469 lines
16 KiB
C++
469 lines
16 KiB
C++
#include "collision.hh"
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#include "scenemanager.hh"
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#include <psyqo/fixed-point.hh>
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// Helper type alias for brevity
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using FP = psyqo::FixedPoint<12>;
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namespace psxsplash {
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// Static member initialization
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psyqo::FixedPoint<12> SpatialGrid::WORLD_MIN = FP(-16);
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psyqo::FixedPoint<12> SpatialGrid::WORLD_MAX = FP(16);
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psyqo::FixedPoint<12> SpatialGrid::CELL_SIZE = FP(4); // (32 / 8) = 4
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// AABB expand implementation
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void AABB::expand(const psyqo::Vec3& delta) {
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psyqo::FixedPoint<12> zero;
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if (delta.x > zero) max.x = max.x + delta.x;
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else min.x = min.x + delta.x;
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if (delta.y > zero) max.y = max.y + delta.y;
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else min.y = min.y + delta.y;
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if (delta.z > zero) max.z = max.z + delta.z;
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else min.z = min.z + delta.z;
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}
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// ============================================================================
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// SpatialGrid Implementation
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// ============================================================================
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void SpatialGrid::clear() {
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for (int i = 0; i < CELL_COUNT; i++) {
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m_cells[i].count = 0;
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}
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}
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void SpatialGrid::worldToGrid(const psyqo::Vec3& pos, int& gx, int& gy, int& gz) const {
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// Clamp position to world bounds
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auto px = pos.x;
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auto py = pos.y;
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auto pz = pos.z;
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if (px < WORLD_MIN) px = WORLD_MIN;
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if (px > WORLD_MAX) px = WORLD_MAX;
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if (py < WORLD_MIN) py = WORLD_MIN;
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if (py > WORLD_MAX) py = WORLD_MAX;
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if (pz < WORLD_MIN) pz = WORLD_MIN;
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if (pz > WORLD_MAX) pz = WORLD_MAX;
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// Convert to grid coordinates (0 to GRID_SIZE-1)
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// Using integer division after scaling
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gx = ((px - WORLD_MIN) / CELL_SIZE).integer();
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gy = ((py - WORLD_MIN) / CELL_SIZE).integer();
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gz = ((pz - WORLD_MIN) / CELL_SIZE).integer();
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// Clamp to valid range
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if (gx < 0) gx = 0;
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if (gx >= GRID_SIZE) gx = GRID_SIZE - 1;
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if (gy < 0) gy = 0;
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if (gy >= GRID_SIZE) gy = GRID_SIZE - 1;
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if (gz < 0) gz = 0;
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if (gz >= GRID_SIZE) gz = GRID_SIZE - 1;
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}
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int SpatialGrid::getCellIndex(const psyqo::Vec3& pos) const {
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int gx, gy, gz;
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worldToGrid(pos, gx, gy, gz);
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return gx + gy * GRID_SIZE + gz * GRID_SIZE * GRID_SIZE;
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}
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void SpatialGrid::insert(uint16_t objectIndex, const AABB& bounds) {
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// Get grid range for this AABB
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int minGx, minGy, minGz;
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int maxGx, maxGy, maxGz;
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worldToGrid(bounds.min, minGx, minGy, minGz);
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worldToGrid(bounds.max, maxGx, maxGy, maxGz);
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// Insert into all overlapping cells
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for (int gz = minGz; gz <= maxGz; gz++) {
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for (int gy = minGy; gy <= maxGy; gy++) {
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for (int gx = minGx; gx <= maxGx; gx++) {
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int cellIndex = gx + gy * GRID_SIZE + gz * GRID_SIZE * GRID_SIZE;
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Cell& cell = m_cells[cellIndex];
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if (cell.count < MAX_OBJECTS_PER_CELL) {
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cell.objectIndices[cell.count++] = objectIndex;
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}
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// If cell is full, object won't be in this cell (may miss collisions)
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// This is a tradeoff for memory/performance
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}
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}
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}
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}
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int SpatialGrid::queryAABB(const AABB& bounds, uint16_t* output, int maxResults) const {
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int resultCount = 0;
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// Get grid range for query AABB
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int minGx, minGy, minGz;
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int maxGx, maxGy, maxGz;
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worldToGrid(bounds.min, minGx, minGy, minGz);
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worldToGrid(bounds.max, maxGx, maxGy, maxGz);
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// Track which objects we've already added (two 32-bit masks for objects 0-63)
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uint32_t addedMaskLow = 0; // Objects 0-31
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uint32_t addedMaskHigh = 0; // Objects 32-63
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// Query all overlapping cells
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for (int gz = minGz; gz <= maxGz; gz++) {
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for (int gy = minGy; gy <= maxGy; gy++) {
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for (int gx = minGx; gx <= maxGx; gx++) {
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int cellIndex = gx + gy * GRID_SIZE + gz * GRID_SIZE * GRID_SIZE;
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const Cell& cell = m_cells[cellIndex];
