pvp-game-dilapidation/src/collision.rs

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Rust
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2024-04-11 14:16:48 +01:00
use crate::{
engine::{self, Component, System},
query, RigidBody,
};
type V2 = (f64, f64);
#[derive(Clone, Debug, PartialEq)]
pub enum Direction {
Top,
Bottom,
Left,
Right,
}
impl Direction {
pub fn opposite(&self) -> Self {
use Direction::*;
match self {
Top => Bottom,
Bottom => Top,
Left => Right,
Right => Left,
}
}
}
#[derive(Clone, Debug, PartialEq)]
enum Diagonal {
TopLeft,
TopRight,
BottomRight,
BottomLeft,
}
enum DiagonalCommonResult {
None,
Direction(Direction),
Diagonal(Diagonal),
}
impl Diagonal {
pub fn common(&self, other: &Diagonal) -> DiagonalCommonResult {
use Diagonal::*;
use DiagonalCommonResult as R;
use Direction::*;
match (self, other) {
(TopLeft, TopRight) => R::Direction(Top),
(TopLeft, BottomLeft) => R::Direction(Left),
(TopRight, TopLeft) => R::Direction(Top),
(TopRight, BottomRight) => R::Direction(Right),
(BottomRight, TopRight) => R::Direction(Right),
(BottomRight, BottomLeft) => R::Direction(Bottom),
(BottomLeft, TopLeft) => R::Direction(Left),
(BottomLeft, BottomRight) => R::Direction(Bottom),
(left, right) if left == right => R::Diagonal(left.clone()),
_ => R::None,
}
}
pub fn contains(&self, dir: Direction) -> bool {
match (self, dir) {
(Diagonal::TopLeft, Direction::Top)
| (Diagonal::TopLeft, Direction::Left)
| (Diagonal::TopRight, Direction::Top)
| (Diagonal::TopRight, Direction::Left)
| (Diagonal::TopRight, Direction::Right)
| (Diagonal::BottomRight, Direction::Bottom)
| (Diagonal::BottomRight, Direction::Right)
| (Diagonal::BottomLeft, Direction::Bottom)
| (Diagonal::BottomLeft, Direction::Left) => true,
(Diagonal::TopLeft, Direction::Bottom)
| (Diagonal::TopLeft, Direction::Right)
| (Diagonal::TopRight, Direction::Bottom)
| (Diagonal::BottomRight, Direction::Top)
| (Diagonal::BottomRight, Direction::Left)
| (Diagonal::BottomLeft, Direction::Top)
| (Diagonal::BottomLeft, Direction::Right) => false,
}
}
}
fn point_rect_closest_point(pos: V2, other_pos: V2, rect: V2) -> V2 {
[
other_pos,
(other_pos.0, other_pos.1 + rect.1),
(other_pos.0 + rect.0, other_pos.1),
(other_pos.0 + rect.0, other_pos.1 + rect.1),
]
.into_iter()
.map(|p| (p, point_distance(pos, p)))
.min_by(|(_, a), (_, b)| a.total_cmp(b))
.map(|(p, _)| p)
.unwrap()
}
fn rect_adjacent_corners(pos: V2, rect: V2, corner: V2) -> (V2, (f64, f64)) {
if corner == pos {
((pos.0, pos.1 + rect.1), (pos.0 + rect.0, pos.1))
} else if corner == (pos.0 + rect.0, pos.1) {
(pos, (pos.0 + rect.0, pos.1 + rect.1))
} else if corner == (pos.0 + rect.0, pos.1 + rect.1) {
((pos.0 + rect.0, pos.1), (pos.0, pos.1 + rect.1))
} else if corner == (pos.0, pos.1 + rect.1) {
((pos.0 + rect.0, pos.1), pos)
} else {
unreachable!()
}
}
fn line_intersection(p0: V2, r0: V2, p1: V2, r1: V2) -> Option<V2> {
if r0.0 == 0.0 && r1.0 == 0.0 {
// both vertical
return None;
}
// y = ax + b
// a = y / x
let a0 = r0.1 / r0.0;
let a1 = r1.1 / r1.0;
if a0 == a1 {
// parallel
return None;
}
// b = y - ax
let b0 = p0.1 - a0 * p0.0;
let b1 = p1.1 - a1 * p1.0;
// y = a0 * x + b0
// y = a1 * x + b1
// a0 * x + b0 = a1 * x + b1
// a0 * x - a1 * x = b1 - b0
