Refactor Physics further

This commit is contained in:
2026-04-14 13:55:48 -05:00
parent c91243f6e9
commit 4009130f6e
5 changed files with 373 additions and 98 deletions
+12 -4
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@@ -9,11 +9,19 @@
#include "dusk.h"
typedef enum {
/** Never moves. Acts as an immovable collision surface. */
/**
* Never moves. Acts as an immovable collision surface.
*/
PHYSICS_BODY_STATIC,
/** Simulated by the world step: gravity, forces, and collision response. */
/**
* Simulated by the world step: gravity, forces, and collision response.
*/
PHYSICS_BODY_DYNAMIC,
/** Moved programmatically via physicsWorldMoveBody; collides but is not
* driven by the simulation. Typical use: player character controller. */
/**
* Moved programmatically via physicsWorldMoveBody; collides but is not
* driven by the simulation. Typical use: player character controller.
*/
PHYSICS_BODY_KINEMATIC
} physicsbodytype_t;
+340 -62
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@@ -7,19 +7,236 @@
#include "physicstest.h"
/* ============================================================
* Forward declarations
* ============================================================ */
/* ===========================================================
* Low-level collision primitives.
* Convention for all helpers:
* outNormal — points from shape-B toward shape-A
* (add outNormal * outDepth to A to separate it from B)
* outDepth — positive penetration depth
* return — true if overlapping
* =========================================================== */
/**
* Tests overlap between two axis-aligned bounding boxes.
* outNormal points from B toward A.
*
* @param ac Center of AABB A.
* @param ah Half-extents of AABB A.
* @param bc Center of AABB B.
* @param bh Half-extents of AABB B.
* @param outNormal Push-out normal (B toward A).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestAabbVsAabb(
const vec3 ac, const vec3 ah,
const vec3 bc, const vec3 bh,
vec3 outNormal, float_t *outDepth
);
static bool aabbVsAabb(
const vec3 ac, const vec3 ah, /* A center, half-extents */
const vec3 bc, const vec3 bh, /* B center, half-extents */
/**
* Tests overlap between two spheres.
* outNormal points from B toward A.
*
* @param ac Center of sphere A.
* @param ar Radius of sphere A.
* @param bc Center of sphere B.
* @param br Radius of sphere B.
* @param outNormal Push-out normal (B toward A).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestSphereVsSphere(
const vec3 ac, const float_t ar,
const vec3 bc, const float_t br,
vec3 outNormal, float_t *outDepth
);
/**
* Tests overlap between a sphere and an axis-aligned bounding box.
* outNormal points from the AABB toward the sphere.
*
* @param sc Center of the sphere.
* @param sr Radius of the sphere.
* @param ac Center of the AABB.
* @param ah Half-extents of the AABB.
* @param outNormal Push-out normal (AABB toward sphere).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestSphereVsAabb(
const vec3 sc, const float_t sr,
const vec3 ac, const vec3 ah,
vec3 outNormal, float_t *outDepth
);
/**
* Tests overlap between a sphere and an infinite plane.
* outNormal equals the plane normal (pointing away from the surface).
*
* @param sc Center of the sphere.
* @param sr Radius of the sphere.
* @param pn Plane normal (unit vector, world-space).
* @param pd Plane offset: dot(pn, surfacePoint) == pd.
* @param outNormal Push-out normal (equals pn).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestSphereVsPlane(
const vec3 sc, const float_t sr,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
);
/**
* Tests overlap between an AABB and an infinite plane.
* outNormal equals the plane normal.
*
* @param ac Center of the AABB.
* @param ah Half-extents of the AABB.
* @param pn Plane normal (unit vector, world-space).
* @param pd Plane offset (see physicsTestSphereVsPlane).
* @param outNormal Push-out normal (equals pn).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestAabbVsPlane(
const vec3 ac, const vec3 ah,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
);
/**
* Finds the closest point on segment [a, b] to query point p.
*
* @param a Start of the segment.
* @param b End of the segment.
* @param p Query point.
* @param out Receives the closest point on [a, b] to p.
