This commit is contained in:
2026-07-18 20:01:44 -05:00
parent 1fa5cd316e
commit a618ff46fe
19 changed files with 1815 additions and 2 deletions
+1
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@@ -69,6 +69,7 @@ add_subdirectory(system)
add_subdirectory(time)
add_subdirectory(ui)
add_subdirectory(network)
add_subdirectory(physics)
add_subdirectory(save)
add_subdirectory(util)
add_subdirectory(thread)
+1
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@@ -5,3 +5,4 @@
# Subdirs
add_subdirectory(display)
add_subdirectory(physics)
@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
entityphysics.c
)
@@ -0,0 +1,115 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityphysics.h"
#include "entity/entitymanager.h"
#include "util/memory.h"
void entityPhysicsInit(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
memoryZero(phys, sizeof(entityphysics_t));
// Default to cube
phys->type = PHYSICS_BODY_DYNAMIC;
phys->shape.type = PHYSICS_SHAPE_CUBE;
phys->shape.data.cube.halfExtents[0] = 0.5f;
phys->shape.data.cube.halfExtents[1] = 0.5f;
phys->shape.data.cube.halfExtents[2] = 0.5f;
phys->gravityScale = 1.0f;
phys->onGround = false;
}
entityphysics_t *entityPhysicsGet(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
) {
return componentGetData(mgr, entityId, componentId, COMPONENT_TYPE_PHYSICS);
}
void entityPhysicsSetShape(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
const physicsshape_t shape
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
phys->shape = shape;
}
physicsshape_t entityPhysicsGetShape(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
return phys->shape;
}
void entityPhysicsGetVelocity(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
glm_vec3_copy(phys->velocity, dest);
}
void entityPhysicsSetVelocity(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
vec3 velocity
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
glm_vec3_copy(velocity, phys->velocity);
}
void entityPhysicsApplyImpulse(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
vec3 impulse
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
if(phys->type == PHYSICS_BODY_STATIC) return;
glm_vec3_add(phys->velocity, impulse, phys->velocity);
}
bool_t entityPhysicsIsOnGround(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
return phys->onGround;
}
void entityPhysicsSetBodyType(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
const physicsbodytype_t type
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
phys->type = type;
}
physicsbodytype_t entityPhysicsGetBodyType(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
) {
entityphysics_t *phys = entityPhysicsGet(mgr, entityId, componentId);
return phys->type;
}
@@ -0,0 +1,172 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entity/entitybase.h"
#include "physics/physicsshape.h"
#include "physics/physicsbodytype.h"
typedef struct {
physicsbodytype_t type;
physicsshape_t shape;
vec3 velocity;
float_t gravityScale;
bool_t onGround;
} entityphysics_t;
/**
* Initializes the physics component: defaults to a dynamic 1x1x1 cube
* body, zero velocity, unit gravity scale, and onGround false.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
*/
void entityPhysicsInit(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
);
/**
* Gets the underlying physics structure (temporarily) for the given entity.
* This is really just intended for doing operations faster than using the
* getters and setters, but it is preferred that you use those.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @return The physics component data for the given entity and component ID.
*/
entityphysics_t *entityPhysicsGet(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the shape of the entity's physics body. This will not reset the body
* state, so if you change from a cube to a sphere, it will keep the same
* velocity and onGround state.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param shape The new shape to set on the physics body.
*/
void entityPhysicsSetShape(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
const physicsshape_t shape
);
/**
* Gets the shape of the entity's physics body.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @return The shape of the physics body.
*/
physicsshape_t entityPhysicsGetShape(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
);
/**
* Gets the velocity of the entity's physics body.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest The destination vec3 to write the velocity to.
*/
void entityPhysicsGetVelocity(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the velocity of the entity's physics body. This is not an impulse, so
* it will be affected by mass and drag.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param velocity The new velocity to set on the physics body.
*/
void entityPhysicsSetVelocity(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
vec3 velocity
);
/**
* Applies an impulse to the entity's physics body. This is an immediate
* velocity change that is not affected by mass or drag. No-op on STATIC
* bodies.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param impulse The impulse to apply to the physics body.
*/
void entityPhysicsApplyImpulse(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
vec3 impulse
);
/**
* Returns true if the entity's physics body rested on a surface during the
* last physicsWorldStep.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @return True if the body is on the ground, false otherwise.
*/
bool_t entityPhysicsIsOnGround(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the body type of the entity's physics body.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param type The body type to set.
*/
void entityPhysicsSetBodyType(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId,
const physicsbodytype_t type
);
/**
* Gets the body type of the entity's physics body.
*
* @param mgr The entity manager that owns the entity.
* @param entityId The entity ID.
* @param componentId The component ID.
* @return The body type of the physics body.
*/
physicsbodytype_t entityPhysicsGetBodyType(
entitymanager_t *mgr,
const entityid_t entityId,
const componentid_t componentId
);
+2
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@@ -8,6 +8,7 @@
#include "entity/component/display/entityposition.h"
#include "entity/component/display/entitycamera.h"
#include "entity/component/display/entityrenderable.h"
#include "entity/component/physics/entityphysics.h"
// Name (Uppercase)
// Structure
@@ -20,3 +21,4 @@ X(POSITION, entityposition_t, position, entityPositionInit, NULL, NULL)
X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL, NULL)
X(RENDERABLE, entityrenderable_t, renderable,
entityRenderableInit, entityRenderableDispose, NULL)
X(PHYSICS, entityphysics_t, physics, entityPhysicsInit, NULL, NULL)
+11
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@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
physicsworld.c
physicstest.c
)
+28
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@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef enum {
/**
* Never moves. Acts as an immovable collision surface.
*/
PHYSICS_BODY_STATIC,
/**
* Simulated by the world step: gravity, forces, and collision response.
*/
PHYSICS_BODY_DYNAMIC,
/**
* Moved programmatically via the owning entity's position component;
* collides but is not driven by the simulation. Typical use: player
* character controller.
*/
PHYSICS_BODY_KINEMATIC
} physicsbodytype_t;
+109
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@@ -0,0 +1,109 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef enum {
PHYSICS_SHAPE_CUBE,
PHYSICS_SHAPE_SPHERE,
PHYSICS_SHAPE_CAPSULE,
PHYSICS_SHAPE_PLANE,
/**
* Arbitrary shape of any complexity (heightfield, mesh, etc), tested via
* a caller-supplied callback rather than a built-in primitive routine.
