*/
#include "common.h"
+#include "bvh.h"
+
static void rb_tangent_basis( v3f n, v3f tx, v3f ty );
+static bh_system bh_system_rigidbodies;
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
-#include "bvh.h"
-
#define RB_DEPR
-
-#define k_rb_delta (1.0f/60.0f)
+#define k_rb_rate 60.0f
+#define k_rb_delta (1.0f/k_rb_rate)
typedef struct rigidbody rigidbody;
+typedef struct contact rb_ct;
+
struct rigidbody
{
- v3f co, v, I;
+ v3f co, v, w;
v4f q;
- boxf bbx, bbx_world;
- float inv_mass;
- struct contact
+ enum rb_shape
+ {
+ k_rb_shape_box,
+ k_rb_shape_sphere,
+ k_rb_shape_capsule
+ }
+ type;
+
+ union
{
- v3f co, n, delta;
- v3f t[2];
- float bias, norm_impulse, tangent_impulse[2];
+ struct rb_sphere
+ {
+ float radius;
+ }
+ sphere;
+
+ struct rb_capsule
+ {
+ float height, radius;
+ }
+ capsule;
}
- manifold[12];
- int manifold_count;
+ inf;
+
+ v3f right, up, forward;
+
+ int is_world;
+
+ boxf bbx, bbx_world;
+ float inv_mass;
v3f delta; /* where is the origin of this in relation to a parent body */
m4x3f to_world, to_local;
};
+static rigidbody rb_static_null =
+{
+ .co={0.0f,0.0f,0.0f},
+ .q={0.0f,0.0f,0.0f,1.0f},
+ .v={0.0f,0.0f,0.0f},
+ .w={0.0f,0.0f,0.0f},
+ .is_world = 1,
+ .inv_mass = 0.0f
+};
+
+static void rb_debug( rigidbody *rb, u32 colour );
+
+static struct contact
+{
+ rigidbody *rba, *rbb;
+ v3f co, n;
+ v3f t[2];
+ float mass_total, p, bias, norm_impulse, tangent_impulse[2];
+}
+rb_contact_buffer[256];
+static int rb_contact_count = 0;
+
static void rb_update_transform( rigidbody *rb )
{
q_normalize( rb->q );
box_copy( rb->bbx, rb->bbx_world );
m4x3_transform_aabb( rb->to_world, rb->bbx_world );
+
+ m3x3_mulv( rb->to_world, (v3f){1.0f,0.0f, 0.0f}, rb->right );
+ m3x3_mulv( rb->to_world, (v3f){0.0f,1.0f, 0.0f}, rb->up );
+ m3x3_mulv( rb->to_world, (v3f){0.0f,0.0f,-1.0f}, rb->forward );
+}
+
+static float sphere_volume( float radius )
+{
+ float r3 = radius*radius*radius;
+ return (4.0f/3.0f) * VG_PIf * r3;
}
static void rb_init( rigidbody *rb )
{
- q_identity( rb->q );
- v3_zero( rb->v );
- v3_zero( rb->I );
+ float volume = 1.0f;
- v3f dims;
- v3_sub( rb->bbx[1], rb->bbx[0], dims );
+ if( rb->type == k_rb_shape_box )
+ {
+ v3f dims;
+ v3_sub( rb->bbx[1], rb->bbx[0], dims );
+ volume = dims[0]*dims[1]*dims[2];
+ }
+ else if( rb->type == k_rb_shape_sphere )
+ {
+ volume = sphere_volume( rb->inf.sphere.radius );
+ v3_fill( rb->bbx[0], -rb->inf.sphere.radius );
+ v3_fill( rb->bbx[1], rb->inf.sphere.radius );
+ }
+ else if( rb->type == k_rb_shape_capsule )
+ {
+ float r = rb->inf.capsule.radius,
+ h = rb->inf.capsule.height;
