diff semiconginev2/old/collision.nim @ 1218:56781cc0fc7c compiletime-tests

did: renamge main package
author sam <sam@basx.dev>
date Wed, 17 Jul 2024 21:01:37 +0700
parents semicongine/old/collision.nim@a3eb305bcac2
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/semiconginev2/old/collision.nim	Wed Jul 17 21:01:37 2024 +0700
@@ -0,0 +1,386 @@
+import ./core
+
+const MAX_COLLISON_DETECTION_ITERATIONS = 20
+const MAX_COLLISON_POINT_CALCULATION_ITERATIONS = 20
+
+type
+  ColliderType* = enum
+    Box, Sphere, Points
+  Collider* = object
+    transform*: Mat4 = Unit4F32
+    case theType*: ColliderType
+      of Box: discard
+      of Sphere: radius*: float32
+      of Points: points*: seq[Vec3f]
+
+func between(value, b1, b2: float32): bool =
+  min(b1, b2) <= value and value <= max(b1, b2)
+
+func Contains*(collider: Collider, x: Vec3f): bool =
+  # from https://math.stackexchange.com/questions/1472049/check-if-a-point-is-inside-a-rectangular-shaped-area-3d
+  case collider.theType:
+  of Box:
+    let
+      P1 = collider.transform * NewVec3f(0, 0, 0) # origin
+      P2 = collider.transform * Z
+      P4 = collider.transform * X
+      P5 = collider.transform * Y
+      u = (P1 - P4).Cross(P1 - P5)
+      v = (P1 - P2).Cross(P1 - P5)
+      w = (P1 - P2).Cross(P1 - P4)
+      uP1 = u.Dot(P1)
+      uP2 = u.Dot(P2)
+      vP1 = v.Dot(P1)
+      vP4 = v.Dot(P4)
+      wP1 = w.Dot(P1)
+      wP5 = w.Dot(P5)
+      ux = u.Dot(x)
+      vx = v.Dot(x)
+      wx = w.Dot(x)
+    ux.between(uP1, uP2) and vx.between(vP1, vP4) and wx.between(wP1, wP5)
+  of Sphere:
+    (collider.transform * x).Length < (collider.transform * NewVec3f()).Length
+  of Points:
+    raise newException(Exception, "Points are not supported yet for 'contains'")
+
+# implementation of GJK, based on https://blog.winter.dev/2020/gjk-algorithm/
+
+# most generic implementation of findFurthestPoint
+# add other implementations of findFurthestPoint for other kind of geometry or optimization
+# (will be selected depening on type of the first parameter)
+func findFurthestPoint(points: openArray[Vec3f], direction: Vec3f): Vec3f =
+  var maxDist = low(float32)
+  for p in points:
+    let dist = direction.Dot(p)
+    if dist > maxDist:
+      maxDist = dist
+      result = p
+
+func findFurthestPoint(transform: Mat4, direction: Vec3f): Vec3f =
+  return findFurthestPoint(
+    [
+      transform * NewVec3f(0, 0, 0),
+      transform * X,
+      transform * Y,
+      transform * Z,
+      transform * (X + Y),
+      transform * (X + Z),
+      transform * (Y + Z),
+      transform * (X + Y + Z),
+    ],
+    direction
+  )
+func findFurthestPoint(collider: Collider, direction: Vec3f): Vec3f =
+  case collider.theType
+  of Sphere:
+    let directionNormalizedToSphere = ((direction / direction.Length) * collider.radius)
+    collider.transform * directionNormalizedToSphere
+  of Box:
+    findFurthestPoint(collider.transform, direction)
+  of Points:
+    findFurthestPoint(collider.points, direction)
+
+func supportPoint(a, b: Collider, direction: Vec3f): Vec3f =
+  a.findFurthestPoint(direction) - b.findFurthestPoint(-direction)
+
+func sameDirection(direction: Vec3f, ao: Vec3f): bool =
+  direction.Dot(ao) > 0
+
+func line(simplex: var seq[Vec3f], direction: var Vec3f): bool =
+  let
+    a = simplex[0]
+    b = simplex[1]
+    ab = b - a
+    ao = - a
+
+  if sameDirection(ab, ao):
+    direction = Cross(Cross(ab, ao), ab)
+  else:
+    simplex = @[a]
+    direction = ao
+
+  return false
+
+func triangle(simplex: var seq[Vec3f], direction: var Vec3f, twoDimensional = false): bool =
+  let
+    a = simplex[0]
+    b = simplex[1]
+    c = simplex[2]
+    ab = b - a
+    ac = c - a
+    ao = - a
+    abc = ab.Cross(ac)
+
+  if sameDirection(abc.Cross(ac), ao):
+    if sameDirection(ac, ao):
+      simplex = @[a, c]
+      direction = ac.Cross(ao).Cross(ac)
+    else:
+      simplex = @[a, b]
+      return line(simplex, direction)
