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PhysicsEngine.cpp
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#include "PhysicsEngine.h"
#include "Plot.h"
PhysicsEngine::PhysicsEngine(const std::vector<PhysicsObject*>& phys_objects)
{
// Add physic objects to lists
for (PhysicsObject* object : phys_objects)
{
AddPhysObject(object);
}
}
void PhysicsEngine::AddPhysObject(PhysicsObject* phys_object)
{
//TODO fix this
if(phys_object->GetColliders()[0]->GetColliderIsStatic())
{
static_collidables_.push_back(phys_object);
}
else
{
moving_collidables_.push_back(phys_object);
}
}
void PhysicsEngine::RemovePhysObject(PhysicsObject* phys_object)
{
//TODO fix this
if (phys_object->GetColliders()[0]->GetColliderIsStatic())
{
auto iter = std::find(static_collidables_.begin(), static_collidables_.end(), phys_object);
static_collidables_.erase(iter);
}
else
{
auto iter = std::find(moving_collidables_.begin(), moving_collidables_.end(), phys_object);
moving_collidables_.erase(iter);
}
}
void PhysicsEngine::Compute()
{
// TODO static collidables in a BVH
// Compute Moving Collidables with other Moving Collidables
for (int i = 0; i < moving_collidables_.size(); i++)
{
for (int j = i + 1; j < moving_collidables_.size(); j++)
{
PhysicsObject* object_1 = moving_collidables_[i];
PhysicsObject* object_2 = moving_collidables_[j];
for (Collider* collider_1 : object_1->GetColliders())
{
for (Collider* collider_2 : object_2->GetColliders())
{
if (collider_1->CollidesWith(collider_2))
{
if (collider_1->GetColliderIsTrigger() &&
collider_2->GetColliderIsTrigger())
{
ResolveTriggerCollision(object_1, object_2);
}
else if (!collider_1->GetColliderIsTrigger() &&
!collider_2->GetColliderIsTrigger())
{
ResolveCollision(collider_1, object_1, collider_2, object_2);
}
}
}
}
}
for (int j = 0; j < static_collidables_.size(); j++)
{
PhysicsObject* object_1 = moving_collidables_[i];
PhysicsObject* object_2 = static_collidables_[j];
for (Collider* collider_1 : object_1->GetColliders())
{
for (Collider* collider_2 : object_2->GetColliders())
{
if (collider_1->CollidesWith(collider_2))
{
if (!collider_1->GetColliderIsTrigger() &&
!collider_2->GetColliderIsTrigger())
{
ResolveCollision(collider_1, object_1, collider_2, object_2);
}
}
}
}
}
}
}
bool PhysicsEngine::IsPlotObstructed(Collider* col)
{
for (int i = 0; i < static_collidables_.size(); i++) {
PhysicsObject* object = static_collidables_[i];
for (Collider* col_2 : object->GetColliders()) {
if (col->CollidesWith(col_2)) {
return true;
}
}
}
for (int i = 0; i < moving_collidables_.size(); i++) {
PhysicsObject* object = moving_collidables_[i];
if (dynamic_cast<Plot*>(object)) {
for (Collider* col_2 : object->GetColliders()) {
if (col->CollidesWith(col_2)) {
return true;
}
}
}
}
return false;
}
inline void ResolveCircleToAABBCollision(ColliderCircle* circle, ColliderAABB* aabb, glm::vec2* circle_pos, glm::vec2* aabb_pos) {
const float x = fmaxf(aabb->minimum[0], fminf(circle->center[0], aabb->maximum[0]));
const float y = fmaxf(aabb->minimum[1], fminf(circle->center[1], aabb->maximum[1]));
const glm::vec2 closest_aabb_point{ x,y };
const glm::vec2 center_aabb = (aabb->maximum + aabb->minimum) / 2.f;
// Get distance to move from closest point on AABB to sphere.
float dist = glm::length(circle->center - closest_aabb_point);
glm::vec2 dir = circle->center - closest_aabb_point;
glm::vec2 dist_to_move = closest_aabb_point + (circle->radius*normalize(dir));
const glm::vec2 dir_to_move = normalize(dist_to_move);
if (aabb->collider_is_static) {
*circle_pos = dist_to_move;
}
// This will probably never happen but just in case...