* See physicsshapecustom_t.
*/
PHYSICS_SHAPE_CUSTOM
} physicshapetype_t;
typedef struct {
vec3 halfExtents;
} physicsshapecube_t;
typedef struct {
float_t radius;
} physicsshapesphere_t;
typedef struct {
float_t radius;
float_t halfHeight;
} physicsshapecapsule_t;
typedef struct {
vec3 normal;
float_t distance;
} physicsshapeplane_t;
typedef struct physicsshape_t physicsshape_t;
/**
* Tests a custom shape (positioned at selfPos, describing itself via
* selfData) against another shape (positioned at otherPos). Return true
* and fill outNormal/outDepth if the shapes overlap.
*
* outNormal points from self toward other -- the direction to push other
* away from self, e.g. straight up for a body resting on flat ground.
* This is the opposite convention from physicsTestShapeVsShape's
* A-vs-B/outNormal (which points from B toward A); physicsWorldStep
* always queries a custom shape as the static/kinematic side, so this
* convention lets an implementation delegate directly to a primitive test
* like physicsTestSphereVsPlane (self=ground, other=body) and return its
* result unmodified.
*
* @param selfPos The custom shape's position.
* @param selfData The custom shape's own describing data (physicsshapecustom_t.userData).
* @param otherPos The other shape's position.
* @param otherShape The other shape's full descriptor. May itself be any
* type except PHYSICS_SHAPE_CUSTOM -- custom-vs-custom is not supported.
* @param outNormal Push-out normal, pointing from self toward other.
* @param outDepth Penetration depth (positive when overlapping).
* @return true if the shapes overlap, false otherwise.
*/
typedef bool_t (*physicsshapecustomtest_t)(
const vec3 selfPos,
const void *selfData,
const vec3 otherPos,
const physicsshape_t *otherShape,
vec3 outNormal,
float_t *outDepth
);
/**
* A shape of arbitrary complexity, e.g. landscape/terrain geometry, that
* the built-in primitive tests (cube/sphere/capsule/plane) cannot describe.
* Rather than embedding the shape's data (which may be large -- a
* heightfield, a triangle mesh, a BVH) inline, this just holds an opaque
* pointer plus a callback that the physics system invokes to test overlap
* against it.
*
* Ownership: userData is not owned or freed by the physics system. The
* struct/asset that actually describes the shape (e.g. a chunk's
* heightfield) must outlive this physicsshape_t -- typically it's owned by
* whatever entity/asset also owns the entityphysics_t component that holds
* this shape.
*/
typedef struct {
/** Opaque pointer to the owner's shape-describing data. */
void *userData;
/** Callback invoked to test this shape against another. */
physicsshapecustomtest_t test;
} physicsshapecustom_t;
typedef union {
physicsshapecube_t cube;
physicsshapesphere_t sphere;
physicsshapecapsule_t capsule;
physicsshapeplane_t plane;
physicsshapecustom_t custom;
} physicsshapedata_t;
typedef struct physicsshape_t {
physicshapetype_t type;
physicsshapedata_t data;
} physicsshape_t;
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@@ -0,0 +1,428 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "physicstest.h"
#include "assert/assert.h"
bool_t 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];
float_t dy = ac[1] - bc[1];
float_t dz = ac[2] - bc[2];
float_t px = (ah[0] + bh[0]) - fabsf(dx);
float_t py = (ah[1] + bh[1]) - fabsf(dy);
float_t pz = (ah[2] + bh[2]) - fabsf(dz);
if(px <= 0.0f || py <= 0.0f || pz <= 0.0f) return false;
outNormal[0] = outNormal[1] = outNormal[2] = 0.0f;
if(px < py && px < pz) {
*outDepth = px;
outNormal[0] = dx >= 0.0f ? 1.0f : -1.0f;
} else if(py < pz) {
*outDepth = py;
outNormal[1] = dy >= 0.0f ? 1.0f : -1.0f;
} else {
*outDepth = pz;
outNormal[2] = dz >= 0.0f ? 1.0f : -1.0f;
}
return true;
}
bool_t 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);
float_t dist2 = glm_vec3_norm2(diff);
float_t sumR = ar + br;
if(dist2 >= sumR * sumR) return false;
float_t dist = sqrtf(dist2);
*outDepth = sumR - dist;
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;
}
return true;
}
bool_t physicsTestSphereVsAabb(
const vec3 sc, const float_t sr,
const vec3 ac, const vec3 ah,
vec3 outNormal, float_t *outDepth
) {
vec3 closest = {
glm_clamp(sc[0], ac[0] - ah[0], ac[0] + ah[0]),
glm_clamp(sc[1], ac[1] - ah[1], ac[1] + ah[1]),
glm_clamp(sc[2], ac[2] - ah[2], ac[2] + ah[2])
};
vec3 diff;
glm_vec3_sub((float_t *)sc, closest, diff);
float_t dist2 = glm_vec3_norm2(diff);
bool_t inside = (dist2 < 1e-10f);
if(!inside && dist2 >= sr * sr) return false;
if(!inside) {
float_t dist = sqrtf(dist2);
*outDepth = sr - dist;
glm_vec3_scale(diff, 1.0f / dist, outNormal);
} else {
float_t faces[6] = {
(ac[0] + ah[0]) - sc[0],
sc[0] - (ac[0] - ah[0]),
(ac[1] + ah[1]) - sc[1],
sc[1] - (ac[1] - ah[1]),
(ac[2] + ah[2]) - sc[2],
sc[2] - (ac[2] - ah[2])
