forked from EngoEngine/engo
/
collision.go
187 lines (152 loc) · 3.94 KB
/
collision.go
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package engi
import (
"github.com/paked/engi/ecs"
"log"
"math"
)
type AABB struct {
Min, Max Point
}
type SpaceComponent struct {
Position Point
Width float32
Height float32
}
// Center positions the space component according to its center instead of its
// top-left point (this avoids doing the same math each time in your systems)
func (sc *SpaceComponent) Center(p Point) {
xDelta := sc.Width / 2
yDelta := sc.Height / 2
// update position according to point being used as our center
sc.Position.X = p.X - xDelta
sc.Position.Y = p.Y - yDelta
}
func (*SpaceComponent) Type() string {
return "SpaceComponent"
}
func (sc SpaceComponent) AABB() AABB {
return AABB{Min: sc.Position, Max: Point{sc.Position.X + sc.Width, sc.Position.Y + sc.Height}}
}
type CollisionMasterComponent struct {
}
func (*CollisionMasterComponent) Type() string {
return "CollisionMasterComponent"
}
func (cm CollisionMasterComponent) Is() bool {
return true
}
type CollisionComponent struct {
Solid, Main bool
Extra Point
}
func (*CollisionComponent) Type() string {
return "CollisionComponent"
}
type CollisionMessage struct {
Entity *ecs.Entity
To *ecs.Entity
}
func (collision CollisionMessage) Type() string {
return "CollisionMessage"
}
type CollisionSystem struct {
*ecs.System
}
func (cs *CollisionSystem) New(*ecs.World) {
cs.System = ecs.NewSystem()
}
func (cs *CollisionSystem) RunInParallel() bool {
return len(cs.Entities()) > 40 // turning point for CollisionSystem
}
func (cs *CollisionSystem) Update(entity *ecs.Entity, dt float32) {
var (
space *SpaceComponent
collision *CollisionComponent
ok bool
)
if space, ok = entity.ComponentFast(space).(*SpaceComponent); !ok {
return
}
if collision, ok = entity.ComponentFast(collision).(*CollisionComponent); !ok {
return
}
if !collision.Main {
return
}
var (
otherSpace *SpaceComponent
otherCollision *CollisionComponent
)
for _, other := range cs.Entities() {
if other.ID() != entity.ID() {
if otherSpace, ok = other.ComponentFast(otherSpace).(*SpaceComponent); !ok {
return
}
if otherCollision, ok = other.ComponentFast(otherCollision).(*CollisionComponent); !ok {
return
}
entityAABB := space.AABB()
offset := Point{collision.Extra.X / 2, collision.Extra.Y / 2}
entityAABB.Min.X -= offset.X
entityAABB.Min.Y -= offset.Y
entityAABB.Max.X += offset.X
entityAABB.Max.Y += offset.Y
otherAABB := otherSpace.AABB()
offset = Point{otherCollision.Extra.X / 2, otherCollision.Extra.Y / 2}
otherAABB.Min.X -= offset.X
otherAABB.Min.Y -= offset.Y
otherAABB.Max.X += offset.X
otherAABB.Max.Y += offset.Y
if IsIntersecting(entityAABB, otherAABB) {
if otherCollision.Solid && collision.Solid {
mtd := MinimumTranslation(entityAABB, otherAABB)
space.Position.X += mtd.X
space.Position.Y += mtd.Y
}
Mailbox.Dispatch(CollisionMessage{Entity: entity, To: other})
}
}
}
}
func (*CollisionSystem) Type() string {
return "CollisionSystem"
}
func IsIntersecting(rect1 AABB, rect2 AABB) bool {
if rect1.Max.X > rect2.Min.X && rect1.Min.X < rect2.Max.X && rect1.Max.Y > rect2.Min.Y && rect1.Min.Y < rect2.Max.Y {
return true
}
return false
}
func MinimumTranslation(rect1 AABB, rect2 AABB) Point {
mtd := Point{}
left := float64(rect2.Min.X - rect1.Max.X)
right := float64(rect2.Max.X - rect1.Min.X)
top := float64(rect2.Min.Y - rect1.Max.Y)
bottom := float64(rect2.Max.Y - rect1.Min.Y)
if left > 0 || right < 0 {
log.Println("Box aint intercepting")
return mtd
//box doesnt intercept
}
if top > 0 || bottom < 0 {
log.Println("Box aint intercepting")
return mtd
//box doesnt intercept
}
if math.Abs(left) < right {
mtd.X = float32(left)
} else {
mtd.X = float32(right)
}
if math.Abs(top) < bottom {
mtd.Y = float32(top)
} else {
mtd.Y = float32(bottom)
}
if math.Abs(float64(mtd.X)) < math.Abs(float64(mtd.Y)) {
mtd.Y = 0
} else {
mtd.X = 0
}
return mtd
}