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for (int i = 0; i < cell.count; i++) {
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uint16_t objIndex = cell.objectIndices[i];
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// Skip if already added (using bitmask for objects 0-63)
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if (objIndex < 32) {
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uint32_t bit = 1U << objIndex;
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if (addedMaskLow & bit) continue;
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addedMaskLow |= bit;
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} else if (objIndex < 64) {
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uint32_t bit = 1U << (objIndex - 32);
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if (addedMaskHigh & bit) continue;
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addedMaskHigh |= bit;
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}
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if (resultCount < maxResults) {
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output[resultCount++] = objIndex;
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}
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}
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}
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}
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}
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return resultCount;
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}
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// ============================================================================
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// CollisionSystem Implementation
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// ============================================================================
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void CollisionSystem::init() {
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reset();
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}
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void CollisionSystem::reset() {
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m_colliderCount = 0;
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m_resultCount = 0;
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m_triggerPairCount = 0;
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m_grid.clear();
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}
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void CollisionSystem::registerCollider(uint16_t gameObjectIndex, const AABB& localBounds,
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CollisionType type, CollisionMask mask) {
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if (m_colliderCount >= MAX_COLLIDERS) {
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// Out of collider slots
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return;
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}
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CollisionData& data = m_colliders[m_colliderCount++];
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data.bounds = localBounds; // Will be transformed in updateCollider
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data.type = type;
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data.layerMask = mask;
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data.flags = 0;
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data.gridCell = 0;
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data.gameObjectIndex = gameObjectIndex;
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}
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void CollisionSystem::updateCollider(uint16_t gameObjectIndex, const psyqo::Vec3& position,
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const psyqo::Matrix33& rotation) {
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// Find the collider for this object
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for (int i = 0; i < m_colliderCount; i++) {
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if (m_colliders[i].gameObjectIndex == gameObjectIndex) {
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// For now, just translate the AABB (no rotation support for AABBs)
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// TODO: Compute rotated AABB if needed
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// Store original local bounds somewhere if we need to recalculate
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// For now, assume bounds are already world-relative
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m_colliders[i].bounds.min = m_colliders[i].bounds.min + position;
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m_colliders[i].bounds.max = m_colliders[i].bounds.max + position;
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break;
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}
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}
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}
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int CollisionSystem::detectCollisions() {
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m_resultCount = 0;
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// Clear and rebuild spatial grid
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m_grid.clear();
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for (int i = 0; i < m_colliderCount; i++) {
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m_grid.insert(i, m_colliders[i].bounds);
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}
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// Check each collider against potential colliders from grid
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for (int i = 0; i < m_colliderCount; i++) {
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const CollisionData& colliderA = m_colliders[i];
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// Skip if no collision type
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if (colliderA.type == CollisionType::None) continue;
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// Query spatial grid for nearby objects
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uint16_t nearby[32];
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int nearbyCount = m_grid.queryAABB(colliderA.bounds, nearby, 32);
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for (int j = 0; j < nearbyCount; j++) {
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int otherIndex = nearby[j];
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// Skip self
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if (otherIndex == i) continue;
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// Skip if already processed (only process pairs once)
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if (otherIndex < i) continue;
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const CollisionData& colliderB = m_colliders[otherIndex];
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// Skip if no collision type
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if (colliderB.type == CollisionType::None) continue;
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// Check layer masks
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if ((colliderA.layerMask & colliderB.layerMask) == 0) continue;
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// Narrowphase AABB test
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psyqo::Vec3 normal;
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psyqo::FixedPoint<12> penetration;
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if (testAABB(colliderA.bounds, colliderB.bounds, normal, penetration)) {
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// Collision detected
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if (m_resultCount < MAX_COLLISION_RESULTS) {
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CollisionResult& result = m_results[m_resultCount++];
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result.objectA = colliderA.gameObjectIndex;
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result.objectB = colliderB.gameObjectIndex;
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result.normal = normal;