+ volume = sphere_volume( r ) + VG_PIf * r*r * (h - r*2.0f);
+
+ v3_fill( rb->bbx[0], -rb->inf.sphere.radius );
+ v3_fill( rb->bbx[1], rb->inf.sphere.radius );
+ rb->bbx[0][1] = -h;
+ rb->bbx[1][1] = h;
+ }
- rb->inv_mass = 1.0f/(8.0f*dims[0]*dims[1]*dims[2]);
+ if( rb->is_world )
+ {
+ rb->inv_mass = 0.0f;
+ }
+ else
+ {
+ rb->inv_mass = 1.0f/(8.0f*volume);
+ }
+
+ v3_zero( rb->v );
+ v3_zero( rb->w );
rb_update_transform( rb );
}
/* intergrate velocity */
v3_muladds( rb->co, rb->v, k_rb_delta, rb->co );
-
- v3_lerp( rb->I, (v3f){0.0f,0.0f,0.0f}, 0.0025f, rb->I );
+ v3_lerp( rb->w, (v3f){0.0f,0.0f,0.0f}, 0.0025f, rb->w );
/* inegrate inertia */
- if( v3_length2( rb->I ) > 0.0f )
+ if( v3_length2( rb->w ) > 0.0f )
{
v4f rotation;
v3f axis;
- v3_copy( rb->I, axis );
+ v3_copy( rb->w, axis );
float mag = v3_length( axis );
v3_divs( axis, mag, axis );
static void rb_torque( rigidbody *rb, v3f axis, float mag )
{
- v3_muladds( rb->I, axis, mag*k_rb_delta, rb->I );
+ v3_muladds( rb->w, axis, mag*k_rb_delta, rb->w );
}
static void rb_tangent_basis( v3f n, v3f tx, v3f ty )
v3_cross( n, tx, ty );
}
+static void rb_solver_reset(void);
+static void rb_build_manifold_terrain( rigidbody *rb );
+static void rb_build_manifold_terrain_sphere( rigidbody *rb );
+static void rb_solve_contacts(void);
+
+/*
+ * These closest point tests were learned from Real-Time Collision Detection by
+ * Christer Ericson
+ */
+static float closest_segment_segment( v3f p1, v3f q1, v3f p2, v3f q2,
+ float *s, float *t, v3f c1, v3f c2)
+{
+ v3f d1,d2,r;
+ v3_sub( q1, p1, d1 );
+ v3_sub( q2, p2, d2 );
+ v3_sub( p1, p2, r );
+
+ float a = v3_length2( d1 ),
+ e = v3_length2( d2 ),
+ f = v3_dot( d2, r );
+
+ const float kEpsilon = 0.0001f;
+
+ if( a <= kEpsilon && e <= kEpsilon )
+ {
+ *s = 0.0f;
+ *t = 0.0f;
+ v3_copy( p1, c1 );
+ v3_copy( p2, c2 );
+
+ v3f v0;
+ v3_sub( c1, c2, v0 );
+
+ return v3_length2( v0 );
+ }
+
+ if( a<= kEpsilon )
+ {
+ *s = 0.0f;
+ *t = vg_clampf( f / e, 0.0f, 1.0f );
+ }
+ else
+ {
+ float c = v3_dot( d1, r );
+ if( e <= kEpsilon )
+ {
+ *t = 0.0f;
+ *s = vg_clampf( -c / a, 0.0f, 1.0f );
+ }
+ else
+ {
+ float b = v3_dot(d1,d2),
+ d = a*e-b*b;
+
+ if( d != 0.0f )
+ {
+ *s = vg_clampf((b*f - c*e)/d, 0.0f, 1.0f);
+ }
+ else
+ {
+ *s = 0.0f;
+ }
+
+ *t = (b*(*s)+f) / e;
+
+ if( *t < 0.0f )
+ {
+ *t = 0.0f;
+ *s = vg_clampf( -c / a, 0.0f, 1.0f );
+ }
+ else if( *t > 1.0f )
+ {
+ *t = 1.0f;
+ *s = vg_clampf((b-c)/a,0.0f,1.0f);
+ }
+ }
+ }
+
+ v3_muladds( p1, d1, *s, c1 );
+ v3_muladds( p2, d2, *t, c2 );
+
+ v3f v0;
+ v3_sub( c1, c2, v0 );
