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-rw-r--r--frontend/2d/_collisions/rectangle_rectangle.html1
-rw-r--r--frontend/2d/_collisions/rectangle_rectangle.html.content1
-rwxr-xr-xfrontend/2d/_collisions/rectangle_rectangle/dist/output.wasmbin41169 -> 47175 bytes
-rw-r--r--frontend/2d/_collisions/rectangle_rectangle/main.cpp101
4 files changed, 103 insertions, 0 deletions
diff --git a/frontend/2d/_collisions/rectangle_rectangle.html b/frontend/2d/_collisions/rectangle_rectangle.html
index 03829ce..8b10ab6 100644
--- a/frontend/2d/_collisions/rectangle_rectangle.html
+++ b/frontend/2d/_collisions/rectangle_rectangle.html
@@ -119,6 +119,7 @@ Vector2 getNormalToLineSegment(LineSegment* segment) {
<footer id="references">
<h2>References</h2>
<ul>
+ <li><a href="https://dyn4j.org/2010/01/sat/">Great SAT Explanation</a></li>
</ul>
</footer>
</section>
diff --git a/frontend/2d/_collisions/rectangle_rectangle.html.content b/frontend/2d/_collisions/rectangle_rectangle.html.content
index 30e34d8..b994f45 100644
--- a/frontend/2d/_collisions/rectangle_rectangle.html.content
+++ b/frontend/2d/_collisions/rectangle_rectangle.html.content
@@ -69,6 +69,7 @@ Vector2 getNormalToLineSegment(LineSegment* segment) {
<footer id="references">
<h2>References</h2>
<ul>
+ <li><a href="https://dyn4j.org/2010/01/sat/">Great SAT Explanation</a></li>
</ul>
</footer>
</section>
diff --git a/frontend/2d/_collisions/rectangle_rectangle/dist/output.wasm b/frontend/2d/_collisions/rectangle_rectangle/dist/output.wasm
index 951a3b6..9038de5 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 eda76d4..b4e307e 100644
--- a/frontend/2d/_collisions/rectangle_rectangle/main.cpp
+++ b/frontend/2d/_collisions/rectangle_rectangle/main.cpp
@@ -103,6 +103,41 @@ struct Rectangle {
void unload() {
shape.unload();
}
+
+ // 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(Vector2* edgeList) {
+ Vector2 pointsList[4];
+ getPoints(pointsList);
+
+ for (int i = 0; i < 4; i++) {
+ if (i + 1 == 4) {
+ edgeList[i] = pointsList[i] - pointsList[0];
+ } else {
+ edgeList[i] = pointsList[i] - pointsList[i + 1];
+ }
+ }
+ }
+
+ void getNormals(Vector2* normalList) {
+ Vector2 edgeList[4];
+ getEdges(edgeList);
+
+ for (int i = 0; i < 4; i++) {
+ normalList[i] = edgeList[i].getPerp().normalize();
+ }
+ }
};
@@ -149,11 +184,67 @@ void load() {
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;
+}
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
+ Vector2 firstNormals[4];
+ first->getNormals(firstNormals);
+ Vector2 firstPoints[4];
+ first->getPoints(firstPoints);
+
+ Vector2 secondNormals[4];
+ second->getNormals(secondNormals);
+ Vector2 secondPoints[4];
+ second->getPoints(secondPoints);
+
+ for (int i = 0; i < 4; i++) {
+ Vector2 normal = firstNormals[i];
+
+ Vector2 firstProj = getProjection(firstPoints, normal);
+ Vector2 secondProj = getProjection(secondPoints, normal);
+
+ if (!projectionsOverlap(firstProj, secondProj)) {
+ return ir;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ Vector2 normal = secondNormals[i];
+
+ Vector2 firstProj = getProjection(firstPoints, normal);
+ Vector2 secondProj = getProjection(secondPoints, normal);
+
+ if (!projectionsOverlap(firstProj, secondProj)) {
+ return ir;
+ }
+ }
+
+ printf("We are overlapping\n");
+
+
return ir;
}
@@ -183,6 +274,16 @@ void update(float32 deltaTimeSeconds, void* userData) {
rectangleList[r].update(deltaTimeSeconds);
}
+ // Check collisions
+ 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);
+ }
+ }
+
/*for (int32 segmentIndex = 0; segmentIndex < 4; segmentIndex++) {
IntersectionResult ir = getIntersection(&rectangle, &segmentList[segmentIndex]);
if (!ir.intersect) {