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Collisions.h
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Collisions.h
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#pragma once
//! If COLLISHI_MINMAX_FUNCTION is not set, the standard library function std::minmax will be used
//! In case you do not want to use the standard library, you need to provide an alternative
//! This can be done using the following definition in your own program:
//! #define COLLISHI_MINMAX_FUNCTION your_own_minmax_function
#ifndef COLLISHI_MINMAX_FUNCTION
#include <algorithm>
#define COLLISHI_MINMAX_FUNCTION std::minmax
#endif
namespace Collishi {
//! Collishi version 0.2.0
//! Here resides the actual mathematical core of the collision routines from the Shidacea engine
//! These are completely decoupled from any Ruby or SFML magic
//! Sadly, std::abs is not a constexpr, so this definition will provide one
template <class T> constexpr T constexpr_abs(T value) {
return (value < 0.0f ? -value : value);
}
//! Helper function to check whether a fractional value is greater than zero without actually doing the division
template <class T> constexpr bool fraction_less_than_zero(T nominator, T denominator) {
if (nominator == static_cast<T>(0)) return false;
if (static_cast<bool>(nominator < static_cast<T>(0)) != static_cast<bool>(denominator < static_cast<T>(0))) return true;
return false;
}
template <class T> constexpr bool fraction_between_zero_and_one(T nominator, T denominator) {
if (fraction_less_than_zero(nominator, denominator)) return false;
if (constexpr_abs(nominator) > constexpr_abs(denominator)) return false;
return true;
}
template <class T> constexpr bool between(T value, T border_1, T border_2) {
auto interval = COLLISHI_MINMAX_FUNCTION(border_1, border_2);
if (value < interval.first) return false;
if (value > interval.second) return false;
return true;
}
template <class T> constexpr bool overlap(std::initializer_list<T> interval_1, std::initializer_list<T> interval_2) {
auto interval_1_minmax = COLLISHI_MINMAX_FUNCTION(interval_1);
auto interval_2_minmax = COLLISHI_MINMAX_FUNCTION(interval_2);
if (interval_2_minmax.second < interval_1_minmax.first) return false;
if (interval_1_minmax.second < interval_2_minmax.first) return false;
return true;
}
template <class T> constexpr T sign_square(T x) {
return (x < 0.0f ? -x * x : x * x);
}
//! Actual collision routines
constexpr bool collision_point_point(float x1, float y1, float x2, float y2) {
//! Usually, this routine will yield false
return (x1 == x2 && y1 == y2);
return false;
}
constexpr bool collision_point_line(float x1, float y1, float x2, float y2, float dx2, float dy2) {
//! The most useful check is to check whether the point has a normal component to the line
//! If so, it is impossible for the point to intersect the line
//! This case is also the most common one, so it is wise to check it first
auto dx12 = x1 - x2;
auto dy12 = y1 - y2;
//! Check whether the cross product of the distance vector and the line vector is vanishing
if (dx12 * dy2 != dy12 * dx2) return false;
//! Otherwise, the point is on the infinite extension of the line
//! Now, the point will be projected to the line
//! If this projection value is smaller than 0, the point is not on the line
//! If it is greater than the line end point projected on the line, it is also not on the line
auto projection = dx12 * dx2 + dy12 * dy2;
if (!between(projection, 0.0f, dx2 * dx2 + dy2 * dy2)) return false;
return true;
}
constexpr bool collision_point_circle(float x1, float y1, float x2, float y2, float r2) {
//! Simple check whether the point is inside the circle radius
auto dx = x1 - x2;
auto dy = y1 - y2;
if (dx * dx + dy * dy > r2 * r2) return false;
return true;
}
constexpr bool collision_point_box(float x1, float y1, float x2, float y2, float w2, float h2) {
//! Literally the definition of an AABB
if (x1 < x2) return false;