*/
static void physicsTestClosestPointOnSegment(
const vec3 a, const vec3 b, const vec3 p, vec3 out
);
/**
* Finds the closest points between two line segments.
*
* @param a1 Start of segment 1.
* @param b1 End of segment 1.
* @param a2 Start of segment 2.
* @param b2 End of segment 2.
* @param outP1 Receives the closest point on segment 1.
* @param outP2 Receives the closest point on segment 2.
*/
static void physicsTestClosestPointsBetweenSegments(
const vec3 a1, const vec3 b1,
const vec3 a2, const vec3 b2,
vec3 outP1, vec3 outP2
);
/**
* Tests overlap between a Y-axis-aligned capsule and a sphere.
* outNormal points from the sphere toward the capsule.
*
* @param cc Center of the capsule.
* @param cr Radius of the capsule.
* @param chh Half-height of the capsule's cylindrical segment.
* @param sc Center of the sphere.
* @param sr Radius of the sphere.
* @param outNormal Push-out normal (sphere toward capsule).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestCapsuleVsSphere(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 sc, const float_t sr,
vec3 outNormal, float_t *outDepth
);
/**
* Tests overlap between a Y-axis-aligned capsule and an AABB.
* outNormal points from the AABB toward the capsule.
*
* @param cc Center of the capsule.
* @param cr Radius of the capsule.
* @param chh Half-height of the capsule's cylindrical segment.
* @param ac Center of the AABB.
* @param ah Half-extents of the AABB.
* @param outNormal Push-out normal (AABB toward capsule).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestCapsuleVsAabb(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 ac, const vec3 ah,
vec3 outNormal, float_t *outDepth
);
/**
* Tests overlap between a Y-axis-aligned capsule and an infinite plane.
* outNormal equals the plane normal.
*
* @param cc Center of the capsule.
* @param cr Radius of the capsule.
* @param chh Half-height of the capsule's cylindrical segment.
* @param pn Plane normal (unit vector, world-space).
* @param pd Plane offset (see physicsTestSphereVsPlane).
* @param outNormal Push-out normal (equals pn).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestCapsuleVsPlane(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
);
/**
* Tests overlap between two Y-axis-aligned capsules.
* outNormal points from capsule B toward capsule A.
*
* @param c1 Center of capsule A.
* @param r1 Radius of capsule A.
* @param hh1 Half-height of capsule A's cylindrical segment.
* @param c2 Center of capsule B.
* @param r2 Radius of capsule B.
* @param hh2 Half-height of capsule B's cylindrical segment.
* @param outNormal Push-out normal (B toward A).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestCapsuleVsCapsule(
const vec3 c1, const float_t r1, const float_t hh1,
const vec3 c2, const float_t r2, const float_t hh2,
vec3 outNormal, float_t *outDepth
);
/**
* Routes a shape-pair collision test to the correct primitive.
* When A is a plane, delegates with swapped arguments and negates
* the resulting normal. outNormal points from B toward A.
*
* @param aPos Position of shape A.
* @param aShape Shape descriptor of A.
* @param bPos Position of shape B.
* @param bShape Shape descriptor of B.
* @param outNormal Push-out normal (B toward A).
* @param outDepth Penetration depth.
* @return true if overlapping.
*/
static bool physicsTestDispatch(
const vec3 aPos, const physicsshape_t aShape,
const vec3 bPos, const physicsshape_t bShape,
vec3 outNormal, float_t *outDepth
);
/* ============================================================
* Collision primitives.
