feat: add collisions

This commit is contained in:
2025-10-18 21:02:24 +02:00
parent 45ed1c85c8
commit 09f70223b8
7 changed files with 89 additions and 0 deletions

View File

@@ -3,6 +3,7 @@ from math import radians
import pygame
from src.camera import Camera
from src.utils import segments_intersect
from src.vec import Vec
@@ -13,6 +14,7 @@ class Car:
COLOR = (230, 150, 80)
WIDTH = 0.4
LENGTH = 0.6
COLLISION_MARGIN = 0.4
def __init__(self, pos: Vec, direction: Vec) -> None:
self.pos: Vec = pos
@@ -22,6 +24,7 @@ class Car:
self.backward: bool = False
self.left: bool = False
self.right: bool = False
self.colliding: bool = False
def update(self):
if self.forward:
@@ -45,6 +48,8 @@ class Car:
self.direction = self.direction.rotate(rotate_angle)
self.speed *= 0.98
if abs(self.speed) < 1e-8:
self.speed = 0
self.pos += self.direction * self.speed
@@ -62,3 +67,30 @@ class Car:
p3: Vec = pt - u - v
p4: Vec = pt + u - v
return [p1, p2, p3, p4]
def check_collisions(self, polygons: list[list[Vec]]):
self.colliding = False
corners: list[Vec] = self.get_corners()
sides: list[tuple[Vec, Vec]] = [
(corners[i], corners[(i + 1) % 4]) for i in range(4)
]
for polygon in polygons:
n_pts: int = len(polygon)
for i in range(n_pts):
pt1: Vec = polygon[i]
pt2: Vec = polygon[(i + 1) % n_pts]
d: Vec = pt2 - pt1
for s1, s2 in sides:
if segments_intersect(s1, s2, pt1, pt2):
self.colliding = True
self.direction = d.normalized
n: Vec = self.direction.perp
dist: float = (self.pos - pt1).dot(n)
if dist < 0:
n *= -1
dist = -dist
self.speed = 0
self.pos = self.pos + n * (self.COLLISION_MARGIN - dist)
return

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@@ -34,6 +34,7 @@ class Game:
while self.running:
self.process_pygame_events()
self.car.update()
self.car.check_collisions(self.track.get_collision_polygons())
self.render()
self.clock.tick(60)

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@@ -42,6 +42,18 @@ class Road(TrackObject):
pygame.draw.lines(surf, (255, 255, 255), True, side1)
pygame.draw.lines(surf, (255, 255, 255), True, side2)
def get_collision_polygons(self) -> list[list[Vec]]:
side1: list[Vec] = []
side2: list[Vec] = []
for pt in self.pts:
p1: Vec = pt.pos
p2: Vec = p1 + pt.normal * pt.width
p3: Vec = p1 - pt.normal * pt.width
side1.append(p2)
side2.append(p3)
return [side1, side2]
class RoadPoint:
def __init__(self, pos: Vec, normal: Vec, width: float) -> None:

View File

@@ -46,3 +46,9 @@ class Track:
def render(self, surf: pygame.Surface, camera: Camera):
for object in self.objects:
object.render(surf, camera)
def get_collision_polygons(self) -> list[list[Vec]]:
polygons: list[list[Vec]] = []
for obj in self.objects:
polygons.extend(obj.get_collision_polygons())
return polygons

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@@ -7,6 +7,7 @@ import pygame
import src.objects
from src.camera import Camera
from src.vec import Vec
class TrackObjectType(StrEnum):
@@ -40,3 +41,6 @@ class TrackObject:
def render(self, surf: pygame.Surface, camera: Camera):
pass
def get_collision_polygons(self) -> list[list[Vec]]:
return []

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@@ -1,5 +1,34 @@
import os
from pathlib import Path
from src.vec import Vec
ROOT = Path(os.path.abspath(os.path.join(os.path.dirname(__file__), os.pardir)))
def orientation(a: Vec, b: Vec, c: Vec) -> float:
return (b - a).cross(c - a)
def segments_intersect(a1: Vec, a2: Vec, b1: Vec, b2: Vec) -> bool:
o1 = orientation(a1, a2, b1)
o2 = orientation(a1, a2, b2)
o3 = orientation(b1, b2, a1)
o4 = orientation(b1, b2, a2)
# General case: segments straddle each other
if (o1 * o2 < 0) and (o3 * o4 < 0):
return True
# Special cases: Collinear overlaps
if o1 == 0 and b1.within(a1, a2):
return True
if o2 == 0 and b2.within(a1, a2):
return True
if o3 == 0 and a1.within(b1, b2):
return True
if o4 == 0 and a2.within(b1, b2):
return True
return False

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@@ -61,3 +61,8 @@ class Vec:
cos(angle) * self.x - sin(angle) * self.y,
sin(angle) * self.x + cos(angle) * self.y,
)
def within(self, p1: Vec, p2: Vec) -> bool:
x1, x2 = min(p1.x, p2.x), max(p1.x, p2.x)
y1, y2 = min(p1.y, p2.y), max(p1.y, p2.y)
return (x1 <= self.x <= x2) and (y1 <= self.y <= y2)