basilisk-engine 0.1.42__py3-none-any.whl → 0.1.43__py3-none-any.whl
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- basilisk/__init__.py +26 -26
- basilisk/audio/sound.py +27 -27
- basilisk/bsk_assets/cube.obj +48 -48
- basilisk/collisions/broad/broad_aabb.py +102 -102
- basilisk/collisions/broad/broad_bvh.py +137 -137
- basilisk/collisions/collider.py +95 -95
- basilisk/collisions/collider_handler.py +225 -225
- basilisk/collisions/narrow/contact_manifold.py +95 -95
- basilisk/collisions/narrow/dataclasses.py +34 -34
- basilisk/collisions/narrow/deprecated.py +46 -46
- basilisk/collisions/narrow/epa.py +91 -91
- basilisk/collisions/narrow/gjk.py +66 -66
- basilisk/collisions/narrow/graham_scan.py +24 -24
- basilisk/collisions/narrow/helper.py +29 -29
- basilisk/collisions/narrow/line_intersections.py +106 -106
- basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
- basilisk/config.py +53 -53
- basilisk/draw/draw.py +100 -100
- basilisk/draw/draw_handler.py +178 -178
- basilisk/draw/font_renderer.py +28 -28
- basilisk/engine.py +169 -171
- basilisk/generic/abstract_bvh.py +15 -15
- basilisk/generic/abstract_custom.py +133 -133
- basilisk/generic/collisions.py +70 -70
- basilisk/generic/input_validation.py +82 -82
- basilisk/generic/math.py +17 -17
- basilisk/generic/matrices.py +35 -35
- basilisk/generic/meshes.py +72 -72
- basilisk/generic/quat.py +142 -142
- basilisk/generic/quat_methods.py +7 -7
- basilisk/generic/raycast_result.py +26 -26
- basilisk/generic/vec3.py +143 -143
- basilisk/input_output/IO_handler.py +91 -91
- basilisk/input_output/clock.py +49 -49
- basilisk/input_output/keys.py +43 -43
- basilisk/input_output/mouse.py +90 -90
- basilisk/input_output/path.py +14 -14
- basilisk/mesh/cube.py +33 -33
- basilisk/mesh/mesh.py +233 -233
- basilisk/mesh/mesh_from_data.py +150 -150
- basilisk/mesh/model.py +271 -271
- basilisk/mesh/narrow_aabb.py +89 -89
- basilisk/mesh/narrow_bvh.py +91 -91
- basilisk/mesh/narrow_primative.py +23 -23
- basilisk/nodes/helper.py +28 -28
- basilisk/nodes/node.py +709 -709
- basilisk/nodes/node_handler.py +97 -97
- basilisk/particles/particle_handler.py +64 -64
- basilisk/particles/particle_renderer.py +93 -93
- basilisk/physics/impulse.py +112 -112
- basilisk/physics/physics_body.py +43 -43
- basilisk/physics/physics_engine.py +35 -35
- basilisk/render/batch.py +103 -103
- basilisk/render/bloom.py +118 -124
- basilisk/render/camera.py +260 -260
- basilisk/render/chunk.py +113 -108
- basilisk/render/chunk_handler.py +167 -167
- basilisk/render/frame.py +130 -128
- basilisk/render/framebuffer.py +192 -212
- basilisk/render/image.py +120 -120
- basilisk/render/image_handler.py +120 -120
- basilisk/render/light.py +96 -96
- basilisk/render/light_handler.py +58 -58
- basilisk/render/material.py +232 -232
- basilisk/render/material_handler.py +133 -133
- basilisk/render/post_process.py +180 -180
- basilisk/render/shader.py +135 -134
- basilisk/render/shader_handler.py +109 -94
- basilisk/render/sky.py +119 -121
- basilisk/scene.py +287 -288
- basilisk/shaders/batch.frag +293 -293
- basilisk/shaders/batch.vert +117 -117
- basilisk/shaders/bloom_downsample.frag +23 -42
- basilisk/shaders/bloom_upsample.frag +33 -33
- basilisk/shaders/crt.frag +34 -34
- basilisk/shaders/draw.frag +27 -27
- basilisk/shaders/draw.vert +25 -25
- basilisk/shaders/filter.frag +22 -22
- basilisk/shaders/frame.frag +13 -13
- basilisk/shaders/frame.vert +13 -13
- basilisk/shaders/frame_hdr.frag +27 -27
- basilisk/shaders/geometry.frag +10 -10
- basilisk/shaders/geometry.vert +41 -41
- basilisk/shaders/normal.frag +62 -62
- basilisk/shaders/normal.vert +96 -96
- basilisk/shaders/particle.frag +81 -81
- basilisk/shaders/particle.vert +86 -86
- basilisk/shaders/sky.frag +23 -23
- basilisk/shaders/sky.vert +13 -13
- {basilisk_engine-0.1.42.dist-info → basilisk_engine-0.1.43.dist-info}/METADATA +89 -89
- basilisk_engine-0.1.43.dist-info/RECORD +111 -0
- {basilisk_engine-0.1.42.dist-info → basilisk_engine-0.1.43.dist-info}/WHEEL +1 -1
- basilisk/input/__init__.py +0 -0
- basilisk/input/mouse.py +0 -62
- basilisk/input/path.py +0 -14
- basilisk/shaders/bloom_frame.frag +0 -25
- basilisk_engine-0.1.42.dist-info/RECORD +0 -115
- {basilisk_engine-0.1.42.dist-info → basilisk_engine-0.1.43.dist-info}/top_level.txt +0 -0
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import glm
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from .collider import Collider
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from .broad.broad_bvh import BroadBVH
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from .narrow.gjk import collide_gjk
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from .narrow.epa import get_epa_from_gjk
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from .narrow.contact_manifold import get_contact_manifold, separate_polytope
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from .narrow.dataclasses import ContactPoint, ContactManifold, Collision
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from ..nodes.node import Node
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from ..generic.collisions import get_sat_axes
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from ..physics.impulse import calculate_collisions
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class ColliderHandler():
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scene: ...
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"""Back reference to scene"""
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colliders: list[Collider]
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"""Main list of collders contained in the scene"""
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bvh: BroadBVH
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"""Broad bottom up BVH containing all colliders in the scene"""
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def __init__(self, scene) -> None:
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self.scene = scene
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self.cube = self.scene.engine.cube
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self.colliders = []
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self.polytope_data = {}
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self.contact_manifolds: dict[tuple[Collider, Collider] : ContactManifold] = {}
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self.bvh = BroadBVH(self)
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def add(self, collider: Collider) -> Collider:
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"""
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Creates a collider and adds it to the collider list
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"""
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self.colliders.append(collider)
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self.bvh.add(collider)
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return collider
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def remove(self, collider: Collider) -> None:
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"""
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Removes a collider from the main branch and BVH
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"""
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if collider in self.colliders: self.colliders.remove(collider)
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self.bvh.remove(collider)
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collider.collider_handler = None
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def resolve_collisions(self) -> None:
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"""
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Resets collider collision values and resolves all collisions in the scene
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"""
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# reset collision data
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for collider in self.colliders: collider.collisions = []
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# update BVH
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for collider in self.colliders:
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if collider.needs_bvh:
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self.bvh.remove(collider)
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self.bvh.add(collider)
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collider.needs_bvh = False
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# resolve collisions
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broad_collisions = self.resolve_broad_collisions()
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self.resolve_narrow_collisions(broad_collisions)
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def collide_obb_obb(self, collider1: Collider, collider2: Collider) -> tuple[glm.vec3, float] | None:
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"""
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Finds the minimal penetrating vector for an obb obb collision, return None if not colliding. Uses SAT.
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"""
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axes = get_sat_axes(collider1.node.rotation, collider2.node.rotation) # axes are normaized
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points1 = collider1.obb_points # TODO remove once oobb points are lazy updated, switch to just using property
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points2 = collider2.obb_points
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# test axes
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small_axis = None
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small_overlap = 1e10
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small_index = 0
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for i, axis in enumerate(axes): # TODO add optimization for points on cardinal axis of cuboid
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# "project" points
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proj1 = [glm.dot(p, axis) for p in points1]
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proj2 = [glm.dot(p, axis) for p in points2]
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max1, min1 = max(proj1), min(proj1)
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max2, min2 = max(proj2), min(proj2)
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if max1 < min2 or max2 < min1: return None
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# if lines are not intersecting
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if max1 > max2 and min1 < min2: overlap = min(max1 - min2, max2 - min1)
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elif max2 > max1 and min2 < min1: overlap = min(max2 - min1, max1 - min2)
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else: overlap = min(max1, max2) - max(min1, min2) # TODO check if works with containment
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if abs(overlap) > abs(small_overlap): continue
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small_overlap = overlap
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small_axis = axis
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small_index = i
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return small_axis, small_overlap, small_index
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def collide_obb_obb_decision(self, collider1: Collider, collider2: Collider) -> bool:
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"""
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Determines if two obbs are colliding Uses SAT.