+ return v3_length2( v0 );
+}
+
+static void closest_point_aabb( v3f p, boxf box, v3f dest )
+{
+ v3_maxv( p, box[0], dest );
+ v3_minv( dest, box[1], dest );
+}
+
+static void closest_point_obb( v3f p, rigidbody *rb, v3f dest )
+{
+ v3f local;
+ m4x3_mulv( rb->to_local, p, local );
+ closest_point_aabb( local, rb->bbx, local );
+ m4x3_mulv( rb->to_world, local, dest );
+}
+
+static void closest_point_segment( v3f a, v3f b, v3f point, v3f dest )
+{
+ v3f v0, v1;
+ v3_sub( b, a, v0 );
+ v3_sub( point, a, v1 );
+
+ float t = v3_dot( v1, v0 ) / v3_length2(v0);
+ v3_muladds( a, v0, vg_clampf(t,0.0f,1.0f), dest );
+}
+
+static void closest_on_triangle( v3f p, v3f tri[3], v3f dest )
+{
+ v3f ab, ac, ap;
+ float d1, d2;
+
+ /* Region outside A */
+ v3_sub( tri[1], tri[0], ab );
+ v3_sub( tri[2], tri[0], ac );
+ v3_sub( p, tri[0], ap );
+
+ d1 = v3_dot(ab,ap);
+ d2 = v3_dot(ac,ap);
+ if( d1 <= 0.0f && d2 <= 0.0f )
+ {
+ v3_copy( tri[0], dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region outside B */
+ v3f bp;
+ float d3, d4;
+
+ v3_sub( p, tri[1], bp );
+ d3 = v3_dot( ab, bp );
+ d4 = v3_dot( ac, bp );
+
+ if( d3 >= 0.0f && d4 <= d3 )
+ {
+ v3_copy( tri[1], dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Edge region of AB */
+ float vc = d1*d4 - d3*d2;
+ if( vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f )
+ {
+ float v = d1 / (d1-d3);
+ v3_muladds( tri[0], ab, v, dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region outside C */
+ v3f cp;
+ float d5, d6;
+ v3_sub( p, tri[2], cp );
+ d5 = v3_dot(ab, cp);
+ d6 = v3_dot(ac, cp);
+
+ if( d6 >= 0.0f && d5 <= d6 )
+ {
+ v3_copy( tri[2], dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region of AC */
+ float vb = d5*d2 - d1*d6;
+ if( vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f )
+ {
+ float w = d2 / (d2-d6);
+ v3_muladds( tri[0], ac, w, dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region of BC */
+ float va = d3*d6 - d5*d4;
+ if( va <= 0.0f && (d4-d3) >= 0.0f && (d5-d6) >= 0.0f )
+ {
+ float w = (d4-d3) / ((d4-d3) + (d5-d6));
+ v3f bc;
+ v3_sub( tri[2], tri[1], bc );
+ v3_muladds( tri[1], bc, w, dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* P inside region, Q via barycentric coordinates uvw */
+ float d = 1.0f/(va+vb+vc),
+ v = vb*d,
+ w = vc*d;
+
+ v3_muladds( tri[0], ab, v, dest );
+ v3_muladds( dest, ac, w, dest );
+}
+
+/*
+ * Contact generators
+ *
+ * These do not automatically allocate contacts, an appropriately sized
+ * buffer must be supplied. The function returns the size of the manifold
+ * which was generated.
