Added a (temp) collision solver for Axis-Aligned rectangles

This commit is contained in:
Bram Verhulst
2024-03-12 12:21:17 +01:00
parent e474a7815a
commit d0781db9f0
11 changed files with 252 additions and 38 deletions

View File

@@ -1,6 +1,7 @@
#include "pch.h"
#include "WorldLevel.h"
#include <algorithm>
#include <iostream>
#include <ostream>
@@ -16,6 +17,21 @@ WorldLevel::WorldLevel(Camera* camera) : Level(camera), m_mousePos{ 0, 0 }, m_pl
m_worldTiles[x][y] = new WorldTile{ Point2f{ float(actualX * TILE_WIDTH), -float(y * TILE_HEIGHT) - TILE_HEIGHT}, GroundTileTypes::Dirt};
}
}
m_Rects.push_back(utils::MovingRectf{Point2f{20, 40}, 40, 50, Point2f{0,0}});
m_Rects.push_back(utils::MovingRectf{Point2f{510.0f, 210.0f}, 30.0f, 120.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{450.0f, 150.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{450.0f, 450.0f}, 225.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{510.0f, 150.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{570.0f, 150.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{330.0f, 150.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{150.0f, 390.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{150.0f, 450.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{150.0f, 510.0f}, 60.0f, 60.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{450.0f, 300.0f}, 30.0f, 3.0f, Point2f{0, 0}});
m_Rects.push_back(utils::MovingRectf{Point2f{600.0f, 300.0f}, 60.0f, 180.0f, Point2f{0, 0}});
// std::string dirtPath = + "tiles/dirt/dirt" + std::to_string(utils::randRange(1, 5)) + ".png";
// m_pTextTexture = new Texture(dirtPath);
@@ -28,30 +44,111 @@ void WorldLevel::Update(float elapsedSec) {
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
m_mousePos = Point2f{ float(mouseX), float(mouseY) };
m_player.Update(elapsedSec, *this);
m_mousePos = m_pCamera->TransformMouse(m_mousePos);
//m_player.Update(elapsedSec, *this);
Point2f RayPoint = Point2f{m_pCamera->Viewport.width, m_pCamera->Viewport.height};
Point2f RayDir = Point2f{m_mousePos.x - RayPoint.x, m_mousePos.y - RayPoint.y};
//wasd movement
if(utils::isKeyDown(SDL_SCANCODE_W)) {
m_Rects[0].velocity.y += 10;
}
if(utils::isKeyDown(SDL_SCANCODE_S)) {
m_Rects[0].velocity.y += -10;
}
if(utils::isKeyDown(SDL_SCANCODE_A)) {
m_Rects[0].velocity.x += -10;
}
if(utils::isKeyDown(SDL_SCANCODE_D)) {
m_Rects[0].velocity.x += 10;
}
Point2f intersectionPoint, normal;
float contactTime;
std::vector<std::pair<int, float>> contactTimes{};
for (size_t i { 1 }; i < m_Rects.size(); ++i) {
Rectf target = Rectf{m_Rects[i].bottomLeft.x, m_Rects[i].bottomLeft.y, m_Rects[i].width, m_Rects[i].height};
if(utils::DynamicRectVsRect(m_Rects[0], target, intersectionPoint, normal, contactTime, elapsedSec)) {
// m_Rects[0].velocity.x += normal.x * (1 - contactTime) * -utils::DotProduct( m_Rects[0].velocity, normal);
// m_Rects[0].velocity.y += normal.y * (1 - contactTime) * -utils::DotProduct( m_Rects[0].velocity, normal);
//
// //m_Rects[0].velocity = Point2f{0, 0};
contactTimes.push_back({i, contactTime});
}
}
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b) {
return a.second < b.second;
});
for (std::pair<int, float> contact : contactTimes) {
Rectf target = Rectf{m_Rects[contact.first].bottomLeft.x, m_Rects[contact.first].bottomLeft.y, m_Rects[contact.first].width, m_Rects[contact.first].height};
if(utils::DynamicRectVsRect(m_Rects[0], target, intersectionPoint, normal, contactTime, elapsedSec)) {
m_Rects[0].velocity.x += normal.x * (1 - contactTime) * -utils::DotProduct( m_Rects[0].velocity, normal);
m_Rects[0].velocity.y += normal.y * (1 - contactTime) * -utils::DotProduct( m_Rects[0].velocity, normal);
}
}
m_Rects[0].bottomLeft.x = m_Rects[0].bottomLeft.x + m_Rects[0].velocity.x * elapsedSec;
m_Rects[0].bottomLeft.y = m_Rects[0].bottomLeft.y + m_Rects[0].velocity.y * elapsedSec;
}
void WorldLevel::Draw() const {
m_pCamera->BeginRendering();
for (utils::MovingRectf rect : m_Rects) {
utils::DrawRect(rect.bottomLeft, rect.width, rect.height);
}
Rectf expanded = Rectf{ m_Rects[1].bottomLeft.x - m_Rects[0].width / 2, m_Rects[1].bottomLeft.y - m_Rects[0].height / 2, m_Rects[1].width + m_Rects[0].width, m_Rects[1].height + m_Rects[0].height };
utils::SetColor(Colors::RED);
utils::DrawRect(expanded);
Point2f RayPoint = Point2f{m_pCamera->Viewport.width, m_pCamera->Viewport.height};
Point2f RayDir = Point2f{m_mousePos.x - RayPoint.x, m_mousePos.y - RayPoint.y};
utils::SetColor(Colors::WHITE);
utils::DrawLine(RayPoint, m_mousePos);
utils::FillEllipse(m_mousePos, 20, 20);
Point2f intersectionPoint, normal;
float contactTime;
Rectf testRect = Rectf{m_Rects[1].bottomLeft.x, m_Rects[1].bottomLeft.y, m_Rects[1].width, m_Rects[1].height};
if(utils::RayVsRect(RayPoint, RayDir, testRect, intersectionPoint, normal, contactTime) && contactTime > 0.0f && contactTime < 1.0f) {
utils::SetColor(Colors::GREEN);
utils::FillEllipse(intersectionPoint, 5, 5);
utils::DrawLine(intersectionPoint, Point2f{intersectionPoint.x + normal.x * 50, intersectionPoint.y + normal.y * 50});
}
// utils::SetColor(Colors::YELLOW);
// utils::FillEllipse(m_mousePos,2,2);
for (size_t x { 0 }; x < WORLD_WIDTH; ++x) {
for (size_t y { 0 }; y < WORLD_HEIGHT; ++y) {
m_worldTiles[x][y]->Draw();
}
}
utils::SetColor(Colors::WHITE);
for (int x { -100 }; x < 100; ++x) {
for (int y { -100 }; y < 100; ++y) {
utils::DrawLine(x * 50, -5000, x * 50, 50000);
utils::DrawLine(-5000, y * 50, 50000, y * 50);
}
}
// utils::SetColor(Colors::WHITE);
// for (int x { -100 }; x < 100; ++x) {
// for (int y { -100 }; y < 100; ++y) {
// utils::DrawLine(x * 50, -5000, x * 50, 50000);
// utils::DrawLine(-5000, y * 50, 50000, y * 50);
// }
// }
utils::SetColor(Colors::MAGENTA);
utils::FillEllipse(0, 0, 10, 10);
utils::FillEllipse(0, 0, 5, 5);
m_player.Draw();
//m_player.Draw();
m_pCamera->EndRendering();
//utils::SetColor(Colors::WHITE);