basilisk-engine 0.1.3__py3-none-any.whl → 0.1.4__py3-none-any.whl

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Files changed (86) hide show
  1. basilisk/__init__.py +13 -12
  2. basilisk/bsk_assets/cube.obj +48 -48
  3. basilisk/collisions/broad/broad_aabb.py +102 -102
  4. basilisk/collisions/broad/broad_bvh.py +137 -137
  5. basilisk/collisions/collider.py +95 -95
  6. basilisk/collisions/collider_handler.py +225 -225
  7. basilisk/collisions/narrow/contact_manifold.py +90 -90
  8. basilisk/collisions/narrow/dataclasses.py +32 -32
  9. basilisk/collisions/narrow/deprecated.py +46 -46
  10. basilisk/collisions/narrow/epa.py +91 -91
  11. basilisk/collisions/narrow/gjk.py +66 -66
  12. basilisk/collisions/narrow/graham_scan.py +24 -24
  13. basilisk/collisions/narrow/helper.py +29 -29
  14. basilisk/collisions/narrow/line_intersections.py +106 -106
  15. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  16. basilisk/config.py +2 -2
  17. basilisk/draw/draw.py +100 -100
  18. basilisk/draw/draw_handler.py +179 -179
  19. basilisk/draw/font_renderer.py +28 -28
  20. basilisk/engine.py +199 -195
  21. basilisk/generic/abstract_bvh.py +15 -15
  22. basilisk/generic/abstract_custom.py +133 -133
  23. basilisk/generic/collisions.py +70 -70
  24. basilisk/generic/input_validation.py +66 -66
  25. basilisk/generic/math.py +6 -6
  26. basilisk/generic/matrices.py +33 -33
  27. basilisk/generic/meshes.py +72 -72
  28. basilisk/generic/quat.py +137 -137
  29. basilisk/generic/quat_methods.py +7 -7
  30. basilisk/generic/raycast_result.py +23 -23
  31. basilisk/generic/vec3.py +143 -143
  32. basilisk/input/mouse.py +61 -61
  33. basilisk/input/path.py +14 -0
  34. basilisk/mesh/cube.py +33 -33
  35. basilisk/mesh/mesh.py +230 -230
  36. basilisk/mesh/mesh_from_data.py +130 -132
  37. basilisk/mesh/model.py +271 -271
  38. basilisk/mesh/narrow_aabb.py +89 -89
  39. basilisk/mesh/narrow_bvh.py +91 -91
  40. basilisk/mesh/narrow_primative.py +23 -23
  41. basilisk/nodes/helper.py +28 -28
  42. basilisk/nodes/node.py +680 -680
  43. basilisk/nodes/node_handler.py +95 -95
  44. basilisk/particles/particle_handler.py +63 -63
  45. basilisk/particles/particle_renderer.py +87 -87
  46. basilisk/physics/impulse.py +112 -112
  47. basilisk/physics/physics_body.py +43 -43
  48. basilisk/physics/physics_engine.py +35 -35
  49. basilisk/render/batch.py +86 -86
  50. basilisk/render/camera.py +204 -204
  51. basilisk/render/chunk.py +99 -99
  52. basilisk/render/chunk_handler.py +154 -154
  53. basilisk/render/frame.py +99 -182
  54. basilisk/render/framebuffer.py +106 -0
  55. basilisk/render/image.py +87 -75
  56. basilisk/render/image_handler.py +122 -122
  57. basilisk/render/light.py +96 -96
  58. basilisk/render/light_handler.py +58 -58
  59. basilisk/render/material.py +219 -219
  60. basilisk/render/material_handler.py +135 -135
  61. basilisk/render/post_process.py +133 -0
  62. basilisk/render/shader.py +109 -109
  63. basilisk/render/shader_handler.py +79 -79
  64. basilisk/render/sky.py +120 -120
  65. basilisk/scene.py +256 -250
  66. basilisk/shaders/batch.frag +276 -276
  67. basilisk/shaders/batch.vert +115 -115
  68. basilisk/shaders/crt.frag +32 -0
  69. basilisk/shaders/draw.frag +21 -21
  70. basilisk/shaders/draw.vert +21 -21
  71. basilisk/shaders/filter.frag +22 -22
  72. basilisk/shaders/frame.frag +12 -12
  73. basilisk/shaders/frame.vert +13 -13
  74. basilisk/shaders/geometry.frag +8 -8
  75. basilisk/shaders/geometry.vert +41 -41
  76. basilisk/shaders/normal.frag +59 -59
  77. basilisk/shaders/normal.vert +96 -96
  78. basilisk/shaders/particle.frag +71 -71
  79. basilisk/shaders/particle.vert +84 -84
  80. basilisk/shaders/sky.frag +9 -9
  81. basilisk/shaders/sky.vert +13 -13
  82. {basilisk_engine-0.1.3.dist-info → basilisk_engine-0.1.4.dist-info}/METADATA +38 -45
  83. basilisk_engine-0.1.4.dist-info/RECORD +101 -0
  84. {basilisk_engine-0.1.3.dist-info → basilisk_engine-0.1.4.dist-info}/WHEEL +1 -1
  85. basilisk_engine-0.1.3.dist-info/RECORD +0 -97
  86. {basilisk_engine-0.1.3.dist-info → basilisk_engine-0.1.4.dist-info}/top_level.txt +0 -0
@@ -1,96 +1,96 @@
1
- import glm
2
- from ..generic.abstract_bvh import AbstractAABB as AABB
3
- from ..generic.meshes import transform_points, get_aabb_surface_area
4
- from ..mesh.mesh import Mesh
5
- from .narrow.dataclasses import Collision
6
-
7
- class Collider():
8
- node: ...