+ *
+ * The values set on the contacts are: n, co, p, rba, rbb
+ */
+
+static void rb_debug_contact( rb_ct *ct )
+{
+ v3f p1;
+ v3_muladds( ct->co, ct->n, 0.2f, p1 );
+ vg_line_pt3( ct->co, 0.1f, 0xff0000ff );
+ vg_line( ct->co, p1, 0xffffffff );
+}
+
+static int rb_sphere_vs_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
+{
+ v3f co, delta;
+
+ closest_point_obb( rba->co, rbb, co );
+ v3_sub( rba->co, co, delta );
+
+ float d2 = v3_length2(delta),
+ r = rba->inf.sphere.radius;
+
+ if( d2 <= r*r )
+ {
+ float d;
+ if( d2 <= 0.0001f )
+ {
+ v3_sub( rbb->co, rba->co, delta );
+ d2 = v3_length2(delta);
+ }
+
+ d = sqrtf(d2);
+
+ rb_ct *ct = buf;
+ v3_muls( delta, 1.0f/d, ct->n );
+ v3_copy( co, ct->co );
+ ct->p = r-d;
+ ct->rba = rba;
+ ct->rbb = rbb;
+ return 1;
+ }
+
+ return 0;
+}
+
+static int rb_sphere_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
+{
+ v3f delta;
+ v3_sub( rba->co, rbb->co, delta );
+
+ float d2 = v3_length2(delta),
+ r = rba->inf.sphere.radius + rbb->inf.sphere.radius;
+
+ if( d2 < r*r )
+ {
+ float d = sqrtf(d2);
+
+ rb_ct *ct = buf;
+ v3_muls( delta, -1.0f/d, ct->n );
+
+ v3f p0, p1;
+ v3_muladds( rba->co, ct->n, rba->inf.sphere.radius, p0 );
+ v3_muladds( rbb->co, ct->n,-rbb->inf.sphere.radius, p1 );
+ v3_add( p0, p1, ct->co );
+ v3_muls( ct->co, 0.5f, ct->co );
+ ct->p = r-d;
+ ct->rba = rba;
+ ct->rbb = rbb;
+ return 1;
+ }
+
+ return 0;
+}
+
+static int rb_box_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
+{
+ return rb_sphere_vs_box( rbb, rba, buf );
+}
+
+static int rb_box_vs_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
+{
+ /* TODO: Generating a stable quad manifold, lots of clipping */
+ return 0;
+}
+
+/*
+ * This function does not accept triangle as a dynamic object, it is assumed
+ * to always be static.
+ *
+ * The triangle is also assumed to be one sided for better detection
+ */
+static int rb_sphere_vs_triangle( rigidbody *rba, v3f tri[3], rb_ct *buf )
+{
+ v3f delta, co;
+
+ closest_on_triangle( rba->co, tri, co );
+ v3_sub( rba->co, co, delta );
+
+ float d2 = v3_length2( delta ),
+ r = rba->inf.sphere.radius;
+
+ if( d2 < r*r )
+ {
+ v3f ab, ac, tn;
+ v3_sub( tri[1], tri[0], ab );
+ v3_sub( tri[2], tri[0], ac );
+ v3_cross( ac, ab, tn );
+
+ if( v3_dot( delta, tn ) > 0.0f )
+ v3_muls( delta, -1.0f, delta );
+
+ float d = sqrtf(d2);
+
+ rb_ct *ct = buf;
+ v3_muls( delta, 1.0f/d, ct->n );
+ v3_copy( co, ct->co );
+ ct->p = r-d;
+ ct->rba = rba;
+ ct->rbb = &rb_static_null;
+ return 1;
+ }
+
+ return 0;
+}
+
+
+/*
+ * Generic functions
+ */
+
+RB_DEPR
+static int sphere_vs_triangle( v3f c, float r, v3f tri[3],
+ v3f co, v3f norm, float *p )
+{
+ v3f delta;
+ closest_on_triangle( c, tri, co );
+
+ v3_sub( c, co, delta );
+
+
+ float d = v3_length2( delta );
+ if( d < r*r )
+ {
+ v3f ab, ac, tn;
+ v3_sub( tri[1], tri[0], ab );
+ v3_sub( tri[2], tri[0], ac );
+ v3_cross( ac, ab, tn );
+
+ if( v3_dot( delta, tn ) > 0.0f )
+ v3_muls( delta, -1.0f, delta );
+
