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authorMatthew Kosarek <mattkae@protonmail.com>2021-05-16 19:50:15 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-05-16 19:50:15 -0400
commita00c0aab1eb5a7a55bef8ca08115bdd722ab5699 (patch)
tree45b5c4cc8c380d0630a8e0185af7229f26dc754a /2d/_collisions/rectangle_rectangle/main.cpp
parent4941a1874b6ca9d142d94df70b2aec5e0b35b94e (diff)
Moved the frontend directory up so that it no longer exists
Diffstat (limited to '2d/_collisions/rectangle_rectangle/main.cpp')
-rw-r--r--2d/_collisions/rectangle_rectangle/main.cpp447
1 files changed, 447 insertions, 0 deletions
diff --git a/2d/_collisions/rectangle_rectangle/main.cpp b/2d/_collisions/rectangle_rectangle/main.cpp
new file mode 100644
index 0000000..99dafe5
--- /dev/null
+++ b/2d/_collisions/rectangle_rectangle/main.cpp
@@ -0,0 +1,447 @@
+#include "../../../shared_cpp/OrthographicRenderer.h"
+#include "../../../shared_cpp/types.h"
+#include "../../../shared_cpp/WebglContext.h"
+#include "../../../shared_cpp/mathlib.h"
+#include "../../../shared_cpp/MainLoop.h"
+#include <cstdio>
+#include <cmath>
+#include <emscripten/html5.h>
+#include <unistd.h>
+#include <pthread.h>
+#include <cmath>
+#include <cfloat>
+
+struct Rigidbody {
+ Vector2 force = { 0, 0 };
+ Vector2 velocity = { 0, 0 };
+ Vector2 position = { 0, 0 };
+ float32 rotationalVelocity = 0.f;
+ float32 rotation = 0.f;
+ float32 mass = 1.f;
+ float32 cofOfRestition = 1.f;
+ float32 momentOfInertia = 0.f;
+
+ void reset() {
+ force = { 0, 0 };
+ velocity = { 0, 0 };
+ rotationalVelocity = 0.f;
+ rotation = 0.f;
+ }
+
+ void applyForce(Vector2 f) {
+ force += f;
+ }
+
+ void applyGravity(float32 deltaTimeSeconds) {
+ velocity += (Vector2 { 0.f, -50.f } * deltaTimeSeconds);
+ }
+
+ void update(float32 deltaTimeSeconds) {
+ applyGravity(deltaTimeSeconds);
+
+ Vector2 acceleration = force / mass;
+ velocity += (acceleration * deltaTimeSeconds);
+ position += (velocity * deltaTimeSeconds);
+ force = Vector2 { 0.f, 0.f };
+
+ rotation += (rotationalVelocity * deltaTimeSeconds);
+ }
+
+ void setMomentOfInertia(float32 moi) {
+ momentOfInertia = moi;
+ }
+};
+
+struct IntersectionResult {
+ bool intersect = false;
+ Vector2 collisionNormal;
+ Vector2 relativeVelocity;
+ Vector2 firstPointOfApplication;
+ Vector2 secondPointOfApplication;
+};
+
+struct Edge {
+ Vector2 normal;
+ Vector2 start;
+ Vector2 end;
+};
+
+struct Rectangle {
+ OrthographicShape shape;
+ Rigidbody body;
+ Rigidbody previousBody;
+ Vector4 color;
+ float32 width = 0.f;
+ float32 height = 0.f;
+
+ void load(OrthographicRenderer* renderer, Vector4 inColor, float32 inWidth, float32 inHeight) {
+ color = inColor.toNormalizedColor();
+ width = inWidth;;
+ height = inHeight;
+
+ float32 halfWidth = width / 2.f;
+ float32 halfHeight = height / 2.f;
+
+ OrthographicVertex vertices[6];
+ vertices[0].position = Vector2 { -halfWidth, -halfHeight };
+ vertices[1].position = Vector2 { -halfWidth, halfHeight };
+ vertices[2].position = Vector2 { halfWidth, halfHeight };
+ vertices[3].position = Vector2 { -halfWidth, -halfHeight };
+ vertices[4].position = Vector2 { halfWidth, -halfHeight };
+ vertices[5].position = Vector2 { halfWidth, halfHeight };
+
+ for (int32 i = 0; i < 6; i++) {
+ vertices[i].color = color;
+ }
+
+ shape.load(vertices, 6, renderer);
+ body.reset();
