Physics refactor
This commit is contained in:
+33
-56
@@ -17,6 +17,7 @@
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#include "script/scriptmanager.h"
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#include "assert/assert.h"
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#include "entity/entitymanager.h"
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#include "entity/component/physics/entityphysics.h"
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#include "game/game.h"
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#include "physics/physicsmanager.h"
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#include "display/mesh/cube.h"
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@@ -24,10 +25,9 @@
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engine_t ENGINE;
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/* Physics demo entities */
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static entityid_t phFloorEnt, phBoxEnt;
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static componentid_t phFloorPos, phFloorMesh, phFloorMat;
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static componentid_t phBoxPos, phBoxMesh, phBoxMat, phBoxPhys;
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/* Kept module-level only because engineUpdate needs them for the reset. */
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static entityid_t phBoxEnt;
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static componentid_t phBoxPhys;
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errorret_t engineInit(const int32_t argc, const char_t **argv) {
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memoryZero(&ENGINE, sizeof(engine_t));
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@@ -62,50 +62,38 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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entityCameraSetZFar(cam, camCam, distance * 6.0f);
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/* ---- Static floor (visual + physics) ---- */
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phFloorEnt = entityManagerAdd();
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phFloorPos = entityAddComponent(phFloorEnt, COMPONENT_TYPE_POSITION);
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phFloorMesh = entityAddComponent(phFloorEnt, COMPONENT_TYPE_MESH);
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phFloorMat = entityAddComponent(phFloorEnt, COMPONENT_TYPE_MATERIAL);
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entityid_t floorEnt = entityManagerAdd();
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componentid_t floorPos = entityAddComponent(floorEnt, COMPONENT_TYPE_POSITION);
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componentid_t floorMesh = entityAddComponent(floorEnt, COMPONENT_TYPE_MESH);
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componentid_t floorMat = entityAddComponent(floorEnt, COMPONENT_TYPE_MATERIAL);
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componentid_t floorPhys = entityAddComponent(floorEnt, COMPONENT_TYPE_PHYSICS);
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/* Scale the unit XZ plane to 10×10, centred on origin */
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entityPositionSetPosition(phFloorEnt, phFloorPos, (vec3){ -5.0f, 0.0f, -5.0f });
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entityPositionSetScale(phFloorEnt, phFloorPos, (vec3){ 10.0f, 1.0f, 10.0f });
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entityMeshSetMesh(phFloorEnt, phFloorMesh, &PLANE_MESH_SIMPLE);
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entityMaterialGetShaderMaterial(phFloorEnt, phFloorMat)->unlit.color = COLOR_GREEN;
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entityPositionSetPosition(floorEnt, floorPos, (vec3){ -5.0f, 0.0f, -5.0f });
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entityPositionSetScale(floorEnt, floorPos, (vec3){ 10.0f, 1.0f, 10.0f });
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entityMeshSetMesh(floorEnt, floorMesh, &PLANE_MESH_SIMPLE);
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entityMaterialGetShaderMaterial(floorEnt, floorMat)->unlit.color = COLOR_GREEN;
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/* No PHYSICS component for the floor — we add the body manually so it never
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* gets disposed by the entity system before we're done with it. */
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physicsbody_t *floorBody = physicsWorldAddBody(&PHYSICS_WORLD);
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floorBody->type = PHYSICS_BODY_STATIC;
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floorBody->shape.type = PHYSICS_SHAPE_PLANE;
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floorBody->shape.data.plane.normal[0] = 0.0f;
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floorBody->shape.data.plane.normal[1] = 1.0f;
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floorBody->shape.data.plane.normal[2] = 0.0f;
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floorBody->shape.data.plane.distance = 0.0f;
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entityphysics_t *floorPhysData = entityPhysicsGet(floorEnt, floorPhys);
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floorPhysData->type = PHYSICS_BODY_STATIC;
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floorPhysData->shape.type = PHYSICS_SHAPE_PLANE;
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floorPhysData->shape.data.plane.normal[0] = 0.0f;
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floorPhysData->shape.data.plane.normal[1] = 1.0f;
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floorPhysData->shape.data.plane.normal[2] = 0.0f;
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floorPhysData->shape.data.plane.distance = 0.0f;
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/* ---- Dynamic box ---- */
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phBoxEnt = entityManagerAdd();
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phBoxPos = entityAddComponent(phBoxEnt, COMPONENT_TYPE_POSITION);
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phBoxMesh = entityAddComponent(phBoxEnt, COMPONENT_TYPE_MESH);
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phBoxMat = entityAddComponent(phBoxEnt, COMPONENT_TYPE_MATERIAL);
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componentid_t boxPos = entityAddComponent(phBoxEnt, COMPONENT_TYPE_POSITION);
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componentid_t boxMesh = entityAddComponent(phBoxEnt, COMPONENT_TYPE_MESH);
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componentid_t boxMat = entityAddComponent(phBoxEnt, COMPONENT_TYPE_MATERIAL);
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phBoxPhys = entityAddComponent(phBoxEnt, COMPONENT_TYPE_PHYSICS);
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entityMeshSetMesh(phBoxEnt, phBoxMesh, &CUBE_MESH_SIMPLE);
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entityMaterialGetShaderMaterial(phBoxEnt, phBoxMat)->unlit.color = COLOR_RED;
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entityMeshSetMesh(phBoxEnt, boxMesh, &CUBE_MESH_SIMPLE);
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entityMaterialGetShaderMaterial(phBoxEnt, boxMat)->unlit.color = COLOR_RED;
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/* Start the box 4 units above the floor; default shape is a unit AABB */
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physicsbody_t *boxBody = entityPhysicsGetBody(phBoxEnt, phBoxPhys);
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boxBody->position[0] = 0.0f;
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boxBody->position[1] = 4.0f;
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boxBody->position[2] = 0.0f;
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/* Sync visual position for first frame */
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vec3 visualPos = {
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boxBody->position[0] - boxBody->shape.data.cube.halfExtents[0],
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boxBody->position[1] - boxBody->shape.data.cube.halfExtents[1],
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boxBody->position[2] - boxBody->shape.data.cube.halfExtents[2]
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};
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entityPositionSetPosition(phBoxEnt, phBoxPos, visualPos);
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/* Physics position lives in the POSITION component. CUBE_MESH_SIMPLE is
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* centred at origin (-0.5..0.5), so entity position == physics centre. */
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entityPositionSetPosition(phBoxEnt, boxPos, (vec3){ 0.0f, 4.0f, 0.0f });
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/* Run the init script. */
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scriptcontext_t ctx;
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@@ -123,27 +111,16 @@ errorret_t engineUpdate(void) {
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uiUpdate();
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errorChain(sceneUpdate());
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// Reset cube
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/* Reset the box to its start position on demand. */
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if(inputIsDown(INPUT_ACTION_ACCEPT)) {
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entityPositionSetPosition(phBoxEnt, phBoxPos, (vec3){ 0.0f, 4.0f, 0.0f });
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physicsbody_t *boxBody = entityPhysicsGetBody(phBoxEnt, phBoxPhys);
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physicsBodySetPosition(boxBody, (vec3){ 0.0f, 4.0f, 0.0f });
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physicsBodySetVelocity(boxBody, (vec3){ 0.0f, 0.0f, 0.0f });
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componentid_t posComp = entityGetComponent(phBoxEnt, COMPONENT_TYPE_POSITION);
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entityPositionSetPosition(phBoxEnt, posComp, (vec3){ 0.0f, 4.0f, 0.0f });
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entityPhysicsSetVelocity(phBoxEnt, phBoxPhys, (vec3){ 0.0f, 0.0f, 0.0f });