+  else:
+    if (sameDirection(ab.Cross(abc), ao)):
+      simplex = @[a, b]
+      return line(simplex, direction)
+    else:
+      if twoDimensional:
+        return true
+      if (sameDirection(abc, ao)):
+        direction = abc
+      else:
+        simplex = @[a, c, b]
+        direction = -abc
+
+  return false
+
+func tetrahedron(simplex: var seq[Vec3f], direction: var Vec3f): bool =
+  let
+    a = simplex[0]
+    b = simplex[1]
+    c = simplex[2]
+    d = simplex[3]
+    ab = b - a
+    ac = c - a
+    ad = d - a
+    ao = - a
+    abc = ab.Cross(ac)
+    acd = ac.Cross(ad)
+    adb = ad.Cross(ab)
+
+  if sameDirection(abc, ao):
+    simplex = @[a, b, c]
+    return triangle(simplex, direction)
+  if sameDirection(acd, ao):
+    simplex = @[a, c, d]
+    return triangle(simplex, direction)
+  if sameDirection(adb, ao):
+    simplex = @[a, d, b]
+    return triangle(simplex, direction)
+
+  return true
+
+func getFaceNormals(polytope: seq[Vec3f], faces: seq[int]): (seq[Vec4f], int) =
+  var
+    normals: seq[Vec4f]
+    minTriangle = 0
+    minDistance = high(float32)
+
+  for i in countup(0, faces.len - 1, 3):
+    let
+      a = polytope[faces[i + 0]]
+      b = polytope[faces[i + 1]]
+      c = polytope[faces[i + 2]]
+
+    var normal = (b - a).Cross(c - a).Normalized()
+    var distance = normal.Dot(a)
+
+    if distance < 0:
+      normal = normal * -1'f32
+      distance = distance * -1'f32
+
+    normals.add normal.ToVec4(distance)
+
+    if distance < minDistance:
+      minTriangle = i div 3
+      minDistance = distance
+
+  return (normals, minTriangle)
+
+func addIfUniqueEdge(edges: var seq[(int, int)], faces: seq[int], a: int, b: int) =
+  let reverse = edges.find((faces[b], faces[a]))
+  if (reverse >= 0):
+    edges.delete(reverse)
+  else:
+    edges.add (faces[a], faces[b])
+
+func nextSimplex(simplex: var seq[Vec3f], direction: var Vec3f, twoDimensional = false): bool =
+  case simplex.len
+  of 2: simplex.line(direction)
+  of 3: simplex.triangle(direction, twoDimensional)
+  of 4: simplex.tetrahedron(direction)
+  else: raise newException(Exception, "Error in simplex")
+
+func collisionPoint3D(simplex: var seq[Vec3f], a, b: Collider): tuple[normal: Vec3f, penetrationDepth: float32] =
+  var
+    polytope = simplex
+    faces = @[
+      0, 1, 2,
+      0, 3, 1,
+      0, 2, 3,
+      1, 3, 2
+    ]
+    (normals, minFace) = getFaceNormals(polytope, faces)
+    minNormal: Vec3f
+    minDistance = high(float32)
+    iterCount = 0
+
+  while minDistance == high(float32) and iterCount < MAX_COLLISON_POINT_CALCULATION_ITERATIONS:
+    minNormal = normals[minFace].xyz
+    minDistance = normals[minFace].w
+    var
+      support = supportPoint(a, b, minNormal)
+      sDistance = minNormal.Dot(support)
+
+    if abs(sDistance - minDistance) > 0.001'f32:
+      minDistance = high(float32)
+      var uniqueEdges: seq[(int, int)]
+      var i = 0
+      while i < normals.len:
+        if sameDirection(normals[i], support):
+          var f = i * 3
+
+          addIfUniqueEdge(uniqueEdges, faces, f + 0, f + 1)
+          addIfUniqueEdge(uniqueEdges, faces, f + 1, f + 2)
+          addIfUniqueEdge(uniqueEdges, faces, f + 2, f + 0)
+
+          faces[f + 2] = faces.pop()
+          faces[f + 1] = faces.pop()
+          faces[f + 0] = faces.pop()
+
+          normals[i] = normals.pop()
+
+          dec i
+        inc i
+
+      var newFaces: seq[int]
+      for (edgeIndex1, edgeIndex2) in uniqueEdges:
+        newFaces.add edgeIndex1
+        newFaces.add edgeIndex2
+        newFaces.add polytope.len
+
+      polytope.add support
+
+      var (newNormals, newMinFace) = getFaceNormals(polytope, newFaces)
+      if newNormals.len == 0:
+        break
+
+      var oldMinDistance = high(float32)
+      for j in 0 ..< normals.len:
+        if normals[j].w < oldMinDistance:
+          oldMinDistance = normals[j].w
+          minFace = j
+
