrecognized collider types");
logErrorInteger(tCollider1.mType);
logErrorInteger(tCollider2.mType);
recoverFromError();
return 0;
}
}
Collider makeColliderFromRect(const CollisionRect& tRect) {
Collider c;
c.mType = COLLISION_RECT;
c.mBasePosition = NULL;
c.mImpl.mRect = tRect;
return c;
}
Collider makeColliderFromCirc(const CollisionCirc& tCirc) {
Collider c;
c.mType = COLLISION_CIRC;
c.mBasePosition = NULL;
c.mImpl.mCirc = tCirc;
return c;
}
void setColliderBasePosition(Collider* tCollider, Position* tBasePosition) {
tCollider->mBasePosition = tBasePosition;
}
void destroyCollider(Collider* tCollider) {
(void)tCollider;
}
double getColliderUp(const Collider& tCollider)
{
Position pos = *tCollider.mBasePosition;
if (tCollider.mType == COLLISION_RECT) {
const auto rect = (const CollisionRect*)tCollider;
pos = pos + rect->mTopLeft;
}
else if (tCollider.mType == COLLISION_CIRC) {
const auto circ = (const CollisionCirc*)tCollider;
pos = pos + circ->mCenter;
pos.y -= circ->mRadius;
}
else {
logErrorFormat("Unrecognized type: %d.", tCollider.mType);
recoverFromError();
}
return pos.y;
}
double getColliderDown(const Collider& tCollider)
{
Position pos = *tCollider.mBasePosition;
if (tCollider.mType == COLLISION_RECT) {
const auto rect = (const CollisionRect*)tCollider;
pos = pos + rect->mBottomRight;
}
else if (tCollider.mType == COLLISION_CIRC) {
const auto circ = (const CollisionCirc*)tCollider;
pos = pos + circ->mCenter;
pos.y += circ->mRadius;
}
else {
logErrorFormat("Unrecognized type: %d.", tCollider.mType);
recoverFromError();
}
return pos.y;
}
double getColliderRight(const Collider& tCollider)
{
Position pos = *tCollider.mBasePosition;
if (tCollider.mType == COLLISION_RECT) {
const auto rect = (const CollisionRect*)tCollider;
pos = pos + rect->mBottomRight;
}
else if (tCollider.mType == COLLISION_CIRC) {
const auto circ = (const CollisionCirc*)tCollider;
pos = pos + circ->mCenter;
pos.x += circ->mRadius;
}
else {
logErrorFormat("Unrecognized type: %d.", tCollider.mType);
recoverFromError();
}
return pos.x;
}
double getColliderLeft(const Collider& tCollider)
{
Position pos = *tCollider.mBasePosition;
if (tCollider.mType == COLLISION_RECT) {
const auto rect = (const CollisionRect*)tCollider;
pos = pos + rect->mTopLeft;
}
else if (tCollider.mType == COLLISION_CIRC) {
const auto circ = (const CollisionCirc*)tCollider;
pos = pos + circ->mCenter;
pos.x -= circ->mRadius;
}
else {
logErrorFormat("Unrecognized type: %d.", tCollider.mType);
recoverFromError();
}
return pos.x;
}
}