package collision import "core:math" import lg "core:math/linalg" import "game:halfedge" import rl "vendor:raylib" import "vendor:raylib/rlgl" _ :: math Convex :: distinct halfedge.Half_Edge_Mesh BOX_CORNERS_NORM :: [8]Vec3 { {-1, 1, 1}, {-1, -1, 1}, {-1, 1, -1}, {-1, -1, -1}, {1, 1, 1}, {1, -1, 1}, {1, 1, -1}, {1, -1, -1}, } box_indices := [6 * 4]u16{0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1} box_to_convex :: proc(box: Box, allocator := context.allocator) -> (convex: Convex) { vertices := make([]Vec3, 8, context.temp_allocator) for corner, i in BOX_CORNERS_NORM { vertices[i] = box.pos + corner * box.rad } convex = Convex(halfedge.mesh_from_vertex_index_list(vertices, box_indices[:], 4, allocator)) return } Contact_Manifold :: struct { points: []Vec3, normal: Vec3, } convex_vs_convex_sat :: proc(a, b: Convex) -> (manifold: Contact_Manifold, collision: bool) { face_query_a := query_separation_face_directions(a, b) if face_query_a.separation > 0 { return } face_query_b := query_separation_face_directions(b, a) if face_query_b.separation > 0 { return } edge_separation, edge_a, edge_b := query_separation_edges(a, b) _, _ = edge_a, edge_b if edge_separation > 0 { return } edge_separation = -1 is_face_a_contact := face_query_a.separation > edge_separation is_face_b_contact := face_query_b.separation > edge_separation collision = true if is_face_a_contact && is_face_b_contact { manifold = create_face_contact_manifold(face_query_a, a, face_query_b, b) } else { } return } Face_Query :: struct { separation: f32, face: halfedge.Face_Index, } query_separation_face_directions :: proc(a, b: Convex) -> (result: Face_Query) { result.separation = min(f32) for face, f in a.faces { index := a.edges[face.edge].origin pos := a.vertices[index].pos normal := face.normal support_point := find_support_point(b, -normal) plane := plane_from_point_normal(pos, normal) distance := signed_distance_plane(support_point, plane) if distance > result.separation { result.face = halfedge.Face_Index(f) result.separation = distance } } return } find_support_point :: proc(convex: Convex, normal: Vec3) -> Vec3 { p: Vec3 max_proj := min(f32) for vert in convex.vertices { proj := lg.dot(vert.pos, normal) if proj > max_proj { max_proj = proj p = vert.pos } } return p } query_separation_edges :: proc( a, b: Convex, ) -> ( separation: f32, a_edge: halfedge.Edge_Index, b_edge: halfedge.Edge_Index, ) { separation = min(f32) a_edge = -1 b_edge = -1 for edge_a, edge_a_idx in a.edges { for edge_b, edge_b_idx in b.edges { edge_a_dir := halfedge.get_edge_direction_normalized( halfedge.Half_Edge_Mesh(a), edge_a, ) edge_b_dir := halfedge.get_edge_direction_normalized( halfedge.Half_Edge_Mesh(b), edge_b, ) axis := lg.cross(edge_a_dir, edge_b_dir) edge_a_origin := a.vertices[edge_a.origin].pos if lg.dot(axis, edge_a_origin - a.center) < 0 { axis = -axis } plane_a := plane_from_point_normal(edge_a_origin, axis) vert_b := find_support_point(b, -plane_a.normal) distance := signed_distance_plane(vert_b, plane_a) if distance > separation { separation = distance a_edge = halfedge.Edge_Index(edge_a_idx) b_edge = halfedge.Edge_Index(edge_b_idx) } } } return } create_face_contact_manifold :: proc( face_query_a: Face_Query, a: Convex, face_query_b: Face_Query, b: Convex, ) -> ( manifold: Contact_Manifold, ) { is_ref_a := face_query_a.separation > face_query_b.separation ref_face_query := is_ref_a ? face_query_a : face_query_b ref_convex := is_ref_a ? a : b inc_convex := is_ref_a ? b : a ref_face := a.faces[ref_face_query.face] // incident face inc_face: halfedge.Face inc_face_idx: halfedge.Face_Index // Find the most anti