Mercurial > parpg-core
comparison src/parpg/grease/collision.py @ 27:09b581087d68
Added base files for grease
author | KarstenBock@gmx.net |
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date | Tue, 12 Jul 2011 10:16:48 +0200 |
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26:5529dd5644b8 | 27:09b581087d68 |
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1 ############################################################################# | |
2 # | |
3 # Copyright (c) 2010 by Casey Duncan and contributors | |
4 # All Rights Reserved. | |
5 # | |
6 # This software is subject to the provisions of the MIT License | |
7 # A copy of the license should accompany this distribution. | |
8 # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
9 # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
10 # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
11 # | |
12 ############################################################################# | |
13 """ | |
14 **Grease collision detection systems** | |
15 | |
16 Grease uses two-phase broad and narrow collision detection. *Broad-phase* | |
17 collision systems are used to efficiently identify pairs that may be colliding | |
18 without resorting to a brute-force check of all possible pairs. *Narrow-phase* | |
19 collision systems use the pairs generated by the broad-phase and perform more | |
20 precise collision tests to determine if a collision has actually occurred. The | |
21 narrow-phase system also calculates more details about each collision, | |
22 including collision point and normal vector for use in collision response. | |
23 | |
24 A typical collision detection system consists of a narrow-phase system that | |
25 contains a broad-phased system. The narrow-phase system is usually the only | |
26 | |
27 one that the application directly interacts with, though the application is | |
28 free to use the broad-phased system directly if desired. This could be | |
29 useful in cases where speed, rather than precision is paramount. | |
30 | |
31 The narrow-phase system can be assigned handler objects to run after | |
32 collision detection. These can perform tasks like handling collision response | |
33 or dispatching collision events to application handlers. | |
34 | |
35 Note that broad-phase systems can return false positives, though they should | |
36 never return false negatives. Do not assume that all pairs returned by a | |
37 broad-phase system are actually in collision. | |
38 """ | |
39 | |
40 __version__ = '$Id$' | |
41 | |
42 from grease.geometry import Vec2d | |
43 from bisect import bisect_right | |
44 | |
45 | |
46 class Pair(tuple): | |
47 """Pair of entities in collision. This is an ordered sequence of two | |
48 entities, that compares and hashes unordered. | |
49 | |
50 Also stores additional collision point and normal vectors | |
51 for each entity. | |
52 | |
53 Sets of ``Pair`` objects are exposed in the ``collision_pairs`` | |
54 attribute of collision systems to indicate the entity pairs in | |
55 collision. | |
56 """ | |
57 info = None | |
58 """A sequence of (entity, collision point, collision normal) | |
59 for each entity in the pair | |
60 """ | |
61 | |
62 def __new__(cls, entity1, entity2, point=None, normal=None): | |
63 pair = tuple.__new__(cls, (entity1, entity2)) | |
64 return pair | |
65 | |
66 def __hash__(self): | |
67 return hash(self[0]) ^ hash(self[1]) | |
68 | |
69 def __eq__(self, other): | |
70 other = tuple(other) | |
71 return tuple(self) == other or (self[1], self[0]) == other | |
72 | |
73 def __repr__(self): | |
74 return '%s%r' % (self.__class__.__name__, tuple(self)) | |
75 | |
76 def set_point_normal(self, point0, normal0, point1, normal1): | |
77 """Set the collision point and normal for both entities""" | |
78 self.info = ( | |
79 (self[0], point0, normal0), | |
80 (self[1], point1, normal1), | |
81 ) | |
82 | |
83 | |
84 class BroadSweepAndPrune(object): | |
85 """2D Broad-phase sweep and prune bounding box collision detector | |
86 | |
87 This algorithm is efficient for collision detection between many | |
88 moving bodies. It has linear algorithmic complexity and takes | |
89 advantage of temporal coherence between frames. It also does | |
