add collision

This commit is contained in:
aozhiwei 2019-03-19 15:01:46 +08:00
parent 285250d83f
commit 54f5e96b7c
3 changed files with 128 additions and 99 deletions

View File

@ -1,102 +1,8 @@
#include "precompile.h" #include "precompile.h"
#include <algorithm>
#include<cfloat>
#include "entity.h" #include "entity.h"
#include "collider.h" #include "collider.h"
#include "collision.h"
static bool IntersectSegmentCircle(Vector2D& p0, Vector2D& p1, Vector2D& pos, float rad)
{
Vector2D t = p1 - p0;
float d = std::max(t.Norm(), 0.0001f);
Vector2D n = p0 - pos;
float v = n.Dot(t);
float z = n.Dot(n) - rad*rad;
if (z > 0 && v > 0) {
return false;
}
float u = v*v - z;
if (u < 0) {
return false;
}
float i = sqrt(u);
float x = -v - i;
if (x < 0 && (x = -v + i), x <= d) {
return true;
}
return false;
}
static bool IntersectSegmentAabb(Vector2D& p0, Vector2D& p1, Vector2D& _min, Vector2D& _max)
{
float t = 0.0f;
float d = FLT_MAX;
Vector2D n = p0;
Vector2D v = p1 - p0;
float z = v.Norm();
v = z > (float)1e-5 ? v / z : Vector2D(1, 0);
if (std::abs(v.x) < (float)1e-5) {
v.x = float(2e-5);
}
if (std::abs(v.y) < (float)1e-5) {
v.y = (float)2e-5;
}
if (std::abs(v.x) > (float)1e-5) {
float u = (_min.x - n.x) / v.x;
float i = (_max.x - n.x) / v.x;
t = std::max(t, std::min(u, i));
d = std::min(d, std::max(u, i));
if (t > d) {
return false;
}
}
if (std::abs(v.y) > (float)1e-5) {
float x = (_min.y - n.y) / v.y;
float l = (_max.y - n.y) / v.y;
t = std::max(t, std::min(x, l));
d = std::min(d, std::max(x, l));
if (t > d) {
return false;
}
}
if (t > z) {
return false;
}
return true;
}
static bool IntersectAabbCircle(AabbCollider* a, CircleCollider* b)
{
if (b->pos.x >= a->_min.x && b->pos.x <= a->_max.x &&
b->pos.y >= a->_min.y && b->pos.y <= a->_max.y) {
return true;
}
Vector2D nearest_point(a8::Clamp(b->pos.x, a->_min.x, a->_max.y),
a8::Clamp(b->pos.y, a->_min.y, a->_max.y));
Vector2D i = b->pos - nearest_point;
float n = a8::LengthSqr(i);
return n < b->rad*b->rad;
}
static bool IntersectAabbAabb(AabbCollider* a, AabbCollider* b)
{
Vector2D a_v = (a->_max - a->_min) * 0.5f;
Vector2D a_center = a->_min + a_v;
Vector2D b_v = (b->_max - b->_min) * 0.5f;
Vector2D b_center = b->_min + b_v;
Vector2D z = b_center - a_center;
float u = a_v.x + b_v.x - std::abs(z.x);
return u > 0;
}
static bool IntersectCircleCircle(CircleCollider* a, CircleCollider* b)
{
float t = a->rad + b->rad;
Vector2D d = b->pos - a->pos;
float n = a8::LengthSqr(d);
return n < t*t;
}
bool ColliderComponent::Intersect(ColliderComponent* b) bool ColliderComponent::Intersect(ColliderComponent* b)
{ {
@ -105,17 +11,27 @@ bool ColliderComponent::Intersect(ColliderComponent* b)
break; break;
case CT_Aabb: case CT_Aabb:
{ {
AabbCollider* a_aabb = (AabbCollider*)this;
switch (b->type) { switch (b->type) {
case CT_None: case CT_None:
break; break;
case CT_Aabb: case CT_Aabb:
{ {
return IntersectAabbAabb((AabbCollider*)this, (AabbCollider*)b); AabbCollider* b_aabb = (AabbCollider*)b;
return IntersectAabbAabb(a_aabb->_min,
a_aabb->_max,
b_aabb->_min,
b_aabb->_max
);
} }
break; break;
case CT_Circle: case CT_Circle:
{ {
return IntersectAabbCircle((AabbCollider*)this, (CircleCollider*)b); CircleCollider* b_circle = (CircleCollider*)b;
return IntersectAabbCircle(a_aabb->_min,
a_aabb->_max,
b_circle->pos,
b_circle->rad);
} }
break; break;
} }
@ -123,17 +39,27 @@ bool ColliderComponent::Intersect(ColliderComponent* b)
break; break;
case CT_Circle: case CT_Circle:
{ {
CircleCollider* a_circle = (CircleCollider*)this;
switch (b->type) { switch (b->type) {
case CT_None: case CT_None:
break; break;
case CT_Aabb: case CT_Aabb:
{ {
return IntersectAabbCircle((AabbCollider*)b, (CircleCollider*)this); AabbCollider* b_aabb = (AabbCollider*)b;
return IntersectAabbCircle(b_aabb->_min,
b_aabb->_max,
a_circle->pos,
a_circle->rad);
} }
break; break;
case CT_Circle: case CT_Circle:
{ {
return IntersectCircleCircle((CircleCollider*)this, (CircleCollider*)b); CircleCollider* b_circle = (CircleCollider*)b;
return IntersectCircleCircle(
a_circle->pos,
a_circle->rad,
b_circle->pos,
b_circle->rad);
} }
break; break;
} }

