Starting basic physics, nothing fancy

This commit is contained in:
2023-02-20 00:29:28 -08:00
parent 4bfec16ba7
commit 9606b4dc9b
32 changed files with 779 additions and 286 deletions

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
struct AABB3D {
glm::vec3 min;
glm::vec3 max;
};
}

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
Ray3D.cpp
)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
struct PhysicsSphere {
glm::vec3 center;
float_t radius;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
namespace Dawn {
struct PhysicsTriangle {
glm::vec3 v0;
glm::vec3 v1;
glm::vec3 v2;
};
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "Ray3D.hpp"
using namespace Dawn;
struct Ray3D {
glm::vec3 origin;
glm::vec3 direction;
};
struct PhysicsSphere {
glm::vec3 center;
float_t radius;
};
bool_t Dawn::raytestSphere(
struct Ray3D ray,
struct PhysicsSphere sphere,
glm::vec3 *hit,
glm::vec3 *normal
) {
glm::vec3 h, n;
auto result = glm::intersectRaySphere(
ray.origin, ray.direction,
sphere.center, sphere.radius,
h, n
);
if(hit != nullptr) *hit = h;
if(normal != nullptr) *normal = n;
return result;
}
bool_t Dawn::raytestTriangle(
struct Ray3D ray,
struct PhysicsTriangle triangle,
glm::vec2 *hit,
float_t *distance
) {
glm::vec2 h;
float_t d;
auto result = glm::intersectRayTriangle(
ray.origin, ray.direction,
triangle.v0, triangle.v1, triangle.v2,
h, d
);
if(hit != nullptr) *hit = h;
if(distance != nullptr) *distance = d;
return result;
}
bool_t Dawn::raytestAABB(
struct Ray3D ray,
struct AABB3D box,
glm::vec3 *point,
glm::vec3 *normal,
float_t *distance
) {
// Compute the inverse direction of the ray, for numerical stability
glm::vec3 invDir(1.0f / ray.direction.x, 1.0f / ray.direction.y, 1.0f / ray.direction.z);
// Compute the t-values for the two intersection candidates
glm::vec3 tMin = (box.min - ray.origin) * invDir;
glm::vec3 tMax = (box.max - ray.origin) * invDir;
// Make sure tMin is less than or equal to tMax for all components
glm::vec3 t1 = glm::min(tMin, tMax);
glm::vec3 t2 = glm::max(tMin, tMax);
float tNear = glm::compMax(t1);
float tFar = glm::compMin(t2);
// If tNear is greater than or equal to tFar, there is no intersection
if (tNear >= tFar) return false;
// If tFar is negative, the ray is pointing away from the box
if(tFar < 0.0f) return false;
// Compute the hit point and normal
glm::vec3 hitPoint = ray.origin + tNear * ray.direction;
if(point != nullptr) *point = hitPoint;
if(distance != nullptr) *distance = tNear;
if(normal != nullptr) {
if (hitPoint.x == box.min.x) {
*normal = glm::vec3(-1, 0, 0);
} else if (hitPoint.x == box.max.x) {
*normal = glm::vec3(1, 0, 0);
} else if (hitPoint.y == box.min.y) {
*normal = glm::vec3(0, -1, 0);
} else if (hitPoint.y == box.max.y) {
*normal = glm::vec3(0, 1, 0);
} else if (hitPoint.z == box.min.z) {
*normal = glm::vec3(0, 0, -1);
} else if (hitPoint.z == box.max.z) {
*normal = glm::vec3(0, 0, 1);
}
}
// The ray intersects the box
return true;
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "dawnlibs.hpp"
#include "assert/assert.hpp"
#include "PhysicsTriangle.hpp"
#include "PhysicsSphere.hpp"
#include "AABB3D.hpp"
namespace Dawn {
struct Ray3D {
glm::vec3 origin;
glm::vec3 direction;
};
bool_t raytestSphere(
struct Ray3D ray,
struct PhysicsSphere sphere,
glm::vec3 *hit,
glm::vec3 *normal
);
bool_t raytestTriangle(
struct Ray3D ray,
struct PhysicsTriangle triangle,
glm::vec2 *hit,
float_t *distance
);
bool_t raytestAABB(
struct Ray3D ray,
struct AABB3D box,
glm::vec3 *point,
glm::vec3 *normal,
float_t *distance
);
}

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
PhysicsManager.cpp
)
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
PhysicsManager.cpp
)
# Subdirs
add_subdirectory(3d)