if (y1 < y2) return false;
if (x2 + w2 < x1) return false;
if (y2 + h2 < y1) return false;
return true;
}
constexpr bool collision_point_triangle(float x1, float y1, float x2, float y2, float sxa2, float sya2, float sxb2, float syb2) {
//! Point coordinates relative to the first triangle point
auto dx12 = x1 - x2;
auto dy12 = y1 - y2;
//! The next step consists of calculating the coordinates of the point formulated as linear combination of the two sides
//! This yields the values u and v, which need to satisfy the following conditions: u >= 0, v >= 0, u + v <= 1
auto nominator_u = dx12 * syb2 - dy12 * sxb2;
auto denominator_u = sxa2 * syb2 - sxb2 * sya2;
if (!fraction_between_zero_and_one(nominator_u, denominator_u)) return false;
auto nominator_v = dx12 * sya2 - dy12 * sxa2;
auto denominator_v = -denominator_u;
if (!fraction_between_zero_and_one(nominator_v, denominator_v)) return false;
//! The condition u + v <= 1 has one caveat, namely the case that the nominators of u and -v have different signs
//! Therefore, the check for u + v >= 0 needs to be done explicitely again
//! Furthermore, the denominator of u will be taken here as the new denominator
auto nominator_u_v = nominator_u - nominator_v;
if (!fraction_between_zero_and_one(nominator_u_v, denominator_u)) return false;
//! If all values are inside the appropriate ranges, the point is inside the triangle
return true;
}
constexpr bool collision_line_line(float x1, float y1, float dx1, float dy1, float x2, float y2, float dx2, float dy2) {
//! This algorithm is an extension of point/line collisions
//! First, the cross product of the two lines will be calculated
//! If it is vanishing, the lines are both on their respective infinite extensions
//! In that case, if the start points of one lines lies on the other line, they intersect
//! Checking the end points is not necessary here
auto cross_term = dx2 * dy1 - dy2 * dx1;
if (cross_term == 0.0f) {
if (collision_point_line(x1, y1, x2, y2, dx2, dy2)) return true;
if (collision_point_line(x2, y2, x1, y1, dx1, dy1)) return true;
}
//! The lines have a normal component, so they have only up to one intersection point
//! Now, the separating axis theorem can be applied to the situation
//! Both lines are then projected on the other line normal
//! If the two projections (start and end point) change their sign, they intersect the other line
//! If the projection interval doesn't contain 0, an intersection is excluded completely
auto y21 = y2 - y1;
auto x21 = x2 - x1;
auto projection_2_on_n1 = y21 * dx1 - x21 * dy1;
if (static_cast<bool>(projection_2_on_n1 < 0.0f) == static_cast<bool>(projection_2_on_n1 < cross_term)) return false;
auto projection_1_on_n2 = x21 * dy2 - y21 * dx2;
if (static_cast<bool>(projection_1_on_n2 < 0.0f) == static_cast<bool>(projection_1_on_n2 < -cross_term)) return false;
return true;
}
constexpr bool collision_line_circle(float x1, float y1, float dx1, float dy1, float x2, float y2, float r2) {
//! This algorithm is a direct implementation of the separating axis theorem
//! If there is axis at which the projections of both objects do not overlap, they don't intersect
//! Calculate difference coordinates
auto x21 = x2 - x1;
auto y21 = y2 - y1;
auto r2_squared = r2 * r2;
//! Project the circle directly on the line and check whether there is a gap or not
//! This involves a small trick, since the projection of the circle itself is not trivial on non-axis-aligned lines
//! Normally, this projection would be r2 * sqrt(|line|), where line is the vector to which the circle will be projected
//! The test would then be whether 0 (the projection of the line on itself) is between proj_circle_normal +/- r2 * sqrt(|line|)
//! The square root can be removed by taking the square of the whole test, but conserving the signs of each side
//! Then, only a square instead of a square root is necessary, speeding up the procedure