* Convention:
* outNormal — points from shape-B toward shape-A
* (add outNormal * outDepth to A to separate)
* outDepth — positive penetration depth
* return — true if overlapping
* ============================================================ */
static bool physicsTestAabbVsAabb(
const vec3 ac, const vec3 ah,
const vec3 bc, const vec3 bh,
vec3 outNormal, float_t *outDepth
) {
float_t dx = ac[0] - bc[0];
@@ -46,13 +263,13 @@ static bool aabbVsAabb(
return true;
}
static bool sphereVsSphere(
static bool physicsTestSphereVsSphere(
const vec3 ac, const float_t ar,
const vec3 bc, const float_t br,
vec3 outNormal, float_t *outDepth
) {
vec3 diff;
glm_vec3_sub((float_t *)ac, (float_t *)bc, diff); /* A - B */
glm_vec3_sub((float_t *)ac, (float_t *)bc, diff);
float_t dist2 = glm_vec3_norm2(diff);
float_t sumR = ar + br;
@@ -64,13 +281,14 @@ static bool sphereVsSphere(
if (dist > 1e-6f) {
glm_vec3_scale(diff, 1.0f / dist, outNormal);
} else {
outNormal[0] = 0.0f; outNormal[1] = 1.0f; outNormal[2] = 0.0f;
outNormal[0] = 0.0f;
outNormal[1] = 1.0f;
outNormal[2] = 0.0f;
}
return true;
}
/* outNormal: from AABB (b) toward sphere (a) */
static bool sphereVsAabb(
static bool physicsTestSphereVsAabb(
const vec3 sc, const float_t sr,
const vec3 ac, const vec3 ah,
vec3 outNormal, float_t *outDepth
@@ -93,7 +311,7 @@ static bool sphereVsAabb(
*outDepth = sr - dist;
glm_vec3_scale(diff, 1.0f / dist, outNormal);
} else {
/* Sphere center is inside the AABB — find nearest face. */
/* Sphere center inside the AABB — push out via nearest face. */
float_t faces[6] = {
(ac[0] + ah[0]) - sc[0],
sc[0] - (ac[0] - ah[0]),
@@ -109,7 +327,7 @@ static bool sphereVsAabb(
for (int k = 1; k < 6; k++) {
if (faces[k] < faces[mi]) mi = k;
}
*outDepth = sr + faces[mi];
*outDepth = sr + faces[mi];
outNormal[0] = normals[mi][0];
outNormal[1] = normals[mi][1];
outNormal[2] = normals[mi][2];
@@ -117,8 +335,7 @@ static bool sphereVsAabb(
return true;
}
/* outNormal: plane normal (from plane toward A) */
static bool sphereVsPlane(
static bool physicsTestSphereVsPlane(
const vec3 sc, const float_t sr,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
@@ -130,7 +347,7 @@ static bool sphereVsPlane(
return true;
}
static bool aabbVsPlane(
static bool physicsTestAabbVsPlane(
const vec3 ac, const vec3 ah,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
@@ -145,7 +362,7 @@ static bool aabbVsPlane(
return true;
}
static void closestPointOnSegment(
static void physicsTestClosestPointOnSegment(
const vec3 a, const vec3 b, const vec3 p, vec3 out
) {
vec3 ab, ap;
@@ -158,7 +375,7 @@ static void closestPointOnSegment(
glm_vec3_lerp((float_t *)a, (float_t *)b, t, out);
}
static void closestPointsBetweenSegments(
static void physicsTestClosestPointsBetweenSegments(
const vec3 a1, const vec3 b1,
const vec3 a2, const vec3 b2,
vec3 outP1, vec3 outP2
@@ -187,7 +404,7 @@ static void closestPointsBetweenSegments(
s = 0.0f;
t = glm_clamp(-c / a, 0.0f, 1.0f);
} else {
float_t b = glm_vec3_dot(d1, d2);
float_t b = glm_vec3_dot(d1, d2);
float_t denom = a * e - b * b;
t = (fabsf(denom) > 1e-10f)
? glm_clamp((b * f - c * e) / denom, 0.0f, 1.0f)
@@ -202,8 +419,7 @@ static void closestPointsBetweenSegments(
/* capsule axis: (cc.x, cc.y ± halfHeight, cc.z), oriented along Y. */
/* outNormal: from sphere toward capsule */
static bool capsuleVsSphere(
static bool physicsTestCapsuleVsSphere(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 sc, const float_t sr,
vec3 outNormal, float_t *outDepth
@@ -211,12 +427,13 @@ static bool capsuleVsSphere(
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
vec3 closest;
closestPointOnSegment(capA, capB, sc, closest);