parallel face { min_dot := f32(1.0) for face, face_idx in inc_convex.faces { dot := lg.dot(ref_face.normal, face.normal) if dot < min_dot { min_dot = dot inc_face = face inc_face_idx = halfedge.Face_Index(face_idx) } } } inc_polygon: []Vec3 // Get incident face vertices { it := halfedge.iterator_face_edges(halfedge.Half_Edge_Mesh(inc_convex), inc_face_idx) vert_count := 0 for _ in halfedge.iterate_next_edge(&it) { vert_count += 1 } inc_polygon = make([]Vec3, vert_count, context.temp_allocator) halfedge.iterator_reset_edges(&it) i := 0 for edge in halfedge.iterate_next_edge(&it) { inc_polygon[i] = inc_convex.vertices[edge.origin].pos i += 1 } } assert(len(inc_polygon) > 0) // Set up ping pong buffers inc_polygon2 := make([]Vec3, len(inc_polygon), context.temp_allocator) // Buffer 0 is the original incident polygon, start with index 1 clip_buf_idx := 1 clip_bufs := [2][]Vec3{inc_polygon, inc_polygon2} get_other_clip_buf :: proc(idx: int) -> int { return (idx + 1) % 2 } step := 0 { it := halfedge.iterator_face_edges( halfedge.Half_Edge_Mesh(ref_convex), ref_face_query.face, ) for edge in halfedge.iterate_next_edge(&it) { src_polygon := clip_bufs[get_other_clip_buf(clip_buf_idx)] clipped_polygon := clip_bufs[clip_buf_idx] clipping_face, clipping_face_idx, _ := halfedge.get_adjacent_face( halfedge.Half_Edge_Mesh(ref_convex), edge, ) clipping_face_vert := ref_convex.vertices[ref_convex.edges[clipping_face.edge].origin].pos clipping_plane_center: Vec3 { clipping_plane_it := halfedge.iterator_face_edges( halfedge.Half_Edge_Mesh(ref_convex), clipping_face_idx, ) num := 0 for clip_edge in halfedge.iterate_next_edge(&clipping_plane_it) { vert := ref_convex.vertices[clip_edge.origin].pos clipping_plane_center += vert num += 1 } clipping_plane_center /= f32(num) } clipping_plane := plane_from_point_normal(clipping_face_vert, clipping_face.normal) // Actual clipping { j := 0 for i in 0 ..< len(src_polygon) { k := (i + 1) % len(src_polygon) d1 := signed_distance_plane(src_polygon[i], clipping_plane) d2 := signed_distance_plane(src_polygon[k], clipping_plane) if d1 < 0 && d2 < 0 { // Both points inside clipped_polygon[j] = src_polygon[k] j += 1 } else if d1 >= 0 && d2 < 0 { // First point is outside _, clipped_polygon[j], _ = intersect_segment_plane( {src_polygon[i], src_polygon[k]}, clipping_plane, ) j += 1 clipped_polygon[j] = src_polygon[k] j += 1 } else if d1 < 0 && d2 >= 0 { // Second point outside _, clipped_polygon[j], _ = intersect_segment_plane( {src_polygon[i], src_polygon[k]}, clipping_plane, ) j += 1 } } clipped_polygon = clipped_polygon[:j] if step == 3 { for p in clipped_polygon { rl.DrawSphereWires(p, 0.05, 4, 4, rl.GREEN) } { rl.BeginBlendMode(.ALPHA) defer rl.EndBlendMode() rlgl.PushMatrix() defer rlgl.PopMatrix() f := clipping_face.normal r := lg.normalize0(lg.cross(f, rl.Vector3{0, 1, 0})) u := lg.cross(r, f) // ps: [4]Vec3 = {{-1, -1, 0}, {1, -1, 0}, {1, 1, 0}, {-1, 1, 0}} rl.DrawLine3D(clipping_plane_center, clipping_plane_center + f, rl.BLUE) rl.DrawLine3D(clipping_plane_center, clipping_plane_center + r, rl.RED) rl.DrawLine3D(clipping_plane_center, clipping_plane_center + u, rl.GREEN) // mat: rlgl.Matrix = auto_cast lg.matrix4_look_at_from_fru(0, f, r, u, false) // rlgl.LoadIdentity() // rlgl.MultMatrixf(cast([^]f32)&mat) // col := rl.Color{0, 228, 48, 50} // rl.DrawTriangle3D(ps[0], ps[1], ps[2], col) // rl.DrawTriangle3D(ps[2], ps[3], ps[0], col) } } } clip_bufs[clip_buf_idx] = clipped_polygon clip_buf_idx = get_other_clip_buf(clip_buf_idx) step += 1 } } manifold.normal = ref_face.normal manifold.points = clip_bufs[get_other_clip_buf(clip_buf_idx)] return }