From cf97839fff9ecb0783cecc9510994fb4a13f2dbe Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Sat, 12 Nov 2022 18:06:14 +0200 Subject: [PATCH] Implement box colliders in Bassteroids' physics system --- examples/bassteroids/source/physics.cpp | 34 +++++++++++++++++++++++++ examples/bassteroids/source/physics.h | 2 ++ 2 files changed, 36 insertions(+) diff --git a/examples/bassteroids/source/physics.cpp b/examples/bassteroids/source/physics.cpp index 89feeed..5d4c242 100644 --- a/examples/bassteroids/source/physics.cpp +++ b/examples/bassteroids/source/physics.cpp @@ -1,7 +1,9 @@ #include "physics.h" +#include #include #include "physicalentity.h" +using namespace std; using namespace Msp; Physics::Physics(Game::Stage &s): @@ -62,6 +64,8 @@ void Physics::copy_in(SimulatedEntity &entity) { Game::Handle transform = entity.entity->get_transform(); entity.position = transform->get_position().slice<2>(0); + const Geometry::Quaternion &r = transform->get_rotation(); + entity.rotation = Geometry::atan2(2*(r.a*r.d+r.b*r.c), 1-2*(r.c*r.c+r.d*r.d)); if constexpr(is_fixture) entity.inverse_mass = 0.0f; @@ -78,6 +82,7 @@ void Physics::copy_out(SimulatedEntity &entity) { Game::Handle transform = entity.entity->get_transform(); transform->set_position(compose(entity.position, 0.0f)); + transform->set_rotation(Geometry::Quaternion::rotation(entity.rotation, LinAl::Vector(0, 0, 1))); if constexpr(!is_fixture) { @@ -113,6 +118,10 @@ void Physics::detect_collisions() ColliderType type2 = entity2->get_collider()->get_type(); if(type1==ColliderType::CIRCLE && type2==ColliderType::CIRCLE) collide_circle_circle(i, j); + else if(type1==ColliderType::CIRCLE && type2==ColliderType::BOX) + collide_circle_box(i, j); + else if(type1==ColliderType::BOX && type2==ColliderType::CIRCLE) + collide_circle_box(j, i); } } } @@ -200,3 +209,28 @@ void Physics::collide_circle_circle(unsigned i, unsigned j) collision.normal = -collision.normal; } } + +void Physics::collide_circle_box(unsigned i, unsigned j) +{ + const LinAl::Vector &pos1 = entities[i].position; + const LinAl::Vector &pos2 = entities[j].position; + float radius = entities[i].entity->get_collider()->get_radius(); + LinAl::Vector half_size = entities[j].entity->get_collider()->get_size()/2.0f; + + LinAl::Vector delta = pos1-pos2; + float c = cos(entities[j].rotation); + float s = sin(entities[j].rotation); + LinAl::Vector local_delta(c*delta.x+s*delta.y, c*delta.y-s*delta.x); + LinAl::Vector local_closest(clamp(local_delta.x, -half_size.x, half_size.x), clamp(local_delta.y, -half_size.y, half_size.y)); + LinAl::Vector local_cdelta = local_delta-local_closest; + float d_sq = inner_product(local_cdelta, local_cdelta); + if(d_sq(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x)); + collision.depth = radius-sqrt(d_sq); + collision.point = pos1-collision.normal*(radius-collision.depth/2); + if(collision.body1!=i) + collision.normal = -collision.normal; + } +} diff --git a/examples/bassteroids/source/physics.h b/examples/bassteroids/source/physics.h index a611789..fdeb8b2 100644 --- a/examples/bassteroids/source/physics.h +++ b/examples/bassteroids/source/physics.h @@ -20,6 +20,7 @@ private: Msp::LinAl::Vector external_force; Msp::LinAl::Vector position; + Msp::Geometry::Angle rotation; Msp::LinAl::Vector velocity; unsigned collision_count; @@ -63,6 +64,7 @@ private: Collision &get_collision(unsigned, unsigned); void collide_circle_circle(unsigned, unsigned); + void collide_circle_box(unsigned, unsigned); }; #endif -- 2.43.0