1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
package phys
import "core:math"
import "core:math/linalg"
import "core:log"
Vec2 :: [2]f32
Rect :: struct {
start: Vec2,
size: Vec2,
}
Layer :: enum (u16) {
Hard, // hard collisions; don't let bodies intersect at all. default
Soft, // soft collisions; push away other bodies with a force
Enemy, // enemy hitboxes
Player, // player hitboxes
Enemy_Projectile,
Player_Projectile,
}
Layer_Set :: bit_set[Layer;u16]
Collision_Type :: enum (u8) {
Up,
Down,
Right,
Left,
Horizontal,
Vertical,
}
Raycast :: struct {
start: Vec2,
dir: Vec2,
mask: Layer_Set,
}
Body :: struct {
handle: Body_Handle,
bin_idx: i32,
rect: Rect,
active: bool,
pos: Vec2,
vel: Vec2,
collisions: bit_set[Collision_Type;u8],
layers: Layer_Set,
mask: Layer_Set,
}
make_body :: proc(
rect: Rect,
layers := Layer_Set{.Hard},
mask := Layer_Set{.Hard},
) -> Body_Handle {
b := Body {
rect = rect,
layers = layers,
mask = mask,
active = true,
}
return add_body(b)
}
@(require_results)
make_raycast :: #force_inline proc(
start: Vec2,
end: Vec2,
mask := Layer_Set{.Hard},
) -> Raycast {
return Raycast{
start,
end,
mask,
}
}
@(require_results)
aabb_hori :: proc(a: Rect, b: Rect) -> bool {
return a.start.x < b.start.x + b.size.x && b.start.x < a.start.x + a.size.x
}
@(require_results)
aabb_vert :: proc(a: Rect, b: Rect) -> bool {
return a.start.y < b.start.y + b.size.y && b.start.y < a.start.y + a.size.y
}
@(require_results)
aabb :: proc(a: Rect, b: Rect) -> bool {
return aabb_hori(a, b) && aabb_vert(a, b)
}
@(require_results)
point_aabb_hori :: proc(r: Rect, p: Vec2) -> bool {
return r.start.x < p.x && r.start.x + r.size.x > p.x
}
@(require_results)
point_aabb_vert :: proc(r: Rect, p: Vec2) -> bool {
return r.start.y < p.y && r.start.y + r.size.y > p.y
}
@(require_results)
point_aabb :: proc(r: Rect, p: Vec2) -> bool {
return point_aabb_hori(r, p) && point_aabb_vert(r, p)
}
@(require_results)
raycast_to_aabb :: proc(rc: Raycast, body: Body) -> bool {
body_min := body.pos + body.rect.start
body_max := body_min + body.rect.size
rc_dir_to_body := linalg.normalize0((body_min + body_max) * 0.5 - rc.start)
// Don't consider bodies behind the ray
if linalg.dot(rc_dir_to_body, rc.dir) < 0 {
return false;
}
tmin := -math.INF_F32
tmax := math.INF_F32
dir_inv := 1.0 / rc.dir
tx_min := (body_min.x - rc.start.x) * dir_inv.x
tx_max := (body_max.x - rc.start.x) * dir_inv.x
tmin = max(tmin, min(tx_max, tx_min))
tmax = min(tmax, max(tx_max, tx_min))
ty_min := (body_min.y - rc.start.y) * dir_inv.y
ty_max := (body_max.y - rc.start.y) * dir_inv.y
tmin = max(tmin, min(ty_max, ty_min))
tmax = min(tmax, max(ty_max, ty_min))
return tmax >= tmin
}
|