Fix entity origin and rotation about origin

Fundamental mismatch between rotation and offset of polygons. Polygons can be arbitrarily ordered in terms of vertices as long as they are in a CCW order.
However there should be no restriction on the starting vertex position.

Since this is the case, the entity offset for a polygon should offset from the
starting vertex to the perceived "entity origin". This entity origin is where
collision detection, rotation and movement is based off.
This commit is contained in:
Doyle Thai 2016-11-19 16:42:13 +11:00
parent 01f99dd0ca
commit 20749dd668
6 changed files with 73 additions and 226 deletions

View File

@ -177,8 +177,11 @@ v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
for (i32 i = 0; i < iterations; i++)
{
i32 randValue = rand();
result[i] = V2(math_cosf(iterationAngle * i) * asteroidRadius,
math_sinf(iterationAngle * i) * asteroidRadius);
// NOTE(doyle): Sin/cos generate values from +-1, we want to create
// vertices that start from 0, 0 (i.e. strictly positive)
result[i] = V2(((math_cosf(iterationAngle * i) + 1) * asteroidRadius),
((math_sinf(iterationAngle * i) + 1) * asteroidRadius));
#if 1
f32 displacementDist = 0.50f * asteroidRadius;
@ -239,6 +242,27 @@ v2 *createEntityEdgeList(MemoryArena_ *transientArena, Entity *entity)
return result;
}
v2 calculateProjectionRangeForEdge(Entity *entity, v2 edgeNormal)
{
v2 result = {0};
result.max = v2_dot(entity->vertexPoints[0], edgeNormal);
result.max = result.min;
for (i32 vertexIndex = 0; vertexIndex < entity->numVertexPoints;
vertexIndex++)
{
f32 dist =
v2_dot(entity->vertexPoints[vertexIndex], edgeNormal);
if (dist < result.min)
result.min = dist;
else if (dist > result.max)
result.max = dist;
}
return result;
}
b32 checkEntityProjectionOverlap(Entity *entity, Entity *checkEntity,
v2 *entityEdges)
{
@ -246,39 +270,10 @@ b32 checkEntityProjectionOverlap(Entity *entity, Entity *checkEntity,
for (i32 edgeIndex = 0; edgeIndex < entity->numVertexPoints && result;
edgeIndex++)
{
v2 entityProjectionRange = {0};
entityProjectionRange.max =
v2_dot(entity->vertexPoints[0], entityEdges[0]);
entityProjectionRange.max = entityProjectionRange.min;
for (i32 vertexIndex = 0; vertexIndex < entity->numVertexPoints;
vertexIndex++)
{
f32 dist = v2_dot(entity->vertexPoints[vertexIndex],
entityEdges[edgeIndex]);
if (dist < entityProjectionRange.min)
entityProjectionRange.min = dist;
else if (dist > entityProjectionRange.max)
entityProjectionRange.max = dist;
}
v2 checkEntityProjectionRange = {0};
checkEntityProjectionRange.min =
v2_dot(entity->vertexPoints[0], entityEdges[0]);
checkEntityProjectionRange.max = checkEntityProjectionRange.min;
for (i32 vertexIndex = 0; vertexIndex < checkEntity->numVertexPoints;
vertexIndex++)
{
f32 dist = v2_dot(checkEntity->vertexPoints[vertexIndex],
entityEdges[edgeIndex]);
if (dist < checkEntityProjectionRange.min)
checkEntityProjectionRange.min = dist;
else if (dist > checkEntityProjectionRange.max)
checkEntityProjectionRange.max = dist;
}
v2 entityProjectionRange =
calculateProjectionRangeForEdge(entity, entityEdges[edgeIndex]);
v2 checkEntityProjectionRange = calculateProjectionRangeForEdge(
checkEntity, entityEdges[edgeIndex]);
if (!v2_intervalsOverlap(entityProjectionRange,
checkEntityProjectionRange))
@ -337,13 +332,15 @@ void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed)
// Convert inplace the vector normal of the edges
for (i32 i = 0; i < numEntityEdges; i++)
{
entityEdges[i] = V2(entityEdges[i].y, -entityEdges[i].x);
entityEdges[i] = v2_perpendicular(entityEdges[i]);
