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-rwxr-xr-xfrontend/2d/_collisions/rectangle_line/dist/output.wasmbin50694 -> 50712 bytes
-rw-r--r--frontend/2d/_collisions/rectangle_line/main.cpp2
-rwxr-xr-xfrontend/2d/_collisions/rectangle_rectangle/dist/output.wasmbin47175 -> 51583 bytes
-rw-r--r--frontend/2d/_collisions/rectangle_rectangle/main.cpp107
4 files changed, 70 insertions, 39 deletions
diff --git a/frontend/2d/_collisions/rectangle_line/dist/output.wasm b/frontend/2d/_collisions/rectangle_line/dist/output.wasm
index dd44607..f23eebd 100755
--- a/frontend/2d/_collisions/rectangle_line/dist/output.wasm
+++ b/frontend/2d/_collisions/rectangle_line/dist/output.wasm
Binary files differ
diff --git a/frontend/2d/_collisions/rectangle_line/main.cpp b/frontend/2d/_collisions/rectangle_line/main.cpp
index 9ccbc7e..74e1ec2 100644
--- a/frontend/2d/_collisions/rectangle_line/main.cpp
+++ b/frontend/2d/_collisions/rectangle_line/main.cpp
@@ -246,7 +246,7 @@ void resolveCollision(Rigidbody* first, Rigidbody* second, IntersectionResult* i
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);
+ 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;
diff --git a/frontend/2d/_collisions/rectangle_rectangle/dist/output.wasm b/frontend/2d/_collisions/rectangle_rectangle/dist/output.wasm
index 9038de5..c13cd15 100755
--- a/frontend/2d/_collisions/rectangle_rectangle/dist/output.wasm
+++ b/frontend/2d/_collisions/rectangle_rectangle/dist/output.wasm
Binary files differ
diff --git a/frontend/2d/_collisions/rectangle_rectangle/main.cpp b/frontend/2d/_collisions/rectangle_rectangle/main.cpp
index b4e307e..6b7b8dd 100644
--- a/frontend/2d/_collisions/rectangle_rectangle/main.cpp
+++ b/frontend/2d/_collisions/rectangle_rectangle/main.cpp
@@ -9,6 +9,7 @@
#include <unistd.h>
#include <pthread.h>
#include <cmath>
+#include <cfloat>
struct Rigidbody {
Vector2 force = { 0, 0 };
@@ -62,6 +63,7 @@ struct IntersectionResult {
struct Rectangle {
OrthographicShape shape;
Rigidbody body;
+ Rigidbody previousBody;
Vector4 color;
float32 width = 0.f;
float32 height = 0.f;
@@ -92,6 +94,8 @@ struct Rectangle {
}
void update(float32 dtSeconds) {
+ previousBody = body;
+
body.update(dtSeconds);
shape.model = Mat4x4().translateByVec2(body.position).rotate2D(body.rotation);
}
@@ -104,6 +108,10 @@ struct Rectangle {
shape.unload();
}
+ void restorePreviousBody() {
+ body = previousBody;
+ }
+
// 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 };
@@ -163,21 +171,21 @@ int main() {
void load() {
renderer.load(&context);
- rectangleList[0].load(&renderer, Vector4 { 135.f, 135.f, 35.f, 255.f }, 24.f, 32.f);
+ 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, 135.f, 135.f, 255.f }, 64.f, 96.f);
+ 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 { 135.f, 35.f, 135.f, 255.f }, 64.f, 32.f);
+ 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, 135.f, 35.f, 255.f }, 8.f, 16.f);
+ 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;
@@ -205,6 +213,12 @@ 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;
@@ -220,6 +234,9 @@ IntersectionResult getIntersection(Rectangle* first, Rectangle* second) {
Vector2 secondPoints[4];
second->getPoints(secondPoints);
+ float32 minOverlap = FLT_MAX;
+ Vector2 minOverlapAxis;
+
for (int i = 0; i < 4; i++) {
Vector2 normal = firstNormals[i];
@@ -229,6 +246,12 @@ IntersectionResult getIntersection(Rectangle* first, Rectangle* second) {
if (!projectionsOverlap(firstProj, secondProj)) {
return ir;
}
+
+ float32 overlap = getProjectionOverlap(firstProj, secondProj);
+ if (overlap < minOverlap) {
+ minOverlap = overlap;
+ minOverlapAxis = normal;
+ }
}
for (int i = 0; i < 4; i++) {
@@ -240,10 +263,17 @@ IntersectionResult getIntersection(Rectangle* first, Rectangle* second) {
if (!projectionsOverlap(firstProj, secondProj)) {
return ir;
}
+
+ float32 overlap = getProjectionOverlap(firstProj, secondProj);
+ if (overlap < minOverlap) {
+ minOverlap = overlap;
+ minOverlapAxis = normal;
+ }
}
- printf("We are overlapping\n");
-
+ ir.intersect = true;
+ ir.relativeVelocity = first->body.velocity - second->body.velocity;
+ ir.collisionNormal = minOverlapAxis;
return ir;
}
@@ -259,13 +289,14 @@ void resolveCollision(Rigidbody* first, Rigidbody* second, IntersectionResult* i
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 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;
+
+ //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) {
@@ -281,42 +312,42 @@ void update(float32 deltaTimeSeconds, void* userData) {
Rectangle* second = &rectangleList[j];
IntersectionResult ir = getIntersection(first, second);
- }
- }
-
- /*for (int32 segmentIndex = 0; segmentIndex < 4; segmentIndex++) {
- IntersectionResult ir = getIntersection(&rectangle, &segmentList[segmentIndex]);
- if (!ir.intersect) {
- continue;
- }
+ if (!ir.intersect) {
+ continue;
+ }
- // Handle collison here
- IntersectionResult irCopy = ir;
- float32 copyDt = deltaTimeSeconds;
+ // Handle collison here
+ IntersectionResult irCopy = ir;
+ float32 copyDt = deltaTimeSeconds;
- do {
- ir = irCopy;
- rectangle = rectCopy;
- copyDt = copyDt /= 2.f;
+ do {
+ first->restorePreviousBody();
+ second->restorePreviousBody();
+
+ ir = irCopy;
+ copyDt = copyDt /= 2.f;
- rectangle.update(copyDt);
- irCopy = getIntersection(&rectangle, &segmentList[segmentIndex]);
+ first->update(copyDt);
+ second->update(copyDt);
+
+ irCopy = getIntersection(first, second);
- if (copyDt <= 0.f) {
- printf("Error: Should not be happening.\n");
- break;
- }
+ if (copyDt <= 0.f) {
+ printf("Error: Should not be happening.\n");
+ break;
+ }
- } while (irCopy.intersect);
+ } while (irCopy.intersect);
- printf("Found intersection at timestamp: %f\n", copyDt);
+ printf("Found intersection at timestamp: %f\n", copyDt);
- resolveCollision(&rectangle.body, &segmentList[segmentIndex].body, &ir);
- float32 frameTimeRemaining = deltaTimeSeconds - copyDt;
-
- update(frameTimeRemaining, userData);
- return;
- }*/
+ resolveCollision(&first->body, &second->body, &ir);
+ float32 frameTimeRemaining = deltaTimeSeconds - copyDt;
+
+ first->update(frameTimeRemaining);
+ second->update(frameTimeRemaining);
+ }
+ }
// Renderer
renderer.render();