implemented velocity verlet integration
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2b1014e603
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@ -79,7 +79,7 @@ int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Col
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}
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if(sqr_mag == 0) {
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out->separation_force = InfinityVector;
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out->penetration_vector = InfinityVector;
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return 0;
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}
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}
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@ -96,7 +96,7 @@ int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Col
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.normal = vnormalizedf(shortest_escape),
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.velocity = velocity,
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.separation_force = shortest_escape,
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.penetration_vector = shortest_escape,
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.edge_left = shape_get_point_transformed(self_shape, shortest_escape_edge, *self_transform),
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.edge_right = shape_get_point_transformed(self_shape, (1 + shortest_escape_edge) % self_point_count, *self_transform),
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@ -112,7 +112,7 @@ Collision _internal_collision_invert(Collision collision_a, PhysicsEntity a) {
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.point = collision_a.point,
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.normal = vinvf(collision_a.normal),
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.velocity = vinvf(collision_a.velocity),
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.separation_force = vinvf(collision_a.separation_force),
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.penetration_vector = vinvf(collision_a.penetration_vector),
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.edge_left = collision_a.edge_left,
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.edge_right = collision_a.edge_right,
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};
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@ -126,7 +126,7 @@ int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collisio
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if(!collision_a_overlaps || !collision_b_overlaps)
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return 0;
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if(vsqrmagnitudef(collision_a.separation_force) < vsqrmagnitudef(collision_b.separation_force))
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if(vsqrmagnitudef(collision_a.penetration_vector) < vsqrmagnitudef(collision_b.penetration_vector))
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collision_b = _internal_collision_invert(collision_a, a);
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else
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collision_a = _internal_collision_invert(collision_b, b);
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@ -12,7 +12,7 @@ typedef struct Collision {
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Vector normal;
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Vector velocity;
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Vector separation_force;
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Vector penetration_vector;
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Vector edge_left;
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Vector edge_right;
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@ -125,7 +125,7 @@ void _internal_physics_narrow_collision() {
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for(PhysicsEntity* left = _world_bodies; left < end; ++left) {
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for(PhysicsEntity* right = _world_bodies; right < half_end; ++right) {
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if(left == right) continue;
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if(left->data == right->data) continue;
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if(collision_check(*left, *right, &collision_left, &collision_right)) {
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left->tc->on_collision(left->data, collision_left);
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@ -171,7 +171,6 @@ void _internal_physics_apply() {
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for(PhysicsEntity* entity = _world_bodies; entity < end; ++entity) {
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body = entity->tc->get_rigidbody(entity->data);
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rigidbody_solve_contacts(body);
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rigidbody_apply_physics(body);
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}
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}
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@ -55,8 +55,9 @@ void player_start(Player* self) {
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void player_update(Player* self, float dt) {
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Vector velocity = rigidbody_get_velocity(self->rigidbody);
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Vector velocity_target = {directional.x, directional.y};
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Vector velocity_target = {directional.x, velocity.y};
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rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 20.f));
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rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 20.f});
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}
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void player_collision(Player* self, Collision hit) {
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@ -3,6 +3,7 @@
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#include "debug.h"
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#include "program.h"
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#include "collision.h"
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#include "transformable.h"
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typedef struct {
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Collision hit;
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@ -15,8 +16,10 @@ struct RigidBody {
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float mass;
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Vector linear_force;
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Vector last_linear_force;
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Vector next_linear_force;
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Vector linear_velocity;
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Transform internal_transform;
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int is_static;
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@ -29,7 +32,13 @@ RigidBody* rigidbody_make(Transformable transform) {
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*self = (RigidBody){
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.transformable = transform,
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.mass = 1.0f,
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.linear_velocity = ZeroVector,
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.next_linear_force = ZeroVector,
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.last_linear_force = ZeroVector,
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.internal_transform = *transform.tc->get_transform(transform.data),
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.is_static = 0,
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.contacts = list_from_type(Contact),
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};
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@ -47,6 +56,7 @@ void rigidbody_add_contact(RigidBody* self, Collision hit) {
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list_foreach(Contact, contact, &self->contacts) {
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if(contact->hit.other.data == hit.other.data) {
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++contact->expiry;
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hit.velocity = contact->hit.velocity;
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contact->hit = hit;
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contact->warming += delta_time();
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return;
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@ -74,6 +84,7 @@ void _internal_rigidbody_collect_contacts(RigidBody* self) {
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if(vdotf(vnormalizedf(self->linear_velocity), contact->hit.normal) >= -0.01f || contact->expiry <= -1) {
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list_erase(&self->contacts, i);
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i--;
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continue;
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}
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}
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--(contact->expiry);
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@ -96,21 +107,27 @@ void _internal_debug_draw_collision_edge(Vector left, Vector right, Vector norma
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}
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static inline
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Vector _internal_calculate_contact_force(Contact* contact) {
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Vector _internal_calculate_contact_force(RigidBody* self, Contact* contact) {
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Collision hit = contact->hit;
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if(vsqrmagnitudef(hit.separation_force) < powf(0.01f, 2))
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if(vsqrmagnitudef(hit.penetration_vector) < powf(0.01f, 2))