};
const float_t normals[6][3] = {
{1,0,0},{-1,0,0},{0,1,0},{0,-1,0},{0,0,1},{0,0,-1}
};
int32_t mi = 0;
for(int32_t k = 1; k < 6; k++) {
if(faces[k] < faces[mi]) mi = k;
}
*outDepth = sr + faces[mi];
outNormal[0] = normals[mi][0];
outNormal[1] = normals[mi][1];
outNormal[2] = normals[mi][2];
}
return true;
}
bool_t physicsTestSphereVsPlane(
const vec3 sc, const float_t sr,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
) {
float_t signedDist = glm_vec3_dot((float_t *)pn, (float_t *)sc) - pd;
*outDepth = sr - signedDist;
if(*outDepth <= 0.0f) return false;
glm_vec3_copy((float_t *)pn, outNormal);
return true;
}
bool_t physicsTestAabbVsPlane(
const vec3 ac, const vec3 ah,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
) {
float_t proj = fabsf(pn[0] * ah[0])
+ fabsf(pn[1] * ah[1])
+ fabsf(pn[2] * ah[2]);
float_t signedDist = glm_vec3_dot((float_t *)pn, (float_t *)ac) - pd;
*outDepth = proj - signedDist;
if(*outDepth <= 0.0f) return false;
glm_vec3_copy((float_t *)pn, outNormal);
return true;
}
void physicsTestClosestPointOnSegment(
const vec3 a, const vec3 b, const vec3 p, vec3 out
) {
vec3 ab, ap;
glm_vec3_sub((float_t *)b, (float_t *)a, ab);
glm_vec3_sub((float_t *)p, (float_t *)a, ap);
float_t denom = glm_vec3_dot(ab, ab);
float_t t = (denom > 1e-10f)
? glm_clamp(glm_vec3_dot(ap, ab) / denom, 0.0f, 1.0f)
: 0.0f;
glm_vec3_lerp((float_t *)a, (float_t *)b, t, out);
}
void physicsTestClosestPointsBetweenSegments(
const vec3 a1, const vec3 b1,
const vec3 a2, const vec3 b2,
vec3 outP1, vec3 outP2
) {
vec3 d1, d2, r;
glm_vec3_sub((float_t *)b1, (float_t *)a1, d1);
glm_vec3_sub((float_t *)b2, (float_t *)a2, d2);
glm_vec3_sub((float_t *)a1, (float_t *)a2, r);
float_t a = glm_vec3_dot(d1, d1);
float_t e = glm_vec3_dot(d2, d2);
float_t f = glm_vec3_dot(d2, r);
float_t s, t;
if(a <= 1e-10f && e <= 1e-10f) {
glm_vec3_copy((float_t *)a1, outP1);
glm_vec3_copy((float_t *)a2, outP2);
return;
}
if(a <= 1e-10f) {
t = 0.0f;
s = glm_clamp(f / e, 0.0f, 1.0f);
} else {
float_t c = glm_vec3_dot(d1, r);
if(e <= 1e-10f) {
s = 0.0f;
t = glm_clamp(-c / a, 0.0f, 1.0f);
} else {
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)
: 0.0f;
s = glm_clamp((b * t + f) / e, 0.0f, 1.0f);
t = glm_clamp((b * s - c) / a, 0.0f, 1.0f);
}
}
glm_vec3_lerp((float_t *)a1, (float_t *)b1, t, outP1);
glm_vec3_lerp((float_t *)a2, (float_t *)b2, s, outP2);
}
bool_t physicsTestCapsuleVsSphere(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 sc, const float_t sr,
vec3 outNormal, float_t *outDepth
) {
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
vec3 closest;
physicsTestClosestPointOnSegment(capA, capB, sc, closest);
return physicsTestSphereVsSphere(
closest, cr, sc, sr, outNormal, outDepth
);
}
bool_t physicsTestCapsuleVsAabb(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 ac, const vec3 ah,
vec3 outNormal, float_t *outDepth
) {
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
vec3 closest;
physicsTestClosestPointOnSegment(capA, capB, ac, closest);
return physicsTestSphereVsAabb(
closest, cr, ac, ah, outNormal, outDepth
);
}
bool_t physicsTestCapsuleVsPlane(
const vec3 cc, const float_t cr, const float_t chh,
const vec3 pn, const float_t pd,
vec3 outNormal, float_t *outDepth
) {
vec3 capA = { cc[0], cc[1] - chh, cc[2] };
vec3 capB = { cc[0], cc[1] + chh, cc[2] };
float_t da = glm_vec3_dot((float_t *)pn, capA) - pd;
float_t db = glm_vec3_dot((float_t *)pn, capB) - pd;
float_t minDist = (da < db) ? da : db;
*outDepth = cr - minDist;
if(*outDepth <= 0.0f) return false;
glm_vec3_copy((float_t *)pn, outNormal);
return true;
}
bool_t 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
) {
vec3 a1 = { c1[0], c1[1] - hh1, c1[2] };
vec3 b1 = { c1[0], c1[1] + hh1, c1[2] };
vec3 a2 = { c2[0], c2[1] - hh2, c2[2] };
vec3 b2 = { c2[0], c2[1] + hh2, c2[2] };
vec3 p1, p2;
physicsTestClosestPointsBetweenSegments(a1, b1, a2, b2, p1, p2);
return physicsTestSphereVsSphere(p1, r1, p2, r2, outNormal, outDepth);
}
bool_t physicsTestDispatch(
const vec3 aPos, const physicsshape_t aShape,
const vec3 bPos, const physicsshape_t bShape,
vec3 outNormal, float_t *outDepth
) {
physicshapetype_t ta = aShape.type;
physicshapetype_t tb = bShape.type;
assertFalse(
ta == PHYSICS_SHAPE_CUSTOM && tb == PHYSICS_SHAPE_CUSTOM,
"Custom-vs-custom shape collision is not supported"
);
if(ta == PHYSICS_SHAPE_CUSTOM) {
// Callback returns self(A)->other(B); this function's contract needs
// B->A, so negate.
vec3 tmp; float_t d;
if(!aShape.data.custom.test(
aPos, aShape.data.custom.userData, bPos, &bShape, tmp, &d
)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal);
*outDepth = d;
return true;
}
if(tb == PHYSICS_SHAPE_CUSTOM) {
// Callback returns self(B)->other(A), which already matches this
// function's B->A contract -- no negation needed.