9
- """Back reference to the node"""
10
- collider_handler: ...
11
- """Back reference to the collider handler"""
12
- half_dimensions: glm.vec3
13
- """The axis aligned dimensions of the transformed mesh"""
14
- static_friction: float = 0.8 # input from node constructor
15
- """Determines the friction of the node when still: recommended 0 - 1"""
16
- kinetic_friction: float = 0.3 # input from node constructor
17
- """Determines the friction of the node when moving: recommended 0 - 1"""
18
- elasticity: float = 0.1 # input from node constructor
19
- """Determines how bouncy an object is: recommended 0 - 1"""
20
- collision_group: str # input from node constructor
21
- """Nodes of the same collision group do not collide with each other"""
22
- has_collided: bool
23
- """Stores whether or not the collider has been collided with in the last frame"""
24
- collision_velocity: float
25
- """Stores the highest velocity from a collision on this collider from the last frame"""
26
- collisions: dict # {node : (normal, velocity, depth)} TODO determine which variables need to be stored
27
- """Stores data from collisions in the previous frame"""
28
- top_right: glm.vec3
29
- """AABB most positive corner"""
30
- bottom_left: glm.vec3
31
- """AABB most negative corner"""
32
- aabb_surface_area: float
33
- """The surface area of the collider's AABB"""
34
- parent: AABB
35
- """Reference to the parent AABB in the broad BVH"""
36
- mesh: Mesh
37
- """Reference to the colliding mesh"""
38
-
39
- def __init__(self, node, collider_mesh: str|Mesh=None, static_friction: glm.vec3=0.7, kinetic_friction: glm.vec3=0.3, elasticity: glm.vec3=0.2, collision_group: str=None):
40
- self.collider_handler = None
41
- self.node = node
42
- self.static_friction = static_friction if elasticity else 0.8 # added checks to prevent floats being set to None. Also done for kinetic and elasticity
43
- self.mesh = collider_mesh
44
- self.kinetic_friction = kinetic_friction if elasticity else 0.4
45
- self.elasticity = elasticity if elasticity else 0.1
46
- self.collision_group = collision_group
47
- self.collision_velocity = 0
48
- self.collisions: list[Collision] = []
49
- self.parent = None
50
-
51
- # lazy update variables TODO change to distinguish between static and nonstatic objects
52
- self.needs_obb = True # pos, scale, rot
53
- self.needs_half_dimensions = True # scale, rot
54
- self.needs_bvh = True # pos, scale, rot
55
-
56
- def get_vertex(self, index: int) -> glm.vec3:
57
- """
58
- Gets the world space position of a vertex indicated by the index in the mesh
59
- """
60
- return glm.vec3(self.node.model_matrix * glm.vec4(*self.mesh.points[index], 1))
61
-
62
- @property
63
- def collider_handler(self): return self._collider_handler
64
- @property
65
- def has_collided(self): return bool(self.collisions)
66
- @property
67
- def half_dimensions(self): # TODO look for optimization
68
- if self.needs_half_dimensions:
69
- top_right = glm.max(self.obb_points)
70
- self._half_dimensions = top_right - self.node.geometric_center
71
- self.needs_half_dimensions = False
72
- return self._half_dimensions
73
- @property
74
- def bottom_left(self): return self.node.geometric_center - self.half_dimensions
75
- @property
76
- def top_right(self): return self.node.geometric_center + self.half_dimensions
77
- @property
78
- def aabb_surface_area(self): return get_aabb_surface_area(self.top_right, self.bottom_left)
79
- @property
80
- def obb_points(self):
81
- if self.needs_obb:
82
- self._obb_points = transform_points(self.mesh.aabb_points, self.node.model_matrix)
83
- self.needs_obb = False
84
- return self._obb_points
85
-
86
- @collider_handler.setter
87
- def collider_handler(self, value):
88
- self._collider_handler = value
89
- if not value: return
90
- if self.mesh is None: self.mesh = self.node.mesh
91
- elif isinstance(self.mesh, Mesh): ...
