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| 1 | +#include "collision-system.hpp" |
| 2 | + |
| 3 | +#include <btBulletCollisionCommon.h> |
| 4 | + |
| 5 | +#include <components/collider.hpp> |
| 6 | +#include <ecs/entity.hpp> |
| 7 | +#include <glm/glm.hpp> |
| 8 | +#include <glm/gtc/quaternion.hpp> |
| 9 | + |
| 10 | +// Helper functions for GLM-Bullet conversions |
| 11 | +inline btVector3 glmToBtVec3(const glm::vec3& v) { |
| 12 | + return btVector3(v.x, v.y, v.z); |
| 13 | +} |
| 14 | +inline glm::vec3 btToGlmVec3(const btVector3& v) { |
| 15 | + return glm::vec3(v.getX(), v.getY(), v.getZ()); |
| 16 | +} |
| 17 | +static btTransform entityToBtTransform(our::Entity* entity) { |
| 18 | + glm::mat4 m = entity->getLocalToWorldMatrix(); |
| 19 | + |
| 20 | + // Extract position from column 3 |
| 21 | + glm::vec3 pos = glm::vec3(m[3]); |
| 22 | + |
| 23 | + // Extract rotation by stripping scale from the 3x3 submatrix. |
| 24 | + // Each column of the 3x3 has length = scale along that axis. |
| 25 | + // Normalizing each column removes the scale, leaving pure rotation. |
| 26 | + glm::mat3 rotMat; |
| 27 | + rotMat[0] = glm::normalize(glm::vec3(m[0])); |
| 28 | + rotMat[1] = glm::normalize(glm::vec3(m[1])); |
| 29 | + rotMat[2] = glm::normalize(glm::vec3(m[2])); |
| 30 | + glm::quat rot = glm::quat_cast(rotMat); |
| 31 | + |
| 32 | + btTransform t; |
| 33 | + t.setOrigin(btVector3(pos.x, pos.y, pos.z)); |
| 34 | + t.setRotation(btQuaternion(rot.x, rot.y, rot.z, rot.w)); |
| 35 | + return t; |
| 36 | +} |
| 37 | + |
| 38 | +namespace gameplay { |
| 39 | + |
| 40 | + inline short layerStringToGroup(const std::string& layer) { |
| 41 | + if (layer == "player") return CollisionLayer::LAYER_PLAYER; |
| 42 | + if (layer == "enemy") return CollisionLayer::LAYER_ENEMY; |
| 43 | + if (layer == "environment") return CollisionLayer::LAYER_ENVIRONMENT; |
| 44 | + if (layer == "projectile") return CollisionLayer::LAYER_PROJECTILE; |
| 45 | + if (layer == "trigger") return CollisionLayer::LAYER_TRIGGER; |
| 46 | + return 0; // default to no layer |
| 47 | + } |
| 48 | + |
| 49 | + inline short getMaskForLayer(short group) { |
| 50 | + switch (group) { |
| 51 | + case LAYER_PLAYER: |
| 52 | + return LAYER_ENEMY | LAYER_ENVIRONMENT | LAYER_TRIGGER; |
| 53 | + case LAYER_ENEMY: |
| 54 | + return LAYER_PLAYER | LAYER_PROJECTILE | LAYER_ENVIRONMENT; |
| 55 | + case LAYER_ENVIRONMENT: |
| 56 | + return LAYER_PLAYER | LAYER_ENEMY | LAYER_PROJECTILE; |
| 57 | + case LAYER_PROJECTILE: |
| 58 | + return LAYER_ENEMY | LAYER_ENVIRONMENT; |
| 59 | + case LAYER_TRIGGER: |
| 60 | + return LAYER_PLAYER; |
| 61 | + default: |
| 62 | + return 0; |
| 63 | + } |
| 64 | + } |
| 65 | + |
| 66 | + void CollisionSystem::initialize() { |
| 67 | + // collision configuration contains default setup for memory, collision setup. |
| 68 | + collisionConfiguration = new btDefaultCollisionConfiguration(); |
| 69 | + |
| 70 | + // use the default collision dispatcher |
| 71 | + dispatcher = new btCollisionDispatcher(collisionConfiguration); |
| 72 | + |
| 73 | + broadphase = new btDbvtBroadphase(); |
| 74 | + |
| 75 | + // the default constraint solver |
| 76 | + collisionWorld = new btCollisionWorld(dispatcher, broadphase, collisionConfiguration); |
| 77 | + } |
| 78 | + |
| 79 | + void CollisionSystem::destroy() { |
| 80 | + // remove collision objects |