return bShape.data.custom.test(
bPos, bShape.data.custom.userData, aPos, &aShape, outNormal, outDepth
);
}
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 physicsTestAabbVsPlane(
aPos, aShape.data.cube.halfExtents,
pn, pd, outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE:
return physicsTestSphereVsPlane(
aPos, aShape.data.sphere.radius,
pn, pd, outNormal, outDepth
);
case PHYSICS_SHAPE_CAPSULE:
return physicsTestCapsuleVsPlane(
aPos,
aShape.data.capsule.radius,
aShape.data.capsule.halfHeight,
pn, pd, outNormal, outDepth
);
default:
return false;
}
}
if(ta == PHYSICS_SHAPE_PLANE) {
vec3 tmp; float_t d;
if(!physicsTestDispatch(
bPos, bShape, aPos, aShape, tmp, &d
)) return false;
glm_vec3_scale(tmp, -1.0f, outNormal);
*outDepth = d;
return true;
}
switch(ta) {
case PHYSICS_SHAPE_CUBE: {
const float_t *ac = aPos;
const float_t *ah = aShape.data.cube.halfExtents;
switch(tb) {
case PHYSICS_SHAPE_CUBE:
return physicsTestAabbVsAabb(
ac, ah,
bPos, bShape.data.cube.halfExtents,
outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE: {
vec3 tmp; float_t d;
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(!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;
}
}
case PHYSICS_SHAPE_SPHERE: {
const float_t sr = aShape.data.sphere.radius;
switch(tb) {
case PHYSICS_SHAPE_CUBE:
return physicsTestSphereVsAabb(
aPos, sr,
bPos, bShape.data.cube.halfExtents,
outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE:
return physicsTestSphereVsSphere(
aPos, sr,
bPos, bShape.data.sphere.radius,
outNormal, outDepth
);
case PHYSICS_SHAPE_CAPSULE: {
vec3 tmp; float_t d;
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;
}
}
case PHYSICS_SHAPE_CAPSULE: {
const float_t cr = aShape.data.capsule.radius;
const float_t chh = aShape.data.capsule.halfHeight;
switch(tb) {
case PHYSICS_SHAPE_CUBE:
return physicsTestCapsuleVsAabb(
aPos, cr, chh,
bPos, bShape.data.cube.halfExtents,
outNormal, outDepth
);
case PHYSICS_SHAPE_SPHERE:
return physicsTestCapsuleVsSphere(
aPos, cr, chh,
bPos, bShape.data.sphere.radius,
outNormal, outDepth
);
case PHYSICS_SHAPE_CAPSULE:
return physicsTestCapsuleVsCapsule(
aPos, cr, chh,
bPos,
bShape.data.capsule.radius,
bShape.data.capsule.halfHeight,
outNormal, outDepth
);
default: return false;
}
}
default: return false;
}
}
bool_t physicsTestShapeVsShape(
const vec3 aPos, const physicsshape_t aShape,
const vec3 bPos, const physicsshape_t bShape,
vec3 outNormal, float_t *outDepth
) {
return physicsTestDispatch(
aPos, aShape, bPos, bShape, outNormal, outDepth
);
}
+250
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@@ -0,0 +1,250 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "physicsshape.h"
/**
* 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.
*/
bool_t physicsTestAabbVsAabb(
const vec3 ac, const vec3 ah,
const vec3 bc, const vec3 bh,
vec3 outNormal, float_t *outDepth
);
/**
* 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.
*/
bool_t 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.
*/
bool_t 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.
*/
bool_t 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.
*/
bool_t 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.
*/
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.
*/
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.
*/
bool_t 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.
*/
bool_t 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.
*/
bool_t 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.
*/
bool_t 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.
* If either shape is PHYSICS_SHAPE_CUSTOM, delegates to its
* physicsshapecustom_t.test callback instead (swapping/negating the same
* way if it's B that's custom). Asserts if both shapes are custom.
*
* @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.
*/
bool_t physicsTestDispatch(
const vec3 aPos, const physicsshape_t aShape,
const vec3 bPos, const physicsshape_t bShape,
vec3 outNormal, float_t *outDepth
);
/**
* Tests for collision between two shapes. Returns true if they
* overlap, and if so, outputs the push-out normal and depth.
*
* 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
);
+162
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@@ -0,0 +1,162 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "physicsworld.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityposition.h"
#include "entity/component/physics/entityphysics.h"
#include "physicstest.h"
void physicsWorldInit(physicsworld_t *world) {
assertNotNull(world, "World cannot be null");
memoryZero(world, sizeof(physicsworld_t));
world->gravity[0] = 0.0f;
world->gravity[1] = -9.81f;
world->gravity[2] = 0.0f;
}
void physicsWorldStep(
const physicsworld_t *world,
entitymanager_t *mgr,
const float_t dt
) {
assertNotNull(world, "World cannot be null");
assertNotNull(mgr, "Entity manager cannot be null");
assertTrue(dt > 0.0f, "Delta time must be positive");
entityid_t physEnts[ENTITY_COUNT_MAX];
componentid_t physComps[ENTITY_COUNT_MAX];
entityid_t physCount = componentGetEntitiesWithComponent(
mgr, COMPONENT_TYPE_PHYSICS, physEnts, physComps
);
if(physCount == 0) return;
// Pre-fetch all position and physics pointers once. Ensure each dynamic
// body's PRS cache is up to date before this step reads/writes
// ->position directly, in case it was last touched via a raw transform
// write (e.g. entityPositionLookAt) rather than a PRS setter.
entityposition_t *positions[ENTITY_COUNT_MAX];
entityphysics_t *physBodies[ENTITY_COUNT_MAX];
for(entityid_t i = 0; i < physCount; i++) {
componentid_t posComp = entityGetComponent(
mgr, physEnts[i], COMPONENT_TYPE_POSITION
);
positions[i] = (posComp != COMPONENT_ID_INVALID)
? entityPositionGet(mgr, physEnts[i], posComp)
: NULL;
if(positions[i]) entityPositionEnsurePRS(positions[i]);
physBodies[i] = entityPhysicsGet(mgr, physEnts[i], physComps[i]);
}
// Phase 1: integrate dynamic bodies (gravity + velocity -> position).
