Revamped collision detection, missing the vertex inside vertex case

(which is happening a bit too often imho)
This commit is contained in:
Karma Riuk 2023-05-06 14:07:47 +02:00
parent 2cfa921547
commit 37a76e3e8d

View File

@ -1,108 +1,204 @@
#include "collisions.h" #include "collisions.h"
#include <algorithm> #include <algorithm>
#include <cassert>
#include <iostream> #include <iostream>
#include <vector> #include <vector>
static std::vector<vec2d> edges_of(polygon& p) { struct vertex {
std::vector<vec2d> edges; vec2d v, p1, p2;
edges.reserve(p.global_points.size());
for (uint i = 0; i < p.global_points.size(); ++i)
edges.push_back(p.global_points[(i + 1) % p.global_points.size()] -
p.global_points[i]);
return edges;
}
struct projection_t {
double min_proj, max_proj;
vec2d min_point, max_point;
}; };
static projection_t project(polygon& p, vec2d axis) { typedef std::pair<vec2d, vec2d> segment;
projection_t ret{INFINITY, -INFINITY};
double proj; enum Orientation {
for (auto& point : p.global_points) { COLINEAR,
proj = vec2d::dot(point, axis); CLOCKWISE,
COUNTER_CLOCKWISE,
};
if (proj < ret.min_proj) { static std::vector<vertex> vertices_of(polygon& p) {
ret.min_proj = proj; std::vector<vertex> vertices;
ret.min_point = point; vertices.reserve(p.global_points.size());
}
if (proj > ret.max_proj) { // i = 1 and <= points.size() cuz { -1 % n = -1 } et c'est chiant
ret.max_proj = proj; // so start from 1, "overflow" with i = points.size() and gg
ret.max_point = point; for (uint i = 1; i <= p.global_points.size(); ++i)
} vertices.push_back({
} p.global_points[i % p.points.size()],
p.global_points[(i + 1) % p.points.size()],
p.global_points[(i - 1) % p.points.size()],
});
return vertices;
}
// Given three collinear points p, q, r, the function checks if
// point q lies on line segment 'pr'
static bool on_segment(vec2d& q, segment& pr) {
return q.x <= std::max(pr.first.x, pr.second.x) &&
q.x >= std::min(pr.first.x, pr.second.x) &&
q.y <= std::max(pr.first.y, pr.second.y) &&
q.y >= std::min(pr.first.y, pr.second.y);
}
static Orientation orientation(vec2d& p, vec2d& q, vec2d& r) {
int v = (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
if (v == 0)
return COLINEAR;
return v > 0 ? CLOCKWISE : COUNTER_CLOCKWISE;
}
static bool do_intersect(segment s1, segment s2) {
// Find the four orientations needed for general and
// special cases
Orientation o1 = orientation(s1.first, s1.second, s2.first);
Orientation o2 = orientation(s1.first, s1.second, s2.second);
Orientation o3 = orientation(s2.first, s2.second, s1.first);
Orientation o4 = orientation(s2.first, s2.second, s1.second);
// General case
if (o1 != o2 && o3 != o4)
return true;
// Special Cases
// p1, q1 and p2 are collinear and p2 lies on segment p1q1
if (o1 == COLINEAR && on_segment(s2.first, s1))
return true;
// p1, q1 and q2 are collinear and q2 lies on segment p1q1
if (o2 == COLINEAR && on_segment(s2.second, s1))
return true;
// p2, q2 and p1 are collinear and p1 lies on segment p2q2
if (o3 == COLINEAR && on_segment(s1.first, s2))
return true;
// p2, q2 and q1 are collinear and q1 lies on segment p2q2
if (o4 == COLINEAR && on_segment(s1.second, s2))
return true;
return false;
}
static std::vector<segment> edges_of(polygon& p) {
std::vector<segment> ret;
ret.reserve(p.points.size());
for (uint i = 0; i < p.points.size(); ++i)
ret.push_back(
{p.global_points[i], p.global_points[(i + 1) % p.points.size()]});
return ret; return ret;
} }
static collision convex_collides(polygon& p, polygon& q) { static collision penetration(segment& edge, vertex& vertex, vec2d& d) {
collision ret{false}; collision ret{true};
ret.impact_point = vertex.v;
std::vector<vec2d> edges_p = edges_of(p); vec2d n = (edge.second - edge.first).orthogonal();
std::vector<vec2d> edges_q = edges_of(q); ret.n = vec2d::normalize(n);
std::vector<vec2d> edges; if (vec2d::dot(n, d) > 0)
edges.reserve(edges_p.size() + edges_q.size()); ret.n *= -1;
edges.insert(edges.end(), edges_p.begin(), edges_p.end()); std::cout << "Double pene omg" << std::endl;
edges.insert(edges.end(), edges_q.begin(), edges_q.end()); return ret;
}