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}
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/* Step physics simulation */
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/* Step physics — positions are updated directly on POSITION components. */
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physicsManagerUpdate();
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/* Sync dynamic box visual to physics body (centre → corner offset) */
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physicsbody_t *boxBody = entityPhysicsGetBody(phBoxEnt, phBoxPhys);
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vec3 visualPos = {
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boxBody->position[0] - boxBody->shape.data.cube.halfExtents[0],
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boxBody->position[1] - boxBody->shape.data.cube.halfExtents[1],
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boxBody->position[2] - boxBody->shape.data.cube.halfExtents[2]
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};
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entityPositionSetPosition(phBoxEnt, phBoxPos, visualPos);
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errorChain(gameUpdate());
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errorChain(displayUpdate());
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@@ -10,65 +10,98 @@
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#include "entity/component/display/entityposition.h"
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#include "physics/physicsmanager.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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void entityPhysicsInit(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entityphysics_t *phys = componentGetData(
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entityId, componentId, COMPONENT_TYPE_PHYSICS
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);
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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phys->body = physicsWorldAddBody(&PHYSICS_WORLD);
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assertNotNull(phys->body, "Physics world body limit reached");
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memoryZero(phys, sizeof(entityphysics_t));
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// Default to cube
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phys->type = PHYSICS_BODY_DYNAMIC;
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phys->shape.type = PHYSICS_SHAPE_CUBE;
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phys->shape.data.cube.halfExtents[0] = 0.5f;
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phys->shape.data.cube.halfExtents[1] = 0.5f;
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phys->shape.data.cube.halfExtents[2] = 0.5f;
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phys->gravityScale = 1.0f;
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phys->onGround = false;
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}
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void entityPhysicsSyncPosition(
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entityphysics_t *entityPhysicsGet(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entityphysics_t *phys = componentGetData(
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entityId, componentId, COMPONENT_TYPE_PHYSICS
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);
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assertNotNull(phys->body, "Physics body is NULL");
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/* Find the entity's POSITION component and update it. */
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componentid_t posId = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
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if (posId == 0xFF) return; /* entity has no POSITION component */
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entityPositionSetPosition(entityId, posId, phys->body->position);
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return componentGetData(entityId, componentId, COMPONENT_TYPE_PHYSICS);
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}
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physicsbody_t *entityPhysicsGetBody(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entityphysics_t *phys = componentGetData(
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entityId, componentId, COMPONENT_TYPE_PHYSICS
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);
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return phys->body;
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}
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void entityPhysicsMove(
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void entityPhysicsSetShape(
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const entityid_t entityId,
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const componentid_t componentId,
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const vec3 motion
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const physicsshape_t shape
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) {
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entityphysics_t *phys = componentGetData(
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entityId, componentId, COMPONENT_TYPE_PHYSICS
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);
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assertNotNull(phys->body, "Physics body is NULL");
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physicsWorldMoveBody(&PHYSICS_WORLD, phys->body, motion);
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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phys->shape = shape;
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// TODO: Do I need to reset the state for ground/active?
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}
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physicsshape_t entityPhysicsGetShape(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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return phys->shape;
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}
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void entityPhysicsGetVelocity(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 dest
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) {
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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glm_vec3_copy(phys->velocity, dest);
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}
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void entityPhysicsSetVelocity(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 velocity
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) {
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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glm_vec3_copy(velocity, phys->velocity);
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}
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void entityPhysicsApplyImpulse(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 impulse
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) {
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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if (phys->type == PHYSICS_BODY_STATIC) return;
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glm_vec3_add(phys->velocity, impulse, phys->velocity);
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}
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bool_t entityPhysicsIsOnGround(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entityphysics_t *phys = entityPhysicsGet(entityId, componentId);
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assertNotNull(phys, "Failed to get physics component data");
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return phys->onGround;
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}
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void entityPhysicsDispose(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entityphysics_t *phys = componentGetData(
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entityId, componentId, COMPONENT_TYPE_PHYSICS
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);
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if (!phys->body) return;
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physicsWorldRemoveBody(&PHYSICS_WORLD, phys->body);
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phys->body = NULL;
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}
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@@ -7,11 +7,15 @@
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#pragma once
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#include "entity/entitybase.h"
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#include "physics/physicsbody.h"
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#include "physics/physicsshape.h"
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#include "physics/physicsbodytype.h"
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typedef struct {
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/** Pointer into PHYSICS_WORLD.bodies[]. Allocated on component init. */
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physicsbody_t *body;
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physicsbodytype_t type;
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physicsshape_t shape;
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vec3 velocity;
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float_t gravityScale;
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bool_t onGround;
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} entityphysics_t;
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/**
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@@ -24,30 +28,98 @@ void entityPhysicsInit(
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);
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/**
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* Copies the physics body's position back into the entity's POSITION
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* component (if present). Call this after physicsManagerStep each frame.
