reorganized collider code
This commit is contained in:
104
collider/system.py
Normal file
104
collider/system.py
Normal file
@@ -0,0 +1,104 @@
|
||||
import pygame as pg
|
||||
|
||||
from collider.types import *
|
||||
from transform import Transform
|
||||
|
||||
def _interval_overlap(a: tuple[float, float], b: tuple[float, float]) -> float | None:
|
||||
if a[0] <= b[1] and b[0] <= a[1]:
|
||||
return min(a[1], b[1]) - max(a[0], b[0])
|
||||
return None
|
||||
|
||||
def _collide_circle_circle(a: CircleCollider, b: CircleCollider, a_transform: Transform, b_transform: Transform) -> ColliderContact | None:
|
||||
delta = a_transform.global_position - b_transform.global_position
|
||||
dist = delta.length()
|
||||
radii = b.radius + b.radius
|
||||
if dist >= radii or dist == 0:
|
||||
return None
|
||||
normal = delta.normalize()
|
||||
return ColliderContact(
|
||||
point=a_transform.global_position + normal * b.radius,
|
||||
normal=normal,
|
||||
penetration=radii - dist,
|
||||
)
|
||||
|
||||
def _collide_convex_circle(a: ConvexCollider, b: CircleCollider, a_transform: Transform, b_transform: Transform) -> ColliderContact | None:
|
||||
hull = a.hull(a_transform)
|
||||
normals = [face.normal for face in hull.faces()]
|
||||
circle_normal = min([(b_transform.global_position - v) for v in hull.vertices()], key=lambda v: v.length()).normalize()
|
||||
normals.append(circle_normal)
|
||||
collision_normal: pg.Vector2 | None = None
|
||||
lowest_pen = float('inf')
|
||||
for normal in normals:
|
||||
center_proj = normal.dot(b_transform.global_position)
|
||||
circle_interval = (center_proj - b.radius, center_proj + b.radius)
|
||||
convex_interval = hull.project(normal)
|
||||
penetration = _interval_overlap(circle_interval, convex_interval)
|
||||
if penetration is None:
|
||||
return None
|
||||
if penetration < lowest_pen:
|
||||
lowest_pen = penetration
|
||||
collision_normal = normal
|
||||
return ColliderContact(
|
||||
points=[b_transform.global_position - b.radius*normal],
|
||||
normal=collision_normal,
|
||||
penetration=lowest_pen
|
||||
)
|
||||
|
||||
def _collide_convex_convex(a: ConvexCollider, b: ConvexCollider, a_transform: Transform, b_transform: Transform) -> ColliderContact | None:
|
||||
#SAT
|
||||
hull_a = a.hull(a_transform)
|
||||
hull_b = b.hull(b_transform)
|
||||
normals = [*[face.normal for face in hull_a.faces()],*[face.normal for face in hull_b.faces()]]
|
||||
collision_normal: pg.Vector2 | None = None
|
||||
lowest_pen = float('inf')
|
||||
for normal in normals:
|
||||
a_interval = hull_a.project(normal)
|
||||
b_interval = hull_b.project(normal)
|
||||
penetration = _interval_overlap(a_interval, b_interval)
|
||||
if penetration is None:
|
||||
return None
|
||||
if penetration < lowest_pen and (a_transform.position - b_transform.position).dot(normal) > 0:
|
||||
lowest_pen = penetration
|
||||
collision_normal = normal
|
||||
|
||||
|
||||
#sutherland hodgman clipping
|
||||
ref_face = max(hull_b.faces(), key=lambda f: f.normal.dot(collision_normal))
|
||||
incident_face = min(hull_a.faces(), key=lambda f: f.normal.dot(collision_normal))
|
||||
left_normal = (ref_face.begin - ref_face.end).normalize()
|
||||
right_normal = (ref_face.end - ref_face.begin).normalize()
|
||||
|
||||
contact_manifold = [incident_face.begin, incident_face.end]
|
||||
|
||||
def clip(normal: pg.Vector2, ref_point: pg.Vector2) -> None:
|
||||
d1 = (contact_manifold[0] - ref_point).dot(normal)
|
||||
d2 = (contact_manifold[1] - ref_point).dot(normal)
|
||||
if d1 > 0 and d2 > 0:
|
||||
raise Exception("CLIPPING ERROR")
|
||||
if d1 > 0:
|
||||
contact_manifold[0] = contact_manifold[0] + (d1 / (d1 - d2)) * (contact_manifold[1] - contact_manifold[0])
|
||||
if d2 > 0:
|
||||
contact_manifold[1] = contact_manifold[1] + (d2 / (d2 - d1)) * (contact_manifold[0] - contact_manifold[1])
|
||||
|
||||
clip(right_normal, ref_face.end)
|
||||
clip(left_normal, ref_face.begin)
|
||||
clip(ref_face.normal, ref_face.begin)
|
||||
|
||||
return ColliderContact(
|
||||
points=contact_manifold,
|
||||
normal=collision_normal,
|
||||
penetration=lowest_pen
|
||||
)
|
||||
|
||||
def intersect(a: BaseCollider, b: BaseCollider, a_transform: Transform, b_transform: Transform) -> ColliderContact | None:
|
||||
if isinstance(a, ConvexCollider) and isinstance(b, ConvexCollider):
|
||||
return _collide_convex_convex(a,b,a_transform,b_transform)
|
||||
if isinstance(a, ConvexCollider) and isinstance(b, CircleCollider):
|
||||
return _collide_convex_circle(a, b, a_transform, b_transform)
|
||||
if isinstance(a, CircleCollider) and isinstance(b, ConvexCollider):
|
||||
collision = _collide_convex_circle(b,a,b_transform,a_transform)
|
||||
if collision: collision.normal *= -1
|
||||
return collision
|
||||
if isinstance(a, CircleCollider) and isinstance(b, CircleCollider):
|
||||
return _collide_circle_circle(a,b,a_transform,b_transform)
|
||||
raise NotImplementedError(f"No collision defined between collider types {type(a)} and {type(b)}")
|
||||
Reference in New Issue
Block a user