92
- elif isinstance(self.mesh, str):
93
- if self.mesh =='box': self.mesh = value.cube
94
- else: raise ValueError(f'Incorrect built-in mesh type {self.mesh}')
95
- else: raise ValueError(f'Unkown type for mesh, got {type(self.mesh)}')
1
+ import glm
2
+ from ..generic.abstract_bvh import AbstractAABB as AABB
3
+ from ..generic.meshes import transform_points, get_aabb_surface_area
4
+ from ..mesh.mesh import Mesh
5
+ from .narrow.dataclasses import Collision
6
+
7
+ class Collider():
8
+ node: ...
9
+ """Back reference to the node"""
10
+ collider_handler: ...
11
+ """Back reference to the collider handler"""
12
+ half_dimensions: glm.vec3
13
+ """The axis aligned dimensions of the transformed mesh"""
14
+ static_friction: float = 0.8 # input from node constructor
15
+ """Determines the friction of the node when still: recommended 0 - 1"""
16
+ kinetic_friction: float = 0.3 # input from node constructor
17
+ """Determines the friction of the node when moving: recommended 0 - 1"""
18
+ elasticity: float = 0.1 # input from node constructor
19
+ """Determines how bouncy an object is: recommended 0 - 1"""
20
+ collision_group: str # input from node constructor
21
+ """Nodes of the same collision group do not collide with each other"""
22
+ has_collided: bool
23
+ """Stores whether or not the collider has been collided with in the last frame"""
24
+ collision_velocity: float
25
+ """Stores the highest velocity from a collision on this collider from the last frame"""
26
+ collisions: dict # {node : (normal, velocity, depth)} TODO determine which variables need to be stored
27
+ """Stores data from collisions in the previous frame"""
28
+ top_right: glm.vec3
29
+ """AABB most positive corner"""
30
+ bottom_left: glm.vec3
31
+ """AABB most negative corner"""
32
+ aabb_surface_area: float
33
+ """The surface area of the collider's AABB"""
34
+ parent: AABB
35
+ """Reference to the parent AABB in the broad BVH"""
36
+ mesh: Mesh
37
+ """Reference to the colliding mesh"""
38
+
39
+ def __init__(self, node, collider_mesh: str|Mesh=None, static_friction: glm.vec3=0.7, kinetic_friction: glm.vec3=0.3, elasticity: glm.vec3=0.2, collision_group: str=None):
40
+ self.collider_handler = None
41
+ self.node = node
42
+ self.static_friction = static_friction if elasticity else 0.8 # added checks to prevent floats being set to None. Also done for kinetic and elasticity
43
+ self.mesh = collider_mesh
44
+ self.kinetic_friction = kinetic_friction if elasticity else 0.4
45
+ self.elasticity = elasticity if elasticity else 0.1
46
+ self.collision_group = collision_group
47
+ self.collision_velocity = 0
48
+ self.collisions: list[Collision] = []
49
+ self.parent = None
50
+
51
+ # lazy update variables TODO change to distinguish between static and nonstatic objects
52
+ self.needs_obb = True # pos, scale, rot
53
+ self.needs_half_dimensions = True # scale, rot
54
+ self.needs_bvh = True # pos, scale, rot
55
+
56
+ def get_vertex(self, index: int) -> glm.vec3:
57
+ """
58
+ Gets the world space position of a vertex indicated by the index in the mesh
59
+ """
60
+ return glm.vec3(self.node.model_matrix * glm.vec4(*self.mesh.points[index], 1))
61
+
62
+ @property
63
+ def collider_handler(self): return self._collider_handler
64
+ @property
65
+ def has_collided(self): return bool(self.collisions)
66
+ @property
67
+ def half_dimensions(self): # TODO look for optimization
68
+ if self.needs_half_dimensions:
69
+ top_right = glm.max(self.obb_points)
70
+ self._half_dimensions = top_right - self.node.geometric_center
71
+ self.needs_half_dimensions = False
72
+ return self._half_dimensions
73
+ @property
74
+ def bottom_left(self): return self.node.geometric_center - self.half_dimensions
75
+ @property
76
+ def top_right(self): return self.node.geometric_center + self.half_dimensions
77
+ @property
78
+ def aabb_surface_area(self): return get_aabb_surface_area(self.top_right, self.bottom_left)
79
+ @property
80
+ def obb_points(self):
81
+ if self.needs_obb:
82
+ self._obb_points = transform_points(self.mesh.aabb_points, self.node.model_matrix)
83
+ self.needs_obb = False
84
+ return self._obb_points
85
+
86
+ @collider_handler.setter
87
+ def collider_handler(self, value):
88
+ self._collider_handler = value
89
+ if not value: return
90
+ if self.mesh is None: self.mesh = self.node.mesh
91
+ elif isinstance(self.mesh, Mesh): ...