//! Finally, both sides can be substracted by proj_circle_normal
auto proj_circle_normal = y21 * dx1 - x21 * dy1;
auto proj_circle_normal_max = r2_squared * (dx1 * dx1 + dy1 * dy1);
if (!between(sign_square(proj_circle_normal), -proj_circle_normal_max, proj_circle_normal_max)) return false;
//! Now check the closest point on the line and take the difference between it and the circle midpoint as a new axis to test
//! If this test is done, no other axes need to be tested
auto x2d1 = x21 - dx1;
auto y2d1 = y21 - dy1;
auto distance_1_2 = x21 * x21 + y21 * y21;
auto distance_d_2 = x2d1 * x2d1 + y2d1 * y2d1;
if (distance_1_2 < distance_d_2) {
//! Start point is closer to circle
auto p1 = sign_square(distance_1_2);
auto p2 = sign_square(distance_1_2 - dx1 * x21 - dy1 * y21);
auto proj_r2_squared = r2_squared * (x21 * x21 + y21 * y21);
if (!overlap({ p1, p2 }, { -proj_r2_squared, proj_r2_squared })) return false;
}
else {
//! End point is closer to circle
auto p1 = sign_square(distance_d_2);
auto p2 = sign_square(distance_1_2 - dx1 * x21 - dy1 * y21);
auto proj_r2_squared = r2_squared * (x2d1 * x2d1 + y2d1 * y2d1);
if (!overlap({ p1, p2 }, { -proj_r2_squared, proj_r2_squared })) return false;
}
return true;
}
constexpr bool collision_line_box(float x1, float y1, float dx1, float dy1, float x2, float y2, float w2, float h2) {
//! First check whether any end point lies inside the box
if (collision_point_box(x1, y1, x2, y2, w2, h2)) return true;
if (collision_point_box(x1 + dx1, y1 + dy1, x2, y2, w2, h2)) return true;
//! If this is not the case, check each axis for an intersection inside the rectangle
//! These value can all be calculated in beforehand, since 3/4 of them will be already used in the first check
//! This will make the code much less complicated
//! Nominators of the line parameter
auto nominator_x_neg = x2 - x1;
auto nominator_x_pos = x2 + w2 - x1;
auto nominator_y_neg = y2 - y1;
auto nominator_y_pos = y2 + h2 - y1;
//! These terms can be obtained by inserting the line parameter for one coordinate into the intersection equation
//! This is only a mathematical trick to avoid divisions here
auto nom_x_neg_dy = nominator_x_neg * dy1;
auto nom_x_pos_dy = nominator_x_pos * dy1;
auto nom_y_neg_dx = nominator_y_neg * dx1;
auto nom_y_pos_dx = nominator_y_pos * dx1;
//! Check whether the y coordinate of the intersection point with the left AABB side is actually inside the AABB
//! The following checks will repeat this procedure for the other sides
if ((nom_x_neg_dy >= nom_y_neg_dx) && (nom_x_neg_dy <= nom_y_pos_dx)) {
//! The case of a vanishing dx1 should not occur, but even then, the next check will rule it out definitely
//! Here, the line parameter of the intersection point will be checked for its sign
//! If it is smaller than 0 or greater than 1, the line segment does not touch the AABB at this side
//! This can again be checked by comparing the signs of the nominator and the denominator
//! We still need to check the other sides, however
if (fraction_between_zero_and_one(nominator_x_neg, dx1)) return true;
}
//! Check right side
if ((nom_x_pos_dy >= nom_y_neg_dx) && (nom_x_pos_dy <= nom_y_pos_dx)) {
//! The line got shifted in its coordinates, so a new line parameter check is necessary
if (fraction_between_zero_and_one(nominator_x_pos, dx1)) return true;
}
//! Check bottom side
if ((nom_y_neg_dx >= nom_x_neg_dy) && (nom_y_neg_dx <= nom_x_pos_dy)) {
if (fraction_between_zero_and_one(nominator_y_neg, dy1)) return true;
}
//! Check top side
if ((nom_y_pos_dx >= nom_x_neg_dy) && (nom_y_pos_dx <= nom_x_pos_dy)) {
if (fraction_between_zero_and_one(nominator_y_pos, dy1)) return true;
}
return false;
}
constexpr bool collision_line_triangle(float x1, float y1, float dx1, float dy1, float x2, float y2, float sxa2, float sya2, float sxb2, float syb2) {
//! This function is another application of the separating axis theorem