// Writes directly to pos->position, matrix rebuilt at the end.
for(entityid_t i = 0; i < physCount; i++) {
if(!positions[i]) continue;
entityphysics_t *phys = physBodies[i];
if(phys->type != PHYSICS_BODY_DYNAMIC) continue;
phys->onGround = false;
phys->velocity[0] += world->gravity[0] * phys->gravityScale * dt;
phys->velocity[1] += world->gravity[1] * phys->gravityScale * dt;
phys->velocity[2] += world->gravity[2] * phys->gravityScale * dt;
float_t *pos = positions[i]->position;
pos[0] += phys->velocity[0] * dt;
pos[1] += phys->velocity[1] * dt;
pos[2] += phys->velocity[2] * dt;
}
// Phase 2: dynamic vs static/kinematic.
for(entityid_t i = 0; i < physCount; i++) {
if(!positions[i]) continue;
entityphysics_t *phys = physBodies[i];
if(phys->type != PHYSICS_BODY_DYNAMIC) continue;
float_t *pos = positions[i]->position;
for(entityid_t j = 0; j < physCount; j++) {
if(i == j || !positions[j]) continue;
entityphysics_t *otherPhys = physBodies[j];
if(otherPhys->type == PHYSICS_BODY_DYNAMIC) continue;
vec3 normal; float_t depth;
if(!physicsTestShapeVsShape(
pos, phys->shape,
positions[j]->position, otherPhys->shape,
normal, &depth
)) continue;
pos[0] += normal[0] * depth;
pos[1] += normal[1] * depth;
pos[2] += normal[2] * depth;
float_t vn = glm_vec3_dot(phys->velocity, normal);
if(vn < 0.0f) {
phys->velocity[0] -= vn * normal[0];
phys->velocity[1] -= vn * normal[1];
phys->velocity[2] -= vn * normal[2];
}
if(normal[1] > PHYSICS_GROUND_THRESHOLD) phys->onGround = true;
}
}
// Phase 3: dynamic vs dynamic.
for(entityid_t i = 0; i < physCount; i++) {
if(!positions[i]) continue;
entityphysics_t *physA = physBodies[i];
if(physA->type != PHYSICS_BODY_DYNAMIC) continue;
float_t *posA = positions[i]->position;
for(entityid_t j = i + 1; j < physCount; j++) {
if(!positions[j]) continue;
entityphysics_t *physB = physBodies[j];
if(physB->type != PHYSICS_BODY_DYNAMIC) continue;
float_t *posB = positions[j]->position;
vec3 normal; float_t depth;
if(!physicsTestShapeVsShape(
posA, physA->shape, posB, physB->shape, normal, &depth
)) continue;
posA[0] += normal[0] * depth * 0.5f;
posA[1] += normal[1] * depth * 0.5f;
posA[2] += normal[2] * depth * 0.5f;
posB[0] -= normal[0] * depth * 0.5f;
posB[1] -= normal[1] * depth * 0.5f;
posB[2] -= normal[2] * depth * 0.5f;
float_t vRel = glm_vec3_dot(physA->velocity, normal)
- glm_vec3_dot(physB->velocity, normal);
if(vRel < 0.0f) {
physA->velocity[0] -= vRel * normal[0];
physA->velocity[1] -= vRel * normal[1];
physA->velocity[2] -= vRel * normal[2];
physB->velocity[0] += vRel * normal[0];
physB->velocity[1] += vRel * normal[1];
physB->velocity[2] += vRel * normal[2];
}
if( normal[1] > PHYSICS_GROUND_THRESHOLD) physA->onGround = true;
if(-normal[1] > PHYSICS_GROUND_THRESHOLD) physB->onGround = true;
}
}
// Rebuild transforms for all dynamic bodies once, after all phases.
for(entityid_t i = 0; i < physCount; i++) {
if(!positions[i]) continue;
if(physBodies[i]->type != PHYSICS_BODY_DYNAMIC) continue;
entityPositionRebuild(mgr, positions[i]);
}
}
+47
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@@ -0,0 +1,47 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "physics/physicsshape.h"
#include "physics/physicsbodytype.h"
#include "entity/entitybase.h"
/**
* Surface normals with a Y component above this are considered "ground"
* (angle from vertical <= ~45 degrees) and set a resolved body's onGround
* flag.
*/
#define PHYSICS_GROUND_THRESHOLD 0.707f
typedef struct {
/** Downward acceleration applied to every dynamic body each step. */
vec3 gravity;
} physicsworld_t;
/**
* Initializes a physics world with Earth-like default gravity
* (0, -9.81, 0).
*
* @param world The physics world to initialize.
*/
void physicsWorldInit(physicsworld_t *world);
/**
* Steps every PHYSICS-component entity in mgr forward by dt: integrates
* gravity into dynamic bodies, resolves dynamic-vs-static/kinematic and
* dynamic-vs-dynamic overlap, then rebuilds each moved entity's transform.
* A no-op if mgr has no entities with a PHYSICS component.
*
* @param world The physics world configuration (gravity) to step with.
* @param mgr The entity manager whose PHYSICS-component entities to step.
* @param dt Timestep, in seconds (use DUSK_TIME_STEP for the fixed step).
*/
void physicsWorldStep(
const physicsworld_t *world,
entitymanager_t *mgr,
const float_t dt
);
+10 -1
View File
@@ -29,6 +29,7 @@ sceneid_t sceneCreate(void) {
if(SCENE_MANAGER.scenes[i].used) continue;
scene_t *scene = &SCENE_MANAGER.scenes[i];
entityManagerInit(&scene->entities);
physicsWorldInit(&scene->physics);
scene->used = true;
return i;
}
@@ -64,6 +65,12 @@ entitymanager_t *sceneGetEntities(const sceneid_t id) {
return &SCENE_MANAGER.scenes[id].entities;
}
physicsworld_t *sceneGetPhysics(const sceneid_t id) {
assertTrue(id < SCENE_COUNT_MAX, "Scene ID OOB");
assertTrue(SCENE_MANAGER.scenes[id].used, "Scene is not in use");
return &SCENE_MANAGER.scenes[id].physics;
}
errorret_t sceneUpdate(void) {
if(SCENE_MANAGER.active == SCENE_ID_INVALID) errorOk();
@@ -71,7 +78,9 @@ errorret_t sceneUpdate(void) {
if(!TIME.dynamicUpdate) errorOk();
#endif
entityManagerUpdate(sceneGetEntities(SCENE_MANAGER.active));
scene_t *scene = &SCENE_MANAGER.scenes[SCENE_MANAGER.active];
entityManagerUpdate(&scene->entities);
physicsWorldStep(&scene->physics, &scene->entities, TIME.delta);
errorOk();
}
+13 -1
View File
@@ -8,10 +8,12 @@
#pragma once
#include "scenebase.h"
#include "entity/entitymanager.h"
#include "physics/physicsworld.h"
typedef struct {
bool_t used;
entitymanager_t entities;
physicsworld_t physics;
} scene_t;
typedef struct {
@@ -72,7 +74,17 @@ sceneid_t sceneGetActive(void);
entitymanager_t *sceneGetEntities(const sceneid_t id);
/**
* Ticks the active scene's entities.
* Gets the physics world owned by a given scene, e.g. to change its
* gravity.
*
* @param id The ID of the scene.