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"""
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axes = get_sat_axes(collider1.node.rotation, collider2.node.rotation)
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points1 = collider1.obb_points # TODO remove once oobb points are lazy updated, switch to just using property
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points2 = collider2.obb_points
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# test axes
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for axis in axes: # TODO add optimization for points on cardinal axis of cuboid
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# "project" points
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proj1 = [glm.dot(p, axis) for p in points1]
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proj2 = [glm.dot(p, axis) for p in points2]
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max1, min1 = max(proj1), min(proj1)
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max2, min2 = max(proj2), min(proj2)
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if max1 < min2 or max2 < min1: return False
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return True
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def resolve_broad_collisions(self) -> set[tuple[Collider, Collider]]:
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"""
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Determines which colliders collide with each other from the BVH
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"""
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collisions = set()
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for collider1 in self.colliders:
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if collider1.node.static: continue
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# traverse bvh to find aabb aabb collisions
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colliding = self.bvh.get_collided(collider1)
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for collider2 in colliding:
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if collider1 is collider2 or (collider1.collision_group is not None and collider1.collision_group == collider2.collision_group): continue
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if ((collider1, collider2) if id(collider1) < id(collider2) else (collider2, collider1)) in collisions: continue
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# run broad collision for specified mesh types
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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
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collisions.add((collider1, collider2) if id(collider1) < id(collider2) else (collider2, collider1))
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return collisions
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def merge_contact_points(self, vec: glm.vec3, collider1: Collider, collider2: Collider, points1: list[ContactPoint], points2: list[ContactPoint]) -> None:
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"""
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"""
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def merge_points(node: Node, existing: dict[int, glm.vec3], incoming: list[ContactPoint]) -> dict[int, glm.vec3]:
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incoming_indices = set()
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# add incoming points
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for point in incoming:
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incoming_indices.add(point.index)
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if point.index not in existing or glm.length2(point.vertex - existing[point.index]) > 1e-5: existing[point.index] = glm.vec3(point.vertex)
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# remove changed stored points
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remove_indices = []
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for index, vertex in existing.items():
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if index in incoming_indices: continue
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if glm.length2(node.collider.get_vertex(index) - vertex) > 1e-5: remove_indices.append(index) # check to see if point has moved
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# remove unused and moved points
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for index in remove_indices: del existing[index]
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return existing
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# check if collision is logged, if not create a new one
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collider_tuple = (collider1, collider2)
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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())
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# add contact point from current collision and check overlap
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self.contact_manifolds[collider_tuple].contact_points1 = merge_points(collider1.node, self.contact_manifolds[collider_tuple].contact_points1, points1)
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self.contact_manifolds[collider_tuple].contact_points2 = merge_points(collider2.node, self.contact_manifolds[collider_tuple].contact_points2, points2)
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def resolve_narrow_collisions(self, broad_collisions: list[tuple[Collider, Collider]]) -> None:
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"""
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Determines if two colliders are colliding, if so resolves their penetration and applies impulse
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"""
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for collision in broad_collisions: # assumes that broad collisions are unique
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collider1 = collision[0]
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collider2 = collision[1]
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node1: Node = collider1.node
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node2: Node = collider2.node
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# get peneration data or quit early if no collision is found
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if collider1.mesh == self.cube and collider2.mesh == self.cube: # obb-obb collision
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# run SAT for obb-obb (includes peneration)
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data = self.collide_obb_obb(collider1, collider2)
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if not data: continue
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vec, distance, index = data
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# TODO replace with own contact algorithm
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points1 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider1.obb_points)]
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points2 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider2.obb_points)]
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else: # use gjk to determine collisions between non-cuboid meshes
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has_collided, simplex = collide_gjk(node1, node2)
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if not has_collided: continue
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faces, polytope = get_epa_from_gjk(node1, node2, simplex)
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face = faces[0]
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vec, distance = face[1], face[0]
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# TODO replace with own contact algorithm
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points1 = [ContactPoint(p.index1, p.vertex1) for p in polytope]
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points2 = [ContactPoint(p.index2, p.vertex2) for p in polytope]
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if glm.dot(vec, node2.position.data - node1.position.data) > 0: vec *= -1
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# add collision data to colliders
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collider1.collisions.append(Collision(node2, vec))
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collider2.collisions.append(Collision(node1, -vec))
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# apply impulse if a collider has a physic body
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if node1.physics_body or node2.physics_body:
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# determine the contact points from the collision
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points1, points2 = separate_polytope(points1, points2, vec)
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self.merge_contact_points(vec, collider1, collider2, points1, points2)
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collider_tuple = (collider1, collider2)
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manifold = get_contact_manifold(
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node1.position.data - vec,
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vec,
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self.contact_manifolds[collider_tuple].contact_points1.values(),
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self.contact_manifolds[collider_tuple].contact_points2.values()
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)
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collision_normal = node1.velocity - node2.velocity
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collision_normal = vec if glm.length2(collision_normal) < 1e-12 else glm.normalize(collision_normal)
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calculate_collisions(collision_normal, node1, node2, manifold, node1.get_inverse_inertia(), node2.get_inverse_inertia(), node1.center_of_mass, node2.center_of_mass)
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# resolve collision penetration
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multiplier = 0.5 if not (node1.static or node2.static) else 1
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if not node1.static: node1.position.data += multiplier * vec * distance
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1
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import glm
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2
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+
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3
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from .collider import Collider
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4
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from .broad.broad_bvh import BroadBVH
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5
