named members m_* to quite -Wshadow
[physics.git] / src / collisionManager.cpp
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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 <bear/debug.h>
21#include <bear/Vector2.h>
22#include <bear/mathw.h>
23using namespace bear;
24
25#include "Entities/Ball.h"
26#include "Entities/Polygon.h"
27#include "Entities/PhysicsEntity.h"
28
29#include "CollisionInfo.h"
30
31/// ***** Private Method Headers *****
32
33static void clearEntities();
34static void placeEntity(PhysicsEntity*);
35static void updateEntities();
36
37static void applyCollision(PhysicsEntity*, PhysicsEntity*);
38static void applyCollision(Ball*, Ball*);
39static void applyCollision(Polygon*, Ball*);
40
41static bool getInfo(const Ball*, const Ball*, CollisionInfo*);
42static bool getInfo(const Polygon*, const Ball*, CollisionInfo*);
43
44/// ***** Private Variables *****
45
46static const int sc_ixDivisions = 20;
47static const int sc_iyDivisions = 16;
48static const int sc_ixScreenSize = 800;
49static const int sc_iyScreenSize = 600;
50
51setPhys divisions[sc_ixDivisions][sc_iyDivisions];
52
53/// ***** Initializers/Cleaners *****
54
55void collision::init()
56{
57
58}
59void collision::clean()
60{
61
62}
63
64/// ***** Public Methods *****
65
66void collision::update(setPhys& sp)
67{
68 clearEntities();
69
70 for( setPhys::iterator it = sp.begin();
71 it != sp.end();
72 it++ )
73 {
74 placeEntity(*it);
75 }
76
77 updateEntities();
78}
79
80/// ***** Private Methods *****
81
82void clearEntities()
83{
84 for( int x = 0;
85 x < sc_ixDivisions;
86 x++ )
87 {
88 for( int y = 0;
89 y < sc_iyDivisions;
90 y++ )
91 {
92 divisions[x][y].clear();
93 }
94 }
95}
96
97void placeEntity(PhysicsEntity* ppe)
98{
99 DASSERT(ppe != NULL);
100
101 Vector2 vecMin;
102 Vector2 vecMax;
103
104 { // Ball case
105 Ball* pBall = dynamic_cast<Ball*>(ppe);
106
107 if( pBall != NULL )
108 {
109 const float& xb = pBall->positionRaw().m_fX;
110 const float& yb = pBall->positionRaw().m_fY;
111 const float& rad = pBall->m_radius;
112
113 vecMin.m_fX = xb - rad;
114 vecMin.m_fY = yb - rad;
115 vecMax.m_fX = xb + rad;
116 vecMax.m_fY = yb + rad;
117
118 goto start;
119 }
120 }
121
122 { // Polygon case
123 Polygon* pPoly = dynamic_cast<Polygon*>(ppe);
124
125 if( pPoly != NULL )
126 {
127 vecMin = pPoly->m_minP;
128 vecMax = pPoly->m_maxP;
129
130 goto start;
131 }
132 }
133
134 DPF(0, "ENTITY TYPE NOT SUPPORTED BY placeEntity()!!");
135 return;
136
137start:
138 for( int x = static_cast<int>( vecMin.m_fX / (sc_ixScreenSize / sc_ixDivisions) );
139 x <= static_cast<int>( vecMax.m_fX / (sc_ixScreenSize / sc_ixDivisions) );
140 x++ )
141 {
142 if(x < 0 || sc_ixDivisions <= x)
143 break;
144
145 for( int y = static_cast<int>( vecMin.m_fY / (sc_iyScreenSize / sc_iyDivisions) );
146 y <= static_cast<int>( vecMax.m_fY / (sc_iyScreenSize / sc_iyDivisions) );
147 y++ )
148 {
149 if(y < 0 || sc_iyDivisions <= y)
150 break;
151
152 divisions[x][y].insert(ppe);
153 }
154 }
155}
156
157void updateEntities()
158{
159 for( int x = 0;
160 x < sc_ixDivisions;
161 x++ )
162 {
163 for( int y = 0;
164 y < sc_iyDivisions;
165 y++ )
166 {
167 for( setPhys::iterator it1 = divisions[x][y].begin();
168 it1 != divisions[x][y].end();
169 it1++ )
170 {
171 for( setPhys::iterator it2 = divisions[x][y].begin();
172 it2 != divisions[x][y].end();
173 it2++ )
174 {
175 if( *it1 == *it2 )
176 break;
177
178 applyCollision(*it1, *it2);
179 }
180 }
181 }
182 }
183}
184
185void applyCollision(PhysicsEntity* ppe1, PhysicsEntity* ppe2)
186{
187 DASSERT(ppe1 != NULL && ppe2 != NULL);
188
189 {// Ball vs Ball
190 Ball* pb1 = dynamic_cast<Ball*>(ppe1);
191 Ball* pb2 = dynamic_cast<Ball*>(ppe2);
192
193 if( pb1 != NULL && pb2 != NULL )
194 {
195 applyCollision(pb1, pb2);
196 return;
197 }
198 }
199
200 {// Polygon vs Ball
201 Polygon* pPoly = dynamic_cast<Polygon*>(ppe1);
202 Ball* pBall = dynamic_cast<Ball*>(ppe2);
203
204 if( pPoly != NULL && pBall != NULL )
205 {
206 applyCollision(pPoly, pBall);
207 return;
208 }
209 }
210
211 {// Ball vs Polygon
212 Polygon* pPoly = dynamic_cast<Polygon*>(ppe2);