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* Gets the underlying physics structure (temporarily) for the given entity.
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* This is really just intended for doing operations faster than using the
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* getters and setters, but it is preferred that you use those.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @return The physics component data for the given entity and component ID.
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*/
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void entityPhysicsSyncPosition(
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entityphysics_t *entityPhysicsGet(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Returns the raw physics body for direct manipulation.
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* Sets the shape of the entity's physics body. This will not reset the body
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* state, so if you change from a cube to a sphere, it will keep the same
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* velocity and onGround state.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param shape The new shape to set on the physics body.
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*/
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physicsbody_t *entityPhysicsGetBody(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Moves a KINEMATIC body by the given world-space motion vector and resolves
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* collisions. Convenience wrapper around physicsWorldMoveBody.
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*/
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void entityPhysicsMove(
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void entityPhysicsSetShape(
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const entityid_t entityId,
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const componentid_t componentId,
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const vec3 motion
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const physicsshape_t shape
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);
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/**
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* Gets the shape of the entity's physics body.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @return The shape of the physics body.
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*/
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physicsshape_t entityPhysicsGetShape(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Gets the velocity of the entity's physics body.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param dest The destination vec3 to write the velocity to.
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*/
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void entityPhysicsGetVelocity(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 dest
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);
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/**
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* Sets the velocity of the entity's physics body. This is not an impulse, so
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* it will be affected by mass and drag.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param velocity The new velocity to set on the physics body.
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*/
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void entityPhysicsSetVelocity(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 velocity
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);
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/**
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* Applies an impulse to the entity's physics body. This is an immediate
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* velocity change that is not affected by mass or drag. No-op on STATIC bodies.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param impulse The impulse to apply to the physics body.
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*/
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void entityPhysicsApplyImpulse(
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const entityid_t entityId,
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const componentid_t componentId,
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vec3 impulse
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);
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/**
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* Returns true if the entity's physics body rested on a surface during the last
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* step or move.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @return True if the body is on the ground, false otherwise.
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*/
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bool_t entityPhysicsIsOnGround(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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@@ -34,7 +34,8 @@ componentid_t entityAddComponent(
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);
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/**
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* Gets the ID of the component of the given type on the entity with the given ID.
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* Gets the ID of the component of the given type on the entity with the given
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* ID, or 0xFF if the entity lacks the component.
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*
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* @param entityId The ID of the entity to get the component from.
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* @param type The type of the component to get.
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@@ -7,6 +7,6 @@
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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physicsmanager.c
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physicsbody.c
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physicsworld.c
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physicstest.c
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)
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@@ -1,33 +0,0 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "physicsbody.h"
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void physicsBodySetPosition(physicsbody_t *body, const vec3 position) {
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glm_vec3_copy((float_t *)position, body->position);
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}
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void physicsBodyGetPosition(const physicsbody_t *body, vec3 out) {
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glm_vec3_copy((float_t *)body->position, out);
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}
|
||||
|
||||
void physicsBodySetVelocity(physicsbody_t *body, const vec3 velocity) {
|
||||
glm_vec3_copy((float_t *)velocity, body->velocity);
|
||||
}
|
||||
|
||||
void physicsBodyGetVelocity(const physicsbody_t *body, vec3 out) {
|
||||
glm_vec3_copy((float_t *)body->velocity, out);
|
||||
}
|
||||
|
||||
void physicsBodyApplyImpulse(physicsbody_t *body, const vec3 impulse) {
|
||||
if (body->type == PHYSICS_BODY_STATIC) return;
|
||||
glm_vec3_add(body->velocity, (float_t *)impulse, body->velocity);
|
||||
}
|
||||
|
||||
bool physicsBodyIsOnGround(const physicsbody_t *body) {
|
||||
return body->onGround;
|
||||
}
|
||||
@@ -1,57 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "physicsshape.h"
|
||||
#include "physicsbodytype.h"
|
||||
|
||||
typedef struct {
|
||||
bool active;
|
||||
physicsbodytype_t type;
|
||||
physicsshape_t shape;
|
||||
vec3 position;
|
||||
/**
|
||||
* Linear velocity (m/s). For KINEMATIC bodies this is not driven by the
|
||||
* simulation — set it yourself and pass velocity*dt to physicsWorldMoveBody.
|
||||
*/
|
||||
vec3 velocity;
|
||||
/** Multiplier applied to world gravity (1.0 = normal, 0.0 = no gravity). */
|
||||
float_t gravityScale;
|
||||
/** Set to true after a downward-facing collision is resolved. Reset each
|
||||
* step / each physicsWorldMoveBody call. */
|
||||
bool onGround;
|
||||
} physicsbody_t;
|
||||
|
||||
/**
|
||||
* Copies position into the body.
|
||||
*/
|
||||
void physicsBodySetPosition(physicsbody_t *body, const vec3 position);
|
||||
|
||||
/**
|
||||
* Copies the body's current position into out.
|
||||
*/
|
||||
void physicsBodyGetPosition(const physicsbody_t *body, vec3 out);
|
||||
|
||||
/**
|
||||
* Copies velocity into the body.
|
||||
*/
|
||||
void physicsBodySetVelocity(physicsbody_t *body, const vec3 velocity);
|
||||
|
||||
/**
|
||||
* Copies the body's current velocity into out.
|
||||
*/
|
||||
void physicsBodyGetVelocity(const physicsbody_t *body, vec3 out);
|
||||
|
||||
/**
|
||||
* Adds impulse (immediate velocity change) to a body. No-op on STATIC bodies.