return sphereVsSphere(closest, cr, sc, sr, outNormal, outDepth);
physicsTestClosestPointOnSegment(capA, capB, sc, closest);
return physicsTestSphereVsSphere(
closest, cr, sc, sr, outNormal, outDepth
);
}
/* outNormal: from AABB toward capsule */
static bool capsuleVsAabb(
static bool physicsTestCapsuleVsAabb(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 ac, const vec3 ah,
vec3 outNormal, float_t *outDepth
@@ -224,12 +441,13 @@ static bool capsuleVsAabb(
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
vec3 closest;
closestPointOnSegment(capA, capB, ac, closest);
return sphereVsAabb(closest, cr, ac, ah, outNormal, outDepth);
physicsTestClosestPointOnSegment(capA, capB, ac, closest);
return physicsTestSphereVsAabb(
closest, cr, ac, ah, outNormal, outDepth
);
}
/* outNormal: from plane toward capsule */
static bool capsuleVsPlane(
static bool physicsTestCapsuleVsPlane(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
@@ -245,8 +463,7 @@ static bool capsuleVsPlane(
return true;
}
/* outNormal: from capsule-B toward capsule-A */
static bool capsuleVsCapsule(
static bool physicsTestCapsuleVsCapsule(
const vec3 c1, const float_t r1, const float_t hh1,
const vec3 c2, const float_t r2, const float_t hh2,
vec3 outNormal, float_t *outDepth
@@ -256,14 +473,14 @@ static bool capsuleVsCapsule(
vec3 a2 = { c2[0], c2[1] - hh2, c2[2] };
vec3 b2 = { c2[0], c2[1] + hh2, c2[2] };
vec3 p1, p2;
closestPointsBetweenSegments(a1, b1, a2, b2, p1, p2);
return sphereVsSphere(p1, r1, p2, r2, outNormal, outDepth);
physicsTestClosestPointsBetweenSegments(a1, b1, a2, b2, p1, p2);
return physicsTestSphereVsSphere(p1, r1, p2, r2, outNormal, outDepth);
}
/* ===========================================================
* Dispatch: tests two shapes and returns push-out for A.
* outNormal points from B toward A.
* =========================================================== */
/* ============================================================
* Dispatch
* ============================================================ */
static bool physicsTestDispatch(
const vec3 aPos, const physicsshape_t aShape,
const vec3 bPos, const physicsshape_t bShape,
@@ -272,26 +489,39 @@ static bool physicsTestDispatch(
physicshapetype_t ta = aShape.type;
physicshapetype_t tb = bShape.type;
/* Plane is always the reference surface; treat as B. */
/* Plane is always the reference surface; keep it as B. */
if (tb == PHYSICS_SHAPE_PLANE) {
const float_t *pn = bShape.data.plane.normal;
const float_t pd = bShape.data.plane.distance;
switch (ta) {
case PHYSICS_SHAPE_CUBE:
return aabbVsPlane(aPos, aShape.data.cube.halfExtents, pn, pd, outNormal, outDepth);
return physicsTestAabbVsPlane(
aPos, aShape.data.cube.halfExtents,
pn, pd, outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE:
return sphereVsPlane(aPos, aShape.data.sphere.radius, pn, pd, outNormal, outDepth);
return physicsTestSphereVsPlane(
aPos, aShape.data.sphere.radius,
pn, pd, outNormal, outDepth
);
case PHYSICS_SHAPE_CAPSULE:
return capsuleVsPlane(aPos, aShape.data.capsule.radius, aShape.data.capsule.halfHeight, pn, pd, outNormal, outDepth);
return physicsTestCapsuleVsPlane(
aPos,
aShape.data.capsule.radius,
aShape.data.capsule.halfHeight,
pn, pd, outNormal, outDepth
);
default:
return false;
}
}
/* If A is a plane, swap roles and negate. */
/* If A is a plane, swap roles and negate the normal. */
if (ta == PHYSICS_SHAPE_PLANE) {
vec3 tmp; float_t d;
if (!physicsTestDispatch(bPos, bShape, aPos, aShape, tmp, &d)) return false;
if (!physicsTestDispatch(
bPos, bShape, aPos, aShape, tmp, &d
)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal);
*outDepth = d;
return true;
@@ -299,19 +529,36 @@ static bool physicsTestDispatch(
