import Foundation import JolkEngine class Collision { struct Edge { let p: Vec2f, n: Vec2f, w: Float } enum Edge3D { 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) } var edge3d = [Edge3D]() struct Triangle { let a: Vec3f, b: Vec3f, c: Vec3f } struct Quad { let a: Vec3f, b: Vec3f, c: Vec3f, d: Vec3f } fileprivate static let epsilon: Float = 0.00001 //.ulpOfOne 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): let t = Triangle(obj.positions[v1.p], obj.positions[v2.p], obj.positions[v3.p]) let n = t.normal if abs(n.y) < 0.25 { continue } edge3d.append(.triangle(normal: n, origin: (t.a + t.b + t.c) / 3.0, tri: t)) case .quad(let v1, let v2, let v3, let v4): 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 { 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)) } else { if abs(n.0.y) < 0.25 { continue } edge3d.append(.flatQuad(quad: q, normal: n.0)) } 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 edge3d.append(.aabbFloor(normal: n, origin: position, width: (right - left) / 2.0, depth: (forward - back) / 2.0)) } else { let p0 = p[0] for i in 1..<(v.count-1) { let p1 = p[i], p2 = p[i + 1] edge3d.append(.triangle(normal: n, origin: (p0 + p1 + p2) / 3.0, tri: Triangle(p0, p1, p2))) } } 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 { case .triangle(let norm, let pos, let tri): o = pos n = norm let v0 = tri.b - tri.a; let v1 = tri.c - tri.a; let v2 = position - tri.a; 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 */ 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) 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 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): /* 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 */ o = quad.a.lerp(quad.d, 0.5).lerp( quad.c.lerp(quad.b, 0.5), 0.5) var colour = XnaColour.GreenYellow let vn = quad.normals n = (vn.0 + vn.1 + vn.2 + vn.3).normalised if quad.inside(point: position) { 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 lines[i] = Line(from: o, to: pp, colour: XnaColour.Aquamarine) i += 1 colour = XnaColour.BurlyWood o = pp 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) } 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 } lines[i + 0] = Line(from: o, to: o + n * 0.2, colour: XnaColour.Magenta) i += 1 } render.drawGizmos(lines: lines) } } 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)) } }