IT FUCKING WORKS (collision resolution is now working)

This commit is contained in:
Sara 2023-10-18 13:21:02 +02:00
parent 74369d88fe
commit ed274c415f
3 changed files with 20 additions and 15 deletions

View file

@ -1,6 +1,7 @@
#include "collision.h"
#include "debug.h"
#include "player.h"
#include "vmath.h"
// =====================================================
// Shape overlap test using the separating axis theorem
@ -78,6 +79,7 @@ int _internal_collision_get_overlap(PhysicsEntity self, PhysicsEntity other, Col
}
if(sqr_mag == 0) {
out->separation_force = InfinityVector;
return 0;
}
}
@ -121,13 +123,13 @@ int collision_check(PhysicsEntity a, PhysicsEntity b, Collision* out_a, Collisio
int collision_a_overlaps = _internal_collision_get_overlap(a, b, &collision_a);
int collision_b_overlaps = _internal_collision_get_overlap(b, a, &collision_b);
if(!collision_a_overlaps && !collision_b_overlaps)
if(!collision_a_overlaps || !collision_b_overlaps)
return 0;
else if(!collision_a_overlaps && collision_b_overlaps)
collision_a = _internal_collision_invert(collision_b, b);
else if(!collision_b_overlaps && collision_a_overlaps)
collision_b = _internal_collision_invert(collision_a, a);
if(vsqrmagnitudef(collision_a.separation_force) < vsqrmagnitudef(collision_b.separation_force))
collision_b = _internal_collision_invert(collision_a, a);
else
collision_a = _internal_collision_invert(collision_b, b);
*out_a = collision_a;
*out_b = collision_b;

View file

@ -41,7 +41,7 @@ void player_start(Player* self) {
float ex_w = 0.1f;
float h = .75f;
float r = 0.05f;
float rr = (r/3)*2;
float rr = r;
self->shape = shape_new((Vector[]){
{r-ex_w, 0.f}, {-ex_w, -rr},

View file

@ -69,9 +69,12 @@ static inline
void _internal_rigidbody_collect_contacts(RigidBody* self) {
for(size_t i = 0; i < self->contacts.len; ++i) {
Contact* contact = list_at(&self->contacts, i);
if(contact->expiry <= 0) {
list_erase(&self->contacts, i);
i--;
if(vdotf(vnormalizedf(self->linear_velocity), contact->hit.normal) >= -0.01f || contact->expiry <= -1) {
list_erase(&self->contacts, i);
i--;
}
}
--(contact->expiry);
}
@ -95,9 +98,13 @@ void _internal_debug_draw_collision_edge(Vector left, Vector right, Vector norma
static inline
Vector _internal_calculate_contact_force(Contact* contact) {
Collision hit = contact->hit;
const float warming = fminf(1.f, contact->warming);
if(vsqrmagnitudef(hit.separation_force) < powf(0.01f, 2))
return ZeroVector;
const float warming = 100.f * fminf(1.f, contact->warming);
const float d = 1.0f;
const float k = 1.0f * warming;
const float k = 0.0f * warming;
const float b = 1.0f;
const Vector damping = vmulff(hit.normal, k * d);
@ -149,11 +156,7 @@ void rigidbody_solve_contacts(RigidBody* self) {
void rigidbody_apply_physics(RigidBody* self) {
Vector position = transformable_get_position(self->transformable);
Vector velocity = vmulff(self->linear_velocity, delta_time());
if(vsqrmagnitudef(velocity) > powf(0.00000f, 2)) {
transformable_set_position(self->transformable, vaddf(position, velocity));
}
transformable_set_position(self->transformable, vaddf(position, velocity));
self->linear_force = ZeroVector;
}