fencer/src/rigidbody.c

243 lines
7.4 KiB
C

#include "rigidbody.h"
#include "camera.h"
#include "debug.h"
#include "program.h"
#include "collision.h"
#include "transformable.h"
typedef struct {
Collision hit;
float warming;
int expiry;
} Contact;
struct RigidBody {
Transformable transformable;
float mass;
Vector last_linear_force;
Vector next_linear_force;
Vector linear_velocity;
Transform internal_transform;
int is_static;
List contacts;
};
RigidBody* rigidbody_make(Transformable transform) {
RigidBody* self = malloc(sizeof(RigidBody));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate space for rigidbody");
*self = (RigidBody){
.transformable = transform,
.mass = 1.0f,
.linear_velocity = ZeroVector,
.next_linear_force = ZeroVector,
.last_linear_force = ZeroVector,
.internal_transform = *transform.tc->get_transform(transform.data),
.is_static = 0,
.contacts = list_from_type(Contact),
};
return self;
}
void rigidbody_destroy(RigidBody* self) {
list_empty(&self->contacts);
free(self);
}
void rigidbody_add_contact(RigidBody* self, Collision hit) {
LOG_INFO("contact between rigidbody %p and %p detected", self->transformable.data, hit.other.data);
// update an existing contact
list_foreach(Contact, contact, &self->contacts) {
if(contact->hit.other.data == hit.other.data) {
++contact->expiry;
hit.velocity = contact->hit.velocity;
contact->hit = hit;
contact->warming += delta_time();
return;
}
}
// create a new contact
list_add(&self->contacts,
&(Contact) {
.expiry = 1,
.hit = hit,
.warming = delta_time()
});
Contact* c = list_at(&self->contacts, self->contacts.len - 1);
LOG_INFO("added contact %p with exp %d", c->hit.other.data, c->expiry);
}
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) {
if(vdotf(vnormalizedf(self->linear_velocity), contact->hit.normal) >= -0.01f || contact->expiry <= -1) {
list_erase(&self->contacts, i);
i--;
continue;
}
}
--(contact->expiry);
}
}
static inline
void _internal_debug_draw_collision_edge(Vector left, Vector right, Vector normal) {
#if !NDEBUG
Vector a = camera_world_to_pixel_point(&g_camera, left);
Vector b = camera_world_to_pixel_point(&g_camera, right);
Vector n = transform_direction(&g_camera.transform, normal);
SDL_SetRenderDrawColor(g_renderer, 255, 255, 255, 255);
SDL_RenderDrawLine(g_renderer, a.x, a.y, b.x, b.y);
a = vlerpf(a, b, 0.5f);
b = vaddf(a, vmulff(n, 100.f));
SDL_SetRenderDrawColor(g_renderer, 255, 0, 0, 255);
SDL_RenderDrawLine(g_renderer, a.x, a.y, b.x, b.y);
#endif
}
static inline
Vector _internal_calculate_contact_force(RigidBody* self, Contact* contact) {
Collision hit = contact->hit;
if(vsqrmagnitudef(hit.penetration_vector) < powf(0.01f, 2))
return ZeroVector;
const float warming = fminf(1.f, contact->warming * 1000.f);
const float d = 1.0f;
const float k = 0.3f;
const float b = 0.3f;
const Vector damping = vmulff(hit.normal, k * d);
const Vector bounce = vmulff(hit.normal, b * vdotf(hit.normal, hit.velocity));
float dot = -vdotf(contact->hit.normal, vaddf(self->next_linear_force, self->linear_velocity));
if(dot < 0)
dot = 0;
Vector counter_force = vmulff(contact->hit.normal, dot * vsqrmagnitudef(hit.penetration_vector));
return vaddf(vmulff(vsubf(damping, bounce), warming), counter_force);
}
static inline
void _internal_rigidbody_solve_contact(RigidBody* self, Contact* contact, Vector* solve_forces) {