+ body.momentOfInertia = (1.f / 12.f) * body.mass * (width + height * height * height);
+ }
+
+ void update(float32 dtSeconds) {
+ previousBody = body;
+
+ body.update(dtSeconds);
+ shape.model = Mat4x4().translateByVec2(body.position).rotate2D(body.rotation);
+ }
+
+ void render(OrthographicRenderer* renderer) {
+ shape.render(renderer);
+ }
+
+ void unload() {
+ shape.unload();
+ }
+
+ void restorePreviousBody() {
+ body = previousBody;
+ }
+
+ Vector2 getPoint(int index) {
+ switch (index) {
+ case 0: return shape.model * Vector2 { -width / 2.f, -height / 2.f };
+ case 1: return shape.model * Vector2 { -width / 2.f, height / 2.f };
+ case 2: return shape.model * Vector2 { width / 2.f, height / 2.f };
+ case 3: return shape.model * Vector2 { width / 2.f, -height / 2.f };
+ default: {
+ printf("Unable to find point: index=%d", index);
+ return Vector2();
+ }
+ }
+ }
+
+ // Note that these getters are needlessly verbose for demonstration's sake
+ void getPoints(Vector2* pointList) {
+ Vector2 botLeft = shape.model * Vector2 { -width / 2.f, -height / 2.f };
+ Vector2 topLeft = shape.model * Vector2 { -width / 2.f, height / 2.f };
+ Vector2 topRight = shape.model * Vector2 { width / 2.f, height / 2.f };
+ Vector2 botRight = shape.model * Vector2 { width / 2.f, -height / 2.f };
+
+ pointList[0] = botLeft;
+ pointList[1] = topLeft;
+ pointList[2] = topRight;
+ pointList[3] = botRight;
+ }
+
+ void getEdges(Edge* edgeList) {
+ Vector2 pointsList[4];
+ getPoints(pointsList);
+
+ for (int i = 0; i < 4; i++) {
+ edgeList[i].start = pointsList[i];
+ if (i + 1 == 4) {
+ edgeList[i].end = pointsList[0];
+ } else {
+ edgeList[i].end = pointsList[i + 1];
+ }
+
+ edgeList[i].normal = (edgeList[i].end - edgeList[i].start).getPerp().normalize();
+ }
+ }
+};
+
+EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
+EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
+
+void load();
+void update(float32 time, void* userData);
+void unload();
+
+WebglContext context;
+OrthographicRenderer renderer;
+MainLoop mainLoop;
+Rectangle rectangleList[4];
+
+int main() {
+ context.init("#gl_canvas");
+ emscripten_set_click_callback("#gl_canvas_play", NULL, false, onPlayClicked);
+ emscripten_set_click_callback("#gl_canvas_stop", NULL, false, onStopClicked);
+ return 0;
+}
+
+void load() {
+ renderer.load(&context);
+
+ rectangleList[0].load(&renderer, Vector4 { 235.f, 35.f, 35.f, 255.f }, 24.f, 32.f);
+ rectangleList[0].body.position = Vector2 { context.width / 3.f, context.height / 3.f };
+ rectangleList[0].body.velocity = Vector2 { 100.f, 250.f };
+ rectangleList[0].body.rotation = 0.2f;
+
+ rectangleList[1].load(&renderer, Vector4 { 35.f, 235.f, 35.f, 255.f }, 64.f, 96.f);
+ rectangleList[1].body.position = Vector2 { context.width / 3.f, context.height * (2.f / 3.f) };
+ rectangleList[1].body.rotation = 1.3f;
+
+ rectangleList[2].load(&renderer, Vector4 { 235.f, 35.f, 235.f, 255.f }, 64.f, 32.f);
+ rectangleList[2].body.position = Vector2 { context.width * (2.f / 3.f), context.height / 3.f };
+ rectangleList[2].body.velocity = Vector2 { -100.f, 250.f };
+ rectangleList[2].body.rotation = -0.5f;
+
+ rectangleList[3].load(&renderer, Vector4 { 35.f, 235.f, 235.f, 255.f }, 8.f, 16.f);
+ rectangleList[3].body.position = Vector2 { context.width * (2.f / 3.f), context.height * (2.f / 3.f) };
+ rectangleList[3].body.rotation = -3.23f;
+