+      if (newNormals[newMinFace].w < oldMinDistance):
+        minFace = newMinFace + normals.len
+
+      for f in newFaces:
+        faces.add f
+      for n in newNormals:
+        normals.add n
+    inc iterCount
+
+  result = (normal: minNormal, penetrationDepth: minDistance + 0.001'f32)
+
+
+func collisionPoint2D(polytopeIn: seq[Vec3f], a, b: Collider): tuple[normal: Vec3f, penetrationDepth: float32] =
+  var
+    polytope = polytopeIn
+    minIndex = 0
+    minDistance = high(float32)
+    iterCount = 0
+    minNormal: Vec2f
+
+  while minDistance == high(float32) and iterCount < MAX_COLLISON_POINT_CALCULATION_ITERATIONS:
+    for i in 0 ..< polytope.len:
+      let
+        j = (i + 1) mod polytope.len
+        vertexI = polytope[i]
+        vertexJ = polytope[j]
+        ij = vertexJ - vertexI
+      var
+        normal = NewVec2f(ij.y, -ij.x).Normalized()
+        distance = normal.Dot(vertexI)
+
+      if (distance < 0):
+        distance *= -1'f32
+        normal = normal * -1'f32
+
+      if distance < minDistance:
+        minDistance = distance
+        minNormal = normal
+        minIndex = j
+
+    let
+      support = supportPoint(a, b, minNormal.ToVec3)
+      sDistance = minNormal.Dot(support)
+
+    if(abs(sDistance - minDistance) > 0.001):
+      minDistance = high(float32)
+      polytope.insert(support, minIndex)
+    inc iterCount
+
+  result = (normal: NewVec3f(minNormal.x, minNormal.y), penetrationDepth: minDistance + 0.001'f32)
+
+func Intersects*(a, b: Collider, as2D = false): bool =
+  var
+    support = supportPoint(a, b, NewVec3f(0.8153, -0.4239, if as2D: 0.0 else: 0.5786)) # just random initial vector
+    simplex = newSeq[Vec3f]()
+    direction = -support
+    n = 0
+  simplex.insert(support, 0)
+  while n < MAX_COLLISON_DETECTION_ITERATIONS:
+    support = supportPoint(a, b, direction)
+    if support.Dot(direction) <= 0:
+      return false
+    simplex.insert(support, 0)
+    if nextSimplex(simplex, direction, twoDimensional = as2D):
+      return true
+    # prevent numeric instability
+    if direction == NewVec3f(0, 0, 0):
+      direction[0] = 0.0001
+    inc n
+
+func Collision*(a, b: Collider, as2D = false): tuple[hasCollision: bool, normal: Vec3f, penetrationDepth: float32] =
+  var
+    support = supportPoint(a, b, NewVec3f(0.8153, -0.4239, if as2D: 0.0 else: 0.5786)) # just random initial vector
+    simplex = newSeq[Vec3f]()
+    direction = -support
+    n = 0
+  simplex.insert(support, 0)
+  while n < MAX_COLLISON_DETECTION_ITERATIONS:
+    support = supportPoint(a, b, direction)
+    if support.Dot(direction) <= 0:
+      return result
+    simplex.insert(support, 0)
+    if nextSimplex(simplex, direction, twoDimensional = as2D):
+      let (normal, depth) = if as2D: collisionPoint2D(simplex, a, b) else: collisionPoint3D(simplex, a, b)
+      return (true, normal, depth)
+    # prevent numeric instability
+    if direction == NewVec3f(0, 0, 0):
+      direction[0] = 0.0001
+    inc n
+
+func CalculateCollider*(points: openArray[Vec3f], theType: ColliderType): Collider =
+  var
+    minX = high(float32)
+    maxX = low(float32)
+    minY = high(float32)
+    maxY = low(float32)
+    minZ = high(float32)
+    maxZ = low(float32)
+    center: Vec3f
+
+  for p in points:
+    minX = min(minX, p.x)
+    maxX = max(maxX, p.x)
+    minY = min(minY, p.y)
+    maxY = max(maxY, p.y)
+    minZ = min(minZ, p.z)
+    maxZ = max(maxz, p.z)
+    center = center + p
+  center = center / float32(points.len)
+
+  let
+    scaleX = (maxX - minX)
+    scaleY = (maxY - minY)
+    scaleZ = (maxZ - minZ)
+
+  if theType == Points:
+    result = Collider(theType: Points, points: @points)
+  else:
+    result = Collider(theType: theType, transform: Translate(minX, minY, minZ) * Scale(scaleX, scaleY, scaleZ))
+
+    if theType == Sphere:
+      result.transform = Translate(center)
+      for p in points:
+        result.radius = max(result.radius, (p - center).Length)