//! First, the distances between the line starting point and the three triangle vertices will be calculated
auto x21 = x2 - x1;
auto y21 = y2 - y1;
auto xa1 = x21 + sxa2;
auto ya1 = y21 + sya2;
auto xb1 = x21 + sxb2;
auto yb1 = y21 + syb2;
//! Now, all three vertices will be projected on the line
auto projection_2_on_n1 = y21 * dx1 - x21 * dy1;
auto projection_a_on_n1 = ya1 * dx1 - xa1 * dy1;
auto projection_b_on_n1 = yb1 * dx1 - xb1 * dy1;
//! If no sign change occurs between all three projections, the triangle doesn't intersect the line
auto p2_n1_negative = static_cast<short>(projection_2_on_n1 < 0.0f);
auto pa_n1_negative = static_cast<short>(projection_a_on_n1 < 0.0f);
auto pb_n1_negative = static_cast<short>(projection_b_on_n1 < 0.0f);
if (p2_n1_negative + pa_n1_negative + pb_n1_negative == 3) return false;
//! Now, the line needs to be projected on each triangle side
//! This time, if both line points are outside of the interval between 0 and the opposite vertex, no intersection happens
auto projection_1_on_na = x21 * sya2 - y21 * sxa2;
auto projection_d_on_na = dy1 * sxa2 - dx1 * sya2;
auto projection_b_on_na = syb2 * sxa2 - sxb2 * sya2;
if (!overlap({ projection_1_on_na, projection_1_on_na + projection_d_on_na }, { 0.0f, projection_b_on_na })) return false;
//! This needs to be repeated for the other given triangle side
auto projection_1_on_nb = x21 * syb2 - y21 * sxb2;
auto projection_d_on_nb = dy1 * sxb2 - dx1 * syb2;
auto projection_a_on_nb = -projection_b_on_na;
if (!overlap({ projection_1_on_nb, projection_1_on_nb + projection_d_on_nb }, { 0.0f, projection_a_on_nb })) return false;
//! The last line is the difference vector between the vertices A and B
auto sxc2 = sxb2 - sxa2;
auto syc2 = syb2 - sya2;
auto projection_1_on_nc = xa1 * syc2 - ya1 * sxc2;
auto projection_d_on_nc = dy1 * sxc2 - dx1 * syc2;
auto projection_2_on_nc = projection_b_on_na;
if (!overlap({ projection_1_on_nc, projection_1_on_nc + projection_d_on_nc }, { 0.0f, projection_2_on_nc })) return false;
return true;
}
constexpr bool collision_circle_circle(float x1, float y1, float r1, float x2, float y2, float r2) {
//! Simple generalization of point/circle
auto dx = x1 - x2;
auto dy = y1 - y2;
auto combined_radius = r1 + r2;
if (dx * dx + dy * dy > combined_radius* combined_radius) return false;
return true;
}
constexpr bool collision_circle_box(float x1, float y1, float r1, float x2, float y2, float w2, float h2) {
//! This algorithm makes use of the separating axis theorem (SAT)
//! Essentially, the circle is projected onto both cardinal axes
//! Projections of the circle onto the axes
auto dxp = (x2 + w2 - x1);
auto dyp = (y2 + h2 - y1);
auto dxm = (x2 - x1);
auto dym = (y2 - y1);
//! Check for intersection of the circle projections with the AABB projections
if (!overlap({ dxm, dxp }, { -r1, r1 })) return false;
if (!overlap({ dym, dyp }, { -r1, r1 })) return false;
//! Calculated distances to circle to determine closest vertex
auto dxp2 = dxp * dxp;
auto dxm2 = dxm * dxm;
auto dyp2 = dyp * dyp;
auto dym2 = dym * dym;
auto dxp2yp2 = dxp2 + dyp2;
auto dyp2xm2 = dyp2 + dxm2;
auto dxm2ym2 = dxm2 + dym2;
auto dym2xp2 = dym2 + dxp2;
//! Find out the vertex by brute forcing
float min_dist = dxp2yp2;
float vx = dxp;
float vy = dyp;
if (dyp2xm2 < min_dist) {
min_dist = dyp2xm2;
vx = dxm;
vy = dyp;
}
if (dxm2ym2 < min_dist) {
min_dist = dxm2ym2;
vx = dxm;
vy = dym;
}
if (dym2xp2 < min_dist) {
min_dist = dym2xp2;
vx = dxp;
vy = dym;
}
//! Project AABB on difference vector with circle midpoint defined as zero
auto proj_v_pp = sign_square(dxp * vx + dyp * vy);
auto proj_v_pm = sign_square(dxp * vx + dym * vy);
auto proj_v_mp = sign_square(dxm * vx + dyp * vy);
auto proj_v_mm = sign_square(dxm * vx + dym * vy);
auto proj_r1_squared = r1 * r1 * (vx * vx + vy * vy);
if (!overlap({ proj_v_pp, proj_v_pm, proj_v_mp, proj_v_mm }, { -proj_r1_squared, proj_r1_squared })) return false;
return true;
}