90 not suffer from bad worst-case performance (like RDC can). | |
91 Unlike spacial hashing, it does not need to be optimized for | |
92 specific space and body sizes. | |
93 | |
94 Other algorithms may be more efficient for collision detection with | |
95 stationary bodies, bodies that are always evenly distributed, or ad-hoc | |
96 queries. | |
97 | |
98 :param collision_component: Name of the collision component used by this | |
99 system, defaults to 'collision'. This component supplies each | |
100 entities' aabb and collision masks. | |
101 :type collision_component: str | |
102 """ | |
103 world = None | |
104 """|World| object this system belongs to""" | |
105 | |
106 collision_component = None | |
107 """Name of world's collision component used by this system""" | |
108 | |
109 LEFT_ATTR = "left" | |
110 RIGHT_ATTR = "right" | |
111 TOP_ATTR = "top" | |
112 BOTTOM_ATTR = "bottom" | |
113 | |
114 def __init__(self, collision_component='collision'): | |
115 self.collision_component = collision_component | |
116 self._by_x = None | |
117 self._by_y = None | |
118 self._collision_pairs = None | |
119 | |
120 def set_world(self, world): | |
121 """Bind the system to a world""" | |
122 self.world = world | |
123 | |
124 def step(self, dt): | |
125 """Update the system for this time step, updates and sorts the | |
126 axis arrays. | |
127 """ | |
128 component = getattr(self.world.components, self.collision_component) | |
129 LEFT = self.LEFT_ATTR | |
130 RIGHT = self.RIGHT_ATTR | |
131 TOP = self.TOP_ATTR | |
132 BOTTOM = self.BOTTOM_ATTR | |
133 if self._by_x is None: | |
134 # Build axis lists from scratch | |
135 # Note we cache the box positions here | |
136 # so that we can perform hit tests efficiently | |
137 # it also isolates us from changes made to the | |
138 # box positions after we run | |
139 by_x = self._by_x = [] | |
140 append_x = by_x.append | |
141 by_y = self._by_y = [] | |
142 append_y = by_y.append | |
143 for data in component.itervalues(): | |
144 append_x([data.aabb.left, LEFT, data]) | |
145 append_x([data.aabb.right, RIGHT, data]) | |
146 append_y([data.aabb.bottom, BOTTOM, data]) | |
147 append_y([data.aabb.top, TOP, data]) | |
148 else: | |
149 by_x = self._by_x | |
150 by_y = self._by_y | |
151 removed = [] | |
152 for entry in by_x: | |
153 entry[0] = getattr(entry[2].aabb, entry[1]) | |
154 for entry in by_y: | |
155 entry[0] = getattr(entry[2].aabb, entry[1]) | |
156 # Removing entities is inefficient, but expected to be rare | |
157 if component.deleted_entities: | |
158 deleted_entities = component.deleted_entities | |
159 deleted_x = [] | |
160 deleted_y = [] | |
161 for i, (_, _, data) in enumerate(by_x): | |
162 if data.entity in deleted_entities: | |
163 deleted_x.append(i) | |
164 deleted_x.reverse() | |
165 for i in deleted_x: | |
166 del by_x[i] | |
167 for i, (_, _, data) in enumerate(by_y): | |
168 if data.entity in deleted_entities: | |
169 deleted_y.append(i) | |
170 deleted_y.reverse() | |
171 for i in deleted_y: | |
172 del by_y[i] | |
173 # Tack on new entities | |
174 for entity in component.new_entities: | |
175 data = component[entity] | |
176 by_x.append([data.aabb.left, LEFT, data]) | |
177 by_x.append([data.aabb.right, RIGHT, data]) | |
178 by_y.append([data.aabb.bottom, BOTTOM, data]) | |
179 by_y.append([data.aabb.top, TOP, data]) | |
180 | |
181 # Tim-sort is highly efficient with mostly sorted lists. | |
182 # Because positions tend to change little each frame | |
183 # we take advantage of this here. Obviously things are | |
184 # less efficient with very fast moving, or teleporting entities | |
185 by_x.sort() | |
186 by_y.sort() | |
187 self._collision_pairs = None | |
188 | |
189 @property | |
190 def collision_pairs(self): | |
191 """Set of candidate collision pairs for this timestep""" | |
192 if self._collision_pairs is None: | |
193 if self._by_x is None: | |
194 # Axis arrays not ready | |
195 return set() | |
196 | |
197 LEFT = self.LEFT_ATTR | |
198 RIGHT = self.RIGHT_ATTR | |
199 TOP = self.TOP_ATTR | |
200 BOTTOM = self.BOTTOM_ATTR | |
201 # Build candidates overlapping along the x-axis | |
202 component = getattr(self.world.components, self.collision_component) | |