+ mainLoop.run(update);
+}
+
+Vector2 getProjection(Vector2* vertices, Vector2 axis) {
+ float32 min = axis.dot(vertices[0]);
+ float32 max = min;
+
+ for (int v = 1; v < 4; v++) {
+ float32 d = axis.dot(vertices[v]);
+
+ if (d < min) {
+ min = d;
+ } else if (d > max) {
+ max = d;
+ }
+ }
+
+ return Vector2 { min, max };
+}
+
+bool projectionsOverlap(Vector2 first, Vector2 second) {
+ return first.x <= second.y && second.x <= first.y;
+}
+
+float32 getProjectionOverlap(Vector2 first, Vector2 second) {
+ float32 firstOverlap = fabs(first.x - second.y);
+ float32 secondOverlap = fabs(second.x - first.y);
+ return firstOverlap > secondOverlap ? secondOverlap : firstOverlap;
+}
+
+const float32 EPSILON = 1.f;
+IntersectionResult getIntersection(Rectangle* first, Rectangle* second) {
+ IntersectionResult ir;
+
+ // For two rectangles to overlap, it means that at least one of the corners of one is inside of the other
+ Edge firstEdges[4];
+ first->getEdges(firstEdges);
+ Vector2 firstPoints[4];
+ first->getPoints(firstPoints);
+
+ Edge secondEdges[4];
+ second->getEdges(secondEdges);
+ Vector2 secondPoints[4];
+ second->getPoints(secondPoints);
+
+ float32 minOverlap = FLT_MAX;
+ Vector2 minOverlapAxis;
+ Edge* minOverlapEdge = NULL;
+ bool minOverlapWasFirstRect = false;
+
+ for (int i = 0; i < 4; i++) {
+ Vector2 normal = firstEdges[i].normal;
+
+ Vector2 firstProj = getProjection(firstPoints, normal);
+ Vector2 secondProj = getProjection(secondPoints, normal);
+
+ if (!projectionsOverlap(firstProj, secondProj)) {
+ return ir;
+ }
+
+ float32 overlap = getProjectionOverlap(firstProj, secondProj);
+ if (overlap < minOverlap) {
+ minOverlap = overlap;
+ minOverlapAxis = normal;
+ minOverlapEdge = &firstEdges[i];
+ minOverlapWasFirstRect = true;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ Vector2 normal = secondEdges[i].normal;
+
+ Vector2 firstProj = getProjection(firstPoints, normal);
+ Vector2 secondProj = getProjection(secondPoints, normal);
+
+ if (!projectionsOverlap(firstProj, secondProj)) {
+ return ir;
+ }
+
+ float32 overlap = getProjectionOverlap(firstProj, secondProj);
+ if (overlap < minOverlap) {
+ minOverlap = overlap;
+ minOverlapAxis = normal;
+ minOverlapEdge = &secondEdges[i];
+ }
+ }
+
+ ir.intersect = true;
+ ir.relativeVelocity = first->body.velocity - second->body.velocity;
+ ir.collisionNormal = minOverlapAxis;
+
+ // Find the point of collision, this is kind of tricky, and it is just an approximation for now.
+ // At this point, we know that we intersected along the minOverlapAxis, but we do not know where
+ // that exactly happened. To remedy this will, we create two parallel lines: one at the top of the
+ // normal area, and one at the bottom. For point on both of the Rectangles, we will check:
+ // (1) if it is between these two planes
+ // (2) if, for that rectangle, it is the closest point to the original normal vector
+ // (3) or if it is equally distant from normal vector as another point (then this is a "flat" collision)
+ //
+ // The collision point MUST be between these two planes. We can then say the corner/face of the non-monoverlapAxis
+ // Rectangle is the collision point. This enables us to then solve for their respective points of application fairly
+ // easily. If the collision "point" is an entire face, we make the collision point be the center point.
