RingRacers/src/p_sweep.cpp
2025-02-13 15:32:26 -06:00

272 lines
6 KiB
C++

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2025 by James Robert Roman
// Copyright (C) 2025 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
#include <algorithm>
#include <optional>
#include "p_sweep.hpp"
using namespace srb2::math;
using namespace srb2::sweep;
Result SlopeAABBvsLine::vs_slope(const line_segment& l) const
{
auto [a, b] = l.by_x(); // left, right
LineEquation<unit> ql{l};
unit ls = copysign(kUnit, ql.m());
auto hit = [&, &a = a, &b = b](const vec2& k, unit xr, unit x, const vec2& n) -> Contact
{
std::optional<vec2> k2;
if (l.horizontal())
{
// Horizontal line: create second contact point on opposite corner.
// TODO: avoid duplicate point
k2 = vec2(std::clamp(x + xr, a.x, b.x), k.y);
}
return {time(x), n, k, k2};
};
auto slide = [&](const vec2& k, const vec2& s) -> std::optional<Contact>
{
vec2 kf = k * s;
vec2 r = r_ * s;
vec2 p = k - r;
// Slide vertically along AABB left/right edge.
unit f = q_.y(p.x) * s.y;
if (f - r_ > kf.y)
{
// Out of bounds detection.
// This should never slide in front.
// If it does, there was never a hit.
return {};
}
if (f + r_ < kf.y)
{
// Slid behind contact point.
// Try sliding horizontally along AABB top/bottom
// edge.
if (q_.m() == kZero)
{
// Sweep is horizontal.
// It is impossible to slide against a line's
// end by the X axis because the line segment
// lies on that axis.
return {};
}
p.x = q_.x(p.y);
f = p.x * s.x;
if (f - r_ > kf.x)
{
// Slid beyond contact point.
return {};
}
if (f + r_ < kf.x)
{
// Out of bounds detection.
// This should never slide behind.
// If it does, there was never a hit.
return {};
}
return hit(k, r.x, p.x, {kZero, -s.y});
}
return hit(k, r.x, p.x, {-s.x, kZero});
};
// xrs.x = x radius
// xrs.y = x sign
auto bind = [&, &a = a, &b = b](const vec2& k, const vec2& xrs, unit ns) -> std::optional<Contact>
{
if (k.x < a.x)
{
return slide(a, {xrs.y, ls});
}
if (k.x > b.x)
{
return slide(b, {xrs.y, -ls});
}
return hit(k, xrs.x, k.x + xrs.x, normal(l) * ns);
};
if (ql.m() == q_.m())
{
// Parallel lines can only cross at the ends.
vec2 s{kUnit, ls};
return order(slide(a, s), slide(b, -s), ds_.x);
}
vec2 i = ql.intersect(q_);
// Compare slopes to determine if ray is moving upward or
// downward into line.
// For a positive line, AABB top left corner hits the
// line first if the ray is moving upward.
// Swap diagonal corners to bottom right if moving
// downward.
unit ys = q_.m() * ds_.x < ql.m() * ds_.x ? -kUnit : kUnit;
unit yr = r_ * ys;
// Swap left/right corners if line is negative.
unit xr = yr * ls;
// Intersection as if ray were offset -r, +r.
vec2 v = [&]
{
unit y = (q_.m() * xr) + yr;
unit x = y / (ql.m() - q_.m());
return vec2 {x, (x * q_.m()) + y};
}();
// Find the intersection along diagonally oppposing AABB
// corners.
vec2 xrs{xr, ds_.x};
return {bind(i + v, xrs, -ys), bind(i - v, -xrs, -ys)};
}
// TODO: Comments. Bitch.
Result SlopeAABBvsLine::vs_vertical(const line_segment& l) const
{
auto [a, b] = l.by_y(); // bottom, top
auto hit = [&](const vec2& p, std::optional<vec2> q, unit x, const vec2& n) -> Contact { return {time(x), n, p, q}; };
auto bind = [&](const vec2& k, const vec2& a, const vec2& b, const vec2& s, auto limit) -> std::optional<Contact>
{
vec2 r = r_ * s;
vec2 af = a * s;
unit kyf = k.y * s.y;
if (kyf + r_ < af.y)
{
if (q_.m() == kZero)
{
return {};
}
unit x = q_.x(a.y - r.y);
if ((x * s.x) - r_ > af.x)
{
return {};
}
return hit(a, {}, x, {kZero, -s.y});
}
// TODO: avoid duplicate point
vec2 k2{k.x, limit(k.y - r.y, a.y)};
unit byf = b.y * s.y;
vec2 n{-s.x, kZero};
if (kyf + r_ > byf)
{
if (kyf - r_ > byf)
{
return {};
}
return hit(b, k2, k.x - r.x, n);
}
return hit(vec2(k.x, k.y + r.y), k2, k.x - r.x, n);
};
vec2 i{a.x, q_.y(a.x)};
vec2 v{kZero, q_.m() * r_ * ds_.x * ds_.y};
vec2 s = ds_ * ds_.y;
// Damn you, template overloads!
auto min = [](unit x, unit y) { return std::min(x, y); };
auto max = [](unit x, unit y) { return std::max(x, y); };
return order(bind(i - v, a, b, s, max), bind(i + v, b, a, -s, min), ds_.y);
}
Result VerticalAABBvsLine::vs_slope(const line_segment& l) const
{
auto [a, b] = l.by_x(); // left, right
LineEquation<unit> ql{l};
auto hit = [&, &a = a, &b = b](const vec2& k, unit xr, unit y, const vec2& n) -> Contact
{
std::optional<vec2> k2;
if (l.horizontal())
{
// Horizontal line: create second contact point on opposite corner.
// TODO: avoid duplicate point
k2 = vec2(std::clamp(x_ + xr, a.x, b.x), k.y);
}
return {time(y), n, k, k2};
};
auto bind = [&](const vec2& a, const vec2& b, const vec2& s) -> std::optional<Contact>
{
vec2 r = r_ * s;
unit xf = x_ * s.x;
if (xf - r_ > b.x * s.x)
{
return {};
}
unit axf = a.x * s.x;
if (xf - r_ < axf)
{
if (xf + r_ < axf)
{
return {};
}
return hit(a, r.x, a.y - r.y, {kZero, -s.y});
}
vec2 i{x_, ql.y(x_)};
vec2 v{r.x, ql.m() * r.x};
vec2 k = i - v;
return hit(k, r.x, k.y - r.y, normal(l) * -s.y);
};
unit mys = copysign(kUnit, ql.m() * ds_.y);
vec2 s{kUnit, ds_.y * mys};
return order(bind(a, b, s), bind(b, a, -s), mys);
}
Result VerticalAABBvsLine::vs_vertical(const line_segment& l) const
{
// Box does not overlap Y plane.
if (x_ + r_ < l.a.x || x_ - r_ > l.a.x)
{
return {};
}
auto [a, b] = l.by_y(); // bottom, top
auto hit = [&](const vec2& k, unit yr) -> Contact { return {time(k.y + yr), {kZero, -ds_.y}, k}; };
// Offset away from line ends.
// Contacts are opposite when swept downward.
return order(hit(a, -r_), hit(b, r_), ds_.y);
}