constexpr bool collision_circle_triangle(float x1, float y1, float r1, float x2, float y2, float sxa2, float sya2, float sxb2, float syb2) {
//! This test is similar to circle/box, but the checked axes are different
//! The first three axes are the normals of the triangle edges
//! The procedure here is fully according to the separating axis theorem again
auto dx = x1 - x2;
auto dy = y1 - y2;
auto r1_squared = r1 * r1;
auto cross_term = sxa2 * syb2 - sxb2 * sya2;
//! Check edge a
auto proj_x1_a = dy * sxa2 - dx * sya2;
auto proj_r1_a_squared = r1_squared * (sxa2 * sxa2 + sya2 * sya2);
if (!overlap({ sign_square(-proj_x1_a), sign_square(cross_term - proj_x1_a) }, { -proj_r1_a_squared, proj_r1_a_squared })) return false;
//! Check edge b
auto proj_x1_b = dy * sxb2 - dx * syb2;
auto proj_r1_b_squared = r1_squared * (sxb2 * sxb2 + syb2 * syb2);
if (!overlap({ sign_square(-proj_x1_b), sign_square(-cross_term - proj_x1_b) }, { -proj_r1_b_squared, proj_r1_b_squared })) return false;
//! Check edge c (the one spanned by vertices A and B)
auto sxc2 = sxb2 - sxa2;
auto syc2 = syb2 - sya2;
auto proj_x1_c = dy * sxc2 - dx * syc2;
auto proj_r1_c_squared = r1_squared * (sxc2 * sxc2 + syc2 * syc2);
if (!overlap({ sign_square(-proj_x1_c), sign_square(-cross_term - proj_x1_c) }, { -proj_r1_c_squared, proj_r1_c_squared })) return false;
//! All normal checks were inconclusive, so the line from the circle to the closest vertex is required for a last test
//! This is again the same principle as for circle/box
float min_dist = dx * dx + dy * dy;
float vx = -dx;
float vy = -dy;
auto dxa = dx - sxa2;
auto dya = dy - sya2;
auto dxb = dx - sxb2;
auto dyb = dy - syb2;
auto da_norm = dxa * dxa + dya * dya;
auto db_norm = dxb * dxb + dyb * dyb;
if (da_norm < min_dist) {
min_dist = da_norm;
vx = -dxa;
vy = -dya;
}
if (db_norm < min_dist) {
min_dist = db_norm;
vx = -dxb;
vy = -dyb;
}
//! Projection of the triangle on the line
auto proj_2_0_v = sign_square(-dx * vx - dy * vy);
auto proj_2_a_v = sign_square(-dxa * vx - dya * vy);
auto proj_2_b_v = sign_square(-dxb * vx - dyb * vy);
auto proj_r_v_squared = r1_squared * min_dist;
if (!overlap({ proj_2_0_v, proj_2_a_v, proj_2_b_v }, { -proj_r_v_squared, proj_r_v_squared })) return false;
return true;
}
constexpr bool collision_box_box(float x1, float y1, float w1, float h1, float x2, float y2, float w2, float h2) {
//! Simple generalization of point/box
if (x1 + w1 < x2) return false;
if (y1 + h1 < y2) return false;
if (x2 + w2 < x1) return false;
if (y2 + h2 < y1) return false;
return true;
}
constexpr bool collision_box_triangle(float x1, float y1, float w1, float h1, float x2, float y2, float sxa2, float sya2, float sxb2, float syb2) {
//! Get the difference vector
auto x21 = x2 - x1;
auto y21 = y2 - y1;
//! Check the normals of the AABB for overlaps
if (!overlap({ 0.0f, w1 }, { x21, x21 + sxa2, x21 + sxb2 })) return false;
if (!overlap({ 0.0f, h1 }, { y21, y21 + sya2, y21 + syb2 })) return false;
//! Check the triangle axis normals, one by one, for overlaps
//! This routine is technically quite simple, but the mathematics are a bit messy
//! Mostly, each corner point of the AABB is projected on the triangle normals, which is the first argument list of the overlaps
//! The second argument list is the triangle axis of the normal and the last triangle point, respectively
//! Also, the overlap checks were shifted to the projection of (x1|y1) on the normal, to avoid some terms
//! Overall, this follows the typical workflow of the SAT collision algorithms
//! Projection to the a normal
auto x21_sya2 = x21 * sya2;
auto y21_sxa2 = y21 * sxa2;
auto h1_sxa2 = h1 * sxa2;
auto w1_sya2 = w1 * sya2;
auto proj_x1_on_a = x21_sya2 - y21_sxa2;
auto proj_b_on_a = syb2 * sxa2 - sxb2 * sya2;
if (!overlap({ 0.0f, h1_sxa2, -w1_sya2, h1_sxa2 - w1_sya2 }, { -proj_x1_on_a, proj_b_on_a - proj_x1_on_a })) return false;
//! Projection to the b normal
auto x21_syb2 = x21 * syb2;