+ vg_line_pt3( co, 0.05f, 0xff00ff00 );
+
+ d = sqrtf(d);
+ v3_muls( delta, 1.0f/d, norm );
+
+ *p = r-d;
+ return 1;
+ }
+
+ return 0;
+}
+
#include "world.h"
-static void rb_manifold_reset( rigidbody *rb )
+static void rb_solver_reset(void)
+{
+ rb_contact_count = 0;
+}
+
+static rb_ct *rb_global_ct(void)
+{
+ return rb_contact_buffer + rb_contact_count;
+}
+
+static struct contact *rb_start_contact(void)
+{
+ if( rb_contact_count == vg_list_size(rb_contact_buffer) )
+ {
+ vg_error( "rigidbody: too many contacts generated (%u)\n",
+ rb_contact_count );
+ return NULL;
+ }
+
+ return &rb_contact_buffer[ rb_contact_count ];
+}
+
+static void rb_commit_contact( struct contact *ct, float p )
+{
+ ct->bias = -0.2f*k_rb_rate*vg_minf(0.0f,-p+0.04f);
+ rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
+
+ ct->norm_impulse = 0.0f;
+ ct->tangent_impulse[0] = 0.0f;
+ ct->tangent_impulse[1] = 0.0f;
+
+ rb_contact_count ++;
+}
+
+static void rb_build_manifold_terrain_sphere( rigidbody *rb )
{
- rb->manifold_count = 0;
+ u32 geo[256];
+ v3f tri[3];
+ int len = bh_select( &world.geo.bhtris, rb->bbx_world, geo, 256 );
+
+ for( int i=0; i<len; i++ )
+ {
+ u32 *ptri = &world.geo.indices[ geo[i]*3 ];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+
+ vg_line(tri[0],tri[1],0xff00ff00 );
+ vg_line(tri[1],tri[2],0xff00ff00 );
+ vg_line(tri[2],tri[0],0xff00ff00 );
+
+ v3f co, norm;
+ float p;
+
+ for( int j=0; j<2; j++ )
+ {
+ if( sphere_vs_triangle( rb->co, rb->inf.sphere.radius, tri,co,norm,&p))
+ {
+ struct contact *ct = rb_start_contact();
+
+ if( !ct )
+ return;
+
+ v3f p1;
+ v3_muladds( rb->co, norm, p, p1 );
+ vg_line( rb->co, p1, 0xffffffff );
+
+ ct->rba = rb;
+ v3_copy( co, ct->co );
+ v3_copy( norm, ct->n );
+ rb_commit_contact( ct, p );
+ }
+ }
+ }
+
}
+RB_DEPR
static void rb_build_manifold_terrain( rigidbody *rb )
{
v3f *box = rb->bbx;
for( int i=0; i<8; i++ )
{
float *point = pts[i];
- struct contact *ct = &rb->manifold[rb->manifold_count];
+ struct contact *ct = rb_start_contact();
+
+ if( !ct )
+ return;
+
+ ct->rba = rb;
v3f surface;
v3_copy( point, surface );
if( !ray_world( surface, (v3f){0.0f,-1.0f,0.0f}, &hit ))
continue;
- v3_copy( hit.normal, ct->n );
v3_copy( hit.pos, surface );
float p = vg_minf( surface[1] - point[1], 1.0f );
if( p > 0.0f )
{
+ v3_copy( hit.normal, ct->n );
v3_add( point, surface, ct->co );
v3_muls( ct->co, 0.5f, ct->co );
- //vg_line_pt3( ct->co, 0.0125f, 0xff0000ff );
-
- v3_sub( ct->co, rb->co, ct->delta );
- ct->bias = -0.2f * (1.0f/k_rb_delta) * vg_minf( 0.0f, -p+0.04f );
- rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
-
- ct->norm_impulse = 0.0f;
- ct->tangent_impulse[0] = 0.0f;
- ct->tangent_impulse[1] = 0.0f;
-
- rb->manifold_count ++;
+ rb_commit_contact( ct, p );
count ++;
if( count == 4 )
break;
}
}
-static void rb_constraint_manifold( rigidbody *rb )
+/*
+ * Initializing things like tangent vectors
+ */
+static void rb_presolve_contacts(void)
+{
+ for( int i=0; i<rb_contact_count; i++ )
+ {
