ref: d318c8d186417fc1e4df0a17c46961ad01b2f36a
dir: /include-demo/chadphys.h/
#ifndef CHAD_PHYS_H #define CHAD_PHYS_H #include "3dMath.h" typedef struct { aabb shape; //c.d[3] is sphere radius. //if it's zero or less, it's not a sphere, it's a box mat4 localt; //Local Transform. vec3 v; //velocity vec3 a; //Body specific acceleration, combined with gravity f_ mass; //0 means kinematic, or static. Defaults to zero. f_ bounciness; //default 0, put portion of displacement into velocity. f_ airfriction; //default 1, multiplied by velocity every time timestep. f_ friction; //default 0.1 } phys_body; typedef struct{ vec3 g; //gravity phys_body** bodies; f_ ms; //max speed long nbodies; //number of bodies char is_2d; //is this a 2-dimensional simulation? } phys_world; static inline void initPhysBody(phys_body* body){ body->shape = (aabb){ .c=(vec4){.d[0] = 0,.d[1] = 0,.d[2] = 0,.d[3] = 0}, .e=(vec3){.d[0] = 0,.d[1] = 0,.d[2] = 0} }; body->mass = 0; body->bounciness = 0; body->friction = 0.99; //The amount of coplanar velocity preserved in collisions. body->airfriction = 0.99; body->a = (vec3){.d[0] = 0,.d[1] = 0,.d[2] = 0}; body->localt = identitymat4(); } static inline mat4 getPhysBodyRenderTransform(phys_body* body){ return multm4( translate(downv4(body->shape.c)), body->localt ); } //Check for and, if necessary, resolve colliding bodies. static inline void resolveBodies(phys_body* a, phys_body* b){ vec4 penvec; vec3 penvecnormalized, comvel; f_ friction, bdisplacefactor, adisplacefactor; if(a->mass > 0 || b->mass > 0){ //Perform a preliminary check. Do we even have to do anything? /*We must do shit*/ } else {return;} if(a->mass < -0 || b->mass < -0) return; /*ERROR- for the branch predictor, that is...*/ /*Optimized for branch prediction.*/ penvec = (vec4){ .d[0]=0, .d[1]=0, .d[2]=0, .d[3]=0 }; /*Check if the two bodies are colliding.*/ if(a->shape.c.d[3] > 0 && b->shape.c.d[3] > 0) //Both Spheres! { penvec = spherevsphere(a->shape.c, b->shape.c); } else if(a->shape.c.d[3] <= 0 && b->shape.c.d[3] <= 0) //Both boxes! { penvec = boxvbox(a->shape,b->shape); } else if (a->shape.c.d[3] > 0 && b->shape.c.d[3] <= 0) //a is a sphere, b is a box { penvec = spherevaabb(a->shape.c,b->shape); } else if (a->shape.c.d[3] <= 0 && b->shape.c.d[3] > 0){ //a is a box, b is a sphere penvec = spherevaabb(b->shape.c,a->shape); penvec.d[0] *= -1; penvec.d[1] *= -1; penvec.d[2] *= -1; } #ifdef CHADPHYS_DEBUG else { puts("\nInvalid configuration. Error.\n"); } #endif if(penvec.d[3] <= 0.0){return;}//No penetration detected, or invalid configuration. penvecnormalized = scalev3(1.0/penvec.d[3], downv4(penvec)); //the penetration vector points into B... friction = a->friction * b->friction; //We now have the penetration vector. There is a penetration. //determine how much each should be displaced by. //The penvec points INTO A and is of length penvec.d[3] bdisplacefactor = a->mass / (a->mass + b->mass); adisplacefactor = b->mass / (a->mass + b->mass); if(!(a->mass > 0)) { adisplacefactor = 0; bdisplacefactor = 1; }else if(!(b->mass > 0)) { bdisplacefactor = 0; adisplacefactor = 1; } comvel = addv3( scalev3(bdisplacefactor, a->v), scalev3(adisplacefactor, b->v)); if(a->mass > 0){ vec4 displacea; vec3 a_relvel, a_planarvel; displacea = scalev4(-adisplacefactor, penvec); a_relvel = subv3(a->v, comvel); float test = dotv3(a_relvel, penvecnormalized); if(test > 0) a_planarvel = subv3(a_relvel, scalev3( test, penvecnormalized ) ); else a_planarvel = a_relvel; a->shape.c.d[0] += displacea.d[0]; a->shape.c.d[1] += displacea.d[1]; a->shape.c.d[2] += displacea.d[2]; a->v = addv3( comvel, scalev3(friction, a_planarvel) ); //The center of mass velocity, plus a portion of coplanar velocity. a->v = addv3(a->v, scalev3( a->bounciness, downv4(displacea) ) ); } if(b->mass > 0){ vec4 displaceb; vec3 b_relvel, b_planarvel; displaceb = scalev4(bdisplacefactor, penvec); b_relvel = subv3(b->v, comvel); float test = dotv3(b_relvel, penvecnormalized); //the component in that direction if(test < 0) b_planarvel = subv3(b_relvel, //brelvel - portion of brelvel in the direction of penvecnormalized scalev3( test, //the component in that direction penvecnormalized //that direction ) ); else b_planarvel = b_relvel; b->shape.c.d[0] += displaceb.d[0]; b->shape.c.d[1] += displaceb.d[1]; b->shape.c.d[2] += displaceb.d[2]; b->v = addv3(comvel, scalev3(friction, b_planarvel) ); //The center of mass velocity, plus a portion of coplanar velocity. b->v = addv3(b->v, scalev3( b->bounciness, downv4(displaceb) ) ); } } static inline void stepPhysWorld(phys_world* world, const long collisioniter){ for(long i = 0; i < world->nbodies; i++) if(world->bodies[i] && world->bodies[i]->mass > 0){ phys_body* body = world->bodies[i]; vec3 bodypos = addv3(downv4(body->shape.c),body->v); body->shape.c.d[0] = bodypos.d[0]; body->shape.c.d[1] = bodypos.d[1]; body->shape.c.d[2] = bodypos.d[2]; body->v = addv3(body->v, body->a); body->v = addv3(body->v, world->g); if( (dotv3(body->v, body->v) > world->ms * world->ms)){ body->v = normalizev3(body->v); body->v = scalev3(world->ms, body->v); } body->v = scalev3(body->airfriction, body->v); if(world->is_2d) {body->shape.c.d[2] = 0;} } //Resolve collisions (if any) for(long iter = 0; iter < collisioniter; iter++) for(long i = 0; i < (long)(world->nbodies-1); i++){ if(world->bodies[i]){ for(long j = i+1; j < (long)world->nbodies; j++) if(world->bodies[j]) resolveBodies(world->bodies[i], world->bodies[j]); } } } #endif