Files
CavesOfSwift/Sources/Test/Collision.swift

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import Foundation
import JolkEngine
class Collision
{
struct Edge { let p: Vec2f, n: Vec2f, w: Float }
enum Edge3D
{
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case triangle(normal: Vec3f, origin: Vec3f, tri: Triangle)
case aabbFloor(normal: Vec3f, origin: Vec3f, width: Float, depth: Float)
case flatQuad(quad: Quad, normal: Vec3f)
case quad(quad: Quad, wind: Winding)
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}
var edge3d = [Edge3D]()
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struct Triangle { let a: Vec3f, b: Vec3f, c: Vec3f }
struct Quad { let a: Vec3f, b: Vec3f, c: Vec3f, d: Vec3f }
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fileprivate static let epsilon: Float = 0.00001 //.ulpOfOne
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private static func isRectangle(_ positions: [Vec3f]) -> Bool
{
var winding: Winding = .none
var xdir: Float = 0.0, zdir: Float = 0.0
let first = positions[0]
var previous = first
for p in positions[1...]
{
let (xdelta, zdelta) = (p.x - previous.x, p.z - previous.z)
let (xzero, zzero) = (abs(xdelta) <= epsilon, abs(zdelta) <= epsilon)
if !xzero && zzero
{
if xdir != 0.0 && xdelta.sign != xdir.sign { return false }
if zdir != 0.0
{
switch winding
{
case .none: winding = xdelta.sign == zdir.sign ? .ccw : .cw
case .cw: if xdelta.sign == zdir.sign { return false }
case .ccw: if xdelta.sign != zdir.sign { return false }
}
}
(xdir, zdir) = (xdelta, 0.0)
}
else if xzero && !zzero
{
if zdir != 0.0 && zdelta.sign != zdir.sign { return false }
if xdir != 0.0
{
switch winding
{
case .none: winding = zdelta.sign == xdir.sign ? .cw : .ccw
case .cw: if zdelta.sign != xdir.sign { return false }
case .ccw: if zdelta.sign == xdir.sign { return false }
}
}
(xdir, zdir) = (0.0, zdelta)
}
else if !xzero && !zzero { return false }
previous = p
}
return abs(first.x - previous.x) <= epsilon || abs(first.z - previous.z) <= epsilon
}
enum Winding { case none, cw, ccw }
func build(obj: ObjModel, collision: ObjModel.Object)
{
for face in collision.faces
{
switch face
{
case .triangle(let v1, let v2, let v3):
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let t = Triangle(obj.positions[v1.p], obj.positions[v2.p], obj.positions[v3.p])
let n = t.normal
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if abs(n.y) < 0.25 { continue }
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edge3d.append(.triangle(normal: n, origin: (t.a + t.b + t.c) / 3.0, tri: t))
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case .quad(let v1, let v2, let v3, let v4):
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let q = Quad(obj.positions[v1.p], obj.positions[v2.p], obj.positions[v3.p], obj.positions[v4.p])
let n = q.normals
if !q.isFlat
{
if abs((n.0 + n.1 + n.2 + n.3).normalised.y) < 0.25 { continue }
edge3d.append(.quad(quad: q, wind: q.winding))
}
else if q.isSimple && q.isRectangle
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{
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if abs(n.0.y) < 0.25 { continue }
let left = min(q.a.x, q.b.x, q.c.x, q.d.x)
let right = max(q.a.x, q.b.x, q.c.x, q.d.x)
let back = min(q.a.z, q.b.z, q.c.z, q.d.z)
let forward = max(q.a.z, q.b.z, q.c.z, q.d.z)
edge3d.append(.aabbFloor(normal: n.0,
origin: (q.a + q.b + q.c + q.d) / 4.0,
width: (right - left) / 2.0,
depth: (forward - back) / 2.0))
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}
else
{
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if abs(n.0.y) < 0.25 { continue }
edge3d.append(.flatQuad(quad: q, normal: n.0))
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}
case .ngon(let v):
let p = v.map { obj.positions[$0.p] }
let n = v.reduce(.zero) { $0 + obj.normals[$1.n] }.normalised
if abs(n.y) < 0.25 { continue }
if Self.isRectangle(p)
{
let left = p.map { $0.x }.min()!, right = p.map { $0.x }.max()!
let bottom = p.map { $0.y }.min()!, top = p.map { $0.y }.max()!
let back = p.map { $0.z }.min()!, forward = p.map { $0.z }.max()!