switch (ta) {
case PHYSICS_SHAPE_CUBE: {
const float_t *ac = aPos, *ah = aShape.data.cube.halfExtents;
const float_t *ac = aPos;
const float_t *ah = aShape.data.cube.halfExtents;
switch (tb) {
case PHYSICS_SHAPE_CUBE:
return aabbVsAabb(ac, ah, bPos, bShape.data.cube.halfExtents, outNormal, outDepth);
return physicsTestAabbVsAabb(
ac, ah,
bPos, bShape.data.cube.halfExtents,
outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE: {
vec3 tmp; float_t d;
if (!sphereVsAabb(bPos, bShape.data.sphere.radius, ac, ah, tmp, &d)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal); *outDepth = d; return true;
if (!physicsTestSphereVsAabb(
bPos, bShape.data.sphere.radius,
ac, ah, tmp, &d
)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal);
*outDepth = d;
return true;
}
case PHYSICS_SHAPE_CAPSULE: {
vec3 tmp; float_t d;
if (!capsuleVsAabb(bPos, bShape.data.capsule.radius, bShape.data.capsule.halfHeight, ac, ah, tmp, &d)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal); *outDepth = d; return true;
if (!physicsTestCapsuleVsAabb(
bPos,
bShape.data.capsule.radius,
bShape.data.capsule.halfHeight,
ac, ah, tmp, &d
)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal);
*outDepth = d;
return true;
}
default: return false;
}
@@ -321,13 +568,28 @@ static bool physicsTestDispatch(
const float_t sr = aShape.data.sphere.radius;
switch (tb) {
case PHYSICS_SHAPE_CUBE:
return sphereVsAabb(aPos, sr, bPos, bShape.data.cube.halfExtents, outNormal, outDepth);
return physicsTestSphereVsAabb(
aPos, sr,
bPos, bShape.data.cube.halfExtents,
outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE:
return sphereVsSphere(aPos, sr, bPos, bShape.data.sphere.radius, outNormal, outDepth);
return physicsTestSphereVsSphere(
aPos, sr,
bPos, bShape.data.sphere.radius,
outNormal, outDepth
);
case PHYSICS_SHAPE_CAPSULE: {
vec3 tmp; float_t d;
if (!capsuleVsSphere(bPos, bShape.data.capsule.radius, bShape.data.capsule.halfHeight, aPos, sr, tmp, &d)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal); *outDepth = d; return true;
if (!physicsTestCapsuleVsSphere(
bPos,
bShape.data.capsule.radius,
bShape.data.capsule.halfHeight,
aPos, sr, tmp, &d
)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal);
*outDepth = d;
return true;
}
default: return false;
}
@@ -338,11 +600,25 @@ static bool physicsTestDispatch(
const float_t chh = aShape.data.capsule.halfHeight;
switch (tb) {
case PHYSICS_SHAPE_CUBE:
return capsuleVsAabb(aPos, cr, chh, bPos, bShape.data.cube.halfExtents, outNormal, outDepth);
return physicsTestCapsuleVsAabb(
aPos, cr, chh,
bPos, bShape.data.cube.halfExtents,
outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE:
return capsuleVsSphere(aPos, cr, chh, bPos, bShape.data.sphere.radius, outNormal, outDepth);
return physicsTestCapsuleVsSphere(
aPos, cr, chh,
bPos, bShape.data.sphere.radius,
outNormal, outDepth
);
case PHYSICS_SHAPE_CAPSULE:
return capsuleVsCapsule(aPos, cr, chh, bPos, bShape.data.capsule.radius, bShape.data.capsule.halfHeight, outNormal, outDepth);
return physicsTestCapsuleVsCapsule(
aPos, cr, chh,
bPos,
bShape.data.capsule.radius,
bShape.data.capsule.halfHeight,
outNormal, outDepth
);
default: return false;
}
}
@@ -356,5 +632,7 @@ bool_t physicsTestShapeVsShape(
const vec3 bPos, const physicsshape_t bShape,
vec3 outNormal, float_t *outDepth
) {
return physicsTestDispatch(aPos, aShape, bPos, bShape, outNormal, outDepth);
return physicsTestDispatch(
aPos, aShape, bPos, bShape, outNormal, outDepth
);
}
+12 -11
View File
@@ -9,24 +9,25 @@
#include "physicsshape.h"
/**
* Tests for collision between two shapes. Returns true if they overlap, and if
* so, outputs the push-out normal and depth.