203 xoverlaps = set() | |
204 add_xoverlap = xoverlaps.add | |
205 discard_xoverlap = xoverlaps.discard | |
206 open = {} | |
207 for _, side, data in self._by_x: | |
208 if side is LEFT: | |
209 for open_entity, (from_mask, into_mask) in open.iteritems(): | |
210 if data.from_mask & into_mask or from_mask & data.into_mask: | |
211 add_xoverlap(Pair(data.entity, open_entity)) | |
212 open[data.entity] = (data.from_mask, data.into_mask) | |
213 elif side is RIGHT: | |
214 del open[data.entity] | |
215 | |
216 if len(xoverlaps) <= 10 and len(xoverlaps)*4 < len(self._by_y): | |
217 # few candidates were found, so just scan the x overlap candidates | |
218 # along y. This requires an additional sort, but it should | |
219 # be cheaper than scanning everyone and its simpler | |
220 # than a separate brute-force check | |
221 entities = set([entity for entity, _ in xoverlaps] | |
222 + [entity for _, entity in xoverlaps]) | |
223 by_y = [] | |
224 for entity in entities: | |
225 data = component[entity] | |
226 # We can use tuples here, which are cheaper to create | |
227 by_y.append((data.aabb.bottom, BOTTOM, data)) | |
228 by_y.append((data.aabb.top, TOP, data)) | |
229 by_y.sort() | |
230 else: | |
231 by_y = self._by_y | |
232 | |
233 # Now check the candidates along the y-axis | |
234 open = set() | |
235 add_open = open.add | |
236 discard_open = open.discard | |
237 self._collision_pairs = set() | |
238 add_pair = self._collision_pairs.add | |
239 for _, side, data in by_y: | |
240 if side is BOTTOM: | |
241 for open_entity in open: | |
242 pair = Pair(data.entity, open_entity) | |
243 if pair in xoverlaps: | |
244 discard_xoverlap(pair) | |
245 add_pair(pair) | |
246 if not xoverlaps: | |
247 # No more candidates, bail | |
248 return self._collision_pairs | |
249 add_open(data.entity) | |
250 elif side is TOP: | |
251 discard_open(data.entity) | |
252 return self._collision_pairs | |
253 | |
254 def query_point(self, x_or_point, y=None, from_mask=0xffffffff): | |
255 """Hit test at the point specified. | |
256 | |
257 :param x_or_point: x coordinate (float) or sequence of (x, y) floats. | |
258 | |
259 :param y: y coordinate (float) if x is not a sequence | |
260 | |
261 :param from_mask: Bit mask used to filter query results. This value | |
262 is bit ANDed with candidate entities' ``collision.into_mask``. | |
263 If the result is non-zero, then it is considered a hit. By | |
264 default all entities colliding with the input point are | |
265 returned. | |
266 | |
267 :return: A set of entities where the point is inside their bounding | |
268 boxes as of the last time step. | |
269 """ | |
270 if self._by_x is None: | |
271 # Axis arrays not ready | |
272 return set() | |
273 if y is None: | |
274 x, y = x_or_point | |
275 else: | |
276 x = x_or_point | |
277 LEFT = self.LEFT_ATTR | |
278 RIGHT = self.RIGHT_ATTR | |
279 TOP = self.TOP_ATTR | |
280 BOTTOM = self.BOTTOM_ATTR | |
281 x_index = bisect_right(self._by_x, [x]) | |
282 x_hits = set() | |
283 add_x_hit = x_hits.add | |
284 discard_x_hit = x_hits.discard | |
285 if x_index <= len(self._by_x) // 2: | |
286 # closer to the left, scan from left to right | |
287 while (x == self._by_x[x_index][0] | |
288 and self._by_x[x_index][1] is LEFT | |
289 and x_index < len(self._by_x)): | |
290 # Ensure we hit on exact left edge matches | |
291 x_index += 1 | |
292 for _, side, data in self._by_x[:x_index]: | |
293 if side is LEFT and from_mask & data.into_mask: | |
294 add_x_hit(data.entity) | |
295 else: | |
296 discard_x_hit(data.entity) | |
297 else: | |
298 # closer to the right | |
299 for _, side, data in reversed(self._by_x[x_index:]): | |
300 if side is RIGHT and from_mask & data.into_mask: | |
301 add_x_hit(data.entity) | |
302 else: | |
303 discard_x_hit(data.entity) | |
304 if not x_hits: | |
305 return x_hits | |
306 | |
307 y_index = bisect_right(self._by_y, [y]) | |
308 y_hits = set() | |
309 add_y_hit = y_hits.add | |
310 discard_y_hit = y_hits.discard | |
311 if y_index <= len(self._by_y) // 2: | |
312 # closer to the bottom | |
313 while (y == self._by_y[y_index][0] | |
314 and self._by_y[y_index][1] is BOTTOM | |
315 and y_index < len(self._by_y)): | |
316 # Ensure we hit on exact bottom edge matches | |