entityEdges[i] = v2_add(entityEdges[i], entity->pos);
}
for (i32 i = 0; i < numCheckEntityEdges; i++)
{
checkEntityEdges[i] = v2_perpendicular(checkEntityEdges[i]);
checkEntityEdges[i] =
V2(entityEdges[i].y, -entityEdges[i].x);
v2_add(checkEntityEdges[i], checkEntity->pos);
}
if ((checkEntityProjectionOverlap(entity, checkEntity,
@ -355,7 +352,9 @@ void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed)
}
}
if (willCollide) break;
if (willCollide) {
break;
}
}
}
#endif
@ -397,15 +396,13 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
ship->vertexPoints = memory_pushBytes(
&state->persistentArena, sizeof(v2) * ship->numVertexPoints);
Basis shipBasis = getDefaultBasis(ship);
v2 triangleTopPoint = V2(shipBasis.pos.x + (ship->size.w * 0.5f),
shipBasis.pos.y + ship->size.h);
v2 triangleRightSide =
V2(shipBasis.pos.x + ship->size.w, shipBasis.pos.y);
v2 triangleBaseP = V2(0, 0);
v2 triangleTopP = V2(ship->size.w * 0.5f, ship->size.h);
v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);
ship->vertexPoints[0] = shipBasis.pos;
ship->vertexPoints[1] = triangleRightSide;
ship->vertexPoints[2] = triangleTopPoint;
ship->vertexPoints[0] = triangleBaseP;
ship->vertexPoints[1] = triangleRightP;
ship->vertexPoints[2] = triangleTopP;
ship->scale = 1;
ship->type = entitytype_ship;
@ -414,7 +411,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
ship->tex = NULL;
ship->collides = TRUE;
i32 numAsteroids = 10;
i32 numAsteroids = 8;
for (i32 i = 0; i < numAsteroids; i++)
{
Entity *asteroid = &state->entityList[state->entityIndex];
@ -427,13 +424,13 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
asteroid->size = V2(100.0f, 100.0f);
asteroid->hitbox = asteroid->size;
asteroid->offset = v2_scale(asteroid->size, 0.5f);
asteroid->offset = V2(asteroid->size.w * -0.5f, 0);
asteroid->scale = 1;
asteroid->type = entitytype_asteroid;
asteroid->direction = direction_null;
asteroid->renderMode = rendermode_polygon;
asteroid->numVertexPoints = 16;
asteroid->numVertexPoints = 8;
asteroid->vertexPoints = createAsteroidVertexList(
&state->persistentArena, asteroid->numVertexPoints,
(i32)(asteroid->size.x * 0.5f));
@ -535,8 +532,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
}
ddPSpeedInMs = 25;
pivotPoint = v2_scale(entity->size, 0.5f);
DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
@ -617,39 +612,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
// NOTE(doyle): Make asteroids start and move at constant speed
ddPSpeedInMs = 2;
entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs);
entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs);
entity->rotation += (randValue % 20) * dt;
}
moveEntity(state, entity, ddP, dt, ddPSpeedInMs);
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_entity(&state->renderer, &state->transientArena, state->camera,
entity, pivotPoint, 0, V4(0.4f, 0.8f, 1.0f, 1.0f),
flags);
Basis entityBasis = getDefaultBasis(entity);
renderer_rect(&state->renderer, state->camera, entityBasis.pos,
V2(4, 4), entityBasis.pivotPoint,
DEGREES_TO_RADIANS(entity->rotation), NULL,
V4(1.0f, 0, 0, 1.0f), flags);
entity, V2(0, 0), 0,
V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
}
#if 1
TrianglePoints triangle = {0};
triangle.points[0] = V2(100, 200);
triangle.points[1] = V2(200, 100);
triangle.points[2] = V2(100, 300);
LOCAL_PERSIST Degrees rotation = 0.0f;
rotation += (60.0f) * dt;
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
rotation, NULL, V4(1, 1, 1, 1), flags);
debug_drawUi(state, dt);
debug_clearCounter();
#endif
renderer_renderGroups(&state->renderer);
}

