diff options
Diffstat (limited to '2d/_collisions/polygon_polygon')
-rw-r--r-- | 2d/_collisions/polygon_polygon/snippet2.cpp | 117 |
1 files changed, 117 insertions, 0 deletions
diff --git a/2d/_collisions/polygon_polygon/snippet2.cpp b/2d/_collisions/polygon_polygon/snippet2.cpp new file mode 100644 index 0000000..8cbdcbe --- /dev/null +++ b/2d/_collisions/polygon_polygon/snippet2.cpp @@ -0,0 +1,117 @@ +struct IntersectionResult { + bool intersect = false; + Vector2 collisionNormal; + Vector2 relativeVelocity; + Vector2 firstPointOfApplication; + Vector2 secondPointOfApplication; +}; + +struct Edge { + Vector2 normal; + Vector2 start; + Vector2 end; +}; + +struct SATResult { + Edge* minOverlapEdge = NULL; // Edge that caused the intersection (on the 'first' shape) + Vector2 overlapPoint; // Point that caused the intersection (on the 'second' shape) + float32 minOverlap = FLT_MAX; // Smallest projection overlap +}; + +struct ProjectionResult { + Vector2 minVertex; + Vector2 maxVertex; + Vector2 projection; +}; + +// Given the vertices in the shape, we find the min and max vertices that project +// onto the axis. We also save which vertices were which so that we can resolve +// the collision later. +ProjectionResult getProjection(Vector2* vertices, int numVertices, Vector2 axis) { + ProjectionResult pr; + float32 min = axis.dot(vertices[0]); + float32 max = min; + + for (int v = 1; v < numVertices; v++) { + float32 d = axis.dot(vertices[v]); + + if (d < min) { + pr.minVertex = vertices[v]; + min = d; + } else if (d > max) { + pr.maxVertex = vertices[v]; + max = d; + } + } + + pr.projection = Vector2 { min, max }; + return pr; +} + +bool projectionsOverlap(Vector2 first, Vector2 second) { + return first.x <= second.y && second.x <= first.y; +} + +float32 getProjectionOverlap(Vector2 first, Vector2 second) { + float32 e = MIN(first.y, second.y); + float32 f = MAX(first.x, second.x); + return e - f; +} + +bool runSatForShapesEdges(SATResult* result, ConvexPolygon* first, ConvexPolygon* second) { + for (int i = 0; i < first->numVertices; i++) { + Vector2 normal = first->edges[i].normal; + + ProjectionResult firstProj = getProjection(first->transformedVertices, first->numVertices, normal); + ProjectionResult secondProj = getProjection(second->transformedVertices, second->numVertices, normal); + + if (!projectionsOverlap(firstProj.projection, secondProj.projection)) { + return false; + } + + float32 overlap = getProjectionOverlap(firstProj.projection, secondProj.projection); + if (overlap < result->minOverlap) { + result->minOverlap = overlap; + result->minOverlapEdge = &first->edges[i]; + + // The overlapPoint will be the point on the other shape that penetrated the edge. + // If we caught the intersection reasonably early, it should be the point on 'second' + // that is nearest to the points on 'first'. + float32 min1min2 = (firstProj.minVertex - secondProj.minVertex).length(); + float32 min1max2 = (firstProj.minVertex - secondProj.maxVertex).length(); + float32 max1max2 = (firstProj.maxVertex - secondProj.maxVertex).length(); + float32 max1min2 = (firstProj.maxVertex - secondProj.minVertex).length(); + + float32 closest = MIN(min1min2, MIN(min1max2, MIN(max1max2, max1min2))); + if (closest == min1min2 || closest == max1min2) { + result->overlapPoint = secondProj.minVertex; + } else { + result->overlapPoint = secondProj.maxVertex; + } + } + } + + return true; +} + +const float32 EPSILON = 1.f; +IntersectionResult getIntersection(ConvexPolygon* first, ConvexPolygon* second) { + IntersectionResult ir; + SATResult sat; + + if (!runSatForShapesEdges(&sat, first, second)) { + return ir; + } + + if (!runSatForShapesEdges(&sat, second, first)) { + return ir; + } + + ir.intersect = true; + ir.relativeVelocity = first->body.velocity - second->body.velocity; + ir.collisionNormal = sat.minOverlapEdge->normal; + ir.firstPointOfApplication = sat.overlapPoint - first->body.position; + ir.secondPointOfApplication = sat.overlapPoint - second->body.position;; + + return ir; +} |