+ rb_ct *ct = &rb_contact_buffer[i];
+
+ ct->bias = -0.2f * k_rb_rate * vg_minf(0.0f,-ct->p+0.04f);
+ rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
+
+ ct->norm_impulse = 0.0f;
+ ct->tangent_impulse[0] = 0.0f;
+ ct->tangent_impulse[1] = 0.0f;
+ ct->mass_total = 1.0f/(ct->rba->inv_mass + ct->rbb->inv_mass);
+
+ rb_debug_contact( ct );
+ }
+}
+
+/*
+ * Creates relative contact velocity vector, and offsets between each body */
+static void rb_rcv( rb_ct *ct, v3f rv, v3f da, v3f db )
+{
+ rigidbody *rba = ct->rba,
+ *rbb = ct->rbb;
+
+ v3_sub( rba->co, ct->co, da );
+ v3_sub( rbb->co, ct->co, db );
+
+ v3f rva, rvb;
+ v3_cross( rba->w, da, rva );
+ v3_add( rba->v, rva, rva );
+
+ v3_cross( rbb->w, db, rvb );
+ v3_add( rbb->v, rvb, rvb );
+ v3_add( rva, rvb, rv );
+}
+
+static void rb_standard_impulse( rb_ct *ct, v3f da, v3f db, v3f impulse )
+{
+ rigidbody *rba = ct->rba,
+ *rbb = ct->rbb;
+
+ /* response */
+ v3_muladds( rba->v, impulse, ct->mass_total * rba->inv_mass, rba->v );
+ v3_muladds( rbb->v, impulse, ct->mass_total * rbb->inv_mass, rbb->v );
+
+ /* Angular velocity */
+ v3f wa, wb;
+ v3_cross( da, impulse, wa );
+ v3_cross( db, impulse, wb );
+ v3_muladds( rba->w, wa, ct->mass_total * rba->inv_mass, rba->w );
+ v3_muladds( rbb->w, wb, ct->mass_total * rbb->inv_mass, rbb->w );
+}
+
+static void rb_solve_contacts(void)
{
float k_friction = 0.1f;
+ /* TODO: second object
+ * Static objects route to static element */
+
/* Friction Impulse */
- for( int i=0; i<rb->manifold_count; i++ )
+ for( int i=0; i<rb_contact_count; i++ )
{
- struct contact *ct = &rb->manifold[i];
+ struct contact *ct = &rb_contact_buffer[i];
+ rigidbody *rb = ct->rba;
- v3f dv;
- v3_cross( rb->I, ct->delta, dv );
- v3_add( rb->v, dv, dv );
+ v3f rv, da, db;
+ rb_rcv( ct, rv, da, db );
for( int j=0; j<2; j++ )
{
- float vt = vg_clampf( -v3_dot( dv, ct->t[j] ),
- -k_friction, k_friction );
-
- vt = -v3_dot( dv, ct->t[j] );
+ float f = k_friction * ct->norm_impulse,
+ vt = -v3_dot( rv, ct->t[j] );
float temp = ct->tangent_impulse[j];
- ct->tangent_impulse[j] = vg_clampf( temp+vt, -k_friction, k_friction );
+ ct->tangent_impulse[j] = vg_clampf( temp+vt, -f, f );
vt = ct->tangent_impulse[j] - temp;
v3f impulse;
-
v3_muls( ct->t[j], vt, impulse );
- v3_add( impulse, rb->v, rb->v );
- v3_cross( ct->delta, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ rb_standard_impulse( ct, da, db, impulse );
}
}
/* Normal Impulse */
- for( int i=0; i<rb->manifold_count; i++ )
+ for( int i=0; i<rb_contact_count; i++ )
{
- struct contact *ct = &rb->manifold[i];
+ struct contact *ct = &rb_contact_buffer[i];
+ rigidbody *rba = ct->rba,
+ *rbb = ct->rbb;
- v3f dv;
- v3_cross( rb->I, ct->delta, dv );
- v3_add( rb->v, dv, dv );
+ v3f rv, da, db;
+ rb_rcv( ct, rv, da, db );
- float vn = -v3_dot( dv, ct->n );
+ float vn = -v3_dot( rv, ct->n );
vn += ct->bias;
float temp = ct->norm_impulse;
vn = ct->norm_impulse - temp;
v3f impulse;
-
v3_muls( ct->n, vn, impulse );
