Implementing basic physics
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#include "CollisionSystem.h"
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using namespace Seele;
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using namespace Seele::Component;
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CollisionSystem::CollisionSystem()
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{
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}
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CollisionSystem::~CollisionSystem()
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{
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}
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void CollisionSystem::detectCollisions(const entt::registry& registry, Array<Collision>& collisions)
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{
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collisions.clear();
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auto view = registry.view<Collider, Transform>();
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for(auto && [entity, collider, transform] : view.each())
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{
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if(collider.type == ColliderType::DYNAMIC && transform.isDirty())
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{
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bvh.updateDynamicCollider(entity, collider.boundingbox.getTransformedBox(transform.toMatrix()));
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}
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}
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Array<Pair<entt::entity, entt::entity>> overlaps;
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bvh.findOverlaps(overlaps);
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for(auto pair : overlaps)
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{
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if(checkCollision(registry, pair))
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{
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collisions.add(Collision {
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.a = pair.key,
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.b = pair.value,
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});
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}
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}
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}
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bool CollisionSystem::checkCollision(const entt::registry& registry, Pair<entt::entity, entt::entity> pair)
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{
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const auto&[collider1, transform1] = registry.get<Collider, Transform>(pair.key);
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const auto&[collider2, transform2] = registry.get<Collider, Transform>(pair.value);
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ShapeBase shape1 = collider1.physicsMesh.transform(transform1);
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ShapeBase shape2 = collider2.physicsMesh.transform(transform2);
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Witness witness;
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if(cachedWitness.exists(pair))
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{
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witness = cachedWitness[pair];
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}
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if(witnessValid(witness, shape1, shape2))
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{
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return false;
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}
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return createWitness(witness, shape1, shape2);
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}
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void CollisionSystem::updateWitness(Witness& result, const glm::vec3& point, const glm::vec3& v1, const glm::vec3& v2)
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{
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const glm::vec3 faceNormal = glm::normalize(glm::cross(v1, v2));
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result.n = faceNormal;
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result.p = point;
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}
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bool CollisionSystem::createWitness(Witness& result, const ShapeBase& source, const ShapeBase& other)
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{
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for (size_t i = 0; i < source.indices.size(); i += 3)
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{
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const glm::vec3 point1 = source.vertices[source.indices[i + 0]];
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const glm::vec3 point2 = source.vertices[source.indices[i + 1]];
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const glm::vec3 point3 = source.vertices[source.indices[i + 2]];
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const glm::vec3 v1 = point2 - point1;
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const glm::vec3 v2 = point3 - point1;
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updateWitness(result, point1, v1, v2);
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result.point1Index = source.indices[i + 0];
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result.point2Index = source.indices[i + 1];
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result.point3Index = source.indices[i + 2];
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result.point4Index = UINT32_MAX;
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bool valid = witnessValid(result, source, other);
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// if not, it is a valid separating plane, so no collision
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if (valid)
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{
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return false;
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}
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}
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for (size_t i = 0; i < source.indices.size(); i += 3)
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{
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auto findEdgePlane = [=, &result](uint32_t point1Index, uint32_t point2Index)
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{
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const glm::vec3 point1 = source.vertices[point1Index];
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const glm::vec3 point2 = source.vertices[point2Index];
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result.point1Index = point1Index;
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result.point2Index = point2Index;
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const glm::vec3 d1 = point2 - point1;
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for (size_t j = 0; j < other.indices.size(); j += 3)
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{
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for (const auto& [point3Index, point4Index] : { std::pair(j+1, j), std::pair(j+2, j+1), std::pair(j, j+2) })
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{
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result.point3Index = other.indices[point3Index];
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result.point4Index = other.indices[point4Index];
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const glm::vec3 point3 = other.vertices[result.point3Index];
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const glm::vec3 point4 = other.vertices[result.point4Index];
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const glm::vec3 d2 = point3 - point4;
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updateWitness(result, point1, d2, d1);
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if (witnessValid(result, source, other))
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{
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return true;
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}
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}
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}
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return false;
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};
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if(findEdgePlane(source.indices[i], source.indices[i+1]))
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{
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return false;
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}
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if(findEdgePlane(source.indices[i+1], source.indices[i+2]))
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{
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return false;
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}
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if(findEdgePlane(source.indices[i+2], source.indices[i]))
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{
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return false;
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}
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}
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// no separating plane was found, collision
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return true;
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}
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bool CollisionSystem::witnessValid(const Witness& witness, const Component::ShapeBase& shape1, const Component::ShapeBase& shape2)
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{
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const float e = 0.0001f;
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for (size_t i = 0; i < shape1.vertices.size(); i++)
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{
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if(glm::dot(witness.n, shape1.vertices[i] - witness.p) > e)
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{
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// something intersecting the separating plane
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// it is not valid anymore
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return false;
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}
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}
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for (size_t i = 0; i < shape2.vertices.size(); i++)
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{
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if(glm::dot(witness.n, shape2.vertices[i] - witness.p) < -e)
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{
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// something intersecting the separating plane
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// it is not valid anymore
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return false;
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}
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}
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return true;
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}
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