92
+ elif isinstance(self.mesh, str):
93
+ if self.mesh =='box': self.mesh = value.cube
94
+ else: raise ValueError(f'Incorrect built-in mesh type {self.mesh}')
95
+ else: raise ValueError(f'Unkown type for mesh, got {type(self.mesh)}')
96
96
  value.add(self)
@@ -1,226 +1,226 @@
1
- import glm
2
-
3
- from .collider import Collider
4
- from .broad.broad_bvh import BroadBVH
5
- from .narrow.gjk import collide_gjk
6
- from .narrow.epa import get_epa_from_gjk
7
- from .narrow.contact_manifold import get_contact_manifold, separate_polytope
8
- from .narrow.dataclasses import ContactPoint, ContactManifold, Collision
9
- from ..nodes.node import Node
10
- from ..generic.collisions import get_sat_axes
11
- from ..physics.impulse import calculate_collisions
12
-
13
- class ColliderHandler():
14
- scene: ...
15
- """Back reference to scene"""
16
- colliders: list[Collider]
17
- """Main list of collders contained in the scene"""
18
- bvh: BroadBVH
19
- """Broad bottom up BVH containing all colliders in the scene"""
20
-
21
- def __init__(self, scene) -> None:
22
- self.scene = scene
23
- self.cube = self.scene.engine.cube
24
- self.colliders = []
25
- self.polytope_data = {}
26
- self.contact_manifolds: dict[tuple[Collider, Collider] : ContactManifold] = {}
27
- self.bvh = BroadBVH(self)
28
-
29
- def add(self, collider: Collider) -> Collider:
30
- """
31
- Creates a collider and adds it to the collider list
32
- """
33
- self.colliders.append(collider)
34
- self.bvh.add(collider)
35
- return collider
36
-
37
- def remove(self, collider: Collider) -> None:
38
- """
39
- Removes a collider from the main branch and BVH
40
- """
41
- if collider in self.colliders: self.colliders.remove(collider)
42
- self.bvh.remove(collider)
43
- collider.collider_handler = None
44
-
45
- def resolve_collisions(self) -> None:
46
- """
47
- Resets collider collision values and resolves all collisions in the scene
48
- """
49
- # reset collision data
50
- for collider in self.colliders: collider.collisions = []
51
-
52
- # update BVH
53
- for collider in self.colliders:
54
- if collider.needs_bvh:
55
- self.bvh.remove(collider)
56
- self.bvh.add(collider)
57
- collider.needs_bvh = False
58
-
59
- # resolve collisions
60
- broad_collisions = self.resolve_broad_collisions()
61
- self.resolve_narrow_collisions(broad_collisions)
62
-
63
- def collide_obb_obb(self, collider1: Collider, collider2: Collider) -> tuple[glm.vec3, float] | None:
64
- """
65
- Finds the minimal penetrating vector for an obb obb collision, return None if not colliding. Uses SAT.
66
- """
67
- axes = get_sat_axes(collider1.node.rotation, collider2.node.rotation) # axes are normaized
68
- points1 = collider1.obb_points # TODO remove once oobb points are lazy updated, switch to just using property
69
- points2 = collider2.obb_points
70
-
71
- # test axes
72
- small_axis = None
73
- small_overlap = 1e10
74
- small_index = 0
75
- for i, axis in enumerate(axes): # TODO add optimization for points on cardinal axis of cuboid
76
- # "project" points
77
- proj1 = [glm.dot(p, axis) for p in points1]
78
- proj2 = [glm.dot(p, axis) for p in points2]
79
- max1, min1 = max(proj1), min(proj1)
80
- max2, min2 = max(proj2), min(proj2)
81
- if max1 < min2 or max2 < min1: return None
82
-
83
- # if lines are not intersecting
84
- if max1 > max2 and min1 < min2: overlap = min(max1 - min2, max2 - min1)
85
- elif max2 > max1 and min2 < min1: overlap = min(max2 - min1, max1 - min2)
86
- else: overlap = min(max1, max2) - max(min1, min2) # TODO check if works with containment
87
-
88
- if abs(overlap) > abs(small_overlap): continue
89
- small_overlap = overlap
90
- small_axis = axis
91
- small_index = i
92
-
93
- return small_axis, small_overlap, small_index
94
-
95
- def collide_obb_obb_decision(self, collider1: Collider, collider2: Collider) -> bool:
96
- """
97
- Determines if two obbs are colliding Uses SAT.