auto y21_sxb2 = y21 * sxb2;
auto h1_sxb2 = h1 * sxb2;
auto w1_syb2 = w1 * syb2;
auto proj_x1_on_b = x21_syb2 - y21_sxb2;
auto proj_a_on_b = -proj_b_on_a;
if (!overlap({ 0.0f, h1_sxb2, -w1_syb2, h1_sxb2 - w1_syb2 }, { -proj_x1_on_b, proj_a_on_b - proj_x1_on_b })) return false;
//! Projection to the c normal
auto proj_x1_on_c = -x21_sya2 + x21_syb2 - y21_sxb2 + y21_sxa2 - sxa2 * sya2 + proj_b_on_a + sya2 * sxa2;
auto proj_2_on_c = proj_b_on_a;
auto diff_h1_projections = h1_sxb2 - h1_sxa2;
auto diff_w1_projections = w1_sya2 - w1_syb2;
if (!overlap({ 0.0f, diff_h1_projections, diff_w1_projections, diff_w1_projections + diff_h1_projections }, { -proj_x1_on_c, proj_2_on_c - proj_x1_on_c })) return false;
return true;
}
constexpr bool collision_triangle_triangle(float x1, float y1, float sxa1, float sya1, float sxb1, float syb1, float x2, float y2, float sxa2, float sya2, float sxb2, float syb2) {
//! This routine uses the SAT (you guessed it)
//! The normals to be tested are the three normals of each triangle
//! There is nothing more to explain in more detail, as this is straightforward, but tedious
//! The projections on the c normals need more calculations, so they come last
//! Once again, the overlap checks were shifted to avoid unnecessary calculations
auto x21 = x2 - x1;
auto y21 = y2 - y1;
//! Projection on normal a1
auto x21_sya1 = x21 * sya1;
auto y21_sxa1 = y21 * sxa1;
auto sxa2_sya1 = sxa2 * sya1;
auto sxb2_sya1 = sxb2 * sya1;
auto sya2_sxa1 = sya2 * sxa1;
auto syb2_sxa1 = syb2 * sxa1;
auto proj_x2_on_a1 = y21_sxa1 - x21_sya1;
auto proj_a2_on_a1 = sya2_sxa1 - sxa2_sya1;
auto proj_b2_on_a1 = syb2_sxa1 - sxb2_sya1;
auto proj_b1_on_a1 = sxb1 * (-sya1) + syb1 * sxa1;
if (!overlap({ -proj_x2_on_a1, proj_b1_on_a1 - proj_x2_on_a1 }, { 0.0f, proj_a2_on_a1, proj_b2_on_a1 })) return false;
//! Projection on normal b1
auto x21_syb1 = x21 * syb1;
auto y21_sxb1 = y21 * sxb1;
auto sxa2_syb1 = sxa2 * syb1;
auto sxb2_syb1 = sxb2 * syb1;
auto sya2_sxb1 = sya2 * sxb1;
auto syb2_sxb1 = syb2 * sxb1;
auto proj_x2_on_b1 = y21_sxb1 - x21_syb1;
auto proj_a2_on_b1 = sya2_sxb1 - sxa2_syb1;
auto proj_b2_on_b1 = syb2_sxb1 - sxb2_syb1;
auto proj_a1_on_b1 = -proj_b1_on_a1;
if (!overlap({ -proj_x2_on_b1, proj_a1_on_b1 - proj_x2_on_b1 }, { 0.0f, proj_a2_on_b1, proj_b2_on_b1 })) return false;
//! Projection on normal a2
auto x21_sya2 = x21 * sya2;
auto y21_sxa2 = y21 * sxa2;
auto proj_x1_on_a2 = x21_sya2 - y21_sxa2;
auto proj_a1_on_a2 = sxa2_sya1 - sya2_sxa1;
auto proj_b1_on_a2 = sxa2_syb1 - sya2_sxb1;
auto proj_b2_on_a2 = sxb2 * (-sya2) + syb2 * sxa2;
if (!overlap({ -proj_x1_on_a2, proj_b2_on_a2 - proj_x1_on_a2 }, { 0.0f, proj_a1_on_a2, proj_b1_on_a2 })) return false;
//! Projection on normal b2
auto x21_syb2 = x21 * syb2;
auto y21_sxb2 = y21 * sxb2;
auto proj_x1_on_b2 = x21_syb2 - y21_sxb2;
auto proj_a1_on_b2 = sxb2_sya1 - syb2_sxa1;
auto proj_b1_on_b2 = sxb2_syb1 - syb2_sxb1;
auto proj_a2_on_b2 = -proj_b2_on_a2;
if (!overlap({ -proj_x1_on_b2, proj_a2_on_b2 - proj_x1_on_b2 }, { 0.0f, proj_a1_on_b2, proj_b1_on_b2 })) return false;
//! Projection on normal c1
auto proj_x2_on_c1 = x21_sya1 - x21_syb1 + proj_b1_on_a1 + y21_sxb1 - y21_sxa1;
auto proj_a2_on_c1 = sxa2_sya1 - sxa2_syb1 + sya2_sxb1 - sya2_sxa1;
auto proj_b2_on_c1 = sxb2_sya1 - sxb2_syb1 + syb2_sxb1 - syb2_sxa1;
auto proj_x1_on_c1 = proj_b1_on_a1;
if (!overlap({ -proj_x2_on_c1, proj_x1_on_c1 - proj_x2_on_c1 }, { 0.0f, proj_a2_on_c1, proj_b2_on_c1 })) return false;
//! Projection on normal c2
auto proj_x1_on_c2 = -x21_sya2 + x21_syb2 + proj_b2_on_a2 - y21_sxb2 + y21_sxa2;
auto proj_a1_on_c2 = sya2_sxa1 - syb2_sxa1 + sxb2_sya1 - sxa2_sya1;
auto proj_b1_on_c2 = sya2_sxb1 - syb2_sxb1 + sxb2_syb1 - sxa2_syb1;
auto proj_x2_on_c2 = proj_b2_on_a2;
if (!overlap({ -proj_x1_on_c2, proj_x2_on_c2 - proj_x1_on_c2 }, { 0.0f, proj_a1_on_c2, proj_b1_on_c2 })) return false;
return true;
}
}
#ifndef COLLISHI_IGNORE_STATIC_ASSERTIONS