std::vector<vec2d> orthogonals; static collision parallel(segment edge_p, segment edge_q, vec2d d) {
orthogonals.reserve(edges.size()); collision ret{true};
for (auto& v : edges)
orthogonals.push_back(v.orthogonal());
std::vector<collision> candidate_collisions; vec2d line_start = edge_p.first;
candidate_collisions.reserve(orthogonals.size()); vec2d base = vec2d::normalize(edge_p.second - line_start);
std::pair<double, vec2d> proj_p1, proj_p2, proj_q1, proj_q2;
proj_p1 = {0, edge_p.first};
proj_p2 = {vec2d::dot(edge_p.second - line_start, base), edge_p.second};
proj_q1 = {vec2d::dot(edge_q.first - line_start, base), edge_q.first};
proj_q2 = {vec2d::dot(edge_q.second - line_start, base), edge_q.second};
std::pair<double, vec2d>*p_min, *q_min, *p_max, *q_max;
if (proj_p1.first < proj_p2.first) {
p_min = &proj_p1;
p_max = &proj_p2;
} else {
p_min = &proj_p2;
p_max = &proj_p1;
}
if (proj_q1.first < proj_q2.first) {
q_min = &proj_q1;
q_max = &proj_q2;
} else {
q_min = &proj_q2;
q_max = &proj_q1;
}
vec2d min = p_min->first < q_min->first ? q_min->second : p_min->second;
vec2d max = p_max->first < q_max->first ? p_max->second : q_max->second;
ret.impact_point = (min + max) / 2;
std::cout << "impact point: " << ret.impact_point << std::endl;
ret.n = base.orthogonal();
if (vec2d::dot(ret.n, d) > 0)
ret.n *= -1;
std::cout << "Parallel lol" << std::endl;
return ret;
}
static bool are_vecs_parallel(vec2d s1, vec2d s2) {
return std::abs(vec2d::dot(vec2d::normalize(s1), vec2d::normalize(s2))) >
.99;
}
static double distance_between_parallel_segments(segment s1, segment s2) {
double area = vec2d::cross(s1.first - s2.first, s2.second - s2.first);
double base = vec2d::norm(s2.second - s2.first);
return std::abs(area / base);
}
#define SMALLEST_DIST 5
static collision vertex_edge_collision(polygon& p, polygon& q) {
std::vector<vertex> vertices_p = vertices_of(p);
std::vector<segment> edges_q = edges_of(q);
vec2d d = q.centroid() - p.centroid(); vec2d d = q.centroid() - p.centroid();
double min_overlap = INFINITY; bool col1, col2;
for (auto& o : orthogonals) { for (auto& vertex : vertices_p)
vec2d axis = vec2d::normalize(o); for (auto& edge : edges_q) {
if (vec2d::dot(d, axis) > 0) col1 = do_intersect(edge, {vertex.v, vertex.p1});
axis *= -1; col2 = do_intersect(edge, {vertex.v, vertex.p2});
if (col1 || col2) {
if (col1 && col2)
return penetration(edge, vertex, d);
vec2d edge_v = edge.second - edge.first;
if (are_vecs_parallel(edge_v, vertex.v - vertex.p1) &&
distance_between_parallel_segments(
edge, {vertex.v, vertex.p1}) < SMALLEST_DIST)
return parallel(edge, {vertex.v, vertex.p1}, d);
projection_t p_proj = project(p, axis); double dist = distance_between_parallel_segments(
projection_t q_proj = project(q, axis); edge, {vertex.v, vertex.p2});
if (p_proj.max_proj < q_proj.min_proj || std::cout << "dist: " << dist << std::endl;
q_proj.max_proj < p_proj.min_proj) if (are_vecs_parallel(edge_v, vertex.v - vertex.p2) &&
// the axis is separating (the projections don't overlap) distance_between_parallel_segments(
return ret; edge, {vertex.v, vertex.p2}) < SMALLEST_DIST)
return parallel(edge, {vertex.v, vertex.p2}, d);
}
double overlap = std::min(p_proj.max_proj, q_proj.max_proj) -
std::max(p_proj.min_proj, q_proj.min_proj);
if (overlap < min_overlap) {
min_overlap = overlap;
ret.n = axis;
ret.impact_point = p_proj.max_proj > q_proj.min_proj
? p_proj.min_point
: q_proj.max_point;
// if (vec2d::dot(axis, d) > 0) {
// ret.impact_point = p_proj.max_proj > q_proj.min_proj
// ? q_proj.min_point
// : q_proj.max_point;
// } else {
// ret.impact_point = p_proj.max_proj > q_proj.min_proj
// ? p_proj.min_point
// : p_proj.max_point;
// }
} }
} return {false};
// if no axis is sperating, then they must be colliding }
ret.collides = true;
static collision convex_collides(polygon& p, polygon& q) {
collision ret;
std::cout << "Checking P is penetrates Q" << std::endl;
if ((ret = vertex_edge_collision(p, q)).collides)
return ret;
std::cout << "Checking Q is penetrates P" << std::endl;
if ((ret = vertex_edge_collision(q, p)).collides)
ret.n *= -1;
// if (vec2d::dot(d, ret.n) > 0)
// ret.n *= -1;
return ret; return ret;
} }