let position = Vec3f(left + right, bottom + top, back + forward) / 2.0
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edge3d.append(.aabbFloor(normal: n, origin: position,
width: (right - left) / 2.0,
depth: (forward - back) / 2.0))
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}
else
{
let p0 = p[0]
for i in 1..<(v.count-1)
{
let p1 = p[i], p2 = p[i + 1]
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edge3d.append(.triangle(normal: n, origin: (p0 + p1 + p2) / 3.0, tri: Triangle(p0, p1, p2)))
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}
}
default:
continue
}
}
}
func draw(_ render: Renderer, position: Vec3f)
{
var lines = [Line](
repeating: .init(from: .init(), to: .init(), colour: .zero),
count: edge3d.count * 6)
var i: Int = 0
for edge in edge3d
{
var o: Vec3f = .zero, n: Vec3f = .zero
switch edge
{
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case .triangle(let norm, let pos, let tri):
o = pos
n = norm
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let v0 = tri.b - tri.a;
let v1 = tri.c - tri.a;
let v2 = position - tri.a;
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let iden = 1.0 / (v0.x * v1.z - v1.x * v0.z);
let v = (v2.x * v1.z - v1.x * v2.z) * iden;
let w = (v0.x * v2.z - v2.x * v0.z) * iden;
let colour = if v >= 0.0 && w >= 0.0 && v + w <= 1.0
{ XnaColour.Red } else { XnaColour.GreenYellow }
//let p = triv
//let det = (p.1.x - p.0.x) * (p.2.z - p.0.z) - (p.1.z - p.0.z) * (p.2.x - p.0.x)
//let colour: Colour = if
// det * (p.1.x - p.0.x) * (position.z - p.0.z) - (p.1.z - p.0.z) * (position.x - p.0.x) >= 0,
// det * (p.2.x - p.1.x) * (position.z - p.1.z) - (p.2.z - p.1.z) * (position.x - p.1.x) >= 0,
// det * (p.0.x - p.2.x) * (position.z - p.2.z) - (p.0.z - p.2.z) * (position.x - p.2.x) >= 0
/*
let side = { (v1: Vec3f, v2: Vec3f, p: Vec3f) in
(v2.z - v1.z) * (p.x - v1.x) + (v2.x + v1.x) * (position.z - v1.z) }
let colour = if
side(triv.0, triv.1, position) >= 0,
side(triv.1, triv.2, position) >= 0,
side(triv.2, triv.0, position) >= 0
*/
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lines[i + 0] = Line(from: tri.a, to: tri.b, colour: colour)
lines[i + 1] = Line(from: tri.b, to: tri.c, colour: colour)
lines[i + 2] = Line(from: tri.c, to: tri.a, colour: colour)
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i += 3
case .aabbFloor(let floorn, let floorp, let floorw, let floord):
o = floorp
n = floorn
let n2 = Vec2f(n.x, n.z) / n.y
let z0 = Vec2f(-floorw, floord).dot(n2)
let z1 = Vec2f(-floorw, -floord).dot(n2)
let z2 = Vec2f( floorw, -floord).dot(n2)
let z3 = Vec2f( floorw, floord).dot(n2)
let c0 = floorp + Vec3f( floorw, z0, -floord)
let c1 = floorp + Vec3f( floorw, z1, floord)
let c2 = floorp + Vec3f(-floorw, z2, floord)
let c3 = floorp + Vec3f(-floorw, z3, -floord)
lines[i + 0] = Line(from: c0, to: c1, colour: XnaColour.GreenYellow)
lines[i + 1] = Line(from: c1, to: c2, colour: XnaColour.GreenYellow)
lines[i + 2] = Line(from: c2, to: c3, colour: XnaColour.GreenYellow)
lines[i + 3] = Line(from: c3, to: c0, colour: XnaColour.GreenYellow)
i += 4
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case .flatQuad(let quad, let normal):
o = (quad.a + quad.b + quad.c + quad.d) / 4.0
n = normal
let colour = quad.inside(point: position) ? XnaColour.Crimson : XnaColour.GreenYellow
lines[i + 0] = Line(from: quad.a, to: quad.b, colour: colour)