//! Compile time assertions to check some test cases
//! Please submit a bug report if one of these fails
//! Also please submit a bug report if you encounter a case which fails and can be reproduced using an assertion
static_assert(true == Collishi::fraction_less_than_zero(-1.0, 3.0));
static_assert(true == Collishi::fraction_less_than_zero(1.0, -3.0));
static_assert(false == Collishi::fraction_less_than_zero(0.0, 3.0));
static_assert(false == Collishi::fraction_less_than_zero(0.0, -3.0));
static_assert(false == Collishi::fraction_less_than_zero(1.0, 3.0));
static_assert(false == Collishi::fraction_less_than_zero(-1.0, -3.0));
static_assert(false == Collishi::fraction_between_zero_and_one(-1.0, 3.0));
static_assert(false == Collishi::fraction_between_zero_and_one(1.0, -3.0));
static_assert(true == Collishi::fraction_between_zero_and_one(0.0, 3.0));
static_assert(true == Collishi::fraction_between_zero_and_one(0.0, -3.0));
static_assert(true == Collishi::fraction_between_zero_and_one(1.0, 3.0));
static_assert(true == Collishi::fraction_between_zero_and_one(-1.0, -3.0));
static_assert(false == Collishi::fraction_between_zero_and_one(3.0, 1.0));
static_assert(false == Collishi::fraction_between_zero_and_one(-3.0, 1.0));
static_assert(false == Collishi::fraction_between_zero_and_one(-3.0, -1.0));
static_assert(true == Collishi::overlap({ 1, 3, 4 }, { 2, 1 }));
static_assert(false == Collishi::overlap({ 1, 3, 4 }, { 6, 5 }));
static_assert(false == Collishi::overlap({ -1, 6 }, { -3 }));
static_assert(true == Collishi::overlap({ -1, 6 }, { 3 }));
static_assert(true == Collishi::overlap({ -1, 6 }, { -1 }));
static_assert(true == Collishi::overlap({ -1, 6 }, { 6 }));
static_assert(false == Collishi::collision_point_point(1.0f, 2.0f, 3.0f, 4.0f));
static_assert(true == Collishi::collision_point_point(1.0f, 9.0f, 1.0f, 9.0f));
static_assert(true == Collishi::collision_point_line(0.2f, 0.2f, 0.0f, 0.0f, 1.0f, 1.0f));
static_assert(false == Collishi::collision_point_line(0.2f, 0.3f, 0.0f, 0.0f, 1.0f, 1.0f));
static_assert(true == Collishi::collision_point_line(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f));
static_assert(true == Collishi::collision_point_line(1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f));
static_assert(false == Collishi::collision_point_line(1.0f, 0.0f, 1.1f, 0.0f, 1.0f, 0.0f));
static_assert(true == Collishi::collision_point_circle(2.0f, 3.0f, 4.0f, 5.0f, 3.0f));
static_assert(true == Collishi::collision_point_box(-3.0f, -5.0f, -7.0f, -8.0f, 20.0f, 18.0f));
static_assert(true == Collishi::collision_point_triangle(0.0f, 0.0f, 0.0f, 0.2f, 3.0f, -1.0f, -3.0f, -1.0f));
static_assert(false == Collishi::collision_point_triangle(0.0f, 0.0f, 0.0f, 0.2f, 3.0f, 1.0f, -3.0f, 1.0f));
static_assert(true == Collishi::collision_line_line(0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f));
static_assert(false == Collishi::collision_line_line(0.0f, 0.0f, 1.0f, 0.0f, 1.1f, -1.0f, 0.0f, 2.0f));
static_assert(true == Collishi::collision_line_line(0.0f, 0.0f, 1.0f, 0.0f, 0.9f, -1.0f, 0.0f, 2.0f));
static_assert(false == Collishi::collision_line_line(0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f));
static_assert(true == Collishi::collision_line_line(0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f));
static_assert(false == Collishi::collision_line_line(0.0f, 0.0f, 1.0f, 0.0f, 1.1f, 0.0f, 1.0f, 0.0f));
static_assert(false == Collishi::collision_line_line(1.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f));
static_assert(true == Collishi::collision_line_circle(1.0f, 1.0f, 8.0f, 8.0f, -3.0f, -3.0f, 100.0f));
static_assert(true == Collishi::collision_line_circle(1.0f, 1.0f, 8.0f, 8.0f, 4.0f, 4.0f, 0.1f));
static_assert(false == Collishi::collision_line_circle(1.0f, 1.0f, 8.0f, 8.0f, 10.0f, 10.0f, 1.4f));
static_assert(true == Collishi::collision_line_circle(1.0f, 1.0f, 8.0f, 8.0f, 10.0f, 10.0f, 1.5f));