// x * (a0 - a1) = b1 - b0
// x = (b1 - b0) / (a0 - a1)
let x = (b1 - b0) / (a0 - a1);
let y = a0 * x + b0;
Some((x, y))
}
fn point_between_points(p: V2, p0: V2, p1: V2) -> bool {
let t = (p.0 - p0.0) / (p1.0 - p0.0);
0.0 < t && t < 1.0
}
fn point_distance(a: V2, b: (f64, f64)) -> f64 {
((a.0 - b.0).abs().powi(2) + (a.1 - b.1).abs().powi(2)).sqrt()
}
fn rects_closet_points(
pos: V2,
rect: V2,
other_pos: V2,
other_rect: V2,
) -> ((V2, Diagonal), (V2, Diagonal)) {
use Diagonal::*;
let points = [
((pos.0, pos.1), TopLeft),
((pos.0 + rect.0, pos.1), TopRight),
((pos.0 + rect.0, pos.1 + rect.1), BottomRight),
((pos.0, pos.1 + rect.1), BottomLeft),
];
let other_points = [
((other_pos.0, other_pos.1), TopLeft),
((other_pos.0 + other_rect.0, other_pos.1), TopRight),
(
(other_pos.0 + other_rect.0, other_pos.1 + other_rect.1),
BottomRight,
),
((other_pos.0, other_pos.1 + other_rect.1), BottomLeft),
];
let mut lowest = (
f64::INFINITY,
(((0.0, 0.0), TopLeft), ((0.0, 0.0), TopLeft)),
);
for (point, dir) in points {
for (other_point, other_dir) in other_points.iter() {
let distance = point_distance(point, *other_point);
if distance < lowest.0 {
lowest = (
distance,
((point, dir.clone()), (*other_point, other_dir.clone())),
);
}
}
}
lowest.1
}
fn point_vel_rect_collision(pos: V2, vel: V2, other_pos: V2, rect: V2) -> Option<V2> {
let c1 = point_rect_closest_point(pos, other_pos, rect);
let (c0, c2) = rect_adjacent_corners(other_pos, rect, c1);
let intersection_c1_c0 = line_intersection(pos, vel, c1, (c0.0 - c1.0, c0.1 - c1.0))?;
if point_between_points(intersection_c1_c0, c1, c0) {
return Some(intersection_c1_c0);
}
let intersection_c1_c2 = line_intersection(pos, vel, c1, (c2.0 - c1.0, c2.1 - c1.0))?;
if point_between_points(intersection_c1_c2, c1, c2) {
return Some(intersection_c1_c2);
}
None
}
fn rect_collision(
pos: V2,
vel: V2,
rect: V2,
other_pos: V2,
other_rect: V2,
) -> Option<(V2, Direction)> {
let ((p0, d0), (_, d1)) = rects_closet_points(pos, rect, other_pos, other_rect);
let common = match d0.common(&d1) {
DiagonalCommonResult::Direction(dir) => dir,
_ => return None,
};
let new_pos = point_vel_rect_collision(p0, vel, other_pos, other_rect)?;
Some((new_pos, common))
}
#[derive(Component, Clone, Default)]
pub struct Collider {
pub resolve: bool,
pub on_ground: bool,
}
pub struct CollisionSystem;
impl System for CollisionSystem {
fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
for id in query!(ctx, RigidBody, Collider) {
let collider = ctx.entity_component::<Collider>(id);
collider.on_ground = false;
let collider = ctx.entity_component::<Collider>(id).clone();
if !collider.resolve {
continue;
}
let body = ctx.entity_component::<RigidBody>(id).clone();
for other_id in query!(ctx, RigidBody, Collider) {
if id == other_id {
continue;
}
let other_body = ctx.entity_component::<RigidBody>(other_id).clone();
let Some((new_pos, dir)) = rect_collision(
body.pos,
(body.vel.0 * delta, body.vel.1 * delta),
body.rect,
other_body.pos,
other_body.rect,
) else {
continue;
};
let body = ctx.entity_component::<RigidBody>(id);
body.pos = new_pos;
match dir {
Direction::Top | Direction::Bottom => body.vel.0 = 0.0,
Direction::Left | Direction::Right => body.vel.1 = 0.0,
}
}
}
Ok(())
}
}