lines[i + 1] = Line(from: quad.b, to: quad.c, colour: colour)
lines[i + 2] = Line(from: quad.c, to: quad.d, colour: colour)
lines[i + 3] = Line(from: quad.d, to: quad.a, colour: colour)
i += 4
case .quad(let quad, let winding):
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/*
let p = (
verts.0 + (verts.1 - verts.0) * position.x,
verts.3 + (verts.2 - verts.3) * position.x,
verts.0 + (verts.3 - verts.0) * position.z,
verts.1 + (verts.2 - verts.1) * position.z)
let xdiff = Vec2f(p.0.x - p.1.x, p.2.x - p.3.x)
let ydiff = Vec2f(p.0.z - p.1.z, p.2.z - p.3.z)
let div = xdiff.cross(ydiff)
guard div != 0.0 else { break }
let d = Vec2f(
Vec2f(p.0.x, p.0.z).cross(Vec2f(p.1.x, p.1.z)),
Vec2f(p.2.x, p.2.z).cross(Vec2f(p.3.x, p.3.z)))
let pos = Vec2f(d.cross(xdiff), d.cross(ydiff)) / div
o = Vec3f(pos.x, 0.0, pos.y)
n = .up
*/
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o = quad.a.lerp(quad.d, 0.5).lerp(
quad.c.lerp(quad.b, 0.5), 0.5)
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var colour = XnaColour.GreenYellow
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let vn = quad.normals
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n = (vn.0 + vn.1 + vn.2 + vn.3).normalised
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if quad.inside(point: position)
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{
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let p = winding == .ccw ? quad.reverse : quad
let uv = p.project(point: position)
guard uv.x.isFinite && uv.y.isFinite else
{
print(p)
break
}
var pp = p.a
pp += (p.b - p.a) * uv.x
pp += (p.d - p.a) * uv.y
pp += (p.a - p.b + p.c - p.d) * uv.x * uv.y
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lines[i] = Line(from: o, to: pp, colour: XnaColour.Aquamarine)
i += 1
colour = XnaColour.BurlyWood
o = pp
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n = vn.0.lerp(vn.1, uv.x).lerp(
vn.3.lerp(vn.2, uv.x), winding == .cw ? uv.y : 1.0 - uv.y).normalised
//let p = verts.0.lerp(verts.1, uv.x).lerp(
// verts.3.lerp(verts.2, uv.x), winding == .cw ? uv.y : 1.0 - uv.y)
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}
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lines[i + 0] = Line(from: quad.a, to: quad.b, colour: colour)
lines[i + 1] = Line(from: quad.b, to: quad.c, colour: colour)
lines[i + 2] = Line(from: quad.c, to: quad.d, colour: colour)
lines[i + 3] = Line(from: quad.d, to: quad.a, colour: colour)
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i += 4
}
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lines[i + 0] = Line(from: o, to: o + n * 0.2, colour: XnaColour.Magenta)
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i += 1
}
render.drawGizmos(lines: lines)
}
}
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extension Collision.Triangle
{
init(_ a: Vec3f, _ b: Vec3f, _ c: Vec3f)
{
self.init(a: a, b: b, c: c)
}
fileprivate var normals: (Vec3f, Vec3f, Vec3f)
{(
(b - a).cross(c - a).normalised,
(c - b).cross(a - b).normalised,
(a - c).cross(b - c).normalised)
}
fileprivate var normal: Vec3f
{
let n = normals
return (n.0 + n.1 + n.2).normalised
}
func inside(point: Vec3f) -> Bool
{
let p = (b - a, c - a, point - a)
let invDenom = 1.0 / (p.0.x * p.1.z - p.1.x * p.0.z);
let v = invDenom * (p.2.x * p.1.z - p.1.x * p.2.z);
let w = invDenom * (p.0.x * p.2.z - p.2.x * p.0.z);