* @return Pointer to the scene's physics world.
*/
physicsworld_t *sceneGetPhysics(const sceneid_t id);
/**
* Ticks the active scene's entities (update callbacks, then a physics
* step) on fixed timesteps only, per DUSK_TIME_DYNAMIC.
*
* @return An error if the update failed, or errorOk() if it succeeded.
*/
+1
View File
@@ -10,6 +10,7 @@ add_subdirectory(network)
add_subdirectory(thread)
add_subdirectory(display)
add_subdirectory(entity)
add_subdirectory(physics)
add_subdirectory(scene)
# add_subdirectory(item)
add_subdirectory(time)
+10
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@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
include(dusktest)
# Tests
dusktest(test_physicstest.c)
dusktest(test_physicsworld.c)
+228
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@@ -0,0 +1,228 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dusktest.h"
#include "util/memory.h"
#include "physics/physicstest.h"
static void test_aabbVsAabbOverlapAndSeparation(void **state) {
vec3 normal; float_t depth;
// Overlapping on X (smallest penetration axis).
vec3 ac = { 0.6f, 0.0f, 0.0f }, ah = { 0.5f, 0.5f, 0.5f };
vec3 bc = { 0.0f, 0.0f, 0.0f }, bh = { 0.5f, 0.5f, 0.5f };
assert_true(physicsTestAabbVsAabb(ac, ah, bc, bh, normal, &depth));
assert_float_equal(depth, 0.4f, 0.0001f);
assert_float_equal(normal[0], 1.0f, 0.0001f);
assert_float_equal(normal[1], 0.0f, 0.0001f);
assert_float_equal(normal[2], 0.0f, 0.0001f);
// Far apart: no overlap.
vec3 cc = { 10.0f, 0.0f, 0.0f };
assert_false(physicsTestAabbVsAabb(cc, ah, bc, bh, normal, &depth));
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_sphereVsSphere(void **state) {
vec3 normal; float_t depth;
vec3 ac = { 1.0f, 0.0f, 0.0f };
vec3 bc = { 0.0f, 0.0f, 0.0f };
assert_true(physicsTestSphereVsSphere(ac, 0.75f, bc, 0.75f, normal, &depth));
assert_float_equal(depth, 0.5f, 0.0001f);
assert_float_equal(normal[0], 1.0f, 0.0001f);
assert_false(physicsTestSphereVsSphere(ac, 0.25f, bc, 0.25f, normal, &depth));
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_sphereVsAabbOutsideAndInside(void **state) {
vec3 normal; float_t depth;
// Sphere just outside the box corner, overlapping.
vec3 sc = { 1.2f, 0.0f, 0.0f };
vec3 ac = { 0.0f, 0.0f, 0.0f }, ah = { 0.5f, 0.5f, 0.5f };
assert_true(physicsTestSphereVsAabb(sc, 0.75f, ac, ah, normal, &depth));
assert_float_equal(normal[0], 1.0f, 0.0001f);
assert_float_equal(depth, 0.75f - 0.7f, 0.0001f);
// Sphere center inside the box: pushes out the nearest face.
vec3 scInside = { 0.4f, 0.0f, 0.0f };
assert_true(
physicsTestSphereVsAabb(scInside, 0.1f, ac, ah, normal, &depth)
);
assert_float_equal(normal[0], 1.0f, 0.0001f);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_aabbVsPlane(void **state) {
vec3 normal; float_t depth;
vec3 ac = { 0.0f, 0.4f, 0.0f }, ah = { 0.5f, 0.5f, 0.5f };
vec3 pn = { 0.0f, 1.0f, 0.0f };
assert_true(physicsTestAabbVsPlane(ac, ah, pn, 0.0f, normal, &depth));
assert_float_equal(depth, 0.1f, 0.0001f);
assert_float_equal(normal[1], 1.0f, 0.0001f);
vec3 acAbove = { 0.0f, 10.0f, 0.0f };
assert_false(physicsTestAabbVsPlane(acAbove, ah, pn, 0.0f, normal, &depth));
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_dispatchSymmetryAndPlaneRouting(void **state) {
physicsshape_t cubeA = {
.type = PHYSICS_SHAPE_CUBE,
.data.cube.halfExtents = { 0.5f, 0.5f, 0.5f }
};
physicsshape_t sphereB = {
.type = PHYSICS_SHAPE_SPHERE,
.data.sphere.radius = 0.75f
};
vec3 aPos = { 0.6f, 0.0f, 0.0f };
vec3 bPos = { 0.0f, 0.0f, 0.0f };
vec3 normalAB; float_t depthAB;
assert_true(physicsTestShapeVsShape(
aPos, cubeA, bPos, sphereB, normalAB, &depthAB
));
vec3 normalBA; float_t depthBA;
assert_true(physicsTestShapeVsShape(
bPos, sphereB, aPos, cubeA, normalBA, &depthBA
));
// Swapping A/B should give the same depth and a negated normal.
assert_float_equal(depthAB, depthBA, 0.0001f);
assert_float_equal(normalAB[0], -normalBA[0], 0.0001f);
// Cube vs plane routes to physicsTestAabbVsPlane.
physicsshape_t plane = {
.type = PHYSICS_SHAPE_PLANE,
.data.plane = { .normal = { 0.0f, 1.0f, 0.0f }, .distance = 0.0f }
};
vec3 cubePos = { 0.0f, 0.4f, 0.0f };
vec3 normal; float_t depth;
assert_true(physicsTestShapeVsShape(
cubePos, cubeA, bPos, plane, normal, &depth
));
assert_float_equal(depth, 0.1f, 0.0001f);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_capsuleVsSphere(void **state) {
vec3 normal; float_t depth;
// Capsule standing on the Y axis, sphere touching its side.
vec3 cc = { 0.0f, 0.0f, 0.0f };
vec3 sc = { 0.9f, 0.0f, 0.0f };
assert_true(physicsTestCapsuleVsSphere(
cc, 0.5f, 1.0f, sc, 0.5f, normal, &depth
));
assert_float_equal(normal[1], 0.0f, 0.0001f);
assert_true(depth > 0.0f);
vec3 scFar = { 5.0f, 0.0f, 0.0f };
assert_false(physicsTestCapsuleVsSphere(
cc, 0.5f, 1.0f, scFar, 0.5f, normal, &depth
));
assert_int_equal(memoryGetAllocatedCount(), 0);
}
// Example custom shape callback: an infinite flat landscape at a fixed
// height, described by a single float_t (userData). Mirrors how a real
// terrain/heightfield callback would delegate to a primitive test.
