changed src so the libpg headers are now used
[physics.git] / src / collisionManager.cpp
... / ...
CommitLineData
1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#include "collisionManager.h"
19
20#include <pg/debug.h>
21#include <pg/Vector2.h>
22#include <pg/mathw.h>
23
24#include "Entities/Ball.h"
25#include "Entities/Polygon.h"
26#include "Entities/PhysicsEntity.h"
27
28#include "CollisionInfo.h"
29
30/// ***** Private Method Headers *****
31
32static void clearEntities();
33static void placeEntity(PhysicsEntity*);
34static void updateEntities();
35
36static void applyCollision(PhysicsEntity*, PhysicsEntity*);
37static void applyCollision(Ball*, Ball*);
38static void applyCollision(Polygon*, Ball*);
39
40static bool getInfo(const Ball*, const Ball*, CollisionInfo*);
41static bool getInfo(const Polygon*, const Ball*, CollisionInfo*);
42
43/// ***** Private Variables *****
44
45static const int sc_ixDivisions = 20;
46static const int sc_iyDivisions = 16;
47static const int sc_ixScreenSize = 800;
48static const int sc_iyScreenSize = 600;
49
50setPhys divisions[sc_ixDivisions][sc_iyDivisions];
51
52/// ***** Initializers/Cleaners *****
53
54void collision::init()
55{
56
57}
58void collision::clean()
59{
60
61}
62
63/// ***** Public Methods *****
64
65void collision::update(setPhys& sp)
66{
67 clearEntities();
68
69 for( setPhys::iterator it = sp.begin();
70 it != sp.end();
71 it++ )
72 {
73 placeEntity(*it);
74 }
75
76 updateEntities();
77}
78
79/// ***** Private Methods *****
80
81void clearEntities()
82{
83 for( int x = 0;
84 x < sc_ixDivisions;
85 x++ )
86 {
87 for( int y = 0;
88 y < sc_iyDivisions;
89 y++ )
90 {
91 divisions[x][y].clear();
92 }
93 }
94}
95
96void placeEntity(PhysicsEntity* ppe)
97{
98 DASSERT(ppe != NULL);
99
100 Vector2 vecMin;
101 Vector2 vecMax;
102
103 { // Ball case
104 Ball* pBall = dynamic_cast<Ball*>(ppe);
105
106 if( pBall != NULL )
107 {
108 const float& xb = pBall->positionRaw().m_fX;
109 const float& yb = pBall->positionRaw().m_fY;
110 const float& rad = pBall->radius;
111
112 vecMin.m_fX = xb - rad;
113 vecMin.m_fY = yb - rad;
114 vecMax.m_fX = xb + rad;
115 vecMax.m_fY = yb + rad;
116
117 goto start;
118 }
119 }
120
121 { // Polygon case
122 Polygon* pPoly = dynamic_cast<Polygon*>(ppe);
123
124 if( pPoly != NULL )
125 {
126 vecMin = pPoly->minP;
127 vecMax = pPoly->maxP;
128
129 goto start;
130 }
131 }
132
133 DPF(0, "ENTITY TYPE NOT SUPPORTED BY placeEntity()!!");
134 return;
135
136start:
137 for( int x = static_cast<int>( vecMin.m_fX / (sc_ixScreenSize / sc_ixDivisions) );
138 x <= static_cast<int>( vecMax.m_fX / (sc_ixScreenSize / sc_ixDivisions) );
139 x++ )
140 {
141 if(x < 0 || sc_ixDivisions <= x)
142 break;
143
144 for( int y = static_cast<int>( vecMin.m_fY / (sc_iyScreenSize / sc_iyDivisions) );
145 y <= static_cast<int>( vecMax.m_fY / (sc_iyScreenSize / sc_iyDivisions) );
146 y++ )
147 {
148 if(y < 0 || sc_iyDivisions <= y)
149 break;
150
151 divisions[x][y].insert(ppe);
152 }
153 }
154}
155
156void updateEntities()
157{
158 for( int x = 0;
159 x < sc_ixDivisions;
160 x++ )
161 {
162 for( int y = 0;
163 y < sc_iyDivisions;
164 y++ )
165 {
166 for( setPhys::iterator it1 = divisions[x][y].begin();
167 it1 != divisions[x][y].end();
168 it1++ )
169 {
170 for( setPhys::iterator it2 = divisions[x][y].begin();
171 it2 != divisions[x][y].end();
172 it2++ )
173 {
174 if( *it1 == *it2 )
175 break;
176
177 applyCollision(*it1, *it2);
178 }
179 }
180 }
181 }
182}
183
184void applyCollision(PhysicsEntity* ppe1, PhysicsEntity* ppe2)
185{
186 DASSERT(ppe1 != NULL && ppe2 != NULL);
187
188 {// Ball vs Ball
189 Ball* pb1 = dynamic_cast<Ball*>(ppe1);
190 Ball* pb2 = dynamic_cast<Ball*>(ppe2);
191
192 if( pb1 != NULL && pb2 != NULL )
193 {
194 applyCollision(pb1, pb2);
195 return;
196 }
197 }
198
199 {// Polygon vs Ball
200 Polygon* pPoly = dynamic_cast<Polygon*>(ppe1);
201 Ball* pBall = dynamic_cast<Ball*>(ppe2);
202
203 if( pPoly != NULL && pBall != NULL )
204 {
205 applyCollision(pPoly, pBall);
206 return;
207 }
208 }
209
210 {// Ball vs Polygon
211 Polygon* pPoly = dynamic_cast<Polygon*>(ppe2);