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+
from .narrow.gjk import collide_gjk
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6
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+
from .narrow.epa import get_epa_from_gjk
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7
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+
from .narrow.contact_manifold import get_contact_manifold, separate_polytope
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8
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+
from .narrow.dataclasses import ContactPoint, ContactManifold, Collision
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9
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from ..nodes.node import Node
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10
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from ..generic.collisions import get_sat_axes
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11
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+
from ..physics.impulse import calculate_collisions
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12
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+
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13
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+
class ColliderHandler():
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14
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scene: ...
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15
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+
"""Back reference to scene"""
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16
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+
colliders: list[Collider]
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17
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+
"""Main list of collders contained in the scene"""
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18
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+
bvh: BroadBVH
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19
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+
"""Broad bottom up BVH containing all colliders in the scene"""
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20
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+
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21
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+
def __init__(self, scene) -> None:
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self.scene = scene
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23
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self.cube = self.scene.engine.cube
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24
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self.colliders = []
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25
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self.polytope_data = {}
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26
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self.contact_manifolds: dict[tuple[Collider, Collider] : ContactManifold] = {}
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27
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+
self.bvh = BroadBVH(self)
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28
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+
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29
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+
def add(self, collider: Collider) -> Collider:
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30
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+
"""
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31
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+
Creates a collider and adds it to the collider list
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32
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+
"""
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33
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+
self.colliders.append(collider)
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34
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self.bvh.add(collider)
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35
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return collider
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36
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+
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37
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+
def remove(self, collider: Collider) -> None:
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38
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+
"""
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39
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+
Removes a collider from the main branch and BVH
|
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40
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+
"""
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41
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+
if collider in self.colliders: self.colliders.remove(collider)
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42
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+
self.bvh.remove(collider)
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43
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+
collider.collider_handler = None
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44
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+
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45
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+