|
||||
*/
|
||||
void physicsBodyApplyImpulse(physicsbody_t *body, const vec3 impulse);
|
||||
|
||||
/**
|
||||
* Returns true when the body rested on a surface during the last step or move.
|
||||
*/
|
||||
bool physicsBodyIsOnGround(const physicsbody_t *body);
|
||||
@@ -6,6 +6,7 @@
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
/** Never moves. Acts as an immovable collision surface. */
|
||||
|
||||
@@ -8,10 +8,8 @@
|
||||
#include "physicsmanager.h"
|
||||
#include "time/time.h"
|
||||
|
||||
physicsworld_t PHYSICS_WORLD;
|
||||
|
||||
void physicsManagerInit(void) {
|
||||
physicsWorldInit(&PHYSICS_WORLD);
|
||||
physicsWorldInit();
|
||||
}
|
||||
|
||||
void physicsManagerUpdate() {
|
||||
@@ -19,5 +17,5 @@ void physicsManagerUpdate() {
|
||||
if(TIME.dynamicUpdate) return; // Don't update on dynamic updates.
|
||||
#endif
|
||||
|
||||
physicsWorldStep(&PHYSICS_WORLD, TIME.delta);
|
||||
physicsWorldStep(TIME.delta);
|
||||
}
|
||||
@@ -8,10 +8,8 @@
|
||||
#pragma once
|
||||
#include "physicsworld.h"
|
||||
|
||||
extern physicsworld_t PHYSICS_WORLD;
|
||||
|
||||
/**
|
||||
* Initializes the global physics world with default gravity (0, -9.81, 0).
|
||||
* Initializes the physics manager.
|
||||
*/
|
||||
void physicsManagerInit(void);
|
||||
|
||||
|
||||
@@ -0,0 +1,360 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "physicstest.h"
|
||||
|
||||
|
||||
/* ===========================================================
|
||||
* 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
|
||||
* =========================================================== */
|
||||
|
||||
static bool aabbVsAabb(
|
||||
const vec3 ac, const vec3 ah, /* A center, half-extents */
|
||||
const vec3 bc, const vec3 bh, /* B center, half-extents */
|
||||
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;
|
||||
}
|
||||
|
||||
static bool sphereVsSphere(
|
||||
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 */
|
||||
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;
|
||||
}
|
||||
|
||||
/* outNormal: from AABB (b) toward sphere (a) */
|
||||
static bool sphereVsAabb(
|
||||
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 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 {
|
||||
/* Sphere center is inside the AABB — find nearest face. */
|
||||
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])
|
||||
};
|
||||
static const float_t normals[6][3] = {
|
||||
{1,0,0},{-1,0,0},{0,1,0},{0,-1,0},{0,0,1},{0,0,-1}
|
||||
};
|
||||
int mi = 0;
|
||||
for (int 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;
|
||||
}
|
||||
|
||||
/* outNormal: plane normal (from plane toward A) */
|
||||
static bool sphereVsPlane(
|
||||
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;
|
||||
}
|
||||
|
||||
static bool aabbVsPlane(
|
||||
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;
|
||||
}
|
||||
|
||||
static void closestPointOnSegment(
|
||||
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);
|
||||
}
|
||||
|
||||
static void closestPointsBetweenSegments(
|
||||
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);
|
||||
}
|
||||
|
||||
/* capsule axis: (cc.x, cc.y ± halfHeight, cc.z), oriented along Y. */
|
||||
|
||||
/* outNormal: from sphere toward capsule */
|
||||
static bool capsuleVsSphere(
|
||||
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;
|
||||
closestPointOnSegment(capA, capB, sc, closest);
|
||||
return sphereVsSphere(closest, cr, sc, sr, outNormal, outDepth);
|
||||
}
|
||||
|
||||
/* outNormal: from AABB toward capsule */
|
||||
static bool capsuleVsAabb(
|
||||
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;
|
||||
closestPointOnSegment(capA, capB, ac, closest);
|
||||
return sphereVsAabb(closest, cr, ac, ah, outNormal, outDepth);
|
||||
}
|
||||
|
||||
/* outNormal: from plane toward capsule */
|
||||
static bool capsuleVsPlane(
|
||||
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;
|
||||
}
|
||||
|
||||
/* outNormal: from capsule-B toward capsule-A */
|
||||
static bool capsuleVsCapsule(
|
||||
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;
|
||||
closestPointsBetweenSegments(a1, b1, a2, b2, p1, p2);
|
||||
return sphereVsSphere(p1, r1, p2, r2, outNormal, outDepth);
|
||||
}
|
||||
|
||||
/* ===========================================================
|
||||
* Dispatch: tests two shapes and returns push-out for A.
|
||||
* outNormal points from B toward A.