static_assert(true == Collishi::collision_line_box(3.0f, 2.0f, 8.0f, 11.0f, 0.0f, 1.0f, 10.0f, 10.0f));
static_assert(false == Collishi::collision_line_box(11.0f, 0.0f, 11.0f, 13.0f, 0.0f, 1.0f, 10.0f, 10.0f));
static_assert(true == Collishi::collision_line_box(1.0f, 1.0f, 7.0f, 7.0f, 2.0f, 2.0f, 4.0f, 4.0f));
static_assert(true == Collishi::collision_line_triangle(3.0f, 0.0f, 0.0f, 2.0f, 2.0f, 1.0f, -1.0f, 3.0f, 2.0f, 1.0f));
static_assert(false == Collishi::collision_line_triangle(2.0f, 4.0f, 2.0f, 0.0f, 2.0f, 1.0f, -1.0f, 3.0f, 2.0f, 1.0f));
static_assert(true == Collishi::collision_line_triangle(2.0f, 1.0f, -1.0f, 3.0f, 2.0f, 1.0f, -1.0f, 3.0f, 2.0f, 1.0f));
static_assert(true == Collishi::collision_line_triangle(2.0f, 1.0f, 2.0f, 1.0f, 2.0f, 1.0f, -1.0f, 3.0f, 2.0f, 1.0f));
static_assert(true == Collishi::collision_circle_box(1.0f, -3.0f, 4.0f, -5.0f, -4.0f, 10.0f, 8.0f));
static_assert(true == Collishi::collision_circle_box(1.0f, -3.0f, 1.0f, -5.0f, -2.0f, 10.0f, 4.0f));
static_assert(false == Collishi::collision_circle_box(1.0f, -3.0f, 0.9f, -5.0f, -2.0f, 10.0f, 4.0f));
static_assert(true == Collishi::collision_circle_box(2.0f, 1.0f, 0.1f, -2.0f, -2.0f, 4.0f, 4.0f));
static_assert(false == Collishi::collision_circle_box(3.0f, 3.0f, 1.0f, -2.0f, -2.0f, 4.0f, 4.0f));
static_assert(true == Collishi::collision_circle_box(3.0f, 3.0f, 1.5f, -2.0f, -2.0f, 4.0f, 4.0f));
static_assert(true == Collishi::collision_circle_box(3.0f, 3.0f, 2.0f, -2.0f, -2.0f, 4.0f, 4.0f));
static_assert(false == Collishi::collision_circle_triangle(5.0f, 5.0f, 3.0f, 3.0f, 2.0f, -1.0f, -5.0f, -5.0f, -1.0f));
static_assert(true == Collishi::collision_circle_triangle(0.0f, 0.0f, 1.0f, 3.0f, 2.0f, -1.0f, -5.0f, -5.0f, -1.0f));
static_assert(true == Collishi::collision_circle_triangle(5.0f, 5.0f, 4.0f, 3.0f, 2.0f, -1.0f, -5.0f, -5.0f, -1.0f));
static_assert(true == Collishi::collision_box_box(-2.0f, -2.0f, 6.0f, 8.0f, 2.5f, 5.5f, 4.0f, 4.0f));
static_assert(false == Collishi::collision_box_box(-2.0f, -2.0f, 6.0f, 8.0f, 3.1f, 6.1f, 2.8f, 2.8f));
static_assert(true == Collishi::collision_box_triangle(-5.0f, 2.0f, 4.0f, 2.0f, 1.0f, 5.0f, 0.0f, -4.0f, -3.0f, -4.0f));
static_assert(false == Collishi::collision_box_triangle(-5.0f, 2.0f, 3.0f, 2.0f, 1.0f, 5.0f, 0.0f, -4.0f, -3.0f, -4.0f));
static_assert(false == Collishi::collision_box_triangle(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 5.0f, 0.0f, -4.0f, -3.0f, -4.0f));
static_assert(true == Collishi::collision_box_triangle(-1.0f, -1.0f, 1.0f, 2.5f, 1.0f, 5.0f, 0.0f, -4.0f, -3.0f, -4.0f));
static_assert(true == Collishi::collision_triangle_triangle(0.0f, 3.0f, 1.0f, 2.0f, 3.0f, 2.0f, 2.0f, 2.0f, 1.0f, 4.0f, 2.0f, 3.0f));
static_assert(false == Collishi::collision_triangle_triangle(0.0f, 3.0f, 1.0f, 2.0f, 3.0f, 2.0f, 4.0f, 4.0f, 1.0f, 0.0f, 1.0f, 1.0f));
static_assert(false == Collishi::collision_triangle_triangle(0.0f, 3.0f, 1.0f, 2.0f, 3.0f, 2.0f, 3.0f, 1.0f, 0.0f, 2.0f, 4.0f, 2.0f));
static_assert(false == Collishi::collision_triangle_triangle(0.0f, 3.0f, 1.0f, 2.0f, 3.0f, 2.0f, 4.0f, 2.0f, 2.0f, 2.0f, 3.0f, 3.0f));
static_assert(false == Collishi::collision_triangle_triangle(2.0f, 2.0f, 1.0f, 4.0f, 2.0f, 3.0f, 4.0f, 4.0f, 1.0f, 0.0f, 1.0f, 1.0f));
static_assert(false == Collishi::collision_triangle_triangle(2.0f, 2.0f, 1.0f, 4.0f, 2.0f, 3.0f, 3.0f, 1.0f, 0.0f, 2.0f, 4.0f, 2.0f));
static_assert(false == Collishi::collision_triangle_triangle(2.0f, 2.0f, 1.0f, 4.0f, 2.0f, 3.0f, 4.0f, 2.0f, 2.0f, 2.0f, 3.0f, 3.0f));
static_assert(false == Collishi::collision_triangle_triangle(4.0f, 4.0f, 1.0f, 0.0f, 1.0f, 1.0f, 3.0f, 1.0f, 0.0f, 2.0f, 4.0f, 2.0f));
static_assert(false == Collishi::collision_triangle_triangle(4.0f, 4.0f, 1.0f, 0.0f, 1.0f, 1.0f, 4.0f, 2.0f, 2.0f, 2.0f, 3.0f, 3.0f));
static_assert(true == Collishi::collision_triangle_triangle(3.0f, 1.0f, 0.0f, 2.0f, 4.0f, 2.0f, 4.0f, 2.0f, 2.0f, 2.0f, 3.0f, 3.0f));
#endif