Refactored collision detection (last version before changing the algo)
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6b049eb831
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125
collisions.cc
125
collisions.cc
@ -14,66 +14,29 @@ static std::vector<vec2d> edges_of(polygon& p) {
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return edges;
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}
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static bool separating_axis(
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vec2d& axis, polygon& p, polygon& q, vec2d* pv, vec2d* impact_point) {
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double min_p, max_p, min_q, max_q;
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min_p = min_q = INFINITY;
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max_p = max_q = -INFINITY;
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struct projection_t {
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double min_proj, max_proj;
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vec2d min_point, max_point;
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};
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double projection;
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vec2d min_p_point, max_p_point;
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static projection_t project(polygon& p, vec2d axis) {
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projection_t ret{INFINITY, -INFINITY};
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double proj;
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for (auto& point : p.global_points) {
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projection = vec2d::dot(point, axis);
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proj = vec2d::dot(point, axis);
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if (projection < min_p) {
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min_p = projection;
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min_p_point = point;
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if (proj < ret.min_proj) {
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ret.min_proj = proj;
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ret.min_point = point;
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}
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if (projection > max_p) {
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max_p = projection;
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max_p_point = point;
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if (proj > ret.max_proj) {
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ret.max_proj = proj;
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ret.max_point = point;
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}
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}
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for (auto& point : q.global_points) {
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projection = vec2d::dot(point, axis);
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min_q = std::min(min_q, projection);
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max_q = std::max(max_q, projection);
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}
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if (max_p < min_q || max_q < min_p)
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return true;
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double d;
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if (max_q - min_p < max_p - min_q) {
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d = max_q - min_p;
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*impact_point = min_p_point;
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} else {
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d = max_p - min_q;
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*impact_point = max_p_point;
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}
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// push a bit more than needed so the shapes do not overlap in
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// future tests due to float precision
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double d_over_o_squared = d / vec2d::dot(axis, axis) + 1e-10;
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*pv = d_over_o_squared * axis;
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return false;
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return true;
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}
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static uint get_smallest_vec_index(std::vector<vec2d> vs) {
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uint ret, i = 0;
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double min = INFINITY;
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for (auto& v : vs) {
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double dot = vec2d::dot(v, v);
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if (dot < min) {
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ret = i;
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min = dot;
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}
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i++;
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}
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return ret;
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}
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@ -82,40 +45,64 @@ static collision convex_collides(polygon& p, polygon& q) {
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std::vector<vec2d> edges_p = edges_of(p);
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std::vector<vec2d> edges_q = edges_of(q);
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std::vector<vec2d> edges;
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edges.reserve(edges_p.size() + edges_q.size());
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edges.insert(edges.end(), edges_p.begin(), edges_p.end());
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edges.insert(edges.end(), edges_q.begin(), edges_q.end());
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std::vector<vec2d> orthogonals;
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orthogonals.reserve(edges.size());
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for (auto& v : edges)
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orthogonals.push_back(v.orthogonal());
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std::vector<vec2d> push_vectors;
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push_vectors.reserve(orthogonals.size());
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std::vector<vec2d> impact_points;
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push_vectors.reserve(orthogonals.size());
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std::vector<collision> candidate_collisions;
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candidate_collisions.reserve(orthogonals.size());
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vec2d push_vector;
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vec2d impact_point;
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vec2d d = q.centroid() - p.centroid();
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double min_overlap = INFINITY;
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for (auto& o : orthogonals) {
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if (separating_axis(o, p, q, &push_vector, &impact_point))
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vec2d axis = vec2d::normalize(o);
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if (vec2d::dot(d, axis) > 0)
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axis *= -1;
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projection_t p_proj = project(p, axis);
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projection_t q_proj = project(q, axis);
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if (p_proj.max_proj < q_proj.min_proj ||
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q_proj.max_proj < p_proj.min_proj)
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// the axis is separating (the projections don't overlap)
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return ret;
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push_vectors.push_back(push_vector);
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impact_points.push_back(impact_point);
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double overlap = std::min(p_proj.max_proj, q_proj.max_proj) -
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std::max(p_proj.min_proj, q_proj.min_proj);
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if (overlap < min_overlap) {
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min_overlap = overlap;
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ret.n = axis;
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ret.impact_point = p_proj.max_proj > q_proj.min_proj
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? p_proj.min_point
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: q_proj.max_point;
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// if (vec2d::dot(axis, d) > 0) {
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// ret.impact_point = p_proj.max_proj > q_proj.min_proj
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// ? q_proj.min_point
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// : q_proj.max_point;
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// } else {
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// ret.impact_point = p_proj.max_proj > q_proj.min_proj
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// ? p_proj.min_point
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// : p_proj.max_point;
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// }
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}
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}
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// if no axis is sperating, then they must be colliding
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ret.collides = true;
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uint i = get_smallest_vec_index(push_vectors);
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ret.n = vec2d::normalize(push_vectors[i]);
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ret.impact_point = impact_points[i];
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// assert that p pushes away from q
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vec2d d = q.centroid() - p.centroid();
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if (vec2d::dot(ret.n, d) > 0)
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ret.n *= -1;
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// if (vec2d::dot(d, ret.n) > 0)
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// ret.n *= -1;
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return ret;
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}
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@ -5,7 +5,7 @@
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#include "vec2d.h"
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struct collision {
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bool collides;
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bool collides = false;
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vec2d n; // minimum push vector
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vec2d impact_point;
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};
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