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( points=[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) closest_vertex = hull.closest_vertex(b_transform.global_position) circle_normal = (b_transform.global_position-closest_vertex).normalize() normals = [*[face.normal for face in hull.faces()], circle_normal] lowest_pen = float('inf') collision_normal = None 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 and (a_transform.position - b_transform.position).dot(normal) < 0: lowest_pen = penetration collision_normal = -1 * normal #struggling to keep the convention correct but whatever return ColliderContact( points=[b_transform.global_position + b.radius*collision_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]) try: clip(right_normal, ref_face.end) clip(left_normal, ref_face.begin) clip(ref_face.normal, ref_face.begin) except: return None 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)}")