def resolve_collisions(self) -> None:
|
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46
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+
"""
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|
47
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+
Resets collider collision values and resolves all collisions in the scene
|
|
48
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+
"""
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|
49
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+
# reset collision data
|
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50
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+
for collider in self.colliders: collider.collisions = []
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51
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+
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52
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+
# update BVH
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53
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+
for collider in self.colliders:
|
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54
|
+
if collider.needs_bvh:
|
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55
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+
self.bvh.remove(collider)
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56
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+
self.bvh.add(collider)
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57
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+
collider.needs_bvh = False
|
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58
|
+
|
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59
|
+
# resolve collisions
|
|
60
|
+
broad_collisions = self.resolve_broad_collisions()
|
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61
|
+
self.resolve_narrow_collisions(broad_collisions)
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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
|
+
|
|
145
|
+
# remove changed stored points
|
|
146
|
+
remove_indices = []
|
|
147
|
+
for index, vertex in existing.items():
|
|
148
|
+
if index in incoming_indices: continue
|
|
149
|
+
if glm.length2(node.collider.get_vertex(index) - vertex) > 1e-5: remove_indices.append(index) # check to see if point has moved
|
|
150
|
+
|
|
151
|
+
# remove unused and moved points
|
|
152
|
+
for index in remove_indices: del existing[index]
|
|
153
|
+
return existing
|
|
154
|
+
|
|
155
|
+
# check if collision is logged, if not create a new one
|
|
156
|
+
collider_tuple = (collider1, collider2)
|
|
157
|
+
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())
|
|
158
|
+
|
|
159
|
+
# add contact point from current collision and check overlap
|
|
160
|
+
self.contact_manifolds[collider_tuple].contact_points1 = merge_points(collider1.node, self.contact_manifolds[collider_tuple].contact_points1, points1)
|
|
161
|
+
self.contact_manifolds[collider_tuple].contact_points2 = merge_points(collider2.node, self.contact_manifolds[collider_tuple].contact_points2, points2)
|
|
162
|
+
|
|
163
|
+
def resolve_narrow_collisions(self, broad_collisions: list[tuple[Collider, Collider]]) -> None:
|
|
164
|
+
"""
|
|
165
|
+
Determines if two colliders are colliding, if so resolves their penetration and applies impulse
|
|
166
|
+
"""
|
|
167
|
+
for collision in broad_collisions: # assumes that broad collisions are unique
|
|
168
|
+
collider1 = collision[0]
|
|
169
|
+
collider2 = collision[1]
|
|
170
|
+
node1: Node = collider1.node
|
|
171
|
+
node2: Node = collider2.node
|
|
172
|
+
|
|
173
|
+
# get peneration data or quit early if no collision is found
|
|
174
|
+
if collider1.mesh == self.cube and collider2.mesh == self.cube: # obb-obb collision
|
|
175
|
+
|
|
176
|
+
# run SAT for obb-obb (includes peneration)
|
|
177
|
+
data = self.collide_obb_obb(collider1, collider2)
|
|
178
|
+
if not data: continue
|
|
179
|
+
|
|
180
|
+
vec, distance, index = data
|
|
181
|
+
|
|
182
|
+
# TODO replace with own contact algorithm
|
|
183
|
+
points1 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider1.obb_points)]
|
|
184
|
+
points2 = [ContactPoint(index, vertex) for index, vertex in enumerate(collider2.obb_points)]
|
|
185
|
+
|
|
186
|
+
else: # use gjk to determine collisions between non-cuboid meshes
|
|
187
|
+
has_collided, simplex = collide_gjk(node1, node2)
|
|
188
|
+
if not has_collided: continue
|
|
189
|
+
|
|
190
|
+
faces, polytope = get_epa_from_gjk(node1, node2, simplex)
|
|
191
|
+
face = faces[0]
|
|
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.data - node1.position.data) > 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.data - 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.data += multiplier * vec * distance
|
|
226
226
|
if not node2.static: node2.position.data -= multiplier * vec * distance
|
|
@@ -1,96 +1,96 @@
|
|
|
1
|
-
import glm
|
|
2
|
-
from random import randint
|
|
3
|
-
from .line_intersections import line_line_intersect, line_poly_intersect
|
|
4
|
-
from .graham_scan import graham_scan
|
|
5
|
-
from .sutherland_hodgman import sutherland_hodgman
|
|
6
|
-
from .dataclasses import ContactPoint
|
|
7
|
-
from ...generic.vec3 import Vec3
|
|
8
|
-
from ...generic.quat import Quat
|
|
9
|
-
|
|
10
|
-
|
|
11
|
-
|
|
12
|
-
# sutherland hodgman clipping algorithm
|
|
13
|
-
def get_contact_manifold(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, points1:list[glm.vec3], points2:list[glm.vec3]) -> list[glm.vec3]:
|
|
14
|
-
"""
|
|
15
|
-