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result.penetration = penetration;
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}
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// Handle triggers
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if (colliderA.type == CollisionType::Trigger) {
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updateTriggerState(i, otherIndex, true);
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}
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if (colliderB.type == CollisionType::Trigger) {
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updateTriggerState(otherIndex, i, true);
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}
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}
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}
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}
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// Update trigger pairs that are no longer overlapping
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for (int i = 0; i < m_triggerPairCount; i++) {
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TriggerPair& pair = m_triggerPairs[i];
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pair.framesSinceContact++;
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// If no contact for several frames, trigger exit
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if (pair.framesSinceContact > 2 && pair.state != 2) {
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pair.state = 2; // Exiting
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}
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}
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return m_resultCount;
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}
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bool CollisionSystem::testAABB(const AABB& a, const AABB& b,
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psyqo::Vec3& normal, psyqo::FixedPoint<12>& penetration) const {
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// Check for overlap on all axes
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if (a.max.x < b.min.x || a.min.x > b.max.x) return false;
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if (a.max.y < b.min.y || a.min.y > b.max.y) return false;
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if (a.max.z < b.min.z || a.min.z > b.max.z) return false;
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// Calculate penetration on each axis
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auto overlapX1 = a.max.x - b.min.x;
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auto overlapX2 = b.max.x - a.min.x;
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auto overlapY1 = a.max.y - b.min.y;
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auto overlapY2 = b.max.y - a.min.y;
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auto overlapZ1 = a.max.z - b.min.z;
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auto overlapZ2 = b.max.z - a.min.z;
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// Find minimum overlap axis
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auto minOverlapX = (overlapX1 < overlapX2) ? overlapX1 : overlapX2;
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auto minOverlapY = (overlapY1 < overlapY2) ? overlapY1 : overlapY2;
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auto minOverlapZ = (overlapZ1 < overlapZ2) ? overlapZ1 : overlapZ2;
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// Constants for normals
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const FP zero(0);
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const FP one(1);
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const FP negOne(-1);
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// Determine separation axis (axis with least penetration)
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if (minOverlapX <= minOverlapY && minOverlapX <= minOverlapZ) {
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penetration = minOverlapX;
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normal = psyqo::Vec3{(overlapX1 < overlapX2) ? negOne : one, zero, zero};
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} else if (minOverlapY <= minOverlapZ) {
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penetration = minOverlapY;
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normal = psyqo::Vec3{zero, (overlapY1 < overlapY2) ? negOne : one, zero};
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} else {
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penetration = minOverlapZ;
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normal = psyqo::Vec3{zero, zero, (overlapZ1 < overlapZ2) ? negOne : one};
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}
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return true;
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}
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void CollisionSystem::updateTriggerState(uint16_t triggerIndex, uint16_t otherIndex, bool isOverlapping) {
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// Look for existing pair
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for (int i = 0; i < m_triggerPairCount; i++) {
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TriggerPair& pair = m_triggerPairs[i];
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if (pair.triggerIndex == triggerIndex && pair.otherIndex == otherIndex) {
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if (isOverlapping) {
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pair.framesSinceContact = 0;
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if (pair.state == 0) {
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pair.state = 1; // Now staying
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}
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}
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return;
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}
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}
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// New pair - add it
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if (isOverlapping && m_triggerPairCount < MAX_TRIGGERS) {
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TriggerPair& pair = m_triggerPairs[m_triggerPairCount++];
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pair.triggerIndex = triggerIndex;
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pair.otherIndex = otherIndex;
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pair.framesSinceContact = 0;
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pair.state = 0; // New (enter event)
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}
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}
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bool CollisionSystem::areColliding(uint16_t indexA, uint16_t indexB) const {
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for (int i = 0; i < m_resultCount; i++) {
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if ((m_results[i].objectA == indexA && m_results[i].objectB == indexB) ||
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(m_results[i].objectA == indexB && m_results[i].objectB == indexA)) {
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return true;
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}
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}
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return false;
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}
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bool CollisionSystem::raycast(const psyqo::Vec3& origin, const psyqo::Vec3& direction,
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psyqo::FixedPoint<12> maxDistance,
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psyqo::Vec3& hitPoint, psyqo::Vec3& hitNormal,
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uint16_t& hitObjectIndex) const {
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// Simple brute-force raycast against all colliders
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// TODO: Use spatial grid for optimization
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auto closestT = maxDistance;
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bool hit = false;