|
||||
* =========================================================== */
|
||||
static bool 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;
|
||||
|
||||
/* Plane is always the reference surface; treat 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);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return sphereVsPlane(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);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/* If A is a plane, swap roles and negate. */
|
||||
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, *ah = aShape.data.cube.halfExtents;
|
||||
switch (tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return aabbVsAabb(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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
case PHYSICS_SHAPE_SPHERE: {
|
||||
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);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return sphereVsSphere(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;
|
||||
}
|
||||
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 capsuleVsAabb(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);
|
||||
case PHYSICS_SHAPE_CAPSULE:
|
||||
return capsuleVsCapsule(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);
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "physicsshape.h"
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
bool_t physicsTestShapeVsShape(
|
||||
const vec3 aPos,
|
||||
const physicsshape_t aShape,
|
||||
|
||||
const vec3 bPos,
|
||||
const physicsshape_t bShape,
|
||||
|
||||
vec3 outNormal,
|
||||
float_t *outDepth
|
||||
);
|
||||
+110
-469
@@ -8,507 +8,148 @@
|
||||
#include "physicsworld.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "entity/entity.h"
|
||||
#include "entity/component.h"
|
||||
#include "physicstest.h"
|
||||
|
||||
/* ---- Threshold for "close enough to ground" (cos ~45°) ---- */
|
||||
#define PHYSICS_GROUND_THRESHOLD 0.707f
|
||||
physicsworld_t PHYSICS_WORLD;
|
||||
|
||||
/* ===========================================================
|
||||
* 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
|
||||
* =========================================================== */
|
||||
void physicsWorldInit() {
|
||||
memoryZero(&PHYSICS_WORLD, sizeof(physicsworld_t));
|
||||
|
||||
static bool aabbVsAabb(
|
||||
const vec3 ac, const vec3 ah, /* A center, half-extents */
|
||||
const vec3 bc, const vec3 bh, /* B center, half-extents */
|
||||
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;
|
||||
PHYSICS_WORLD.gravity[0] = 0.0f;
|
||||
PHYSICS_WORLD.gravity[1] = -9.81f;
|
||||
PHYSICS_WORLD.gravity[2] = 0.0f;
|
||||
}
|
||||
|
||||
static bool sphereVsSphere(
|
||||
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 */
|
||||
float_t dist2 = glm_vec3_norm2(diff);
|
||||
float_t sumR = ar + br;
|
||||
void physicsWorldStep(const float_t dt) {
|
||||
assertTrue(dt > 0.0f, "Delta time must be positive");
|
||||
|
||||
if (dist2 >= sumR * sumR) return false;
|
||||
entityid_t physEnts[ENTITY_COUNT_MAX];
|
||||
componentid_t physComps[ENTITY_COUNT_MAX];
|
||||
entityid_t physCount = componentGetEntitiesWithComponent(
|
||||
COMPONENT_TYPE_PHYSICS, physEnts, physComps
|
||||
);
|
||||
|
||||
float_t dist = sqrtf(dist2);
|
||||
*outDepth = sumR - dist;
|
||||
/* Phase 1: integrate dynamic bodies (gravity + velocity → position). */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
entityid_t id = physEnts[i];
|
||||
componentid_t posComp = entityGetComponent(id, COMPONENT_TYPE_POSITION);
|
||||
if(posComp == 0xFF) continue;
|
||||
|
||||
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;
|
||||
entityphysics_t *phys = entityPhysicsGet(id, physComps[i]);
|
||||
if(phys->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
phys->onGround = false;
|
||||
|
||||
phys->velocity[0] += PHYSICS_WORLD.gravity[0] * phys->gravityScale * dt;
|
||||
phys->velocity[1] += PHYSICS_WORLD.gravity[1] * phys->gravityScale * dt;
|
||||
phys->velocity[2] += PHYSICS_WORLD.gravity[2] * phys->gravityScale * dt;
|
||||
|
||||
vec3 pos;
|
||||
entityPositionGetPosition(id, posComp, pos);
|
||||
pos[0] += phys->velocity[0] * dt;
|
||||
pos[1] += phys->velocity[1] * dt;
|
||||
pos[2] += phys->velocity[2] * dt;
|
||||
entityPositionSetPosition(id, posComp, pos);
|
||||
}
|
||||
|
||||
/* outNormal: from AABB (b) toward sphere (a) */
|
||||
static bool sphereVsAabb(
|
||||
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])
|
||||
};
|
||||
/* Phase 2: dynamic vs static/kinematic — push dynamic fully. */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
entityid_t id = physEnts[i];
|
||||
componentid_t posComp = entityGetComponent(id, COMPONENT_TYPE_POSITION);
|
||||
if(posComp == 0xFF) continue;
|
||||
|
||||
vec3 diff;
|
||||
glm_vec3_sub((float_t *)sc, closest, diff);
|
||||
float_t dist2 = glm_vec3_norm2(diff);
|
||||
entityphysics_t *phys = entityPhysicsGet(id, physComps[i]);
|
||||
if(phys->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
bool inside = (dist2 < 1e-10f);
|
||||
if (!inside && dist2 >= sr * sr) return false;
|
||||
vec3 pos;
|
||||
entityPositionGetPosition(id, posComp, pos);
|
||||
|
||||
if (!inside) {
|
||||
float_t dist = sqrtf(dist2);
|
||||
*outDepth = sr - dist;
|
||||
glm_vec3_scale(diff, 1.0f / dist, outNormal);
|
||||
} else {
|
||||
/* Sphere center is inside the AABB — find nearest face. */
|
||||
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])
|
||||
};
|
||||
static const float_t normals[6][3] = {
|
||||
{1,0,0},{-1,0,0},{0,1,0},{0,-1,0},{0,0,1},{0,0,-1}
|
||||
};
|
||||
int mi = 0;
|
||||
for (int 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;
|
||||
}
|
||||
|
||||
/* outNormal: plane normal (from plane toward A) */
|
||||
static bool sphereVsPlane(
|
||||
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;
|
||||
}
|
||||
|
||||
static bool aabbVsPlane(
|
||||
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;
|
||||
}
|
||||
|
||||
static void closestPointOnSegment(
|
||||
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);
|
||||
}
|
||||
|
||||
static void closestPointsBetweenSegments(
|
||||
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);
|
||||
}
|
||||
|
||||
/* capsule axis: (cc.x, cc.y ± halfHeight, cc.z), oriented along Y. */
|
||||
|
||||
/* outNormal: from sphere toward capsule */
|
||||
static bool capsuleVsSphere(
|
||||
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;
|
||||
closestPointOnSegment(capA, capB, sc, closest);
|
||||
return sphereVsSphere(closest, cr, sc, sr, outNormal, outDepth);
|
||||
}
|
||||
|
||||
/* outNormal: from AABB toward capsule */
|
||||
static bool capsuleVsAabb(
|
||||
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;
|
||||
closestPointOnSegment(capA, capB, ac, closest);
|
||||
return sphereVsAabb(closest, cr, ac, ah, outNormal, outDepth);
|
||||
}
|
||||
|
||||
/* outNormal: from plane toward capsule */
|
||||
static bool capsuleVsPlane(
|
||||
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;
|
||||
}
|
||||
|
||||
/* outNormal: from capsule-B toward capsule-A */
|
||||
static bool capsuleVsCapsule(
|
||||
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;
|
||||
closestPointsBetweenSegments(a1, b1, a2, b2, p1, p2);
|
||||
return sphereVsSphere(p1, r1, p2, r2, outNormal, outDepth);
|
||||
}
|
||||
|
||||
/* ===========================================================
|
||||
* Dispatch: tests two bodies and returns the push-out vector
|
||||
* for body A (outNormal points from B toward A).