return v >= 0.0 && w >= 0.0 && v + w <= 1.0
//let x = 1.0 - v - w
//return v >= 0.0 && w >= 0.0 && 0 <= x && x <= 1.0
}
}
extension Collision.Quad
{
init(_ a: Vec3f, _ b: Vec3f, _ c: Vec3f, _ d: Vec3f)
{
self.init(a: a, b: b, c: c, d: d)
}
var normals: (Vec3f, Vec3f, Vec3f, Vec3f)
{(
(b - a).cross(d - a).normalised,
(c - b).cross(a - b).normalised,
(d - c).cross(b - c).normalised,
(a - d).cross(c - d).normalised)
}
fileprivate var winding: Collision.Winding
{
var area: Float = 0.0
area += (b.x - a.x) * ((a.z + b.z) * 0.5)
area += (c.x - b.x) * ((b.z + c.z) * 0.5)
area += (d.x - c.x) * ((c.z + d.z) * 0.5)
area += (a.x - d.x) * ((d.z + a.z) * 0.5)
return area.sign == .plus ? .ccw : .cw // z is towards us
}
var reverse: Self
{
Self(a: d, b: c, c: b, d: a)
}
fileprivate var isFlat: Bool
{
let e = Collision.epsilon
let n = normals
return
abs(n.0.x - n.1.x) <= e && abs(n.0.y - n.1.y) <= e && abs(n.0.z - n.1.z) <= e &&
abs(n.0.x - n.2.x) <= e && abs(n.0.y - n.2.y) <= e && abs(n.0.z - n.2.z) <= e &&
abs(n.0.x - n.3.x) <= e && abs(n.0.y - n.3.y) <= e && abs(n.0.z - n.3.z) <= e
}
fileprivate var isSimple: Bool
{
let e = Collision.epsilon
if abs(a.y - b.y) <= e { return abs(c.y - d.y) <= e }
if abs(b.y - c.y) <= e { return abs(d.y - a.y) <= e }
return false
}
fileprivate var isRectangle: Bool
{
let e: Float = Collision.epsilon
if abs(a.x - b.x) <= e &&
abs(b.z - c.z) <= e &&
abs(c.x - d.x) <= e &&
abs(d.z - a.z) <= e { return true }
if abs(a.z - b.z) <= e &&
abs(b.x - c.x) <= e &&
abs(c.z - d.z) <= e &&
abs(d.x - a.x) <= e { return true }
return false
}
fileprivate var isRhombus: Bool
{
let e = Float.ulpOfOne
if abs(a.x - c.x) <= e && abs(b.z - d.z) <= e
{
// Exclude kites
return abs(abs(a.z - b.z) - abs(c.z - d.z)) <= e
}
if abs(b.x - d.x) <= e && abs(a.z - c.z) <= e
{
// Exclude kites
return abs(abs(b.x - a.x) - abs(d.x - c.x)) <= e
}
return false
}
func inside(point p: Vec3f) -> Bool
{
return
Collision.Triangle(a, b, c).inside(point: p) ||
Collision.Triangle(c, d, a).inside(point: p)
/*
let ab = (p.z * v.0.z) * (v.1.x - v.0.x) - (p.x - v.0.x) * (v.1.z - v.0.z)
let bc = (p.z * v.1.z) * (v.2.x - v.1.x) - (p.x - v.1.x) * (v.2.z - v.1.z)
let ca = (p.z * v.2.z) * (v.0.x - v.2.x) - (p.x - v.2.x) * (v.0.z - v.2.z)
return ab * bc > 0 && bc * ca > 0
*/
/*
let p = Self.getQuadWinding(p) == .ccw
? (p.3, p.2, p.1, p.0)
: (p.0, p.1, p.2, p.3)
let uv = Self.quadSpaceFromCartesian(quad: p, position: position)
return uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0
*/
}
func project(point: Vec3f) -> Vec2f
{
if isRectangle
{
let ap = point - a, ab = b - a, ad = b - d
return Vec2f(ap.x / ab.x, -ap.z / ad.z)
}
else if isRhombus
{
let pma = Vec2f(point.x - a.x, point.z - a.z)
let idb = 0.5 / Vec2f(d.x - a.x, b.z - a.z)
return Vec2f(
pma.x * idb.x + pma.y * idb.y,
pma.x * idb.x - pma.y * idb.y)
}
let p = (
Vec2d(Double(a.x), Double(a.z)),
Vec2d(Double(b.x), Double(b.z)),
Vec2d(Double(c.x), Double(c.z)),
Vec2d(Double(d.x), Double(d.z)))
let xz = Vec2d(Double(point.x), Double(point.z))
let a = xz - p.0
let b = p.1 - p.0
let c = p.3 - p.0
let d = p.0 - p.1 + p.2 - p.3
let v0 = a.cross(b), v2 = c.cross(-d)
let v1 = a.x * d.y - b.y * c.x - (a.y * d.x - b.x * c.y)
let vq = (-v1 + sqrt(v1 * v1 - 4.0 * v2 * v0)) / (2.0 * v2)
let uq = (a.x - c.x * vq) / (b.x + d.x * vq)
return Vec2f(Float(uq), Float(vq))
}
}