98
- """
99
- axes = get_sat_axes(collider1.node.rotation, collider2.node.rotation)
100
- points1 = collider1.obb_points # TODO remove once oobb points are lazy updated, switch to just using property
101
- points2 = collider2.obb_points
102
-
103
- # test axes
104
- for axis in axes: # TODO add optimization for points on cardinal axis of cuboid
105
- # "project" points
106
- proj1 = [glm.dot(p, axis) for p in points1]
107
- proj2 = [glm.dot(p, axis) for p in points2]
108
- max1, min1 = max(proj1), min(proj1)
109
- max2, min2 = max(proj2), min(proj2)
110
- if max1 < min2 or max2 < min1: return False
111
-
112
- return True
113
-
114
- def resolve_broad_collisions(self) -> set[tuple[Collider, Collider]]:
115
- """
116
- Determines which colliders collide with each other from the BVH
117
- """
118
- collisions = set()
119
- for collider1 in self.colliders:
120
- if collider1.node.static: continue
121
- # traverse bvh to find aabb aabb collisions
122
- colliding = self.bvh.get_collided(collider1)
123
- for collider2 in colliding:
124
- if collider1 is collider2: continue
125
- if ((collider1, collider2) if id(collider1) < id(collider2) else (collider2, collider1)) in collisions: continue
126
-
127
- # run broad collision for specified mesh types
128
- if max(len(collider1.mesh.points), len(collider2.mesh.points)) > 250 and not self.collide_obb_obb_decision(collider1, collider2): continue # contains at least one "large" mesh TODO write heuristic algorithm for determining large meshes
129
- collisions.add((collider1, collider2) if id(collider1) < id(collider2) else (collider2, collider1))
130
-
131
- return collisions
132
-
133
- def merge_contact_points(self, vec: glm.vec3, collider1: Collider, collider2: Collider, points1: list[ContactPoint], points2: list[ContactPoint]) -> None:
134
- """
135
-
136
- """
137
- def merge_points(node: Node, existing: dict[int, glm.vec3], incoming: list[ContactPoint]) -> dict[int, glm.vec3]:
138
- incoming_indices = set()
139
-
140
- # add incoming points
141
- for point in incoming:
142
- incoming_indices.add(point.index)
143
- if point.index not in existing or glm.length2(point.vertex - existing[point.index]) > 1e-5: existing[point.index] = glm.vec3(point.vertex)
144
- # if glm.length2(point.vertex - existing[point.index]) != 0: print(point.vertex - existing[point.index])
145
-
146
- # remove changed stored points
147
- remove_indices = []
148
- for index, vertex in existing.items():
149
- if index in incoming_indices: continue
150
- if glm.length2(node.collider.get_vertex(index) - vertex) > 1e-5: remove_indices.append(index) # check to see if point has moved
151
-
152
- # remove unused and moved points
153
- for index in remove_indices: del existing[index]
154
- return existing
155
-
156
- # check if collision is logged, if not create a new one
157
- collider_tuple = (collider1, collider2)
158
- if collider_tuple not in self.contact_manifolds or glm.length2(self.contact_manifolds[collider_tuple].normal - vec) > 1e-7: self.contact_manifolds[collider_tuple] = ContactManifold(vec, dict(), dict())
159
-
160
- # add contact point from current collision and check overlap
161
- self.contact_manifolds[collider_tuple].contact_points1 = merge_points(collider1.node, self.contact_manifolds[collider_tuple].contact_points1, points1)
162
- self.contact_manifolds[collider_tuple].contact_points2 = merge_points(collider2.node, self.contact_manifolds[collider_tuple].contact_points2, points2)
163
-
164
- def resolve_narrow_collisions(self, broad_collisions: list[tuple[Collider, Collider]]) -> None:
165
- """
166
- Determines if two colliders are colliding, if so resolves their penetration and applies impulse
167
- """
168
- for collision in broad_collisions: # assumes that broad collisions are unique
169
- collider1 = collision[0]
170
- collider2 = collision[1]
171
- node1: Node = collider1.node
172
- node2: Node = collider2.node
173
-
174
- # get peneration data or quit early if no collision is found
175
- if collider1.mesh == self.cube and collider2.mesh == self.cube: # obb-obb collision
176
-
177
- # run SAT for obb-obb (includes peneration)
178
- data = self.collide_obb_obb(collider1, collider2)
179
- if not data: continue
180
-
181
- vec, distance, index = data
182
-
183
- # TODO replace with own contact algorithm