317 y_index += 1 | |
318 for _, side, data in self._by_y[:y_index]: | |
319 if side is BOTTOM: | |
320 add_y_hit(data.entity) | |
321 else: | |
322 discard_y_hit(data.entity) | |
323 else: | |
324 # closer to the top | |
325 for _, side, data in reversed(self._by_y[y_index:]): | |
326 if side is TOP: | |
327 add_y_hit(data.entity) | |
328 else: | |
329 discard_y_hit(data.entity) | |
330 if y_hits: | |
331 return x_hits & y_hits | |
332 else: | |
333 return y_hits | |
334 | |
335 | |
336 class Circular(object): | |
337 """Basic narrow-phase collision detector which treats all entities as | |
338 circles with their radius defined in the collision component. | |
339 | |
340 :param handlers: A sequence of collision handler functions that are invoked | |
341 after collision detection. | |
342 :type handlers: sequence of functions | |
343 | |
344 :param collision_component: Name of collision component for this system, | |
345 defaults to 'collision'. This supplies each entity's collision | |
346 radius and masks. | |
347 :type collision_component: str | |
348 | |
349 :param position_component: Name of position component for this system, | |
350 defaults to 'position'. This supplies each entity's position. | |
351 :type position_component: str | |
352 | |
353 :param update_aabbs: If True (the default), then the entities' | |
354 `collision.aabb` fields will be updated using their position | |
355 and collision radius before invoking the broad phase system. | |
356 Set this False if another system updates the aabbs. | |
357 :type update_aabbs: bool | |
358 | |
359 :param broad_phase: A broad-phase collision system to use as a source | |
360 for collision pairs. If not specified, a :class:`BroadSweepAndPrune` | |
361 system will be created automatically. | |
362 """ | |
363 world = None | |
364 """|World| object this system belongs to""" | |
365 | |
366 position_component = None | |
367 """Name of world's position component used by this system""" | |
368 | |
369 collision_component = None | |
370 """Name of world's collision component used by this system""" | |
371 | |
372 update_aabbs = True | |
373 """Flag to indicate whether the system updates the entities' `collision.aabb` | |
374 field before invoking the broad phase collision system | |
375 """ | |
376 | |
377 handlers = None | |
378 """A sequence of collision handler functions invoke after collision | |
379 detection | |
380 """ | |
381 | |
382 broad_phase = None | |
383 """Broad phase collision system used as a source for collision pairs""" | |
384 | |
385 def __init__(self, handlers=(), position_component='position', | |
386 collision_component='collision', update_aabbs=True, broad_phase=None): | |
387 self.handlers = tuple(handlers) | |
388 if broad_phase is None: | |
389 broad_phase = BroadSweepAndPrune(collision_component) | |
390 self.collision_component = collision_component | |
391 self.position_component = position_component | |
392 self.update_aabbs = bool(update_aabbs) | |
393 self.broad_phase = broad_phase | |
394 self._collision_pairs = None | |
395 | |
396 def set_world(self, world): | |
397 """Bind the system to a world""" | |
398 self.world = world | |
399 self.broad_phase.set_world(world) | |
400 for handler in self.handlers: | |
401 if hasattr(handler, 'set_world'): | |
402 handler.set_world(world) | |
403 | |
404 def step(self, dt): | |
405 """Update the collision system for this time step and invoke | |
406 the handlers | |
407 """ | |
408 if self.update_aabbs: | |
409 for position, collision in self.world.components.join( | |
410 self.position_component, self.collision_component): | |
411 aabb = collision.aabb | |
412 x, y = position.position | |
413 radius = collision.radius | |
414 aabb.left = x - radius | |
415 aabb.right = x + radius | |
416 aabb.bottom = y - radius | |
417 aabb.top = y + radius | |
418 self.broad_phase.step(dt) | |
419 self._collision_pairs = None | |
420 for handler in self.handlers: | |
421 handler(self) | |
422 | |
423 @property | |
424 def collision_pairs(self): | |
425 """The set of entity pairs in collision in this timestep""" | |
426 if self._collision_pairs is None: | |
427 position = getattr(self.world.components, self.position_component) | |