213 Ball* pBall = dynamic_cast<Ball*>(ppe1);
214
215 if( pPoly != NULL && pBall != NULL )
216 {
217 applyCollision(pPoly, pBall);
218 return;
219 }
220 }
221
222 DPF(0, "ENTITY TYPE NOT SUPPORTED BY applyCollision()!!");
223}
224
225void applyCollision(Ball* pb1, Ball* pb2)
226{
227 DASSERT(pb1 != NULL && pb2 != NULL);
228
229 CollisionInfo cInfo;
230
231 if(!getInfo(pb1, pb2, &cInfo))
232 return;
233
234 // a few values to simplify the equations
235 const Vector2& vecNormal = cInfo.m_vecNormal;
236 const Vector2& vecPoint = cInfo.m_vecPoint;
237
238 float m1 = pb1->m_mass;
239 float m2 = pb2->m_mass;
240
241 float e = (pb1->m_CoR + pb2->m_CoR) / 2;
242
243 Vector2 v1 = pb1->velocityRaw();
244 Vector2 v2 = pb2->velocityRaw();
245
246
247 float iTop = -(e + 1) * (v1 - v2).dot(vecNormal);
248
249 // otherwise the collision happened and we do the math the below assumes
250 // collisions have no friction
251
252 float impulse = iTop / (vecNormal.dot(vecNormal) * (1 / m1 + 1 / m2));
253
254 pb1->applyImpulse(impulse / m1 * vecNormal, vecPoint);
255 pb2->applyImpulse(-impulse / m2 * vecNormal, vecPoint);
256}
257
258void applyCollision(Polygon* pPoly, Ball* pBall)
259{
260 DASSERT(pPoly != NULL && pBall != NULL);
261
262 CollisionInfo cInfo;
263
264 if(!getInfo(pPoly, pBall, &cInfo))
265 return;
266
267 // a few values to simplify the equations
268 const Vector2& vecNorm = cInfo.m_vecNormal;
269
270 float fCoR = pBall->m_CoR;
271 Vector2 vecVelo = pBall->velocityRaw();
272
273 // impulse divided by mass
274 float idm = (-(fCoR + 1) * vecVelo.dot(vecNorm))
275 / (vecNorm.dot(vecNorm));
276
277 pBall->applyImpulse(idm * vecNorm);
278
279 // HACK
280 // CoR penetration fix, adds the polygon-ball jitters
281
282 // from center to point
283 Vector2 vecCollP = vecNorm / vecNorm.length() * pBall->m_radius;
284 pBall->applyNudge(cInfo.m_vecPoint + vecCollP - pBall->positionRaw());
285}
286
287bool getInfo(const Ball* pb1, const Ball* pb2, CollisionInfo* pcInfo)
288{
289 // a few values to simplify the equations
290 float r1 = pb1->m_radius;
291 float r2 = pb2->m_radius;
292
293 Vector2 p1 = pb1->positionRaw();
294 Vector2 p2 = pb2->positionRaw();
295 Vector2 v1 = pb1->velocityRaw();
296 Vector2 v2 = pb2->velocityRaw();
297
298 // quick binding box check
299 if (p1.m_fX - r1 > p2.m_fX + r2
300 || p1.m_fX + r1 < p2.m_fX - r2
301 || p1.m_fY - r1 > p2.m_fY + r2
302 || p1.m_fY + r1 < p2.m_fY - r2)
303 return false;
304
305 // test if not touching
306 if ((p1 - p2).sqrLength() >= (r1 + r2)*(r1 + r2))
307 return false;
308
309 // test if they are moving apart in some way if they are it's likely
310 // that they collided last frame and are still overlapping
311
312 if ((v1 - v2).dot(p1 - p2) >= 0)
313 return false;
314
315 pcInfo->m_vecPoint = p1 - (p1 - p2) * r1 / (r1 + r2);
316 pcInfo->m_vecNormal = p1 - p2;
317
318 return true;
319}
320
321bool getInfo(const Polygon* pPoly, const Ball* pBall, CollisionInfo* pcInfo)
322{
323 // a few values to simplify the equations
324 float fRad = pBall->m_radius;
325 Vector2 vecPos = pBall->positionRaw();
326 Vector2 vecVelo = pBall->velocityRaw();
327
328 float fMaxX = pPoly->m_maxP.m_fX;
329 float fMinX = pPoly->m_minP.m_fX;
330 float fMaxY = pPoly->m_maxP.m_fY;
331 float fMinY = pPoly->m_minP.m_fY;
332
333 // quick binding box check
334 if (vecPos.m_fX - fRad > fMaxX || vecPos.m_fX + fRad < fMinX ||
335 vecPos.m_fY - fRad > fMaxY || vecPos.m_fY + fRad < fMinY)
336 return false;
337
338
339 Vector2 vecTotVec;
340 int iTot = 0;
341
342 {
343 const vector<Vector2>& pts = pPoly->m_points;
344 unsigned int num = pts.size();
345
346 for (unsigned int i = 0; i < num; i++)
347 {
348 Vector2 vec = vectorToLine(vecPos,
349 pts[i].m_fX,
350 pts[i].m_fY,
351 pts[(i + 1) % num].m_fX,
352 pts[(i + 1) % num].m_fY);
353
354 if (vec.sqrLength() <= fRad*fRad && 0 < vec.dot(vecVelo))
355 {
356 vecTotVec += vec;
357 iTot += 1;
358 }
359 }
360 }
361
362 if (iTot <= 0)
363 return false;
364
365
366 pcInfo->m_vecPoint = vecTotVec / iTot + vecPos;
367 pcInfo->m_vecNormal = vecPos - pcInfo->m_vecPoint;
368
369 return true;
370}