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@ -0,0 +1,96 @@
#include "precompile.h"
#include <algorithm>
#include<cfloat>
bool IntersectSegmentCircle(Vector2D& p0, Vector2D& p1, Vector2D& pos, float rad)
{
Vector2D t = p1 - p0;
float d = std::max(t.Norm(), 0.0001f);
Vector2D n = p0 - pos;
float v = n.Dot(t);
float z = n.Dot(n) - rad*rad;
if (z > 0 && v > 0) {
return false;
}
float u = v*v - z;
if (u < 0) {
return false;
}
float i = sqrt(u);
float x = -v - i;
if (x < 0 && (x = -v + i), x <= d) {
return true;
}
return false;
}
bool IntersectSegmentAabb(Vector2D& p0, Vector2D& p1, Vector2D& _min, Vector2D& _max)
{
float t = 0.0f;
float d = FLT_MAX;
Vector2D n = p0;
Vector2D v = p1 - p0;
float z = v.Norm();
v = z > (float)1e-5 ? v / z : Vector2D(1, 0);
if (std::abs(v.x) < (float)1e-5) {
v.x = float(2e-5);
}
if (std::abs(v.y) < (float)1e-5) {
v.y = (float)2e-5;
}
if (std::abs(v.x) > (float)1e-5) {
float u = (_min.x - n.x) / v.x;
float i = (_max.x - n.x) / v.x;
t = std::max(t, std::min(u, i));
d = std::min(d, std::max(u, i));
if (t > d) {
return false;
}
}
if (std::abs(v.y) > (float)1e-5) {
float x = (_min.y - n.y) / v.y;
float l = (_max.y - n.y) / v.y;
t = std::max(t, std::min(x, l));
d = std::min(d, std::max(x, l));
if (t > d) {
return false;
}
}
if (t > z) {
return false;
}
return true;
}
bool IntersectAabbCircle(Vector2D& a_min, Vector2D& a_max, Vector2D& b_pos, float& b_rad)
{
if (b_pos.x >= a_min.x && b_pos.x <= a_max.x &&
b_pos.y >= a_min.y && b_pos.y <= a_max.y) {
return true;
}
Vector2D nearest_point(a8::Clamp(b_pos.x, a_min.x, a_max.y),
a8::Clamp(b_pos.y, a_min.y, a_max.y));
Vector2D i = b_pos - nearest_point;
float n = a8::LengthSqr(i);
return n < b_rad*b_rad;
}
bool IntersectAabbAabb(Vector2D& a_min, Vector2D& a_max, Vector2D& b_min, Vector2D& b_max)
{
Vector2D a_v = (a_max - a_min) * 0.5f;
Vector2D a_center = a_min + a_v;
Vector2D b_v = (b_max - b_min) * 0.5f;
Vector2D b_center = b_min + b_v;
Vector2D z = b_center - a_center;
float u = a_v.x + b_v.x - std::abs(z.x);
return u > 0;
}
bool IntersectCircleCircle(Vector2D& a_pos, float& a_rad, Vector2D& b_pos, float& b_rad)
{
float t = a_rad + b_rad;
Vector2D d = b_pos - a_pos;
float n = a8::LengthSqr(d);
return n < t*t;
}

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@ -0,0 +1,7 @@
#pragma once
bool IntersectSegmentCircle(Vector2D& p0, Vector2D& p1, Vector2D& pos, float rad);
bool IntersectSegmentAabb(Vector2D& p0, Vector2D& p1, Vector2D& _min, Vector2D& _max);
bool IntersectAabbCircle(Vector2D& a_min, Vector2D& a_max, Vector2D& b_pos, float& b_rad);
bool IntersectAabbAabb(Vector2D& a_min, Vector2D& a_max, Vector2D& b_min, Vector2D& b_max);
bool IntersectCircleCircle(Vector2D& a_pos, float& a_rad, Vector2D& b_pos, float& b_rad);