From 344f0153cf1907da87dd041db3ec517325b1c429 Mon Sep 17 00:00:00 2001 From: hgn Date: Sat, 23 Jul 2022 00:45:40 +0100 Subject: [PATCH] more physics shapes --- character.h | 2 +- main.c | 4 +- physics_test.h | 125 ++++++++-- rigidbody.h | 609 ++++++++++++++++++++++++++++++++++--------------- 4 files changed, 528 insertions(+), 212 deletions(-) diff --git a/character.h b/character.h index 71299e8..3421d3a 100644 --- a/character.h +++ b/character.h @@ -904,7 +904,7 @@ static void character_ragdoll_iter( struct character *ch ) v3f rv; - float shoe_vel[2]; + float shoe_vel[2] = {0.0f,0.0f}; for( int i=0; i<2; i++ ) if( ch->shoes[i] ) shoe_vel[i] = v3_length( ch->ragdoll[i].v ); diff --git a/main.c b/main.c index 8b2f561..f3b5b8c 100644 --- a/main.c +++ b/main.c @@ -38,9 +38,7 @@ static int sv_scene = 1; #include "shaders/standard.h" #include "shaders/unlit.h" -#ifndef VG_RELEASE #include "physics_test.h" -#endif void vg_register(void) { @@ -77,7 +75,7 @@ vg_tex2d *texture_list[] = int main( int argc, char *argv[] ) { - vg_init( argc, argv, "CARBE" ); + vg_init( argc, argv, "Voyager Game Engine" ); } static int playermodel( int argc, char const *argv[] ) diff --git a/physics_test.h b/physics_test.h index bd8bc07..8143c1d 100644 --- a/physics_test.h +++ b/physics_test.h @@ -49,29 +49,52 @@ rigidbody funnel[4] = { rigidbody jeff1 = { .type = k_rb_shape_capsule, .inf.capsule = { .radius = 0.75f, .height = 3.0f }, .co = {30.0f, 4.0f, 30.0f }, - .q = {0.0f,0.0f,0.0f,1.0f} + .q = {1.0f,0.0f,0.0f,0.0f} }; rigidbody ball = { .type = k_rb_shape_sphere, .inf.sphere = { .radius = 2.0f }, - .co = {0.0f,6.0f,0.0f}, + .co = {0.0f,20.0f,2.0f}, .q = {0.0f,0.0f,0.0f,1.0f}}, ball1= { .type = k_rb_shape_sphere, - .inf.sphere = { .radius = 1.0f }, - .co = {0.1f,9.0f,0.2f}, + .inf.sphere = { .radius = 2.0f }, + .co = {0.1f,25.0f,0.2f}, .q = {0.0f,0.0f,0.0f,1.0f}}; +rigidbody jeffs[16]; + +static void reorg_jeffs(void) +{ + for( int i=0; ito_world, local, dest ); } -static void closest_point_segment( v3f a, v3f b, v3f point, v3f dest ) +static float 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 ); + t = vg_clampf(t,0.0f,1.0f); + v3_muladds( a, v0, t, dest ); + return t; } static void closest_on_triangle( v3f p, v3f tri[3], v3f dest ) @@ -412,9 +414,190 @@ static void rb_debug_contact( rb_ct *ct ) vg_line( ct->co, p1, 0xffffffff ); } -static void rb_box_incident_dir( v3f p, boxf box, v3f dir ) +/* + * By collecting the minimum(time) and maximum(time) pairs of points, we + * build a reduced and stable exact manifold. + * + * tx: time at point + * rx: minimum distance of these points + * dx: the delta between the two points + * + * pairs will only ammend these if they are creating a collision + */ +typedef struct capsule_manifold capsule_manifold; +struct capsule_manifold +{ + float t0, t1; + float r0, r1; + v3f d0, d1; +}; + +/* + * Expand a line manifold with a new pair. t value is the time along segment + * on the oriented