Collision hit = contact->hit;
if(vdotf(hit.normal, self->linear_velocity) > 0.0)
return;
float normalmag = vmagnitudef(contact->hit.normal);
ASSERT_RETURN(fabsf(normalmag - 1.f) < 0.99999f,, "Normal of collision not one");
Vector force = _internal_calculate_contact_force(self, contact);
float dot = vdotf(vnormalizedf(*solve_forces), force);
if (veqf(*solve_forces, ZeroVector) || dot * dot > vsqrmagnitudef(*solve_forces) || dot <= 0.0f) {
#if !NDEBUG
LOG_INFO("warming: %f", contact->warming);
LOG_INFO("force: %f %f", force.x, force.y);
LOG_INFO("dot: %f", dot);
LOG_INFO("mag: %f", vmagnitudef(self->next_linear_force));
#endif
*solve_forces = vaddf(*solve_forces, force);
rigidbody_add_impulse(self, force);
}
ASSERT_RETURN(!visnanf(force), , "Force contains NaN (1)");
}
void rigidbody_solve_contacts(RigidBody* self) {
ASSERT_RETURN(!visnanf(self->linear_velocity),, "Velocity is NaN (0)");
_internal_rigidbody_collect_contacts(self);
Vector solve_forces = ZeroVector;
list_foreach(Contact, contact, &self->contacts) {
_internal_rigidbody_solve_contact(self, contact, &solve_forces);
}
ASSERT_RETURN(!visnanf(self->linear_velocity),, "Velocity is NaN (1)");
}
static inline
void _internal_rigidbody_integrate_forces(RigidBody* self) {
const float dt = delta_time();
Vector position = self->internal_transform.position;
Vector velocity = self->linear_velocity;
Vector acceleration = vmulff(self->last_linear_force, 0.5f * dt*dt);
position = vaddf(position, vmulff(velocity, dt));
position = vaddf(position, acceleration);
velocity = vaddf(velocity, acceleration);
acceleration = vmulff(self->next_linear_force, dt/2);
velocity = vaddf(velocity, acceleration);
self->linear_velocity = velocity;
self->internal_transform.position = position;
if(vsqrdistf(position, transformable_get_position(self->transformable)) > 0.001f)
transformable_set_position(self->transformable, position);
self->last_linear_force = self->next_linear_force;
self->next_linear_force = ZeroVector;
}
void rigidbody_apply_physics(RigidBody* self) {
rigidbody_solve_contacts(self);
_internal_rigidbody_integrate_forces(self);
}
float rigidbody_get_mass(const RigidBody* self) {
return self->mass;
}
void rigidbody_set_mass(RigidBody* self, float mass) {
self->mass = mass;
}
void rigidbody_add_impulse(RigidBody* self, Vector force) {
rigidbody_accelerate(self, vmulff(force, 1.0f/delta_time()));
}
void rigidbody_accelerate(RigidBody* self, Vector force) {
if(vsqrmagnitudef(force) > powf(0.01f, 2))
self->next_linear_force = vaddf(self->next_linear_force, force);
}
int rigidbody_is_static(const RigidBody* self) {
return self->is_static;
}
void rigidbody_set_static(RigidBody* self, int is_static) {
self->is_static = is_static;
}
Vector rigidbody_get_velocity(const RigidBody* self) {
return self->linear_velocity;
}
void rigidbody_set_velocity(RigidBody* self, Vector velocity) {
self->next_linear_force = vaddf(self->next_linear_force, vsubf(velocity, self->next_linear_force));
self->linear_velocity = velocity;
}
void rigidbody_debug_draw_contacts(RigidBody* self) {
list_foreach(Contact, contact, &self->contacts) {
_internal_debug_draw_collision_edge(contact->hit.edge_left, contact->hit.edge_right, contact->hit.normal);
}
}
Transform* rigidbody_get_transform(RigidBody* self) {
return &self->internal_transform;
}