212 Ball* pBall = dynamic_cast<Ball*>(ppe1);
213
214 if( pPoly != NULL && pBall != NULL )
215 {
216 applyCollision(pPoly, pBall);
217 return;
218 }
219 }
220
221 DPF(0, "ENTITY TYPE NOT SUPPORTED BY applyCollision()!!");
222}
223
224void applyCollision(Ball* pb1, Ball* pb2)
225{
226 DASSERT(pb1 != NULL && pb2 != NULL);
227
228 CollisionInfo cInfo;
229
230 if(!getInfo(pb1, pb2, &cInfo))
231 return;
232
233 // a few values to simplify the equations
234 const Vector2& vecNormal = cInfo.m_vecNormal;
235 const Vector2& vecPoint = cInfo.m_vecPoint;
236
237 float m1 = pb1->mass;
238 float m2 = pb2->mass;
239
240 float e = (pb1->CoR + pb2->CoR) / 2;
241
242 Vector2 v1 = pb1->velocityRaw();
243 Vector2 v2 = pb2->velocityRaw();
244
245
246 float iTop = -(e + 1) * (v1 - v2).dot(vecNormal);
247
248 // otherwise the collision happened and we do the math the below assumes
249 // collisions have no friction
250
251 float impulse = iTop / (vecNormal.dot(vecNormal) * (1 / m1 + 1 / m2));
252
253 pb1->applyImpulse(impulse / m1 * vecNormal, vecPoint);
254 pb2->applyImpulse(-impulse / m2 * vecNormal, vecPoint);
255}
256
257void applyCollision(Polygon* pPoly, Ball* pBall)
258{
259 DASSERT(pPoly != NULL && pBall != NULL);
260
261 CollisionInfo cInfo;
262
263 if(!getInfo(pPoly, pBall, &cInfo))
264 return;
265
266 // a few values to simplify the equations
267 const Vector2& vecNorm = cInfo.m_vecNormal;
268
269 float fCoR = pBall->CoR;
270 Vector2 vecVelo = pBall->velocityRaw();
271
272 // impulse divided by mass
273 float idm = (-(fCoR + 1) * vecVelo.dot(vecNorm))
274 / (vecNorm.dot(vecNorm));
275
276 pBall->applyImpulse(idm * vecNorm);
277
278 // HACK
279 // CoR penetration fix, adds the polygon-ball jitters
280
281 // from center to point
282 Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->radius;
283 pBall->applyNudge(cInfo.m_vecPoint + vecCollP - pBall->positionRaw());
284}
285
286bool getInfo(const Ball* pb1, const Ball* pb2, CollisionInfo* pcInfo)
287{
288 // a few values to simplify the equations
289 float r1 = pb1->radius;
290 float r2 = pb2->radius;
291
292 Vector2 p1 = pb1->positionRaw();
293 Vector2 p2 = pb2->positionRaw();
294 Vector2 v1 = pb1->velocityRaw();
295 Vector2 v2 = pb2->velocityRaw();
296
297 // quick binding box check
298 if (p1.m_fX - r1 > p2.m_fX + r2
299 || p1.m_fX + r1 < p2.m_fX - r2
300 || p1.m_fY - r1 > p2.m_fY + r2
301 || p1.m_fY + r1 < p2.m_fY - r2)
302 return false;
303
304 // test if not touching
305 if ((p1 - p2).sqrLength() >= (r1 + r2)*(r1 + r2))
306 return false;
307
308 // test if they are moving apart in some way if they are it's likely
309 // that they collided last frame and are still overlapping
310
311 if ((v1 - v2).dot(p1 - p2) >= 0)
312 return false;
313
314 pcInfo->m_vecPoint = p1 - (p1 - p2) * r1 / (r1 + r2);
315 pcInfo->m_vecNormal = p1 - p2;
316
317 return true;
318}
319
320bool getInfo(const Polygon* pPoly, const Ball* pBall, CollisionInfo* pcInfo)
321{
322 // a few values to simplify the equations
323 float fRad = pBall->radius;
324 Vector2 vecPos = pBall->positionRaw();
325 Vector2 vecVelo = pBall->velocityRaw();
326
327 float fMaxX = pPoly->maxP.m_fX;
328 float fMinX = pPoly->minP.m_fX;
329 float fMaxY = pPoly->maxP.m_fY;
330 float fMinY = pPoly->minP.m_fY;
331
332 // quick binding box check
333 if (vecPos.m_fX - fRad > fMaxX || vecPos.m_fX + fRad < fMinX ||
334 vecPos.m_fY - fRad > fMaxY || vecPos.m_fY + fRad < fMinY)
335 return false;
336
337
338 Vector2 vecTotVec;
339 int iTot = 0;
340
341 {
342 const vector<Vector2>& pts = pPoly->points;
343 unsigned int num = pts.size();
344
345 for (unsigned int i = 0; i < num; i++)
346 {
347 Vector2 vec = vectorToLine(vecPos,
348 pts[i].m_fX,
349 pts[i].m_fY,
350 pts[(i + 1) % num].m_fX,
351 pts[(i + 1) % num].m_fY);
352
353 if (vec.sqrLength() <= fRad*fRad && 0 < vec.dot(vecVelo))
354 {
355 vecTotVec += vec;
356 iTot += 1;
357 }
358 }
359 }
360
361 if (iTot <= 0)
362 return false;
363
364
365 pcInfo->m_vecPoint = vecTotVec / iTot + vecPos;
366 pcInfo->m_vecNormal = vecPos - pcInfo->m_vecPoint;
367
368 return true;
369}