| 81 | + for (auto& [entity, obj] : entityToBullet) { |
| 82 | + collisionWorld->removeCollisionObject(obj); |
| 83 | + delete obj; |
| 84 | + } |
| 85 | + entityToBullet.clear(); |
| 86 | + |
| 87 | + // remove shapes |
| 88 | + for (auto shape : ownedShapes) { |
| 89 | + delete shape; |
| 90 | + } |
| 91 | + ownedShapes.clear(); |
| 92 | + |
| 93 | + // delete bullet internals |
| 94 | + delete collisionWorld; |
| 95 | + delete broadphase; |
| 96 | + delete dispatcher; |
| 97 | + delete collisionConfiguration; |
| 98 | + collisionWorld = nullptr; |
| 99 | + broadphase = nullptr; |
| 100 | + dispatcher = nullptr; |
| 101 | + collisionConfiguration = nullptr; |
| 102 | + |
| 103 | + frameCollisions.clear(); |
| 104 | + } |
| 105 | + |
| 106 | + void CollisionSystem::update(our::World* world) { |
| 107 | + // clear previous frame's collisions |
| 108 | + frameCollisions.clear(); |
| 109 | + |
| 110 | + // Sync entities with colliders to Bullet |
| 111 | + for (auto entity : world->getEntities()) { |
| 112 | + ColliderComponent* collider = entity->getComponent<ColliderComponent>(); |
| 113 | + |
| 114 | + if (!collider) continue; |
| 115 | + |
| 116 | + if (entityToBullet.find(entity) == entityToBullet.end()) { |
| 117 | + addEntity(entity); |
| 118 | + } else { |
| 119 | + syncTransform(entity); |
| 120 | + } |
| 121 | + } |
| 122 | + |
| 123 | + // Remove bullet objects for entities that no longer exists |
| 124 | + std::vector<our::Entity*> toRemove; |
| 125 | + for (const auto& [entity, obj] : entityToBullet) { |
| 126 | + if (world->getEntities().find(entity) == world->getEntities().end()) { |
| 127 | + removeEntity(entity); |
| 128 | + } |
| 129 | + } |
| 130 | + |
| 131 | + // Run collision detection |
| 132 | + collisionWorld->performDiscreteCollisionDetection(); |
| 133 | + |
| 134 | + // Read collision events |
| 135 | + int numManifolds = dispatcher->getNumManifolds(); |
| 136 | + for (int i = 0; i < numManifolds; i++) { |
| 137 | + // any potential collision will have a manifold, even if it has no contact points |
| 138 | + btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i); |
| 139 | + const btCollisionObject* objA = manifold->getBody0(); |
| 140 | + const btCollisionObject* objB = manifold->getBody1(); |
| 141 | + our::Entity* entityA = static_cast<our::Entity*>(objA->getUserPointer()); |
| 142 | + our::Entity* entityB = static_cast<our::Entity*>(objB->getUserPointer()); |
| 143 | + |
| 144 | + // check if they collide (if they have contact points) |
| 145 | + // find deepest contact point (the one with the largest penetration depth) |
| 146 | + int numContacts = manifold->getNumContacts(); |
| 147 | + if (numContacts == 0) continue; |
| 148 | + float deepest = 0.0f; |
| 149 | + int deepestIndex = -1; |
| 150 | + for (int j = 0; j < numContacts; j++) { |
| 151 | + // negative distance means penetration, and positive distance means separation. So we want the most |
| 152 | + // negative distance. |
| 153 | + float d = manifold->getContactPoint(j).getDistance(); |
| 154 | + if (d < deepest) { |
| 155 | + deepest = d; |
| 156 | + deepestIndex = j; |
| 157 | + } |
| 158 | + } |
| 159 | + |
| 160 | + if (deepestIndex != -1) { |
| 161 | + // we have a collision! |
| 162 | + btManifoldPoint& contactPoint = manifold->getContactPoint(deepestIndex); |
| 163 | + CollisionEvent event; |
| 164 | + event.entityA = entityA; |