+ //
+
+ Vector2 closestPoint;
+ float32 minDistance = FLT_MAX;
+
+ for (int p = 0; p < 4; p++) {
+ Vector2 point = minOverlapWasFirstRect ? secondPoints[p] : firstPoints[p];
+
+ float32 distFromPointToStart = (minOverlapEdge->start - point).length();
+ float32 distFromPointToEnd = (minOverlapEdge->end - point).length();
+ float32 potentialMin = MIN(distFromPointToStart, distFromPointToEnd);
+
+ if (potentialMin < minDistance) {
+ closestPoint = point;
+ minDistance = potentialMin;
+ }
+ }
+
+ ir.firstPointOfApplication = closestPoint - first->body.position;
+ ir.secondPointOfApplication = closestPoint - second->body.position;;
+
+ return ir;
+}
+
+void resolveCollision(Rigidbody* first, Rigidbody* second, IntersectionResult* ir) {
+ Vector2 relativeVelocity = ir->relativeVelocity;
+ Vector2 collisionNormal = ir->collisionNormal;
+ Vector2 firstPerp = ir->firstPointOfApplication.getPerp();
+ Vector2 secondPerp = ir->secondPointOfApplication.getPerp();
+ float32 firstPerpNorm = firstPerp.dot(collisionNormal);
+ float32 sndPerpNorm = secondPerp.dot(collisionNormal);
+
+ float32 cofOfRestition = (first->cofOfRestition + second->cofOfRestition) / 2.f;
+ float32 numerator = (relativeVelocity * (-1 * (1.f + cofOfRestition))).dot(collisionNormal);
+ float32 linearDenomPart = collisionNormal.dot(collisionNormal * (1.f / first->mass + 1.f / second->mass));
+ float32 rotationalDenomPart = (firstPerpNorm * firstPerpNorm) / first->momentOfInertia + (sndPerpNorm * sndPerpNorm) / second->momentOfInertia;
+
+ float32 impulseMagnitude = numerator / (linearDenomPart + rotationalDenomPart);
+ first->velocity = first->velocity + (collisionNormal * (impulseMagnitude / first->mass));
+ second->velocity = second->velocity - (collisionNormal * (impulseMagnitude / second->mass));
+
+ first->rotationalVelocity = first->rotationalVelocity + firstPerp.dot(collisionNormal * impulseMagnitude) / first->momentOfInertia;
+ second->rotationalVelocity = second->rotationalVelocity - secondPerp.dot(collisionNormal * impulseMagnitude) / second->momentOfInertia;
+}
+
+void update(float32 deltaTimeSeconds, void* userData) {
+ // Update
+ for (int r = 0; r < 4; r++) {
+ rectangleList[r].update(deltaTimeSeconds);
+ }
+
+ // Check collisions with other rectangles
+ for (int i = 0; i < 4; i++) {
+ Rectangle* first = &rectangleList[i];
+ for (int j = i + 1; j < 4; j++) {
+ Rectangle* second = &rectangleList[j];
+
+ IntersectionResult ir = getIntersection(first, second);
+ if (!ir.intersect) {
+ continue;
+ }
+
+ // Handle collison here
+ IntersectionResult irCopy = ir;
+ float32 copyDt = deltaTimeSeconds;
+
+ do {
+ first->restorePreviousBody();
+ second->restorePreviousBody();
+
+ ir = irCopy;
+ copyDt = copyDt /= 2.f;
+
+ first->update(copyDt);
+ second->update(copyDt);
+
+ irCopy = getIntersection(first, second);
+
+ if (copyDt <= 0.f) {
+ printf("Error: Should not be happening.\n");
+ break;
+ }
+
+ } while (irCopy.intersect);
+
+ printf("Found intersection at timestamp: %f\n", copyDt);
+
+ resolveCollision(&first->body, &second->body, &ir);
+ float32 frameTimeRemaining = deltaTimeSeconds - copyDt;
+
+ first->update(frameTimeRemaining);
+ second->update(frameTimeRemaining);
+ }
+ }
+
+ // Check collisions with walls
+ for (int r = 0; r < 4; r++) {
+ Rectangle* rect = &rectangleList[r];
+ if (rect->body.position.x <= 0.f) {
+ rect->body.velocity = rect->body.velocity - Vector2 { 1.f, 0.f } * (2 * (rect->body.velocity.dot(Vector2 { 1.f, 0.f })));
+ }
+ if (rect->body.position.y <= 0.f) {
+ rect->body.velocity = rect->body.velocity - Vector2 { 0.f, 1.f } * (2 * (rect->body.velocity.dot(Vector2 { 0.f, 1.f })));
+ }
+ if (rect->body.position.x >= 640.f) {
+ rect->body.velocity = rect->body.velocity - Vector2 { -1.f, 0.f } * (2 * (rect->body.velocity.dot(Vector2{ -1.f, 0.f })));
+ }
+ if (rect->body.position.y >= 480.f) {
+ rect->body.velocity = rect->body.velocity - Vector2 { 0.f, -1.f } * (2 * (rect->body.velocity.dot(Vector2 { 0.f, -1.f }))) ;
+ }
+ }
+
+ // Renderer
+ renderer.render();
+ for (int r = 0; r < 4; r++) {
+ rectangleList[r].render(&renderer);
+ }
+}
+
+void unload() {
+ mainLoop.stop();
+ renderer.unload();
+ for (int r = 0; r < 4; r++) {
+ rectangleList[r].unload();
+ }
+}
+
+//
+// Interactions with DOM handled below
+//
+EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
+ printf("Play clicked\n");
+
+ load();
+ return true;
+}
+
+EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
+ printf("Stop clicked\n");
+ unload();
+ return true;
+}