- v3_add( impulse, rb->v, rb->v );
- v3_cross( ct->delta, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ rb_standard_impulse( ct, da, db, impulse );
}
}
}
-
RB_DEPR
static void rb_constraint_angle( rigidbody *rba, v3f va,
rigidbody *rbb, v3f vb,
v3f axis;
v3_cross( wva, wvb, axis );
- v3_muladds( rba->I, axis, ang*spring*0.5f, rba->I );
- v3_muladds( rbb->I, axis, -ang*spring*0.5f, rbb->I );
+ v3_muladds( rba->w, axis, ang*spring*0.5f, rba->w );
+ v3_muladds( rbb->w, axis, -ang*spring*0.5f, rbb->w );
return;
v3_sub( ra->v, rb->v, rcv );
v3f rcv_Ra, rcv_Rb;
- v3_cross( ra->I, wca, rcv_Ra );
- v3_cross( rb->I, wcb, rcv_Rb );
+ v3_cross( ra->w, wca, rcv_Ra );
+ v3_cross( rb->w, wcb, rcv_Rb );
v3_add( rcv_Ra, rcv, rcv );
v3_sub( rcv, rcv_Rb, rcv );
}
v3_sub( ra->v, rb->v, rcv );
v3f rcv_Ra, rcv_Rb;
- v3_cross( ra->I, wca, rcv_Ra );
- v3_cross( rb->I, wcb, rcv_Rb );
+ v3_cross( ra->w, wca, rcv_Ra );
+ v3_cross( rb->w, wcb, rcv_Rb );
v3_add( rcv_Ra, rcv, rcv );
v3_sub( rcv, rcv_Rb, rcv );
v3_muls( rcv, 1.0f, impulse );
v3_muladds( rb->v, impulse, mass_b/total_mass, rb->v );
v3_cross( wcb, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ v3_add( impulse, rb->w, rb->w );
v3_muls( rcv, -1.0f, impulse );
v3_muladds( ra->v, impulse, mass_a/total_mass, ra->v );
v3_cross( wca, impulse, impulse );
- v3_add( impulse, ra->I, ra->I );
+ v3_add( impulse, ra->w, ra->w );
#if 0
+ /*
+ * this could be used for spring joints
+ * its not good for position constraint
+ */
v3f impulse;
v3_muls( delta, 0.5f*spring, impulse );
v3_add( impulse, ra->v, ra->v );
v3_cross( wca, impulse, impulse );
- v3_add( impulse, ra->I, ra->I );
+ v3_add( impulse, ra->w, ra->w );
v3_muls( delta, -0.5f*spring, impulse );
v3_add( impulse, rb->v, rb->v );
v3_cross( wcb, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ v3_add( impulse, rb->w, rb->w );
#endif
}
-static void rb_debug( rigidbody *rb, u32 colour )
+static void debug_sphere( m4x3f m, float radius, u32 colour )
{
- v3f *box = rb->bbx;
- v3f p000, p001, p010, p011, p100, p101, p110, p111;
-
- p000[0]=box[0][0];p000[1]=box[0][1];p000[2]=box[0][2];
- p001[0]=box[0][0];p001[1]=box[0][1];p001[2]=box[1][2];
- p010[0]=box[0][0];p010[1]=box[1][1];p010[2]=box[0][2];
- p011[0]=box[0][0];p011[1]=box[1][1];p011[2]=box[1][2];
-
- p100[0]=box[1][0];p100[1]=box[0][1];p100[2]=box[0][2];
- p101[0]=box[1][0];p101[1]=box[0][1];p101[2]=box[1][2];
- p110[0]=box[1][0];p110[1]=box[1][1];p110[2]=box[0][2];
- p111[0]=box[1][0];p111[1]=box[1][1];p111[2]=box[1][2];
-
- m4x3_mulv( rb->to_world, p000, p000 );
- m4x3_mulv( rb->to_world, p001, p001 );
- m4x3_mulv( rb->to_world, p010, p010 );
- m4x3_mulv( rb->to_world, p011, p011 );
- m4x3_mulv( rb->to_world, p100, p100 );
- m4x3_mulv( rb->to_world, p101, p101 );
- m4x3_mulv( rb->to_world, p110, p110 );
- m4x3_mulv( rb->to_world, p111, p111 );
+ v3f ly = { 0.0f, 0.0f, radius },
+ lx = { 0.0f, radius, 0.0f },
+ lz = { 0.0f, 0.0f, radius };
- vg_line( p000, p001, colour );
- vg_line( p001, p011, colour );
