X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=rigidbody.h;h=eeed74500a8db526484d788bd935d2bcf276fc6d;hb=6d66c67945f84476d6ac75a0497007cc30bcf58c;hp=aa74a8477436296d4932a02ae91691cb2096cdfc;hpb=a6e1ee0f51aa5570b20aad658365dec896f8c9b8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/rigidbody.h b/rigidbody.h index aa74a84..eeed745 100644 --- a/rigidbody.h +++ b/rigidbody.h @@ -4,22 +4,33 @@ */ #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; struct rigidbody { v3f co, v, I; v4f q; + + enum rb_shape + { + k_rb_shape_box, + k_rb_shape_capsule + } + type; + v3f top, bottom; + float radius; + boxf bbx, bbx_world; float inv_mass; @@ -69,7 +80,6 @@ static void rb_iter( rigidbody *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 ); /* inegrate inertia */ @@ -289,7 +299,6 @@ static void rb_constraint_angle_limit( struct rb_angle_limit *limit ) } - RB_DEPR static void rb_constraint_angle( rigidbody *rba, v3f va, rigidbody *rbb, v3f vb, @@ -384,6 +393,10 @@ static void rb_constraint_position( rigidbody *ra, v3f lca, v3_add( impulse, ra->I, ra->I ); #if 0 + /* + * this could be used for spring joints + * its not good for position constraint + */ v3f impulse; v3_muls( delta, 0.5f*spring, impulse ); @@ -402,44 +415,7 @@ static void rb_constraint_position( rigidbody *ra, v3f lca, static void rb_debug( rigidbody *rb, 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 ); - - 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 ); - - vg_line( p000, p110, colour ); - vg_line( p100, p010, colour ); + vg_line_boxf_transformed( rb->to_world, rb->bbx, colour ); } /* @@ -508,6 +484,8 @@ static void rb_build_manifold_rb_static( rigidbody *ra, rigidbody *rb_static ) 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++ ) @@ -543,6 +521,267 @@ static void rb_build_manifold_rb_static( rigidbody *ra, rigidbody *rb_static ) } } +/* + * Capsule phyics + */ + +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_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 ); +} + +/* Real-Time Collision Detection */ +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 ); +} + +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; +} + +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 * realtime use.