/* One-Size-Fits-All Rectangle Vs Rectangle Collisions "Stupid scanners... making me miss at archery..." - javidx9 License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018-2020 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Relevant Video: https://www.youtube.com/watch?v=8JJ-4JgR7Dg Links ~~~~~ YouTube: https://www.youtube.com/javidx9 https://www.youtube.com/javidx9extra Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Patreon: https://www.patreon.com/javidx9 Homepage: https://www.onelonecoder.com Community Blog: https://community.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2018, 2019, 2020 */ #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" #include #include #undef min #undef max namespace olc { namespace aabb { struct rect { olc::vf2d pos; olc::vf2d size; olc::vf2d vel; std::array contact; }; bool PointVsRect(const olc::vf2d& p, const olc::aabb::rect* r) { return (p.x >= r->pos.x && p.y >= r->pos.y && p.x < r->pos.x + r->size.x && p.y < r->pos.y + r->size.y); } bool RectVsRect(const olc::aabb::rect* r1, const olc::aabb::rect* r2) { return (r1->pos.x < r2->pos.x + r2->size.x && r1->pos.x + r1->size.x > r2->pos.x && r1->pos.y < r2->pos.y + r2->size.y && r1->pos.y + r1->size.y > r2->pos.y); } bool RayVsRect(const olc::vf2d& ray_origin, const olc::vf2d& ray_dir, const rect* target, olc::vf2d& contact_point, olc::vf2d& contact_normal, float& t_hit_near) { contact_normal = { 0,0 }; contact_point = { 0,0 }; // Cache division olc::vf2d invdir = 1.0f / ray_dir; // Calculate intersections with rectangle bounding axes olc::vf2d t_near = (target->pos - ray_origin) * invdir; olc::vf2d t_far = (target->pos + target->size - ray_origin) * invdir; if (std::isnan(t_far.y) || std::isnan(t_far.x)) return false; if (std::isnan(t_near.y) || std::isnan(t_near.x)) return false; // Sort distances if (t_near.x > t_far.x) std::swap(t_near.x, t_far.x); if (t_near.y > t_far.y) std::swap(t_near.y, t_far.y); // Early rejection if (t_near.x > t_far.y || t_near.y > t_far.x) return false; // Closest 'time' will be the first contact t_hit_near = std::max(t_near.x, t_near.y); // Furthest 'time' is contact on opposite side of target float t_hit_far = std::min(t_far.x, t_far.y); // Reject if ray direction is pointing away from object if (t_hit_far < 0) return false; // Contact point of collision from parametric line equation contact_point = ray_origin + t_hit_near * ray_dir; if (t_near.x > t_near.y) if (invdir.x < 0) contact_normal = { 1, 0 }; else contact_normal = { -1, 0 }; else if (t_near.x < t_near.y) if (invdir.y < 0) contact_normal = { 0, 1 }; else contact_normal = { 0, -1 }; // Note if t_near == t_far, collision is principly in a diagonal // so pointless to resolve. By returning a CN={0,0} even though its // considered a hit, the resolver wont change anything. return true; } bool DynamicRectVsRect(const olc::aabb::rect* r_dynamic, const float fTimeStep, const olc::aabb::rect& r_static, olc::vf2d& contact_point, olc::vf2d& contact_normal, float& contact_time) { // Check if dynamic rectangle is actually moving - we assume rectangles are NOT in collision to start if (r_dynamic->vel.x == 0 && r_dynamic->vel.y == 0) return false; // Expand target rectangle by source dimensions olc::aabb::rect expanded_target; expanded_target.pos = r_static.pos - r_dynamic->size / 2; expanded_target.size = r_static.size + r_dynamic->size; if (RayVsRect(r_dynamic->pos + r_dynamic->size / 2, r_dynamic->vel * fTimeStep, &expanded_target, contact_point, contact_normal, contact_time)) return (contact_time >= 0.0f && contact_time < 1.0f); else return false; } bool ResolveDynamicRectVsRect(olc::aabb::rect* r_dynamic, const float fTimeStep, olc::aabb::rect* r_static) { olc::vf2d contact_point, contact_normal; float contact_time = 0.0f; if (DynamicRectVsRect(r_dynamic, fTimeStep, *r_static, contact_point, contact_normal, contact_time)) { if (contact_normal.y > 0) r_dynamic->contact[0] = r_static; else nullptr; if (contact_normal.x < 0) r_dynamic->contact[1] = r_static; else nullptr; if (contact_normal.y < 0) r_dynamic->contact[2] = r_static; else nullptr; if (contact_normal.x > 0) r_dynamic->contact[3] = r_static; else nullptr; r_dynamic->vel += contact_normal * olc::vf2d(std::abs(r_dynamic->vel.x), std::abs(r_dynamic->vel.y)) * (1 - contact_time); return true; } return false; } } } class RectangleCollisions : public olc::PixelGameEngine { public: RectangleCollisions() { sAppName = "Rectangles!"; } std::vector vRects; public: bool OnUserCreate() override { vRects.push_back({ {170.0f, 70.0f}, {10.0f, 40.0f} }); vRects.push_back({ {150.0f, 50.0f}, {20.0f, 20.0f} }); vRects.push_back({ {150.0f, 150.0f}, {75.0f, 20.0f} }); vRects.push_back({ {170.0f, 50.0f}, {20.0f, 20.0f} }); vRects.push_back({ {190.0f, 50.0f}, {20.0f, 20.0f} }); vRects.push_back({ {110.0f, 50.0f}, {20.0f, 20.0f} }); vRects.push_back({ {50.0f, 130.0f}, {20.0f, 20.0f} }); vRects.push_back({ {50.0f, 150.0f}, {20.0f, 20.0f} }); vRects.push_back({ {50.0f, 170.0f}, {20.0f, 20.0f} }); vRects.push_back({ {150.0f, 100.0f}, {10.0f, 1.0f} }); vRects.push_back({ {200.0f, 100.0f}, {20.0f, 60.0f} }); return true; } bool OnUserUpdate(float fElapsedTime) override { Clear(olc::DARK_BLUE); olc::vf2d vMouse = { float(GetMouseX()), float(GetMouseY()) }; olc::vf2d vPoint = { 128.0f, 120.0f }; if (GetKey(olc::Key::W).bHeld) vRects[0].vel.y = -100.0f; if (GetKey(olc::Key::S).bHeld) vRects[0].vel.y = +100.0f; if (GetKey(olc::Key::A).bHeld) vRects[0].vel.x = -100.0f; if (GetKey(olc::Key::D).bHeld) vRects[0].vel.x = +100.0f; if (GetMouse(0).bHeld) vRects[0].vel += (vMouse - vRects[0].pos).norm() * 100.0f * fElapsedTime; // Draw all rectangles for (const auto& r : vRects) DrawRect(r.pos, r.size, olc::WHITE); // Sort collisions in order of distance olc::vf2d cp, cn; float t = 0, min_t = INFINITY; std::vector> z; // Work out collision point, add it to vector along with rect ID for (size_t i = 1; i < vRects.size(); i++) { if (olc::aabb::DynamicRectVsRect(&vRects[0], fElapsedTime, vRects[i], cp, cn, t)) { z.push_back({ i, t }); } } // Do the sort std::sort(z.begin(), z.end(), [](const std::pair& a, const std::pair& b) { return a.second < b.second; }); // Now resolve the collision in correct order for (auto j : z) olc::aabb::ResolveDynamicRectVsRect(&vRects[0], fElapsedTime, &vRects[j.first]); // Embellish the "in contact" rectangles in yellow for (int i = 0; i < 4; i++) { if (vRects[0].contact[i]) DrawRect(vRects[0].contact[i]->pos, vRects[0].contact[i]->size, olc::YELLOW); vRects[0].contact[i] = nullptr; } // UPdate the player rectangles position, with its modified velocity vRects[0].pos += vRects[0].vel * fElapsedTime; // Draw players velocity vector if (vRects[0].vel.mag2() > 0) DrawLine(vRects[0].pos + vRects[0].size / 2, vRects[0].pos + vRects[0].size / 2 + vRects[0].vel.norm() * 20, olc::RED); return true; } }; int main() { RectangleCollisions demo; if (demo.Construct(256, 240, 4, 4, false, false)) demo.Start(); return 0; }