184
- points1 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider1.obb_points)]
185
- points2 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider2.obb_points)]
186
-
187
- else: # use gjk to determine collisions between non-cuboid meshes
188
- has_collided, simplex = collide_gjk(node1, node2)
189
- if not has_collided: continue
190
-
191
- face, polytope = get_epa_from_gjk(node1, node2, simplex)
192
- vec, distance = face[1], face[0]
193
-
194
- # TODO replace with own contact algorithm
195
- points1 = [ContactPoint(p.index1, p.vertex1) for p in polytope]
196
- points2 = [ContactPoint(p.index2, p.vertex2) for p in polytope]
197
-
198
- if glm.dot(vec, node2.position - node1.position) > 0: vec *= -1
199
-
200
- # add collision data to colliders
201
- collider1.collisions.append(Collision(node2, vec))
202
- collider2.collisions.append(Collision(node1, -vec))
203
-
204
- # apply impulse if a collider has a physic body
205
- if node1.physics_body or node2.physics_body:
206
-
207
- # determine the contact points from the collision
208
- points1, points2 = separate_polytope(points1, points2, vec)
209
- self.merge_contact_points(vec, collider1, collider2, points1, points2)
210
-
211
- collider_tuple = (collider1, collider2)
212
- manifold = get_contact_manifold(
213
- node1.position - vec,
214
- vec,
215
- self.contact_manifolds[collider_tuple].contact_points1.values(),
216
- self.contact_manifolds[collider_tuple].contact_points2.values()
217
- )
218
-
219
- collision_normal = node1.velocity - node2.velocity
220
- collision_normal = vec if glm.length2(collision_normal) < 1e-12 else glm.normalize(collision_normal)
221
- calculate_collisions(collision_normal, node1, node2, manifold, node1.get_inverse_inertia(), node2.get_inverse_inertia(), node1.center_of_mass, node2.center_of_mass)
222
-
223
- # resolve collision penetration
224
- multiplier = 0.5 if not (node1.static or node2.static) else 1
225
- if not node1.static: node1.position += multiplier * vec * distance
1
+ import glm
2
+
3
+ from .collider import Collider
4
+ from .broad.broad_bvh import BroadBVH
5
+ from .narrow.gjk import collide_gjk
6
+ from .narrow.epa import get_epa_from_gjk
7
+ from .narrow.contact_manifold import get_contact_manifold, separate_polytope
8
+ from .narrow.dataclasses import ContactPoint, ContactManifold, Collision
9
+ from ..nodes.node import Node
10
+ from ..generic.collisions import get_sat_axes
11
+ from ..physics.impulse import calculate_collisions
12
+
13
+ class ColliderHandler():
14
+ scene: ...
15
+ """Back reference to scene"""
16
+ colliders: list[Collider]
17
+ """Main list of collders contained in the scene"""
18
+ bvh: BroadBVH
19
+ """Broad bottom up BVH containing all colliders in the scene"""
20
+
21
+ def __init__(self, scene) -> None:
22
+ self.scene = scene
23
+ self.cube = self.scene.engine.cube
24
+ self.colliders = []
25
+ self.polytope_data = {}
26
+ self.contact_manifolds: dict[tuple[Collider, Collider] : ContactManifold] = {}
27
+ self.bvh = BroadBVH(self)
28
+
29
+ def add(self, collider: Collider) -> Collider:
30
+ """
31
+ Creates a collider and adds it to the collider list
32
+ """
33
+ self.colliders.append(collider)
34
+ self.bvh.add(collider)
35
+ return collider
36
+
37
+ def remove(self, collider: Collider) -> None:
38
+ """
39
+ Removes a collider from the main branch and BVH
40
+ """
41
+ if collider in self.colliders: self.colliders.remove(collider)
42
+ self.bvh.remove(collider)
43
+ collider.collider_handler = None
44
+
45
+ def resolve_collisions(self) -> None:
46
+ """
47
+ Resets collider collision values and resolves all collisions in the scene
48
+ """
49
+ # reset collision data
50
+ for collider in self.colliders: collider.collisions = []
51
+
52
+ # update BVH
53
+ for collider in self.colliders:
54
+ if collider.needs_bvh:
55
+ self.bvh.remove(collider)
56
+ self.bvh.add(collider)
57
+ collider.needs_bvh = False
58
+
59
+ # resolve collisions
60
+ broad_collisions = self.resolve_broad_collisions()
61
+ self.resolve_narrow_collisions(broad_collisions)
62
+
63
+ def collide_obb_obb(self, collider1: Collider, collider2: Collider) -> tuple[glm.vec3, float] | None:
64
+ """
65
+ Finds the minimal penetrating vector for an obb obb collision, return None if not colliding. Uses SAT.