|
||||
* =========================================================== */
|
||||
static bool physicsTestOverlapBodies(
|
||||
const physicsbody_t *a,
|
||||
const physicsbody_t *b,
|
||||
vec3 outNormal,
|
||||
float_t *outDepth
|
||||
) {
|
||||
physicshapetype_t ta = a->shape.type;
|
||||
physicshapetype_t tb = b->shape.type;
|
||||
|
||||
/* Plane is always the reference surface; treat as B. */
|
||||
if (tb == PHYSICS_SHAPE_PLANE) {
|
||||
const float_t *pn = b->shape.data.plane.normal;
|
||||
const float_t pd = b->shape.data.plane.distance;
|
||||
switch (ta) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return aabbVsPlane(a->position, a->shape.data.cube.halfExtents, pn, pd, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return sphereVsPlane(a->position, a->shape.data.sphere.radius, pn, pd, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_CAPSULE:
|
||||
return capsuleVsPlane(a->position, a->shape.data.capsule.radius, a->shape.data.capsule.halfHeight, pn, pd, outNormal, outDepth);
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
/* If A is a plane, swap roles and negate. */
|
||||
if (ta == PHYSICS_SHAPE_PLANE) {
|
||||
vec3 tmp; float_t d;
|
||||
if (!physicsTestOverlapBodies(b, a, 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 = a->position, *ah = a->shape.data.cube.halfExtents;
|
||||
switch (tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
return aabbVsAabb(ac, ah, b->position, b->shape.data.cube.halfExtents, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_SPHERE: {
|
||||
/* A=cube B=sphere: want normal from B toward A; sphereVsAabb gives from A(AABB) toward B(sphere) → negate. */
|
||||
vec3 tmp; float_t d;
|
||||
if (!sphereVsAabb(b->position, b->shape.data.sphere.radius, ac, ah, tmp, &d)) return false;
|
||||
glm_vec3_scale(tmp, -1.0f, outNormal); *outDepth = d; return true;
|
||||
}
|
||||
case PHYSICS_SHAPE_CAPSULE: {
|
||||
/* A=cube B=capsule: capsuleVsAabb(capsule=B, aabb=A) → normal from A(AABB) toward B(cap) → negate. */
|
||||
vec3 tmp; float_t d;
|
||||
if (!capsuleVsAabb(b->position, b->shape.data.capsule.radius, b->shape.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 = a->shape.data.sphere.radius;
|
||||
switch (tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
/* sphereVsAabb(sphere=A, aabb=B): normal from AABB(B) toward sphere(A) ✓ */
|
||||
return sphereVsAabb(a->position, sr, b->position, b->shape.data.cube.halfExtents, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
return sphereVsSphere(a->position, sr, b->position, b->shape.data.sphere.radius, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_CAPSULE: {
|
||||
/* A=sphere B=capsule: capsuleVsSphere(cap=B, sphere=A) → normal from A(sphere) toward B(cap) → negate. */
|
||||
vec3 tmp; float_t d;
|
||||
if (!capsuleVsSphere(b->position, b->shape.data.capsule.radius, b->shape.data.capsule.halfHeight, a->position, 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 = a->shape.data.capsule.radius;
|
||||
const float_t chh = a->shape.data.capsule.halfHeight;
|
||||
switch (tb) {
|
||||
case PHYSICS_SHAPE_CUBE:
|
||||
/* capsuleVsAabb(cap=A, aabb=B): normal from AABB(B) toward cap(A) ✓ */
|
||||
return capsuleVsAabb(a->position, cr, chh, b->position, b->shape.data.cube.halfExtents, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_SPHERE:
|
||||
/* capsuleVsSphere(cap=A, sphere=B): normal from sphere(B) toward cap(A) ✓ */
|
||||
return capsuleVsSphere(a->position, cr, chh, b->position, b->shape.data.sphere.radius, outNormal, outDepth);
|
||||
case PHYSICS_SHAPE_CAPSULE:
|
||||
return capsuleVsCapsule(a->position, cr, chh, b->position, b->shape.data.capsule.radius, b->shape.data.capsule.halfHeight, outNormal, outDepth);
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
/* ===========================================================
|
||||
* Public API
|
||||
* =========================================================== */
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
physicsbody_t *physicsWorldAddBody(physicsworld_t *world) {
|
||||
assertNotNull(world, "World cannot be NULL");
|
||||
for (int32_t i = 0; i < PHYSICS_WORLD_BODY_COUNT_MAX; i++) {
|
||||
physicsbody_t *b = &world->bodies[i];
|
||||
if (b->active) continue;
|
||||
|
||||
memoryZero(b, sizeof(physicsbody_t));
|
||||
b->active = true;
|
||||
b->type = PHYSICS_BODY_DYNAMIC;
|
||||
b->gravityScale = 1.0f;
|
||||
b->shape.type = PHYSICS_SHAPE_CUBE;
|
||||
b->shape.data.cube.halfExtents[0] = 0.5f;
|
||||
b->shape.data.cube.halfExtents[1] = 0.5f;
|
||||
b->shape.data.cube.halfExtents[2] = 0.5f;
|
||||
return b;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void physicsWorldRemoveBody(physicsworld_t *world, physicsbody_t *body) {
|
||||
assertNotNull(world, "World cannot be NULL");
|
||||
