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-rwxr-xr-x2d/_collisions/polygon_polygon/dist/output.wasmbin57631 -> 57769 bytes
-rw-r--r--2d/_collisions/polygon_polygon/main.cpp31
2 files changed, 22 insertions, 9 deletions
diff --git a/2d/_collisions/polygon_polygon/dist/output.wasm b/2d/_collisions/polygon_polygon/dist/output.wasm
index 5b2ba39..d865038 100755
--- a/2d/_collisions/polygon_polygon/dist/output.wasm
+++ b/2d/_collisions/polygon_polygon/dist/output.wasm
Binary files differ
diff --git a/2d/_collisions/polygon_polygon/main.cpp b/2d/_collisions/polygon_polygon/main.cpp
index 8648e94..ff01e52 100644
--- a/2d/_collisions/polygon_polygon/main.cpp
+++ b/2d/_collisions/polygon_polygon/main.cpp
@@ -115,8 +115,7 @@ struct ConvexPolygon {
Rigidbody previousBody;
Vector4 color;
int32 numVertices = 3;
- float32 width = 0.f;
- float32 height = 0.f;
+ float32 radius = 0.f;
Vector2* originalVertices;
Vector2* transformedVertices;
@@ -138,14 +137,14 @@ struct ConvexPolygon {
int32 indexPosition = vidx * 3;
float32 firstAngle = angleIncrements * vidx;
- shaderVertices[indexPosition].position = { cosf(firstAngle) * width, sinf(firstAngle) * height };
+ shaderVertices[indexPosition].position = { cosf(firstAngle) * radius, sinf(firstAngle) * radius };
originalVertices[vidx] = shaderVertices[indexPosition].position;
shaderVertices[indexPosition + 1].position = { 0.f, 0.f };
float32 secondAngle = angleIncrements * (vidx + 1);
- shaderVertices[indexPosition + 2].position = { cosf(secondAngle) * width, sinf(secondAngle) * height };
+ shaderVertices[indexPosition + 2].position = { cosf(secondAngle) * radius, sinf(secondAngle) * radius };
// Apply some global stylings
for (int subIdx = 0; subIdx < 3; subIdx++) {
@@ -159,7 +158,7 @@ struct ConvexPolygon {
edges = new Edge[numVertices]; // This will be filled in later when we are doing our SAT calculation.
// Calculate moment of inertia
- body.momentOfInertia = (PI * (width * height * body.mass)) / 4.f;
+ body.momentOfInertia = (PI * (radius * radius * body.mass)) / 4.f;
}
void update(float32 dtSeconds) {
@@ -167,7 +166,9 @@ struct ConvexPolygon {
body.update(dtSeconds);
shape.model = Mat4x4().translateByVec2(body.position).rotate2D(body.rotation);
+ }
+ void calculateTransformedVertices() {
// Populate the current position of our edges. Note that this might be slow depending
// on how many edges your shaped have.
for (int vidx = 0; vidx < numVertices; vidx++) {
@@ -177,7 +178,7 @@ struct ConvexPolygon {
Vector2 end = shape.model * originalVertices[vidx == numVertices - 1 ? 0 : vidx + 1];
edges[vidx] = { (end - start).getPerp(), start, end };
}
- }
+ }
void restorePreviousBody() {
body = previousBody;
@@ -244,8 +245,7 @@ void load() {
polygons[index].body.mass = 8.f;
}
- polygons[index].width = (polygons[index].body.mass / 2.f) * 20.f;
- polygons[index].height = (polygons[index].body.mass / 2.f) * 20.f;
+ polygons[index].radius = (polygons[index].body.mass / 2.f) * 20.f;
polygons[index].numVertices = (index + 1) * 3;
polygons[index].color = Vector4 {
@@ -383,17 +383,30 @@ void resolveCollision(Rigidbody* first, Rigidbody* second, IntersectionResult* i
second->rotationalVelocity = second->rotationalVelocity - secondPerp.dot(collisionNormal * impulseMagnitude) / second->momentOfInertia;
}
+bool circleHitBoxesIntersect(ConvexPolygon* first, ConvexPolygon* second) {
+ return (first->body.position - second->body.position).length() <= (first->radius + second->radius);
+}
+
void update(float32 deltaTimeSeconds, void* userData) {
// Update
for (int p = 0; p < 4; p++) {
polygons[p].update(deltaTimeSeconds);
}
- // Check collisions with other rectangles
+ // Collision detection
for (int i = 0; i < 4; i++) {
ConvexPolygon* first = &polygons[i];
for (int j = i + 1; j < 4; j++) {
ConvexPolygon* second = &polygons[j];
+
+ if (!circleHitBoxesIntersect(first, second)) {
+ continue;
+ }
+
+ printf("Might intersect\n");
+
+ first->calculateTransformedVertices();
+ second->calculateTransformedVertices();
IntersectionResult ir = getIntersection(first, second);
if (!ir.intersect) {