Collision 2/2
This commit is contained in:
@ -25,6 +25,49 @@ namespace ia::iae
|
||||
{
|
||||
Vector<PhysicsComponent *> g_physicsComponents;
|
||||
|
||||
FLOAT32 Sq(IN FLOAT32 v)
|
||||
{
|
||||
return v * v;
|
||||
}
|
||||
|
||||
enum class RectSide
|
||||
{
|
||||
NONE,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
TOP,
|
||||
BOTTOM,
|
||||
};
|
||||
|
||||
RectSide GetRectSide(IN glm::vec2 d)
|
||||
{
|
||||
const auto dX = abs(d.x);
|
||||
const auto dY = abs(d.y);
|
||||
if (d.x >= 0)
|
||||
{
|
||||
if (dX >= dY)
|
||||
{
|
||||
return RectSide::RIGHT;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dX >= dY)
|
||||
{
|
||||
return RectSide::LEFT;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (d.y < 0) ? RectSide::TOP : RectSide::BOTTOM;
|
||||
}
|
||||
}
|
||||
return RectSide::NONE;
|
||||
}
|
||||
|
||||
VOID Physics::Initialize()
|
||||
{
|
||||
}
|
||||
@ -47,14 +90,45 @@ namespace ia::iae
|
||||
{
|
||||
const auto comp = g_physicsComponents[handle];
|
||||
const auto middle = comp->GetNode()->GetPosition() + movement + collider.Position + collider.Size / 2.0f;
|
||||
const auto halfSize = collider.Size / 2.0f;
|
||||
for (const auto &t : g_physicsComponents)
|
||||
{
|
||||
if (t == comp)
|
||||
continue;
|
||||
for(const auto& tc: t->Colliders())
|
||||
for (const auto &tc : t->Colliders())
|
||||
{
|
||||
BOOL isColliding = false;
|
||||
const auto tMiddle = t->GetNode()->GetPosition() + tc.Position + tc.Size / 2.0f;
|
||||
|
||||
const auto tHalfSize = tc.Size / 2.0f;
|
||||
const auto rectSide = GetRectSide(tMiddle - middle);
|
||||
const auto distance = Sq(tMiddle.x - middle.x) + Sq(tMiddle.y - middle.y);
|
||||
switch (rectSide)
|
||||
{
|
||||
case RectSide::LEFT:
|
||||
case RectSide::RIGHT:
|
||||
isColliding = (Sq(tHalfSize.x + halfSize.x) >= distance);
|
||||
break;
|
||||
|
||||
case RectSide::TOP:
|
||||
case RectSide::BOTTOM:
|
||||
isColliding = (Sq(tHalfSize.y + halfSize.y) >= distance);
|
||||
break;
|
||||
|
||||
default:
|
||||
isColliding = false;
|
||||
break;
|
||||
}
|
||||
if (isColliding)
|
||||
{
|
||||
// Collision callback
|
||||
comp->OnCollision(t);
|
||||
t->OnCollision(comp);
|
||||
|
||||
// Overlap block
|
||||
if (tc.IsTrigger)
|
||||
continue;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user