- vg_line( p011, p010, colour );
- vg_line( p010, p000, colour );
-
- vg_line( p100, p101, colour );
- vg_line( p101, p111, colour );
- vg_line( p111, p110, colour );
- vg_line( p110, p100, colour );
-
- vg_line( p100, p000, colour );
- vg_line( p101, p001, colour );
- vg_line( p110, p010, colour );
- vg_line( p111, p011, colour );
+ for( int i=0; i<16; i++ )
+ {
+ float t = ((float)(i+1) * (1.0f/16.0f)) * VG_PIf * 2.0f,
+ s = sinf(t),
+ c = cosf(t);
+
+ v3f py = { s*radius, 0.0f, c*radius },
+ px = { s*radius, c*radius, 0.0f },
+ pz = { 0.0f, s*radius, c*radius };
+
+ v3f p0, p1, p2, p3, p4, p5;
+ m4x3_mulv( m, py, p0 );
+ m4x3_mulv( m, ly, p1 );
+ m4x3_mulv( m, px, p2 );
+ m4x3_mulv( m, lx, p3 );
+ m4x3_mulv( m, pz, p4 );
+ m4x3_mulv( m, lz, p5 );
+
+ vg_line( p0, p1, colour == 0x00? 0xff00ff00: colour );
+ vg_line( p2, p3, colour == 0x00? 0xff0000ff: colour );
+ vg_line( p4, p5, colour == 0x00? 0xffff0000: colour );
+
+ v3_copy( py, ly );
+ v3_copy( px, lx );
+ v3_copy( pz, lz );
+ }
+}
- vg_line( p000, p110, colour );
- vg_line( p100, p010, colour );
+static void rb_debug( rigidbody *rb, u32 colour )
+{
+ if( rb->type == k_rb_shape_box )
+ {
+ v3f *box = rb->bbx;
+ vg_line_boxf_transformed( rb->to_world, rb->bbx, colour );
+ }
+ else if( rb->type == k_rb_shape_sphere )
+ {
+ debug_sphere( rb->to_world, rb->inf.sphere.radius, colour );
+ }
}
/*
return 0;
}
+#if 0
static void rb_build_manifold_rb_static( rigidbody *ra, rigidbody *rb_static )
{
v3f verts[8];
m4x3_mulv( ra->to_world, (v3f){ b[0], b[1], b[2] }, verts[6] );
m4x3_mulv( ra->to_world, (v3f){ b[0], a[1], b[2] }, verts[7] );
+ vg_line_boxf_transformed( rb_static->to_world, rb_static->bbx, 0xff0000ff );
+
int count = 0;
for( int i=0; i<8; i++ )
}
}
}
+#endif
+
+/*
+ * Capsule phyics
+ */
+
+static void debug_capsule( m4x3f m, float height, float radius, u32 colour )
+{
+ v3f last = { 0.0f, 0.0f, radius };
+ m4x3f lower, upper;
+ m3x3_copy( m, lower );
+ m3x3_copy( m, upper );
+ m4x3_mulv( m, (v3f){0.0f,-height*0.5f+radius,0.0f}, lower[3] );
+ m4x3_mulv( m, (v3f){0.0f, height*0.5f-radius,0.0f}, upper[3] );
+
+ for( int i=0; i<16; i++ )
+ {
+ float t = ((float)(i+1) * (1.0f/16.0f)) * VG_PIf * 2.0f,
+ s = sinf(t),
+ c = cosf(t);
+
+ v3f p = { s*radius, 0.0f, c*radius };
+
+ v3f p0, p1;
+ m4x3_mulv( lower, p, p0 );
+ m4x3_mulv( lower, last, p1 );
+ vg_line( p0, p1, colour );
+
+ m4x3_mulv( upper, p, p0 );
+ m4x3_mulv( upper, last, p1 );
+ vg_line( p0, p1, colour );
+
+ v3_copy( p, last );
+ }
+
+ for( int i=0; i<4; i++ )
+ {
+ float t = ((float)(i) * (1.0f/4.0f)) * VG_PIf * 2.0f,
+ s = sinf(t),
+ c = cosf(t);
+
+ v3f p = { s*radius, 0.0f, c*radius };
+
+ v3f p0, p1;
+ m4x3_mulv( lower, p, p0 );
+ m4x3_mulv( upper, p, p1 );
+ vg_line( p0, p1, colour );
+
+ m4x3_mulv( lower, (v3f){0.0f,-radius,0.0f}, p0 );
+ m4x3_mulv( upper, (v3f){0.0f, radius,0.0f}, p1 );
+ vg_line( p0, p1, colour );
+ }
+}
/*
* BVH implementation, this is ONLY for static rigidbodies, its to slow for