computes the contact manifold for a collision between two nearby polyhedra
|
|
16
|
-
"""
|
|
17
|
-
if len(points1) == 0 or len(points2) == 0: return []
|
|
18
|
-
|
|
19
|
-
# project vertices onto the 2d plane
|
|
20
|
-
points1 = project_points(contact_plane_point, contact_plane_normal, points1)
|
|
21
|
-
points2 = project_points(contact_plane_point, contact_plane_normal, points2)
|
|
22
|
-
|
|
23
|
-
# check if collsion was on a vertex
|
|
24
|
-
if len(points1) == 1: return points1
|
|
25
|
-
if len(points2) == 1: return points2
|
|
26
|
-
|
|
27
|
-
# convert points to 2d for intersection algorithms
|
|
28
|
-
points1, u1, v1 = points_to_2d(contact_plane_point, contact_plane_normal, points1)
|
|
29
|
-
points2, u2, v2 = points_to_2d(contact_plane_point, contact_plane_normal, points2, u1, v1) #TODO precalc orthogonal basis for 2d conversion
|
|
30
|
-
|
|
31
|
-
# convert arbitrary points to polygon
|
|
32
|
-
if len(points1) > 2: points1 = graham_scan(points1)
|
|
33
|
-
if len(points2) > 2: points2 = graham_scan(points2)
|
|
34
|
-
|
|
35
|
-
# run clipping algorithms
|
|
36
|
-
manifold = []
|
|
37
|
-
is_line1, is_line2 = len(points1) == 2, len(points2) == 2
|
|
38
|
-
if is_line1 and is_line2: manifold = line_line_intersect(points1, points2)
|
|
39
|
-
else:
|
|
40
|
-
if is_line1: manifold = line_poly_intersect(points1, points2)
|
|
41
|
-
elif is_line2: manifold = line_poly_intersect(points2, points1)
|
|
42
|
-
else: manifold = sutherland_hodgman(points1, points2)
|
|
43
|
-
|
|
44
|
-
# fall back if manifold fails to develope
|
|
45
|
-
if len(manifold) == 0: return []
|
|
46
|
-
|
|
47
|
-
# convert inertsection algorithm output to 3d
|
|
48
|
-
return points_to_3d(u1, v1, contact_plane_point, manifold)
|
|
49
|
-
|
|
50
|
-
def separate_polytope(points1: list[ContactPoint], points2: list[ContactPoint], contact_plane_normal, epsilon: float=1e-5) -> tuple[list[ContactPoint], list[ContactPoint]]:
|
|
51
|
-
"""
|
|
52
|
-
Determines the potential contact manifold points of each shape based on their position along the penetrating axis
|
|
53
|
-
"""
|
|
54
|
-
|
|
55
|
-
proj1 = [(glm.dot(point.vertex, contact_plane_normal), point) for point in points1]
|
|
56
|
-
proj2 = [(glm.dot(point.vertex, contact_plane_normal), point) for point in points2]
|
|
57
|
-
|
|
58
|
-
# min1 and max2 should be past the collising points of node2 and node1 respectively
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59
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-
min1 = min(proj1, key=lambda proj: proj[0])[0]
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60
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-
max2 = max(proj2, key=lambda proj: proj[0])[0]
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61
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-
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62
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-
proj1 = filter(lambda proj: proj[0] <= max2 + epsilon, proj1)
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63
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-
proj2 = filter(lambda proj: proj[0] + epsilon >= min1, proj2)
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64
|
-
|
|
65
|
-
return [point[1] for point in proj1], [point[1] for point in proj2]
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66
|
-
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67
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-
def distance_to_plane(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, point:glm.vec3) -> float:
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68
|
-
"""gets the smallest distance a point is from a plane"""
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69
|
-
return glm.dot(point - contact_plane_point, contact_plane_normal) #TODO check this formula
|
|
70
|
-
|
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71
|
-
def project_points(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, points:list[Vec3]) -> list[glm.vec3]:
|
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72
|
-
"""gets the projected positions of the given points onto the given plane"""
|
|
73
|
-
return [point - glm.dot(point - contact_plane_point, contact_plane_normal) * contact_plane_normal for point in points]
|
|
74
|
-
|
|
75
|
-
def points_to_2d(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, points:list[glm.vec3], u = None, v = None) -> tuple[list[glm.vec2], glm.vec3, glm.vec3]:
|
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76
|
-
"""converts a list of points on a plane to their 2d representation"""
|
|
77
|
-
# generate a new basis
|
|
78
|
-
k = get_noncolinear_vector(contact_plane_normal)
|
|
79
|
-
u = u if u else glm.normalize(glm.cross(contact_plane_normal, k))
|
|
80
|
-
v = v if v else glm.cross(contact_plane_normal, u)
|
|
81
|
-
|
|
82
|
-
# convert points to new basis
|
|
83
|
-
return [glm.vec2(glm.dot(vec := point - contact_plane_point, u), glm.dot(vec, v)) for point in points], u, v
|
|
84
|
-
|
|
85
|
-
def points_to_3d(u:glm.vec3, v:glm.vec3, contact_plane_point:glm.vec3, points:list[glm.vec2]) -> list[glm.vec3]:
|
|
86
|
-
"""converts a list of points on a plane to their 3d representation"""
|
|
87
|
-
return [contact_plane_point + point.x * u + point.y * v for point in points]
|
|
88
|
-
|
|
89
|
-
# vector math
|
|
90
|
-
def get_noncolinear_vector(vector:glm.vec3) -> glm.vec3:
|
|
91
|
-
"""generates a non colinear vector based on the given vector"""
|
|
92
|
-
test_vector = (1, 1, 1)
|
|
93
|
-
while glm.cross(test_vector, vector) == (0, 0, 0):
|
|
94
|