assertNotNull(body, "Body cannot be NULL");
|
||||
body->active = false;
|
||||
}
|
||||
|
||||
void physicsWorldStep(physicsworld_t *world, float_t dt) {
|
||||
assertNotNull(world, "World cannot be NULL");
|
||||
|
||||
/* 1. Reset ground flags and integrate dynamic bodies. */
|
||||
for (int32_t i = 0; i < PHYSICS_WORLD_BODY_COUNT_MAX; i++) {
|
||||
physicsbody_t *b = &world->bodies[i];
|
||||
if (!b->active || b->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
b->onGround = false;
|
||||
|
||||
b->velocity[0] += world->gravity[0] * b->gravityScale * dt;
|
||||
b->velocity[1] += world->gravity[1] * b->gravityScale * dt;
|
||||
b->velocity[2] += world->gravity[2] * b->gravityScale * dt;
|
||||
|
||||
b->position[0] += b->velocity[0] * dt;
|
||||
b->position[1] += b->velocity[1] * dt;
|
||||
b->position[2] += b->velocity[2] * dt;
|
||||
}
|
||||
|
||||
/* 2. Resolve dynamic vs static / kinematic (push dynamic fully). */
|
||||
for (int32_t i = 0; i < PHYSICS_WORLD_BODY_COUNT_MAX; i++) {
|
||||
physicsbody_t *a = &world->bodies[i];
|
||||
if (!a->active || a->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
for (int32_t j = 0; j < PHYSICS_WORLD_BODY_COUNT_MAX; j++) {
|
||||
for(entityid_t j = 0; j < physCount; j++) {
|
||||
if(i == j) continue;
|
||||
physicsbody_t *b = &world->bodies[j];
|
||||
if (!b->active || b->type == PHYSICS_BODY_DYNAMIC) continue;
|
||||
entityid_t otherId = physEnts[j];
|
||||
componentid_t otherPosComp = entityGetComponent(otherId, COMPONENT_TYPE_POSITION);
|
||||
if(otherPosComp == 0xFF) continue;
|
||||
|
||||
entityphysics_t *otherPhys = entityPhysicsGet(otherId, physComps[j]);
|
||||
if(otherPhys->type == PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
vec3 otherPos;
|
||||
entityPositionGetPosition(otherId, otherPosComp, otherPos);
|
||||
|
||||
vec3 normal; float_t depth;
|
||||
if (!physicsTestOverlapBodies(a, b, normal, &depth)) continue;
|
||||
if(!physicsTestShapeVsShape(
|
||||
pos, phys->shape, otherPos, otherPhys->shape, normal, &depth
|
||||
)) continue;
|
||||
|
||||
a->position[0] += normal[0] * depth;
|
||||
a->position[1] += normal[1] * depth;
|
||||
a->position[2] += normal[2] * depth;
|
||||
pos[0] += normal[0] * depth;
|
||||
pos[1] += normal[1] * depth;
|
||||
pos[2] += normal[2] * depth;
|
||||
entityPositionSetPosition(id, posComp, pos);
|
||||
|
||||
/* Cancel velocity into the surface. */
|
||||
float_t vn = glm_vec3_dot(a->velocity, normal);
|
||||
float_t vn = glm_vec3_dot(phys->velocity, normal);
|
||||
if(vn < 0.0f) {
|
||||
a->velocity[0] -= vn * normal[0];
|
||||
a->velocity[1] -= vn * normal[1];
|
||||
a->velocity[2] -= vn * normal[2];
|
||||
phys->velocity[0] -= vn * normal[0];
|
||||
phys->velocity[1] -= vn * normal[1];
|
||||
phys->velocity[2] -= vn * normal[2];
|
||||
}
|
||||
|
||||
if (normal[1] > PHYSICS_GROUND_THRESHOLD) a->onGround = true;
|
||||
if(normal[1] > PHYSICS_GROUND_THRESHOLD) phys->onGround = true;
|
||||
}
|
||||
}
|
||||
|
||||
/* 3. Resolve dynamic vs dynamic (each pair once, elastic equal-mass). */
|
||||
for (int32_t i = 0; i < PHYSICS_WORLD_BODY_COUNT_MAX; i++) {
|
||||
physicsbody_t *a = &world->bodies[i];
|
||||
if (!a->active || a->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
/* Phase 3: dynamic vs dynamic — push each half-way, exchange velocities. */
|
||||
for(entityid_t i = 0; i < physCount; i++) {
|
||||
entityid_t idA = physEnts[i];
|
||||
componentid_t posCompA = entityGetComponent(idA, COMPONENT_TYPE_POSITION);
|
||||
if(posCompA == 0xFF) continue;
|
||||
|
||||
for (int32_t j = i + 1; j < PHYSICS_WORLD_BODY_COUNT_MAX; j++) {
|
||||
physicsbody_t *b = &world->bodies[j];
|
||||
if (!b->active || b->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
entityphysics_t *physA = entityPhysicsGet(idA, physComps[i]);
|
||||
if(physA->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
vec3 posA;
|
||||
entityPositionGetPosition(idA, posCompA, posA);
|
||||
|
||||
for(entityid_t j = i + 1; j < physCount; j++) {
|
||||
entityid_t idB = physEnts[j];
|
||||
componentid_t posCompB = entityGetComponent(idB, COMPONENT_TYPE_POSITION);
|
||||
if(posCompB == 0xFF) continue;
|
||||
|
||||
entityphysics_t *physB = entityPhysicsGet(idB, physComps[j]);
|
||||
if(physB->type != PHYSICS_BODY_DYNAMIC) continue;
|
||||
|
||||
vec3 posB;
|
||||
entityPositionGetPosition(idB, posCompB, posB);
|
||||
|
||||
vec3 normal; float_t depth;
|
||||
if (!physicsTestOverlapBodies(a, b, normal, &depth)) continue;
|
||||
if(!physicsTestShapeVsShape(
|
||||
posA, physA->shape, posB, physB->shape, normal, &depth
|
||||
)) continue;
|
||||
|
||||
/* Push both half-way. */
|
||||
a->position[0] += normal[0] * depth * 0.5f;
|
||||
a->position[1] += normal[1] * depth * 0.5f;
|
||||
a->position[2] += normal[2] * depth * 0.5f;
|
||||