| 165 | + event.entityB = entityB; |
| 166 | + event.point = btToGlmVec3(contactPoint.getPositionWorldOnB()); |
| 167 | + event.normal = btToGlmVec3(contactPoint.m_normalWorldOnB); |
| 168 | + event.penetrationDepth = -contactPoint.getDistance(); // convert back to positive penetration depth |
| 169 | + frameCollisions.push_back(event); |
| 170 | + } |
| 171 | + } |
| 172 | + // apply pushback for non-trigger collisions |
| 173 | + for (const CollisionEvent& event : frameCollisions) { |
| 174 | + // discard the trigger collisions since they don't need pushback |
| 175 | + auto* colliderA = event.entityA->getComponent<ColliderComponent>(); |
| 176 | + auto* colliderB = event.entityB->getComponent<ColliderComponent>(); |
| 177 | + |
| 178 | + if (!colliderA || !colliderB) continue; |
| 179 | + if (colliderA->isTrigger || colliderB->isTrigger) continue; |
| 180 | + |
| 181 | + // push back logic (don't push environments) |
| 182 | + if (colliderA->layer == "environment") { |
| 183 | + event.entityB->localTransform.position -= event.normal * event.penetrationDepth; |
| 184 | + } else if (colliderB->layer == "environment") { |
| 185 | + event.entityA->localTransform.position += event.normal * event.penetrationDepth; |
| 186 | + } else { // this may be edited or removed later |
| 187 | + event.entityA->localTransform.position -= event.normal * (event.penetrationDepth / 2.0f); |
| 188 | + event.entityB->localTransform.position += event.normal * (event.penetrationDepth / 2.0f); |
| 189 | + } |
| 190 | + } |
| 191 | + } |
| 192 | + |
| 193 | + // On-demand function |
| 194 | + HitInfo CollisionSystem::raycast(const Ray& ray, float maxDistance, const std::string targetLayer) const { |
| 195 | + HitInfo hitInfo; |
| 196 | + |
| 197 | + if (!collisionWorld) return hitInfo; |
| 198 | + btVector3 from = glmToBtVec3(ray.origin); |
| 199 | + btVector3 to = glmToBtVec3(ray.origin + ray.direction * maxDistance); |
| 200 | + |
| 201 | + btCollisionWorld::ClosestRayResultCallback callback(from, to); |
| 202 | + if (!targetLayer.empty()) { |
| 203 | + callback.m_collisionFilterGroup = btBroadphaseProxy::AllFilter; // check against all layers |
| 204 | + callback.m_collisionFilterMask = layerStringToGroup(targetLayer); // only collide with the target layer |
| 205 | + } |
| 206 | + |
| 207 | + collisionWorld->rayTest(from, to, callback); |
| 208 | + |
| 209 | + if (callback.hasHit()) { |
| 210 | + hitInfo.hit = true; |
| 211 | + hitInfo.entity = static_cast<our::Entity*>(callback.m_collisionObject->getUserPointer()); |
| 212 | + hitInfo.point = btToGlmVec3(callback.m_hitPointWorld); |
| 213 | + hitInfo.normal = btToGlmVec3(callback.m_hitNormalWorld); |
| 214 | + hitInfo.distance = callback.m_closestHitFraction * maxDistance; |
| 215 | + } |
| 216 | + |
| 217 | + return hitInfo; |
| 218 | + } |
| 219 | + |
| 220 | + // On-demand function |
| 221 | + std::vector<our::Entity*> CollisionSystem::overlapSphere(const glm::vec3& center, float radius, |
| 222 | + std::string targetLayer) { |
| 223 | + std::vector<our::Entity*> results; |
| 224 | + if (!collisionWorld) return results; |
| 225 | + |
| 226 | + short targetMask = 0; |
| 227 | + if (!targetLayer.empty()) { |
| 228 | + targetMask = layerStringToGroup(targetLayer); |
| 229 | + } |
| 230 | + |
| 231 | + for (const auto& [entity, obj] : entityToBullet) { |
| 232 | + if (targetMask != 0) { |