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// Fixed-point constants
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const FP zero(0);
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const FP one(1);
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const FP negOne(-1);
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const FP largeVal(1000);
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const FP negLargeVal(-1000);
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FP epsilon;
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epsilon.value = 4; // ~0.001 in 20.12 fixed point
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for (int i = 0; i < m_colliderCount; i++) {
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const CollisionData& collider = m_colliders[i];
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if (collider.type == CollisionType::None) continue;
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// Ray-AABB intersection test (slab method)
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const AABB& box = collider.bounds;
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auto tMin = negLargeVal;
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auto tMax = largeVal;
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// X slab
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if (direction.x != zero) {
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auto invD = one / direction.x;
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auto t1 = (box.min.x - origin.x) * invD;
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auto t2 = (box.max.x - origin.x) * invD;
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if (t1 > t2) { auto tmp = t1; t1 = t2; t2 = tmp; }
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if (t1 > tMin) tMin = t1;
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if (t2 < tMax) tMax = t2;
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} else if (origin.x < box.min.x || origin.x > box.max.x) {
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continue;
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}
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// Y slab
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if (direction.y != zero) {
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auto invD = one / direction.y;
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auto t1 = (box.min.y - origin.y) * invD;
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auto t2 = (box.max.y - origin.y) * invD;
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if (t1 > t2) { auto tmp = t1; t1 = t2; t2 = tmp; }
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if (t1 > tMin) tMin = t1;
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if (t2 < tMax) tMax = t2;
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} else if (origin.y < box.min.y || origin.y > box.max.y) {
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continue;
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}
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// Z slab
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if (direction.z != zero) {
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auto invD = one / direction.z;
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auto t1 = (box.min.z - origin.z) * invD;
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auto t2 = (box.max.z - origin.z) * invD;
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if (t1 > t2) { auto tmp = t1; t1 = t2; t2 = tmp; }
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if (t1 > tMin) tMin = t1;
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if (t2 < tMax) tMax = t2;
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} else if (origin.z < box.min.z || origin.z > box.max.z) {
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continue;
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}
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if (tMin > tMax || tMax < zero) continue;
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auto t = (tMin >= zero) ? tMin : tMax;
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if (t < closestT && t >= zero) {
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closestT = t;
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hitObjectIndex = collider.gameObjectIndex;
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hit = true;
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// Calculate hit point
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hitPoint = psyqo::Vec3{
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origin.x + direction.x * t,
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origin.y + direction.y * t,
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origin.z + direction.z * t
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};
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// Calculate normal (which face was hit)
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if ((hitPoint.x - box.min.x).abs() < epsilon) hitNormal = psyqo::Vec3{negOne, zero, zero};
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else if ((hitPoint.x - box.max.x).abs() < epsilon) hitNormal = psyqo::Vec3{one, zero, zero};
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else if ((hitPoint.y - box.min.y).abs() < epsilon) hitNormal = psyqo::Vec3{zero, negOne, zero};
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else if ((hitPoint.y - box.max.y).abs() < epsilon) hitNormal = psyqo::Vec3{zero, one, zero};
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else if ((hitPoint.z - box.min.z).abs() < epsilon) hitNormal = psyqo::Vec3{zero, zero, negOne};
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else hitNormal = psyqo::Vec3{zero, zero, one};
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}
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}
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return hit;
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}
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void CollisionSystem::processTriggerEvents(SceneManager& scene) {
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// Process trigger pairs and fire Lua events
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int writeIndex = 0;
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for (int i = 0; i < m_triggerPairCount; i++) {
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TriggerPair& pair = m_triggerPairs[i];
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// Get game object indices
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uint16_t triggerObjIdx = m_colliders[pair.triggerIndex].gameObjectIndex;
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uint16_t otherObjIdx = m_colliders[pair.otherIndex].gameObjectIndex;
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switch (pair.state) {
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case 0: // Enter
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scene.fireTriggerEnter(triggerObjIdx, otherObjIdx);
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pair.state = 1; // Move to staying
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m_triggerPairs[writeIndex++] = pair;
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break;
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case 1: // Staying
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scene.fireTriggerStay(triggerObjIdx, otherObjIdx);
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m_triggerPairs[writeIndex++] = pair;
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break;
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case 2: // Exit
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scene.fireTriggerExit(triggerObjIdx, otherObjIdx);
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// Don't copy - remove from list
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break;
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}
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}
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m_triggerPairCount = writeIndex;
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}
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} // namespace psxsplash
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