-
val = randint(0, 7) # 000 to 111
|
|
95
|
-
test_vector = (val & 1, val & 2, val & 4) # one random for three digits
|
|
1
|
+
import glm
|
|
2
|
+
from random import randint
|
|
3
|
+
from .line_intersections import line_line_intersect, line_poly_intersect
|
|
4
|
+
from .graham_scan import graham_scan
|
|
5
|
+
from .sutherland_hodgman import sutherland_hodgman
|
|
6
|
+
from .dataclasses import ContactPoint
|
|
7
|
+
from ...generic.vec3 import Vec3
|
|
8
|
+
from ...generic.quat import Quat
|
|
9
|
+
|
|
10
|
+
|
|
11
|
+
|
|
12
|
+
# sutherland hodgman clipping algorithm
|
|
13
|
+
def get_contact_manifold(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, points1:list[glm.vec3], points2:list[glm.vec3]) -> list[glm.vec3]:
|
|
14
|
+
"""
|
|
15
|
+
computes the contact manifold for a collision between two nearby polyhedra
|
|
16
|
+
"""
|
|
17
|
+
if len(points1) == 0 or len(points2) == 0: return []
|
|
18
|
+
|
|
19
|
+
# project vertices onto the 2d plane
|
|
20
|
+
points1 = project_points(contact_plane_point, contact_plane_normal, points1)
|
|
21
|
+
points2 = project_points(contact_plane_point, contact_plane_normal, points2)
|
|
22
|
+
|
|
23
|
+
# check if collsion was on a vertex
|
|
24
|
+
if len(points1) == 1: return points1
|
|
25
|
+
if len(points2) == 1: return points2
|
|
26
|
+
|
|
27
|
+
# convert points to 2d for intersection algorithms
|
|
28
|
+
points1, u1, v1 = points_to_2d(contact_plane_point, contact_plane_normal, points1)
|
|
29
|
+
points2, u2, v2 = points_to_2d(contact_plane_point, contact_plane_normal, points2, u1, v1) #TODO precalc orthogonal basis for 2d conversion
|
|
30
|
+
|
|
31
|
+
# convert arbitrary points to polygon
|
|
32
|
+
if len(points1) > 2: points1 = graham_scan(points1)
|
|
33
|
+
if len(points2) > 2: points2 = graham_scan(points2)
|
|
34
|
+
|
|
35
|
+
# run clipping algorithms
|
|
36
|
+
manifold = []
|
|
37
|
+
is_line1, is_line2 = len(points1) == 2, len(points2) == 2
|
|
38
|
+
if is_line1 and is_line2: manifold = line_line_intersect(points1, points2)
|
|
39
|
+
else:
|
|
40
|
+
if is_line1: manifold = line_poly_intersect(points1, points2)
|
|
41
|
+
elif is_line2: manifold = line_poly_intersect(points2, points1)
|
|
42
|
+
else: manifold = sutherland_hodgman(points1, points2)
|
|
43
|
+
|
|
44
|
+
# fall back if manifold fails to develope
|
|
45
|
+
if len(manifold) == 0: return []
|
|
46
|
+
|
|
47
|
+
# convert inertsection algorithm output to 3d
|
|
48
|
+
return points_to_3d(u1, v1, contact_plane_point, manifold)
|
|
49
|
+
|
|
50
|
+
def separate_polytope(points1: list[ContactPoint], points2: list[ContactPoint], contact_plane_normal, epsilon: float=1e-5) -> tuple[list[ContactPoint], list[ContactPoint]]:
|
|
51
|
+
"""
|
|
52
|
+
Determines the potential contact manifold points of each shape based on their position along the penetrating axis
|
|
53
|
+
"""
|
|
54
|
+
|
|
55
|
+
proj1 = [(glm.dot(point.vertex, contact_plane_normal), point) for point in points1]
|
|
56
|
+
proj2 = [(glm.dot(point.vertex, contact_plane_normal), point) for point in points2]
|
|
57
|
+
|
|
58
|
+
# min1 and max2 should be past the collising points of node2 and node1 respectively
|
|
59
|
+
min1 = min(proj1, key=lambda proj: proj[0])[0]
|
|
60
|
+
max2 = max(proj2, key=lambda proj: proj[0])[0]
|
|
61
|
+
|
|
62
|
+
proj1 = filter(lambda proj: proj[0] <= max2 + epsilon, proj1)
|
|
63
|
+
proj2 = filter(lambda proj: proj[0] + epsilon >= min1, proj2)
|
|
64
|
+
|
|
65
|
+
return [point[1] for point in proj1], [point[1] for point in proj2]
|
|
66
|
+
|
|
67
|
+
def distance_to_plane(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, point:glm.vec3) -> float:
|
|
68
|
+
"""gets the smallest distance a point is from a plane"""
|
|
69
|
+
return glm.dot(point - contact_plane_point, contact_plane_normal) #TODO check this formula
|
|
70
|
+
|
|
71
|
+
def project_points(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, points:list[Vec3]) -> list[glm.vec3]:
|
|
72
|
+
"""gets the projected positions of the given points onto the given plane"""
|
|
73
|
+
return [point - glm.dot(point - contact_plane_point, contact_plane_normal) * contact_plane_normal for point in points]
|
|
74
|
+
|
|
75
|
+
def points_to_2d(contact_plane_point:glm.vec3, contact_plane_normal:glm.vec3, points:list[glm.vec3], u = None, v = None) -> tuple[list[glm.vec2], glm.vec3, glm.vec3]:
|
|
76
|
+
"""converts a list of points on a plane to their 2d representation"""
|
|
77
|
+
# generate a new basis
|
|
78
|
+
k = get_noncolinear_vector(contact_plane_normal)
|
|
79
|
+
u = u if u else glm.normalize(glm.cross(contact_plane_normal, k))
|
|
80
|
+
v = v if v else glm.cross(contact_plane_normal, u)
|
|
81
|
+
|
|
82
|
+
# convert points to new basis
|
|
83
|
+
return [glm.vec2(glm.dot(vec := point - contact_plane_point, u), glm.dot(vec, v)) for point in points], u, v
|
|
84
|
+
|
|
85
|
+
def points_to_3d(u:glm.vec3, v:glm.vec3, contact_plane_point:glm.vec3, points:list[glm.vec2]) -> list[glm.vec3]:
|
|
86
|
+
"""converts a list of points on a plane to their 3d representation"""
|
|
87
|
+
return [contact_plane_point + point.x * u + point.y * v for point in points]
|
|
88
|
+
|
|
89
|
+
# vector math
|
|
90
|
+
def get_noncolinear_vector(vector:glm.vec3) -> glm.vec3:
|
|
91
|
+
"""generates a non colinear vector based on the given vector"""
|
|
92
|
+
test_vector = (1, 1, 1)
|
|
93
|
+
while glm.cross(test_vector, vector) == (0, 0, 0):
|
|
94
|
+
val = randint(0, 7) # 000 to 111
|
|
95
|
+
test_vector = (val & 1, val & 2, val & 4) # one random for three digits
|
|
96
96
|
return test_vector
|