| 233 | + short objGroup = obj->getBroadphaseHandle()->m_collisionFilterGroup; |
| 234 | + if ((objGroup & targetMask) == 0) continue; |
| 235 | + } |
| 236 | + |
| 237 | + glm::vec3 entityPos = btToGlmVec3(obj->getWorldTransform().getOrigin()); |
| 238 | + |
| 239 | + ColliderComponent* collider = entity->getComponent<ColliderComponent>(); |
| 240 | + float entityRadius = collider ? collider->radius : 0.0f; |
| 241 | + |
| 242 | + // sphere vs sphere hit check |
| 243 | + float dist = glm::length(entityPos - center); |
| 244 | + if (dist <= radius + entityRadius) { |
| 245 | + results.push_back(entity); |
| 246 | + } |
| 247 | + } |
| 248 | + |
| 249 | + return results; |
| 250 | + } |
| 251 | + |
| 252 | + void CollisionSystem::addEntity(our::Entity* entity) { |
| 253 | + auto* collider = entity->getComponent<ColliderComponent>(); |
| 254 | + if (!collider) return; |
| 255 | + |
| 256 | + // Create the collision shape based on component data |
| 257 | + btCollisionShape* shape = nullptr; |
| 258 | + switch (collider->shape) { |
| 259 | + case ColliderShape::Sphere: |
| 260 | + shape = new btSphereShape(collider->radius); |
| 261 | + break; |
| 262 | + case ColliderShape::Capsule: { |
| 263 | + // convert from total height to spine |
| 264 | + float spine = collider->height - 2.0f * collider->radius; |
| 265 | + if (spine < 0.0f) spine = 0.0f; |
| 266 | + shape = new btCapsuleShape(collider->radius, spine); |
| 267 | + break; |
| 268 | + } |
| 269 | + } |
| 270 | + ownedShapes.push_back(shape); |
| 271 | + |
| 272 | + // Create the collision object |
| 273 | + btCollisionObject* obj = new btCollisionObject(); |
| 274 | + obj->setCollisionShape(shape); |
| 275 | + obj->setWorldTransform(entityToBtTransform(entity)); |
| 276 | + obj->setUserPointer(entity); // so we can go back to the entity |
| 277 | + |
| 278 | + // Mark non-environment objects as KINEMATIC. |
| 279 | + if (collider->layer != "environment") { |
| 280 | + obj->setCollisionFlags(obj->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); |
| 281 | + } |
| 282 | + |
| 283 | + // Add to Bullet world with layer filtering |
| 284 | + short group = layerStringToGroup(collider->layer); |
| 285 | + short mask = getMaskForLayer(group); |
| 286 | + collisionWorld->addCollisionObject(obj, group, mask); |
| 287 | + entityToBullet[entity] = obj; |
| 288 | + } |
| 289 | + |
| 290 | + void CollisionSystem::removeEntity(our::Entity* entity) { |
| 291 | + if (entityToBullet.find(entity) == entityToBullet.end()) return; |
| 292 | + |
| 293 | + btCollisionObject* obj = entityToBullet[entity]; |
| 294 | + collisionWorld->removeCollisionObject(obj); |
| 295 | + delete obj; |
| 296 | + entityToBullet.erase(entity); |
| 297 | + } |
| 298 | + |
| 299 | + void CollisionSystem::syncTransform(our::Entity* entity) { |
| 300 | + btCollisionObject* obj = entityToBullet[entity]; |
| 301 | + |
| 302 | + if (!obj) return; |
| 303 | + |
| 304 | + obj->setWorldTransform(entityToBtTransform(entity)); |
| 305 | + |
| 306 | + // Update the broadphase AABB so Bullet uses the new position for collision detection |
| 307 | + collisionWorld->updateSingleAabb(obj); |
| 308 | + } |
| 309 | + const std::vector<CollisionEvent>& CollisionSystem::getCollisions() const { |
| 310 | + return frameCollisions; |
| 311 | + } |
| 312 | + |
| 313 | +} // namespace gameplay |
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