428 collision = getattr(self.world.components, self.collision_component) | |
429 pairs = self._collision_pairs = set() | |
430 for pair in self.broad_phase.collision_pairs: | |
431 entity1, entity2 = pair | |
432 position1 = position[entity1].position | |
433 position2 = position[entity2].position | |
434 radius1 = collision[entity1].radius | |
435 radius2 = collision[entity2].radius | |
436 separation = position2 - position1 | |
437 if separation.get_length_sqrd() <= (radius1 + radius2)**2: | |
438 normal = separation.normalized() | |
439 pair.set_point_normal( | |
440 normal * radius1 + position1, normal, | |
441 normal * -radius2 + position2, -normal) | |
442 pairs.add(pair) | |
443 return self._collision_pairs | |
444 | |
445 def query_point(self, x_or_point, y=None, from_mask=0xffffffff): | |
446 """Hit test at the point specified. | |
447 | |
448 :param x_or_point: x coordinate (float) or sequence of (x, y) floats. | |
449 | |
450 :param y: y coordinate (float) if x is not a sequence | |
451 | |
452 :param from_mask: Bit mask used to filter query results. This value | |
453 is bit ANDed with candidate entities' ``collision.into_mask``. | |
454 If the result is non-zero, then it is considered a hit. By | |
455 default all entities colliding with the input point are | |
456 returned. | |
457 | |
458 :return: A set of entities where the point is inside their collision | |
459 radii as of the last time step. | |
460 | |
461 """ | |
462 if y is None: | |
463 point = Vec2d(x_or_point) | |
464 else: | |
465 point = Vec2d(x_or_point, y) | |
466 hits = set() | |
467 position = getattr(self.world.components, self.position_component) | |
468 collision = getattr(self.world.components, self.collision_component) | |
469 for entity in self.broad_phase.query_point(x_or_point, y, from_mask): | |
470 separation = point - position[entity].position | |
471 if separation.get_length_sqrd() <= collision[entity].radius**2: | |
472 hits.add(entity) | |
473 return hits | |
474 | |
475 | |
476 def dispatch_events(collision_system): | |
477 """Collision handler that dispatches `on_collide()` events to entities | |
478 marked for collision by the specified collision system. The `on_collide()` | |
479 event handler methods are defined by the application on the desired entity | |
480 classes. These methods should have the following signature:: | |
481 | |
482 def on_collide(self, other_entity, collision_point, collision_normal): | |
483 '''Handle A collision between this entity and `other_entity` | |
484 | |
485 - other_entity (Entity): The other entity in collision with | |
486 `self` | |
487 | |
488 - collision_point (Vec2d): The point on this entity (`self`) | |
489 where the collision occurred. Note this may be `None` for | |
490 some collision systems that do not report it. | |
491 | |
492 - collision_normal (Vec2d): The normal vector at the point of | |
493 collision. As with `collision_point`, this may be None for | |
494 some collision systems. | |
495 ''' | |
496 | |
497 Note the arguments to `on_collide()` are always passed positionally, so you | |
498 can use different argument names than above if desired. | |
499 | |
500 If a pair of entities are in collision, then the event will be dispatched | |
501 to both objects in arbitrary order if all of their collision masks align. | |
502 """ | |
503 collision = getattr(collision_system.world.components, | |
504 collision_system.collision_component) | |
505 for pair in collision_system.collision_pairs: | |
506 entity1, entity2 = pair | |
507 if pair.info is not None: | |
508 args1, args2 = pair.info | |
509 else: | |
510 args1 = entity1, None, None | |
511 args2 = entity2, None, None | |
512 try: | |
513 on_collide = entity1.on_collide | |
514 masks_align = collision[entity2].from_mask & collision[entity1].into_mask | |
515 except (AttributeError, KeyError): | |
516 pass | |
517 else: | |
518 if masks_align: | |
519 on_collide(*args2) | |
520 try: | |
521 on_collide = entity2.on_collide | |
522 masks_align = collision[entity1].from_mask & collision[entity2].into_mask | |
523 except (AttributeError, KeyError): | |
524 pass | |
525 else: | |
526 if masks_align: | |
527 on_collide(*args1) | |
528 |