66
+ """
67
+ axes = get_sat_axes(collider1.node.rotation, collider2.node.rotation) # axes are normaized
68
+ points1 = collider1.obb_points # TODO remove once oobb points are lazy updated, switch to just using property
69
+ points2 = collider2.obb_points
70
+
71
+ # test axes
72
+ small_axis = None
73
+ small_overlap = 1e10
74
+ small_index = 0
75
+ for i, axis in enumerate(axes): # TODO add optimization for points on cardinal axis of cuboid
76
+ # "project" points
77
+ proj1 = [glm.dot(p, axis) for p in points1]
78
+ proj2 = [glm.dot(p, axis) for p in points2]
79
+ max1, min1 = max(proj1), min(proj1)
80
+ max2, min2 = max(proj2), min(proj2)
81
+ if max1 < min2 or max2 < min1: return None
82
+
83
+ # if lines are not intersecting
84
+ if max1 > max2 and min1 < min2: overlap = min(max1 - min2, max2 - min1)
85
+ elif max2 > max1 and min2 < min1: overlap = min(max2 - min1, max1 - min2)
86
+ else: overlap = min(max1, max2) - max(min1, min2) # TODO check if works with containment
87
+
88
+ if abs(overlap) > abs(small_overlap): continue
89
+ small_overlap = overlap
90
+ small_axis = axis
91
+ small_index = i
92
+
93
+ return small_axis, small_overlap, small_index
94
+
95
+ def collide_obb_obb_decision(self, collider1: Collider, collider2: Collider) -> bool:
96
+ """
97
+ Determines if two obbs are colliding Uses SAT.
98
+ """
99
+ axes = get_sat_axes(collider1.node.rotation, collider2.node.rotation)
100
+ points1 = collider1.obb_points # TODO remove once oobb points are lazy updated, switch to just using property
101
+ points2 = collider2.obb_points
102
+
103
+ # test axes
104
+ for axis in axes: # TODO add optimization for points on cardinal axis of cuboid
105
+ # "project" points
106
+ proj1 = [glm.dot(p, axis) for p in points1]
107
+ proj2 = [glm.dot(p, axis) for p in points2]
108
+ max1, min1 = max(proj1), min(proj1)
109
+ max2, min2 = max(proj2), min(proj2)
110
+ if max1 < min2 or max2 < min1: return False
111
+
112
+ return True
113
+
114
+ def resolve_broad_collisions(self) -> set[tuple[Collider, Collider]]:
115
+ """
116
+ Determines which colliders collide with each other from the BVH
117
+ """
118
+ collisions = set()
119
+ for collider1 in self.colliders:
120
+ if collider1.node.static: continue
121
+ # traverse bvh to find aabb aabb collisions
122
+ colliding = self.bvh.get_collided(collider1)
123
+ for collider2 in colliding:
124
+ if collider1 is collider2 or (collider1.collision_group is not None and collider1.collision_group == collider2.collision_group): continue
125
+ if ((collider1, collider2) if id(collider1) < id(collider2) else (collider2, collider1)) in collisions: continue
126
+
127
+ # run broad collision for specified mesh types
128
+ if max(len(collider1.mesh.points), len(collider2.mesh.points)) > 250 and not self.collide_obb_obb_decision(collider1, collider2): continue # contains at least one "large" mesh TODO write heuristic algorithm for determining large meshes
129
+ collisions.add((collider1, collider2) if id(collider1) < id(collider2) else (collider2, collider1))
130
+
131
+ return collisions
132
+
133
+ def merge_contact_points(self, vec: glm.vec3, collider1: Collider, collider2: Collider, points1: list[ContactPoint], points2: list[ContactPoint]) -> None:
134
+ """
135
+
136
+ """
137
+ def merge_points(node: Node, existing: dict[int, glm.vec3], incoming: list[ContactPoint]) -> dict[int, glm.vec3]:
138
+ incoming_indices = set()
139
+
140
+ # add incoming points
141
+ for point in incoming:
142
+ incoming_indices.add(point.index)
143
+ if point.index not in existing or glm.length2(point.vertex - existing[point.index]) > 1e-5: existing[point.index] = glm.vec3(point.vertex)
144
+ # if glm.length2(point.vertex - existing[point.index]) != 0: print(point.vertex - existing[point.index])
145
+
146
+ # remove changed stored points
147
+ remove_indices = []
148
+ for index, vertex in existing.items():
149