* Tests for collision between two shapes. Returns true if they
* overlap, and if so, outputs the push-out normal and depth.
*
* @param aPos Position of shape A.
* @param aShape Shape of A.
* @param bPos Position of shape B.
* @param bShape Shape of B.
* @param outNormal Output push-out normal (points from B toward A).
* @param outDepth Output penetration depth (positive).
* @return true if shapes overlap, false otherwise.
* outNormal always points from shape B toward shape A, so adding
* (outNormal * outDepth) to A's position separates the two shapes.
*
* @param aPos Position of shape A.
* @param aShape Shape descriptor of A.
* @param bPos Position of shape B.
* @param bShape Shape descriptor of B.
* @param outNormal Push-out normal, pointing from B toward A.
* @param outDepth Penetration depth (positive when overlapping).
* @return true if the shapes overlap, false otherwise.
*/
bool_t physicsTestShapeVsShape(
const vec3 aPos,
const physicsshape_t aShape,
const vec3 bPos,
const physicsshape_t bShape,
vec3 outNormal,
float_t *outDepth
);
+5 -3
View File
@@ -54,7 +54,7 @@ void physicsWorldStep(const float_t dt) {
entityPositionSetPosition(id, posComp, pos);
}
/* Phase 2: dynamic vs static/kinematic — push dynamic fully. */
// Phase 2: Dynamic vs Static/Kinematic.
for(entityid_t i = 0; i < physCount; i++) {
entityid_t id = physEnts[i];
componentid_t posComp = entityGetComponent(id, COMPONENT_TYPE_POSITION);
@@ -69,7 +69,9 @@ void physicsWorldStep(const float_t dt) {
for(entityid_t j = 0; j < physCount; j++) {
if(i == j) continue;
entityid_t otherId = physEnts[j];
componentid_t otherPosComp = entityGetComponent(otherId, COMPONENT_TYPE_POSITION);
componentid_t otherPosComp = entityGetComponent(
otherId, COMPONENT_TYPE_POSITION
);
if(otherPosComp == 0xFF) continue;
entityphysics_t *otherPhys = entityPhysicsGet(otherId, physComps[j]);
@@ -99,7 +101,7 @@ void physicsWorldStep(const float_t dt) {
}
}
/* Phase 3: dynamic vs dynamic — push each half-way, exchange velocities. */
// Phase 3: Dynamic vs Dynamic
for(entityid_t i = 0; i < physCount; i++) {
entityid_t idA = physEnts[i];
componentid_t posCompA = entityGetComponent(idA, COMPONENT_TYPE_POSITION);
-14
View File
@@ -28,17 +28,3 @@ void physicsWorldInit(void);
* @param dt The time delta in seconds since the last step.
*/
void physicsWorldStep(const float_t dt);
/**
* Moves a KINEMATIC body by motion and immediately resolves overlaps against
* all STATIC and DYNAMIC bodies. Sets onGround when landing on a surface.
*
* @param world The physics world.
* @param body The kinematic body to move (must be PHYSICS_BODY_KINEMATIC).
* @param motion World-space displacement for this frame.
*/
// void physicsWorldMoveBody(
// physicsworld_t *world,
// physicsbody_t *body,
// const vec3 motion
// );