Removed physics for now.
This commit is contained in:
97
archive/physics/2d/Box.cpp
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97
archive/physics/2d/Box.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Box.hpp"
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using namespace Dawn;
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bool_t boxIsPointInside(glm::vec2 point, glm::vec2 min, glm::vec2 max) {
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return (
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point.x >= min.x && point.x <= max.x &&
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point.y >= min.y && point.y <= max.y
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);
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}
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bool_t Dawn::boxCheckCollision(
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glm::vec2 posA, glm::vec2 minA, glm::vec2 maxA,
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glm::vec2 posB, glm::vec2 minB, glm::vec2 maxB,
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glm::vec2 velocity,
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glm::vec2 &normal,
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float_t &entryTime,
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float_t &exitTime,
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glm::vec2 &entryPoint,
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glm::vec2 &exitPoint
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) {
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// Calculate the time intervals of overlap in the x and y axes
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glm::vec2 invEntry = glm::vec2(0.0f);
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glm::vec2 invExit = glm::vec2(0.0f);
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if (velocity.x >= 0.0f) {
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invEntry.x = ((minB.x + posB.x) - (maxA.x + posA.x)) / velocity.x;
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invExit.x = ((maxB.x + posB.x) - (minA.x + posA.x)) / velocity.x;
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} else {
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invEntry.x = ((maxB.x + posB.x) - (minA.x + posA.x)) / velocity.x;
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invExit.x = ((minB.x + posB.x) - (maxA.x + posA.x)) / velocity.x;
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}
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if (velocity.y >= 0.0f) {
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invEntry.y = ((minB.y + posB.y) - (maxA.y + posA.y)) / velocity.y;
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invExit.y = ((maxB.y + posB.y) - (minA.y + posA.y)) / velocity.y;
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} else {
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invEntry.y = ((maxB.y + posB.y) - (minA.y + posA.y)) / velocity.y;
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invExit.y = ((minB.y + posB.y) - (maxA.y + posA.y)) / velocity.y;
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}
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// Calculate the time of entry and exit for each axis
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glm::vec2 entry = glm::max(invEntry, glm::vec2(0.0f));
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glm::vec2 exit = glm::min(invExit, glm::vec2(1.0f));
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// Find the time of entry and exit
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entryTime = glm::max(entry.x, entry.y);
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exitTime = glm::min(exit.x, exit.y);
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// If there is no overlap in either axis, there is no collision
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if (entryTime > exitTime || entry.x < 0.0f && entry.y < 0.0f || entry.x > 1.0f || entry.y > 1.0f) {
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return false;
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}
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// Calculate the normal of the collision
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if (entry.x > entry.y) {
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if (invEntry.x < 0.0f) {
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normal = glm::vec2(1.0f, 0.0f);
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} else {
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normal = glm::vec2(-1.0f, 0.0f);
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}
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} else {
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if (invEntry.y < 0.0f) {
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normal = glm::vec2(0.0f, 1.0f);
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} else {
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normal = glm::vec2(0.0f, -1.0f);
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}
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}
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// Calculate the entry and exit points
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entryPoint = posA + velocity * entryTime;
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exitPoint = posA + velocity * exitTime;
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return true;
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}
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bool_t Dawn::boxIsBoxColliding(
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glm::vec2 posA, glm::vec2 minA, glm::vec2 maxA,
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glm::vec2 posB, glm::vec2 minB, glm::vec2 maxB
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) {
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// Check for no overlap in X axis
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if (posA.x + maxA.x < posB.x + minB.x || posB.x + maxB.x < posA.x + minA.x) {
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return false;
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}
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// Check for no overlap in Y axis
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if (posA.y + maxA.y < posB.y + minB.y || posB.y + maxB.y < posA.y + minA.y) {
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return false;
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}
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return true;
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}
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