b->position[0] -= normal[0] * depth * 0.5f;
|
||||
b->position[1] -= normal[1] * depth * 0.5f;
|
||||
b->position[2] -= normal[2] * depth * 0.5f;
|
||||
posA[0] += normal[0] * depth * 0.5f;
|
||||
posA[1] += normal[1] * depth * 0.5f;
|
||||
posA[2] += normal[2] * depth * 0.5f;
|
||||
entityPositionSetPosition(idA, posCompA, posA);
|
||||
|
||||
/* Exchange velocity components along normal (elastic equal-mass). */
|
||||
float_t v_rel = glm_vec3_dot(a->velocity, normal)
|
||||
- glm_vec3_dot(b->velocity, normal);
|
||||
posB[0] -= normal[0] * depth * 0.5f;
|
||||
posB[1] -= normal[1] * depth * 0.5f;
|
||||
posB[2] -= normal[2] * depth * 0.5f;
|
||||
entityPositionSetPosition(idB, posCompB, posB);
|
||||
|
||||
float_t v_rel = glm_vec3_dot(physA->velocity, normal)
|
||||
- glm_vec3_dot(physB->velocity, normal);
|
||||
if(v_rel < 0.0f) {
|
||||
a->velocity[0] -= v_rel * normal[0];
|
||||
a->velocity[1] -= v_rel * normal[1];
|
||||
a->velocity[2] -= v_rel * normal[2];
|
||||
b->velocity[0] += v_rel * normal[0];
|
||||
b->velocity[1] += v_rel * normal[1];
|
||||
b->velocity[2] += v_rel * normal[2];
|
||||
physA->velocity[0] -= v_rel * normal[0];
|
||||
physA->velocity[1] -= v_rel * normal[1];
|
||||
physA->velocity[2] -= v_rel * normal[2];
|
||||
physB->velocity[0] += v_rel * normal[0];
|
||||
physB->velocity[1] += v_rel * normal[1];
|
||||
physB->velocity[2] += v_rel * normal[2];
|
||||
}
|
||||
|
||||
if ( normal[1] > PHYSICS_GROUND_THRESHOLD) a->onGround = true;
|
||||
if (-normal[1] > PHYSICS_GROUND_THRESHOLD) b->onGround = true;
|
||||
if( normal[1] > PHYSICS_GROUND_THRESHOLD) physA->onGround = true;
|
||||
if(-normal[1] > PHYSICS_GROUND_THRESHOLD) physB->onGround = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void physicsWorldMoveBody(
|
||||
physicsworld_t *world,
|
||||
physicsbody_t *body,
|
||||
const vec3 motion
|
||||
) {
|
||||
assertNotNull(world, "World cannot be NULL");
|
||||
assertNotNull(body, "Body cannot be NULL");
|
||||
|
||||
body->onGround = false;
|
||||
body->position[0] += motion[0];
|
||||
body->position[1] += motion[1];
|
||||
body->position[2] += motion[2];
|
||||
|
||||
for (int32_t j = 0; j < PHYSICS_WORLD_BODY_COUNT_MAX; j++) {
|
||||
physicsbody_t *b = &world->bodies[j];
|
||||
if (!b->active || b == body) continue;
|
||||
if (b->type == PHYSICS_BODY_KINEMATIC) continue;
|
||||
|
||||
vec3 normal; float_t depth;
|
||||
if (!physicsTestOverlapBodies(body, b, normal, &depth)) continue;
|
||||
|
||||
body->position[0] += normal[0] * depth;
|
||||
body->position[1] += normal[1] * depth;
|
||||
body->position[2] += normal[2] * depth;
|
||||
|
||||
if (normal[1] > PHYSICS_GROUND_THRESHOLD) body->onGround = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,39 +6,28 @@
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "physicsbody.h"
|
||||
#include "physics/physicsshape.h"
|
||||
#include "physics/physicsbodytype.h"
|
||||
|
||||
#define PHYSICS_WORLD_BODY_COUNT_MAX 64
|
||||
#define PHYSICS_GROUND_THRESHOLD 0.707f
|
||||
|
||||
typedef struct {
|
||||
physicsbody_t bodies[PHYSICS_WORLD_BODY_COUNT_MAX];
|
||||
vec3 gravity;
|
||||
} physicsworld_t;
|
||||
|
||||
/**
|
||||
* Initializes the physics world with default gravity (0, -9.81, 0).
|
||||
*/
|
||||
void physicsWorldInit(physicsworld_t *world);
|
||||
extern physicsworld_t PHYSICS_WORLD;
|
||||
|
||||
/**
|
||||
* Allocates a body slot from the world and returns a pointer to it.
|
||||
* Defaults: DYNAMIC, unit CUBE half-extents, gravityScale=1.
|
||||
* Returns NULL if the world is full.
|
||||
* Initializes the physics world.
|
||||
*/
|
||||
physicsbody_t *physicsWorldAddBody(physicsworld_t *world);
|
||||
void physicsWorldInit(void);
|
||||
|
||||
/**
|
||||
* Releases a body slot back to the world.
|
||||
* Steps the physics simulation forward.
|
||||
*
|
||||
* @param dt The time delta in seconds since the last step.
|
||||
*/
|
||||
void physicsWorldRemoveBody(physicsworld_t *world, physicsbody_t *body);
|
||||
|
||||
/**
|
||||
* Steps the simulation by dt seconds:
|
||||
* 1. Integrates DYNAMIC bodies (gravity + velocity).
|
||||
* 2. Resolves DYNAMIC vs STATIC/KINEMATIC collisions.
|
||||
* 3. Resolves DYNAMIC vs DYNAMIC collisions (each pair once).
|
||||
*/
|
||||
void physicsWorldStep(physicsworld_t *world, float_t dt);
|
||||
void physicsWorldStep(const float_t dt);
|
||||
|
||||
/**
|
||||
* Moves a KINEMATIC body by motion and immediately resolves overlaps against
|
||||
@@ -48,8 +37,8 @@ void physicsWorldStep(physicsworld_t *world, float_t dt);
|
||||
* @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
|
||||
);
|
||||
// void physicsWorldMoveBody(
|
||||
// physicsworld_t *world,
|
||||
// physicsbody_t *body,
|
||||
// const vec3 motion
|
||||
// );
|
||||
Reference in New Issue
Block a user