//else if (circle->collider_is_static) {
// *aabb_pos += dir_to_move;
//}
//else {
// const glm::vec2 dir_to_move = glm::normalize(circle->center - center_aabb) * dist_to_move / 2.f;
// *circle_pos -= dir_to_move;
// *aabb_pos += dir_to_move;
//}
}
inline void ResolveCircleToCircleCollision(ColliderCircle* circle_1, ColliderCircle* circle_2, glm::vec2* pos_1, glm::vec2* pos_2) {
float dist = glm::length(circle_1->center - circle_2->center);
float dist_to_move = circle_1->radius + circle_2->radius - dist;
glm::vec2 dir_to_move = glm::normalize(circle_1->center - circle_2->center) * dist_to_move / 2.f;
if (circle_1->collider_is_static) {
*pos_2 -= dir_to_move;
}
else if (circle_2->collider_is_static) {
*pos_1 += dir_to_move;
}
else {
*pos_1 += dir_to_move;
*pos_2 -= dir_to_move;
}
}
//TODO I'm not sure if we're even going to need this, but if we add a moving AABB object we potentially would.
inline void ResolveAABBToAABBCollision(ColliderAABB* aabb_1, ColliderAABB* aabb_2, glm::vec2* pos_1, glm::vec2* pos_2) {
const glm::vec2 center_1 = (aabb_1->maximum + aabb_1->minimum) / 2.f;
const glm::vec2 center_2 = (aabb_2->maximum + aabb_2->minimum) / 2.f;
const float x_1 = fmaxf(aabb_1->minimum[0], fminf(center_2[0], aabb_1->maximum[0]));
const float y_1 = fmaxf(aabb_1->minimum[1], fminf(center_2[1], aabb_1->maximum[1]));
const float x_2 = fmaxf(aabb_2->minimum[0], fminf(center_1[0], aabb_2->maximum[0]));
const float y_2 = fmaxf(aabb_2->minimum[1], fminf(center_1[1], aabb_2->maximum[1]));
const glm::vec2 closest_point_1{ x_1,y_1 };
const glm::vec2 closest_point_2{ x_2,y_2 };
const float dist_to_move = glm::length(closest_point_2 - center_2) + glm::length(closest_point_1 - center_1) - glm::length(center_1 - center_2);
const glm::vec2 dir_to_move = glm::normalize(center_1 - center_2) * dist_to_move / 2.f;
*pos_1 += dir_to_move;
*pos_2 -= dir_to_move;
}
void PhysicsEngine::ResolveTriggerCollision(PhysicsObject* first, PhysicsObject* second) {
first->OnTrigger(second);
second->OnTrigger(first);
}
//TODO take in Colliders instead of Physics Objects
void PhysicsEngine::ResolveCollision(Collider* first, PhysicsObject* first_phys, Collider* second, PhysicsObject* second_phys)
{
Collider* col_1 = first;
Collider* col_2 = second;
glm::vec2* pos_1 = first_phys->GetWorldPosition();
glm::vec2* pos_2 = second_phys->GetWorldPosition();
if (col_1->GetColliderShape() == Collider::CIRCLE)
{
const auto circle_1 = dynamic_cast<ColliderCircle*>(col_1);
if (col_2->GetColliderShape() == Collider::CIRCLE)
{
const auto circle_2 = dynamic_cast<ColliderCircle*>(col_2);
ResolveCircleToCircleCollision(circle_1, circle_2, pos_1, pos_2);
}
if (col_2->GetColliderShape() == Collider::AABB_SHAPE) {
const auto aabb = dynamic_cast<ColliderAABB*>(col_2);
ResolveCircleToAABBCollision(circle_1, aabb, pos_1, pos_2);
}
}
if (col_1->GetColliderShape() == Collider::AABB_SHAPE)
{
const auto aabb_1 = dynamic_cast<ColliderAABB*>(col_1);
if (col_2->GetColliderShape() == Collider::CIRCLE) {
const auto circle = dynamic_cast<ColliderCircle*>(col_2);
ResolveCircleToAABBCollision(circle, aabb_1, pos_2, pos_1);
}
if (col_2->GetColliderShape() == Collider::AABB_SHAPE) {
const auto aabb_2 = dynamic_cast<ColliderAABB*>(col_2);
ResolveAABBToAABBCollision(aabb_1, aabb_2, pos_1, pos_2);
}
}
}