View File

@ -86,53 +86,3 @@ void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
DEBUG_LOG("No more free entity animation slots");
}
Basis getBasis(Entity *entity, enum RectBaseline baseline)
{
ASSERT(baseline < rectbaseline_count);
v2 basis = v2_sub(entity->pos, entity->offset);
v2 pivotPoint = v2_scale(entity->size, 0.5f);
v2 size = entity->size;
switch (baseline)
{
case rectbaseline_top:
basis.y += (size.h);
basis.x += (size.w * 0.5f);
break;
case rectbaseline_topLeft:
basis.y += (size.h);
break;
case rectbaseline_topRight:
basis.y += (size.h);
basis.x += (size.w);
break;
case rectbaseline_bottom:
basis.x += (size.w * 0.5f);
break;
case rectbaseline_bottomRight:
basis.x += (size.w);
break;
case rectbaseline_left:
basis.y += (size.h * 0.5f);
break;
case rectbaseline_right:
basis.x += (size.w);
basis.y += (size.h * 0.5f);
break;
case rectbaseline_bottomLeft:
break;
default:
DEBUG_LOG(
"getPosRelativeToRect() warning: baseline enum not recognised");
break;
}
Basis result = {0};
result.pos = basis;
result.pivotPoint = pivotPoint;
return result;
}

View File

@ -13,11 +13,6 @@ typedef struct RenderQuad
Vertex vertex[4];
} RenderQuad_;
typedef struct RenderTriangle
{
Vertex vertex[3];
} RenderTriangle_;
// NOTE(doyle): A vertex batch is the batch of vertexes comprised to make one
// shape
INTERNAL void beginVertexBatch(Renderer *renderer)
@ -317,30 +312,6 @@ INTERNAL RenderQuad_ createRenderQuad(Renderer *renderer, v2 pos, v2 size,
return result;
}
INTERNAL RenderTriangle_ createRenderTriangle(Renderer *renderer,
TrianglePoints triangle,
v2 pivotPoint, Radians rotate,
RenderTex renderTex)
{
/* Convert texture coordinates to normalised texture coordinates */
v4 texRectNdc = getTexRectNormaliseDeviceCoords(renderTex);
RenderTriangle_ result = {0};
result.vertex[0].pos = triangle.points[0];
result.vertex[0].texCoord = V2(texRectNdc.x, texRectNdc.w);
result.vertex[1].pos = triangle.points[1];
result.vertex[1].texCoord = V2(texRectNdc.x, texRectNdc.y);
result.vertex[2].pos = triangle.points[2];
result.vertex[2].texCoord = V2(texRectNdc.z, texRectNdc.w);
applyRotationToVertexes(triangle.points[0], pivotPoint, rotate,
result.vertex, ARRAY_COUNT(result.vertex));
return result;
}
INTERNAL inline RenderQuad_
createDefaultTexQuad(Renderer *renderer, RenderTex *renderTex)
{
@ -447,31 +418,21 @@ void renderer_polygon(Renderer *const renderer, Rect camera,
{
ASSERT((i + 1) < numPoints);
RenderTriangle_ tri = {0};
tri.vertex[0].pos = triangulationBaseP;
tri.vertex[1].pos = polygonPoints[i];
tri.vertex[2].pos = polygonPoints[i + 1];
Vertex triangle[3] = {0};
triangle[0].pos = triangulationBaseP;
triangle[1].pos = polygonPoints[i];
triangle[2].pos = polygonPoints[i + 1];
applyRotationToVertexes(triangulationBaseP, pivotPoint, rotate,
tri.vertex, 3);
addVertexToRenderGroup_(renderer, renderTex->tex, color, tri.vertex,
ARRAY_COUNT(tri.vertex), rendermode_polygon,
triangle, ARRAY_COUNT(triangle));
addVertexToRenderGroup_(renderer, renderTex->tex, color, triangle,
ARRAY_COUNT(triangle), rendermode_polygon,
flags);
triangulationIndex++;
}
endVertexBatch(renderer);
}
void renderer_triangle(Renderer *const renderer, Rect camera,
TrianglePoints triangle, v2 pivotPoint, Degrees rotate,
RenderTex *renderTex, v4 color, RenderFlags flags)
{
Radians totalRotation = DEGREES_TO_RADIANS(rotate);
renderer_polygon(renderer, camera, triangle.points,
ARRAY_COUNT(triangle.points), pivotPoint, totalRotation,
renderTex, color, flags);
}
void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
Font *const font, const char *const string, v2 pos,
v2 pivotPoint, Radians rotate, v4 color, RenderFlags flags)
@ -573,21 +534,6 @@ void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
renderer_rect(renderer, camera, entity->pos, entity->size, pivotPoint,
totalRotation, &renderTex, color, flags);
}
else if (entity->renderMode == rendermode_triangle)
{
Basis entityBasis = getDefaultBasis(entity);
v2 triangleTopPoint = V2(entityBasis.pos.x + (entity->size.w * 0.5f),
entityBasis.pos.y + entity->size.h);
v2 triangleRightSide =
V2(entityBasis.pos.x + entity->size.w, entityBasis.pos.y);
v2 entityPolygonPoints[] = {entityBasis.pos, triangleRightSide,
triangleTopPoint};
renderer_polygon(renderer, camera, entityPolygonPoints,
ARRAY_COUNT(entityPolygonPoints), pivotPoint,
totalRotation, &renderTex, color, flags);
}
else if (entity->renderMode == rendermode_polygon)
{
ASSERT(entity->numVertexPoints >= 3);
@ -595,14 +541,17 @@ void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
v2 *offsetVertexPoints = memory_pushBytes(
transientArena, entity->numVertexPoints * sizeof(v2));
for (i32 i = 0; i < entity->numVertexPoints; i++)
{
offsetVertexPoints[i] =
v2_add(entity->vertexPoints[i], entity->pos);
v2_add(entity->vertexPoints[i], entity->offset);
offsetVertexPoints[i] = v2_add(offsetVertexPoints[i], entity->pos);
}
renderer_polygon(renderer, camera, offsetVertexPoints,
entity->numVertexPoints, pivotPoint, totalRotation,
entity->numVertexPoints,
v2_add(entity->offset, pivotPoint), totalRotation,
&renderTex, color, flags);
}
else