static bool_t flatLandscapeTest(
const vec3 selfPos, const void *selfData,
const vec3 otherPos, const physicsshape_t *otherShape,
vec3 outNormal, float_t *outDepth
) {
const float_t *groundHeight = (const float_t *)selfData;
vec3 planeNormal = { 0.0f, 1.0f, 0.0f };
if(otherShape->type != PHYSICS_SHAPE_SPHERE) return false;
return physicsTestSphereVsPlane(
otherPos, otherShape->data.sphere.radius,
planeNormal, selfPos[1] + *groundHeight, outNormal, outDepth
);
}
static void test_customShapeFlatLandscape(void **state) {
float_t groundHeight = 0.0f;
physicsshape_t landscape = {
.type = PHYSICS_SHAPE_CUSTOM,
.data.custom = { .userData = &groundHeight, .test = flatLandscapeTest }
};
physicsshape_t sphere = {
.type = PHYSICS_SHAPE_SPHERE,
.data.sphere.radius = 0.5f
};
vec3 landscapePos = { 0.0f, 0.0f, 0.0f };
// Sphere center at y=0.3, radius 0.5: overlaps the ground by 0.2.
vec3 spherePos = { 0.0f, 0.3f, 0.0f };
// Landscape as B: the ordering physicsWorldStep actually uses (dynamic
// body as A, static/custom body as B).
vec3 normal; float_t depth;
assert_true(physicsTestShapeVsShape(
spherePos, sphere, landscapePos, landscape, normal, &depth
));
assert_float_equal(depth, 0.2f, 0.0001f);
assert_float_equal(normal[0], 0.0f, 0.0001f);
assert_float_equal(normal[1], 1.0f, 0.0001f); // pushes the sphere UP
assert_float_equal(normal[2], 0.0f, 0.0001f);
// Landscape as A: same depth, negated normal.
vec3 normalSwapped; float_t depthSwapped;
assert_true(physicsTestShapeVsShape(
landscapePos, landscape, spherePos, sphere, normalSwapped, &depthSwapped
));
assert_float_equal(depthSwapped, depth, 0.0001f);
assert_float_equal(normalSwapped[1], -normal[1], 0.0001f);
// Sphere far above the ground: no overlap.
vec3 sphereFar = { 0.0f, 10.0f, 0.0f };
assert_false(physicsTestShapeVsShape(
sphereFar, sphere, landscapePos, landscape, normal, &depth
));
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_customVsCustomAsserts(void **state) {
float_t groundHeight = 0.0f;
physicsshape_t landscapeA = {
.type = PHYSICS_SHAPE_CUSTOM,
.data.custom = { .userData = &groundHeight, .test = flatLandscapeTest }
};
physicsshape_t landscapeB = landscapeA;
vec3 pos = { 0.0f, 0.0f, 0.0f };
vec3 normal; float_t depth;
expect_assert_failure(physicsTestShapeVsShape(
pos, landscapeA, pos, landscapeB, normal, &depth
));
}
int main(int argc, char **argv) {
const struct CMUnitTest tests[] = {
cmocka_unit_test(test_aabbVsAabbOverlapAndSeparation),
cmocka_unit_test(test_sphereVsSphere),
cmocka_unit_test(test_sphereVsAabbOutsideAndInside),
cmocka_unit_test(test_aabbVsPlane),
cmocka_unit_test(test_dispatchSymmetryAndPlaneRouting),
cmocka_unit_test(test_capsuleVsSphere),
cmocka_unit_test(test_customShapeFlatLandscape),
cmocka_unit_test(test_customVsCustomAsserts),
};
return cmocka_run_group_tests(tests, NULL, NULL);
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dusktest.h"
#include "util/memory.h"
#include "entity/entitymanager.h"
#include "entity/component/display/entityposition.h"
#include "entity/component/physics/entityphysics.h"
#include "physics/physicsworld.h"
static void test_entityPhysicsGettersAndSetters(void **state) {
entitymanager_t mgr;
entityManagerInit(&mgr);
entityid_t entity = entityManagerAdd(&mgr);
componentid_t phys = entityAddComponent(&mgr, entity, COMPONENT_TYPE_PHYSICS);
// Defaults: dynamic 1x1x1 cube, zero velocity, not on ground.
assert_int_equal(
entityPhysicsGetBodyType(&mgr, entity, phys), PHYSICS_BODY_DYNAMIC
);
assert_false(entityPhysicsIsOnGround(&mgr, entity, phys));
vec3 velocity;
entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
assert_float_equal(velocity[0], 0.0f, 0.0001f);
assert_float_equal(velocity[1], 0.0f, 0.0001f);
assert_float_equal(velocity[2], 0.0f, 0.0001f);
vec3 setVel = { 1.0f, 2.0f, 3.0f };
entityPhysicsSetVelocity(&mgr, entity, phys, setVel);
entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
assert_float_equal(velocity[0], 1.0f, 0.0001f);
assert_float_equal(velocity[1], 2.0f, 0.0001f);
assert_float_equal(velocity[2], 3.0f, 0.0001f);
vec3 impulse = { 1.0f, 0.0f, 0.0f };
entityPhysicsApplyImpulse(&mgr, entity, phys, impulse);
entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
assert_float_equal(velocity[0], 2.0f, 0.0001f);
// Impulses are a no-op on static bodies.
entityPhysicsSetBodyType(&mgr, entity, phys, PHYSICS_BODY_STATIC);
entityPhysicsApplyImpulse(&mgr, entity, phys, impulse);
entityPhysicsGetVelocity(&mgr, entity, phys, velocity);
assert_float_equal(velocity[0], 2.0f, 0.0001f);
assert_int_equal(
entityPhysicsGetBodyType(&mgr, entity, phys), PHYSICS_BODY_STATIC
);
physicsshape_t sphere = {
.type = PHYSICS_SHAPE_SPHERE,
.data.sphere.radius = 2.0f
};
entityPhysicsSetShape(&mgr, entity, phys, sphere);
physicsshape_t got = entityPhysicsGetShape(&mgr, entity, phys);
assert_int_equal(got.type, PHYSICS_SHAPE_SPHERE);
assert_float_equal(got.data.sphere.radius, 2.0f, 0.0001f);
entityManagerDispose(&mgr);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_physicsWorldGravityIntegratesDynamicBody(void **state) {
entitymanager_t mgr;
entityManagerInit(&mgr);
physicsworld_t world;
physicsWorldInit(&world);
entityid_t entity = entityManagerAdd(&mgr);
componentid_t posComp = entityAddComponent(
&mgr, entity, COMPONENT_TYPE_POSITION
);
entityAddComponent(&mgr, entity, COMPONENT_TYPE_PHYSICS);
const float_t dt = 1.0f / 60.0f;
physicsWorldStep(&world, &mgr, dt);
vec3 pos;
entityPositionGetWorldPosition(&mgr, entity, posComp, pos);
// One step of gravity: velocity.y = gravity.y * dt, position integrates
// that same-step velocity (semi-implicit Euler).