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return ZeroVector;
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const float warming = fminf(1.f, contact->warming * 100.f);
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const float warming = fminf(1.f, contact->warming * 1000.f);
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const float d = 1.0f;
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const float k = 0.001f;
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const float b = 1.0f * warming;
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const float k = 0.3f;
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const float b = 0.3f;
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const Vector damping = vmulff(hit.normal, k * d);
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const Vector bounce = vprojectf(vmulff(hit.normal, -b), hit.velocity);
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const Vector bounce = vmulff(hit.normal, b * vdotf(hit.normal, hit.velocity));
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return vsubf(damping, bounce);
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float dot = -vdotf(contact->hit.normal, vaddf(self->next_linear_force, self->linear_velocity));
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if(dot < 0)
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dot = 0;
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Vector counter_force = vmulff(contact->hit.normal, dot * vsqrmagnitudef(hit.penetration_vector));
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return vaddf(vmulff(vsubf(damping, bounce), warming), counter_force);
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}
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static inline
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@ -118,20 +135,18 @@ void _internal_rigidbody_solve_contact(RigidBody* self, Contact* contact, Vector
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Collision hit = contact->hit;
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if(vdotf(hit.normal, self->linear_velocity) > 0.0)
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return;
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// if (vsqrmagnitudef(contact->hit.separation_force) < 0.001f*0.001f)
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// return;
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float normalmag = vmagnitudef(contact->hit.normal);
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ASSERT_RETURN(fabsf(normalmag - 1.f) < 0.99999f,, "Normal of collision not one");
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Vector force = _internal_calculate_contact_force(contact);
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Vector force = _internal_calculate_contact_force(self, contact);
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float dot = vdotf(vnormalizedf(*solve_forces), force);
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if (veqf(*solve_forces, ZeroVector) || dot * dot > vsqrmagnitudef(*solve_forces) || dot <= 0.0f) {
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#if !NDEBUG
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LOG_INFO("warming: %f", contact->warming);
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LOG_INFO("force: %f %f", force.x, force.y);
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LOG_INFO("dot: %f", dot);
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LOG_INFO("mag: %f", vmagnitudef(self->linear_force));
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LOG_INFO("mag: %f", vmagnitudef(self->next_linear_force));
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#endif
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*solve_forces = vaddf(*solve_forces, force);
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rigidbody_add_impulse(self, force);
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@ -153,11 +168,33 @@ void rigidbody_solve_contacts(RigidBody* self) {
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ASSERT_RETURN(!visnanf(self->linear_velocity),, "Velocity is NaN (1)");
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}
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static inline
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void _internal_rigidbody_integrate_forces(RigidBody* self) {
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const float dt = delta_time();
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Vector position = self->internal_transform.position;
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Vector velocity = self->linear_velocity;
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Vector acceleration = vmulff(self->last_linear_force, 0.5f * dt*dt);
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position = vaddf(position, vmulff(velocity, dt));
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position = vaddf(position, acceleration);
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velocity = vaddf(velocity, acceleration);
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acceleration = vmulff(self->next_linear_force, dt/2);
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velocity = vaddf(velocity, acceleration);
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self->linear_velocity = velocity;
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self->internal_transform.position = position;
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if(vsqrdistf(position, transformable_get_position(self->transformable)) > 0.001f)
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transformable_set_position(self->transformable, position);
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self->last_linear_force = self->next_linear_force;
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self->next_linear_force = ZeroVector;
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}
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void rigidbody_apply_physics(RigidBody* self) {
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Vector position = transformable_get_position(self->transformable);
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Vector velocity = vmulff(self->linear_velocity, delta_time());
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transformable_set_position(self->transformable, vaddf(position, velocity));
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self->linear_force = ZeroVector;
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rigidbody_solve_contacts(self);
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_internal_rigidbody_integrate_forces(self);
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}
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float rigidbody_get_mass(const RigidBody* self) {
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@ -169,12 +206,12 @@ void rigidbody_set_mass(RigidBody* self, float mass) {
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}
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void rigidbody_add_impulse(RigidBody* self, Vector force) {
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self->linear_force = vaddf(self->linear_force, force);
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self->linear_velocity = vaddf(self->linear_velocity, force);
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rigidbody_accelerate(self, vmulff(force, 1.0f/delta_time()));
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}
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void rigidbody_accelerate(RigidBody* self, Vector force) {
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rigidbody_add_impulse(self, vmulff(force, delta_time()));
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if(vsqrmagnitudef(force) > powf(0.01f, 2))
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self->next_linear_force = vaddf(self->next_linear_force, force);
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}
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int rigidbody_is_static(const RigidBody* self) {
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@ -190,7 +227,7 @@ Vector rigidbody_get_velocity(const RigidBody* self) {
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}
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void rigidbody_set_velocity(RigidBody* self, Vector velocity) {
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self->linear_force = vaddf(self->linear_force, vsubf(velocity, self->linear_force));
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self->next_linear_force = vaddf(self->next_linear_force, vsubf(velocity, self->next_linear_force));
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self->linear_velocity = velocity;
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}
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@ -199,3 +236,7 @@ void rigidbody_debug_draw_contacts(RigidBody* self) {
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_internal_debug_draw_collision_edge(contact->hit.edge_left, contact->hit.edge_right, contact->hit.normal);
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}
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}
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Transform* rigidbody_get_transform(RigidBody* self) {
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return &self->internal_transform;
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}
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@ -31,5 +31,10 @@ extern Vector rigidbody_get_velocity(const RigidBody* self);
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extern void rigidbody_set_velocity(RigidBody* self, Vector velocity);
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extern void rigidbody_debug_draw_contacts(RigidBody* self);
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extern Transform* rigidbody_get_transform(RigidBody* self);
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impl_Transformable_for(RigidBody,
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rigidbody_get_transform
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)
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#endif // !_fencer_rigidbody_h
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