+ if index in incoming_indices: continue
150
+ if glm.length2(node.collider.get_vertex(index) - vertex) > 1e-5: remove_indices.append(index) # check to see if point has moved
151
+
152
+ # remove unused and moved points
153
+ for index in remove_indices: del existing[index]
154
+ return existing
155
+
156
+ # check if collision is logged, if not create a new one
157
+ collider_tuple = (collider1, collider2)
158
+ if collider_tuple not in self.contact_manifolds or glm.length2(self.contact_manifolds[collider_tuple].normal - vec) > 1e-7: self.contact_manifolds[collider_tuple] = ContactManifold(vec, dict(), dict())
159
+
160
+ # add contact point from current collision and check overlap
161
+ self.contact_manifolds[collider_tuple].contact_points1 = merge_points(collider1.node, self.contact_manifolds[collider_tuple].contact_points1, points1)
162
+ self.contact_manifolds[collider_tuple].contact_points2 = merge_points(collider2.node, self.contact_manifolds[collider_tuple].contact_points2, points2)
163
+
164
+ def resolve_narrow_collisions(self, broad_collisions: list[tuple[Collider, Collider]]) -> None:
165
+ """
166
+ Determines if two colliders are colliding, if so resolves their penetration and applies impulse
167
+ """
168
+ for collision in broad_collisions: # assumes that broad collisions are unique
169
+ collider1 = collision[0]
170
+ collider2 = collision[1]
171
+ node1: Node = collider1.node
172
+ node2: Node = collider2.node
173
+
174
+ # get peneration data or quit early if no collision is found
175
+ if collider1.mesh == self.cube and collider2.mesh == self.cube: # obb-obb collision
176
+
177
+ # run SAT for obb-obb (includes peneration)
178
+ data = self.collide_obb_obb(collider1, collider2)
179
+ if not data: continue
180
+
181
+ vec, distance, index = data
182
+
183
+ # TODO replace with own contact algorithm
184
+ points1 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider1.obb_points)]
185
+ points2 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider2.obb_points)]
186
+
187
+ else: # use gjk to determine collisions between non-cuboid meshes
188
+ has_collided, simplex = collide_gjk(node1, node2)
189
+ if not has_collided: continue
190
+
191
+ face, polytope = get_epa_from_gjk(node1, node2, simplex)
192
+ vec, distance = face[1], face[0]
193
+
194
+ # TODO replace with own contact algorithm
195
+ points1 = [ContactPoint(p.index1, p.vertex1) for p in polytope]
196
+ points2 = [ContactPoint(p.index2, p.vertex2) for p in polytope]
197
+
198
+ if glm.dot(vec, node2.position - node1.position) > 0: vec *= -1
199
+
200
+ # add collision data to colliders
201
+ collider1.collisions.append(Collision(node2, vec))
202
+ collider2.collisions.append(Collision(node1, -vec))
203
+
204
+ # apply impulse if a collider has a physic body
205
+ if node1.physics_body or node2.physics_body:
206
+
207
+ # determine the contact points from the collision
208
+ points1, points2 = separate_polytope(points1, points2, vec)
209
+ self.merge_contact_points(vec, collider1, collider2, points1, points2)
210
+
211
+ collider_tuple = (collider1, collider2)
212
+ manifold = get_contact_manifold(
213
+ node1.position - vec,
214
+ vec,
215
+ self.contact_manifolds[collider_tuple].contact_points1.values(),
216
+ self.contact_manifolds[collider_tuple].contact_points2.values()
217
+ )
218
+
219
+ collision_normal = node1.velocity - node2.velocity
220
+ collision_normal = vec if glm.length2(collision_normal) < 1e-12 else glm.normalize(collision_normal)
221
+ calculate_collisions(collision_normal, node1, node2, manifold, node1.get_inverse_inertia(), node2.get_inverse_inertia(), node1.center_of_mass, node2.center_of_mass)
222
+
223
+ # resolve collision penetration
224
+ multiplier = 0.5 if not (node1.static or node2.static) else 1
225
+ if not node1.static: node1.position += multiplier * vec * distance
226
226
  if not node2.static: node2.position -= multiplier * vec * distance