float_t expectedVelY = world.gravity[1] * dt;
float_t expectedPosY = expectedVelY * dt;
assert_float_equal(pos[1], expectedPosY, 0.0001f);
assert_true(pos[1] < 0.0f);
entityManagerDispose(&mgr);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_physicsWorldRestsOnStaticFloor(void **state) {
entitymanager_t mgr;
entityManagerInit(&mgr);
physicsworld_t world;
physicsWorldInit(&world);
// Static floor: a wide, thin platform centered at y=0 (top face at 0.5).
entityid_t floorEntity = entityManagerAdd(&mgr);
componentid_t floorPosComp = entityAddComponent(
&mgr, floorEntity, COMPONENT_TYPE_POSITION
);
componentid_t floorPhysComp = entityAddComponent(
&mgr, floorEntity, COMPONENT_TYPE_PHYSICS
);
entityPhysicsSetBodyType(&mgr, floorEntity, floorPhysComp, PHYSICS_BODY_STATIC);
physicsshape_t floorShape = {
.type = PHYSICS_SHAPE_CUBE,
.data.cube.halfExtents = { 5.0f, 0.5f, 5.0f }
};
entityPhysicsSetShape(&mgr, floorEntity, floorPhysComp, floorShape);
vec3 floorPos = { 0.0f, 0.0f, 0.0f };
entityPositionSetLocalPosition(&mgr, floorEntity, floorPosComp, floorPos);
// Dynamic body (default 1x1x1 cube) starting 4 units above the floor.
entityid_t entity = entityManagerAdd(&mgr);
componentid_t posComp = entityAddComponent(
&mgr, entity, COMPONENT_TYPE_POSITION
);
componentid_t physComp = entityAddComponent(
&mgr, entity, COMPONENT_TYPE_PHYSICS
);
vec3 startPos = { 0.0f, 4.0f, 0.0f };
entityPositionSetLocalPosition(&mgr, entity, posComp, startPos);
const float_t dt = 1.0f / 60.0f;
for(int32_t i = 0; i < 300; i++) {
physicsWorldStep(&world, &mgr, dt);
}
vec3 pos;
entityPositionGetWorldPosition(&mgr, entity, posComp, pos);
// Resting height: floor top (0.5) + body half-extent (0.5).
assert_float_equal(pos[1], 1.0f, 0.01f);
assert_true(entityPhysicsIsOnGround(&mgr, entity, physComp));
vec3 velocity;
entityPhysicsGetVelocity(&mgr, entity, physComp, velocity);
assert_float_equal(velocity[1], 0.0f, 0.01f);
entityManagerDispose(&mgr);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_physicsWorldDynamicVsDynamicSeparates(void **state) {
entitymanager_t mgr;
entityManagerInit(&mgr);
physicsworld_t world;
physicsWorldInit(&world);
entityid_t entityA = entityManagerAdd(&mgr);
componentid_t posA = entityAddComponent(
&mgr, entityA, COMPONENT_TYPE_POSITION
);
componentid_t physA = entityAddComponent(
&mgr, entityA, COMPONENT_TYPE_PHYSICS
);
vec3 posAStart = { 0.0f, 0.0f, 0.3f };
entityPositionSetLocalPosition(&mgr, entityA, posA, posAStart);
entityPhysicsGet(&mgr, entityA, physA)->gravityScale = 0.0f;
entityid_t entityB = entityManagerAdd(&mgr);
componentid_t posB = entityAddComponent(
&mgr, entityB, COMPONENT_TYPE_POSITION
);
componentid_t physB = entityAddComponent(
&mgr, entityB, COMPONENT_TYPE_PHYSICS
);
vec3 posBStart = { 0.0f, 0.0f, -0.3f };
entityPositionSetLocalPosition(&mgr, entityB, posB, posBStart);
entityPhysicsGet(&mgr, entityB, physB)->gravityScale = 0.0f;
// Both default to 1x1x1 cubes (half-extent 0.5), overlapping by 0.4 on Z.
physicsWorldStep(&world, &mgr, 1.0f / 60.0f);
vec3 finalA, finalB;
entityPositionGetWorldPosition(&mgr, entityA, posA, finalA);
entityPositionGetWorldPosition(&mgr, entityB, posB, finalB);
assert_float_equal(finalA[2], 0.5f, 0.0001f);
assert_float_equal(finalB[2], -0.5f, 0.0001f);
// Fully separated: touching exactly, no remaining overlap.
assert_float_equal(finalA[2] - finalB[2], 1.0f, 0.0001f);
entityManagerDispose(&mgr);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
static void test_physicsWorldStepNoPhysicsEntitiesIsNoop(void **state) {
entitymanager_t mgr;
entityManagerInit(&mgr);
physicsworld_t world;
physicsWorldInit(&world);
entityManagerAdd(&mgr);
physicsWorldStep(&world, &mgr, 1.0f / 60.0f);
entityManagerDispose(&mgr);
assert_int_equal(memoryGetAllocatedCount(), 0);
}
int main(int argc, char **argv) {
const struct CMUnitTest tests[] = {
cmocka_unit_test(test_entityPhysicsGettersAndSetters),
cmocka_unit_test(test_physicsWorldGravityIntegratesDynamicBody),
cmocka_unit_test(test_physicsWorldRestsOnStaticFloor),
cmocka_unit_test(test_physicsWorldDynamicVsDynamicSeparates),
cmocka_unit_test(test_physicsWorldStepNoPhysicsEntitiesIsNoop),
};
return cmocka_run_group_tests(tests, NULL, NULL);
}