View File

@ -22,27 +22,6 @@ enum Direction
direction_num,
};
typedef struct Basis
{
v2 pos;
v2 pivotPoint;
} Basis;
enum RectBaseline
{
rectbaseline_top,
rectbaseline_topLeft,
rectbaseline_topRight,
rectbaseline_bottom,
rectbaseline_bottomRight,
rectbaseline_bottomLeft,
rectbaseline_left,
rectbaseline_right,
rectbaseline_center,
rectbaseline_count,
};
enum EntityType
{
entitytype_invalid,
@ -72,6 +51,12 @@ typedef struct Entity
v2 hitbox;
v2 size;
// NOTE(doyle): Offset from origin point to the entity's considered "center"
// point, all operations work from this point, i.e. rotation, movement,
// collision detection
// If this is a polygon, the offset should be from the 1st vertex point
// specified
v2 offset;
enum RenderMode renderMode;
@ -110,13 +95,4 @@ void entity_setActiveAnim(Entity *const entity, const char *const animName);
void entity_updateAnim(Entity *const entity, const f32 dt);
void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
const char *const animName);
Basis getBasis(Entity *entity, enum RectBaseline baseline);
inline Basis getDefaultBasis(Entity *entity)
{
Basis result = getBasis(entity, rectbaseline_bottomLeft);
return result;
}
#endif

View File

@ -203,6 +203,11 @@ INTERNAL inline b32 v2_intervalsOverlap(const v2 a, const v2 b)
return result;
}
INTERNAL inline v2 v2_perpendicular(const v2 a) {
v2 result = {a.y, -a.x};
return result;
}
INTERNAL inline v3 v3_cross(const v3 a, const v3 b)
{
/*

View File

@ -25,10 +25,6 @@ typedef struct RenderTex
v4 texRect;
} RenderTex;
typedef struct TrianglePoints {
v2 points[3];
} TrianglePoints;
typedef u32 RenderFlags;
enum RenderFlag {
renderflag_wireframe = 0x1,
@ -41,7 +37,6 @@ enum RenderFlag {
enum RenderMode
{
rendermode_quad,
rendermode_triangle,
rendermode_polygon,
rendermode_count,
rendermode_invalid,
@ -111,10 +106,6 @@ inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
renderTex, color, flags);
}
void renderer_triangle(Renderer *const renderer, Rect camera,
TrianglePoints triangle, v2 pivotPoint, Radians rotate,
RenderTex *renderTex, v4 color, RenderFlags flags);
void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
Font *const font, const char *const string, v2 pos,
v2 pivotPoint, Radians rotate, v4 color,