object which created this pair. + */ +static void rb_capsule_manifold( v3f pa, v3f pb, float t, float r, + capsule_manifold *manifold ) +{ + v3f delta; + v3_sub( pa, pb, delta ); + + if( v3_length2(delta) < r*r ) + { + if( t < manifold->t0 ) + { + v3_copy( delta, manifold->d0 ); + manifold->t0 = t; + manifold->r0 = r; + } + + if( t > manifold->t1 ) + { + v3_copy( delta, manifold->d1 ); + manifold->t1 = t; + manifold->r1 = r; + } + } +} + +static void rb_capsule_manifold_init( capsule_manifold *manifold ) +{ + manifold->t0 = INFINITY; + manifold->t1 = -INFINITY; +} + +static int rb_capsule_manifold_done( rigidbody *rba, rigidbody *rbb, + capsule_manifold *manifold, rb_ct *buf ) +{ + float h = rba->inf.capsule.height, + ra = rba->inf.capsule.radius; + + v3f p0, p1; + v3_muladds( rba->co, rba->up, -h*0.5f+ra, p0 ); + v3_muladds( rba->co, rba->up, h*0.5f-ra, p1 ); + + int count = 0; + if( manifold->t0 <= 1.0f ) + { + rb_ct *ct = buf; + + v3f pa; + v3_muls( p0, 1.0f-manifold->t0, pa ); + v3_muladds( pa, p1, manifold->t0, pa ); + + float d = v3_length( manifold->d0 ); + v3_muls( manifold->d0, 1.0f/d, ct->n ); + v3_muladds( pa, ct->n, -ra, ct->co ); + + ct->p = manifold->r0 - d; + ct->rba = rba; + ct->rbb = rbb; + + count ++; + } + + if( (manifold->t1 >= 0.0f) && (manifold->t0 != manifold->t1) ) + { + rb_ct *ct = buf+count; + + v3f pa; + v3_muls( p0, 1.0f-manifold->t1, pa ); + v3_muladds( pa, p1, manifold->t1, pa ); + + float d = v3_length( manifold->d1 ); + v3_muls( manifold->d1, 1.0f/d, ct->n ); + v3_muladds( pa, ct->n, -ra, ct->co ); + + ct->p = manifold->r1 - d; + ct->rba = rba; + ct->rbb = rbb; + + count ++; + } + + /* + * Debugging + */ + + if( count == 2 ) + vg_line( buf[0].co, buf[1].co, 0xff0000ff ); + + return count; +} + +static int rb_capsule_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) +{ + float h = rba->inf.capsule.height, + ra = rba->inf.capsule.radius, + rb = rbb->inf.sphere.radius; + + v3f p0, p1; + v3_muladds( rba->co, rba->up, -h*0.5f+ra, p0 ); + v3_muladds( rba->co, rba->up, h*0.5f-ra, p1 ); + + v3f c, delta; + closest_point_segment( p0, p1, rbb->co, c ); + v3_sub( c, rbb->co, delta ); + + float d2 = v3_length2(delta), + r = ra + rb; + + if( d2 < r*r ) + { + float d = sqrtf(d2); + + rb_ct *ct = buf; + v3_muls( delta, 1.0f/d, ct->n ); + ct->p = r-d; + + v3f p0, p1; + v3_muladds( c, ct->n, -ra, p0 ); + v3_muladds( rbb->co, ct->n, rb, p1 ); + v3_add( p0, p1, ct->co ); + v3_muls( ct->co, 0.5f, ct->co ); + + ct->rba = rba; + ct->rbb = rbb; + + return 1; + } + + return 0; +} + +static int rb_capsule_vs_capsule( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) { + float ha = rba->inf.capsule.height, + hb = rbb->inf.capsule.height, + ra = rba->inf.capsule.radius, + rb = rbb->inf.capsule.radius, + r = ra+rb; + + v3f p0, p1, p2, p3; + v3_muladds( rba->co, rba->up, -ha*0.5f+ra, p0 ); + v3_muladds( rba->co, rba->up, ha*0.5f-ra, p1 ); + v3_muladds( rbb->co, rbb->up, -hb*0.5f+rb, p2 ); + v3_muladds( rbb->co, rbb->up, hb*0.5f-rb, p3 ); + + capsule_manifold manifold; + rb_capsule_manifold_init( &manifold ); + + v3f pa, pb; + float ta, tb; + closest_segment_segment( p0, p1, p2, p3, &ta, &tb, pa, pb ); + rb_capsule_manifold( pa, pb, ta, r, &manifold ); + + ta = closest_point_segment( p0, p1, p2, pa ); + tb = closest_point_segment( p0, p1, p3, pb ); + rb_capsule_manifold( pa, p2, ta, r, &manifold ); + rb_capsule_manifold( pb, p3, tb, r, &manifold ); + + closest_point_segment( p2, p3, p0, pa ); + closest_point_segment( p2, p3, p1, pb ); + rb_capsule_manifold( p0, pa, 0.0f, r, &manifold ); + rb_capsule_manifold( p1, pb, 1.0f, r, &manifold ); + return rb_capsule_manifold_done( rba, rbb, &manifold, buf ); } /* @@ -424,56 +607,125 @@ static int rb_capsule_vs_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) { float h = rba->inf.capsule.height, r = rba->inf.capsule.radius; - - v3f p0, p1; - v3_muladds( rba->co, rba->up, h*0.5f-r*0.5f, p1 ); - v3_muladds( rba->co, rba->up, -h*0.5f+r*0.5f, p0 ); - m4x3_mulv( rbb->to_local, p0, p0 ); - m4x3_mulv( rbb->to_local, p1, p1 ); + /* + * Solving this in symetric local space of the cube saves us some time and a + * couple branches when it comes to the quad stage. + */ + v3f centroid; + v3_add( rbb->bbx[0], rbb->bbx[1], centroid ); + v3_muls( centroid, 0.5f, centroid ); - /* Clip zone +y */ + boxf bbx; + v3_sub( rbb->bbx[0], centroid, bbx[0] ); + v3_sub( rbb->bbx[1], centroid, bbx[1] ); + + v3f pc, p0w, p1w, p0, p1; + v3_muladds( rba->co, rba->up, -h*0.5f+r, p0w ); + v3_muladds( rba->co, rba->up, h*0.5f-r, p1w ); + + m4x3_mulv( rbb->to_local, p0w, p0 ); + m4x3_mulv( rbb->to_local, p1w, p1 ); + v3_sub( p0, centroid, p0 ); + v3_sub( p1, centroid, p1 ); + v3_add( p0, p1, pc ); + v3_muls( pc, 0.5f, pc ); + + /* + * Finding an appropriate quad to collide lines with + */ + v3f region; + v3_div( pc, bbx[1], region ); + + v3f quad[4]; + if( (fabsf(region[0]) > fabsf(region[1])) && + (fabsf(region[0]) > fabsf(region[2])) ) + { + float px = vg_signf(region[0]) * bbx[1][0]; + v3_copy( (v3f){ px, bbx[0][1], bbx[0][2] }, quad[0] ); + v3_copy( (v3f){ px, bbx[1][1], bbx[0][2] }, quad[1] ); + v3_copy( (v3f){ px, bbx[1][1], bbx[1][2] }, quad[2] ); + v3_copy( (v3f){ px, bbx[0][1], bbx[1][2] }, quad[3] ); + } + else if( fabsf(region[1]) > fabsf(region[2]) ) + { + float py = vg_signf(region[1]) * bbx[1][1]; + v3_copy( (v3f){ bbx[0][0], py, bbx[0][2] }, quad[0] ); + v3_copy( (v3f){ bbx[1][0], py, bbx[0][2] }, quad[1] ); + v3_copy( (v3f){ bbx[1][0], py, bbx[1][2] }, quad[2] ); + v3_copy( (v3f){ bbx[0][0], py, bbx[1][2] }, quad[3] ); + } + else + { + float pz = vg_signf(region[2]) * bbx[1][2]; + v3_copy( (v3f){ bbx[0][0], bbx[0][1], pz }, quad[0] ); + v3_copy( (v3f){ bbx[1][0], bbx[0][1], pz }, quad[1] ); + v3_copy( (v3f){ bbx[1][0], bbx[1][1], pz }, quad[2] ); + v3_copy( (v3f){ bbx[0][0], bbx[1][1], pz }, quad[3] ); + } + + capsule_manifold manifold; + rb_capsule_manifold_init( &manifold ); v3f c0, c1; - closest_point_aabb( p0, rbb->bbx, c0 ); - closest_point_aabb( p1, rbb->bbx, c1 ); - - v3f vis0; - m4x3_mulv( rbb->to_world, c0, vis0 ); - vg_line_pt3( vis0, 0.1f, 0xffff00ff ); - m4x3_mulv( rbb->to_world, c1, vis0 ); - vg_line_pt3( vis0, 0.1f, 0xffff00ff ); + closest_point_aabb( p0, bbx, c0 ); + closest_point_aabb( p1, bbx, c1 ); + + v3f d0, d1, da; + v3_sub( c0, p0, d0 ); + v3_sub( c1, p1, d1 ); + v3_sub( p1, p0, da ); - v3f d0, d1; - v3_sub( p0, c0, d0 ); - v3_sub( p1, c1, d1 ); + /* TODO: ? */ + v3_normalize(d0); + v3_normalize(d1); + v3_normalize(da); - float d02 = v3_length2(d0), - d12 = v3_length2(d1); + if( v3_dot( da, d0 ) <= 0.01f ) + rb_capsule_manifold( p0, c0, 0.0f, r, &manifold ); - int count = 0; + if( v3_dot( da, d1 ) >= -0.01f ) + rb_capsule_manifold( p1, c1, 1.0f, r, &manifold ); - if( d02 <= r*r ) + for( int i=0; i<4; i++ ) { - rb_ct *ct = buf+count; - float d = sqrtf(d02); - - vg_info( "d: %.4f\n", d ); + int i0 = i, + i1 = (i+1)%4; - v3_muls( d0, -1.0f/d, ct->n ); - ct->p = r-d; - v3_add( c0, p0, ct->co ); - v3_muls( ct->co, 0.5f, ct->co ); - - m3x3_mulv( rbb->to_world, ct->n, ct->n ); - m4x3_mulv( rbb->to_world, ct->co, ct->co ); + v3f ca, cb; + float ta, tb; + closest_segment_segment( p0, p1, quad[i0], quad[i1], &ta, &tb, ca, cb ); + rb_capsule_manifold( ca, cb, ta, r, &manifold ); + } - ct->rba = rba; - ct->rbb = rbb; - count ++; + /* + * Create final contacts based on line manifold + */ + m3x3_mulv( rbb->to_world, manifold.d0, manifold.d0 ); + m3x3_mulv( rbb->to_world, manifold.d1, manifold.d1 ); + + /* + * Debugging + */ + +#if 0 + for( int i=0; i<4; i++ ) + { + v3f q0, q1; + int i0 = i, + i1 = (i+1)%4; + + v3_add( quad[i0], centroid, q0 ); + v3_add( quad[i1], centroid, q1 ); + + m4x3_mulv( rbb->to_world, q0, q0 ); + m4x3_mulv( rbb->to_world, q1, q1 ); + + vg_line( q0, q1, 0xffffffff ); } +#endif - return count; + return rb_capsule_manifold_done( rba, rbb, &manifold, buf ); } static int rb_sphere_vs_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) @@ -522,8 +774,7 @@ static int rb_sphere_vs_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) d = sqrtf(d2); v3_muls( delta, 1.0f/d, ct->n ); ct->p = r-d; - v3_add( co, rba->co, ct->co ); - v3_muls( ct->co, 0.5f, ct->co ); + v3_copy( co, ct->co ); } ct->rba = rba; @@ -547,11 +798,11 @@ static int rb_sphere_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) float d = sqrtf(d2); rb_ct *ct = buf; - v3_muls( delta, -1.0f/d, ct->n ); + 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_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; @@ -563,17 +814,43 @@ static int rb_sphere_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) return 0; } -static int rb_box_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) +static int RB_MATRIX_ERROR( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) { - return rb_sphere_vs_box( rbb, rba, buf ); + vg_error( "Collision type is unimplemented between types %d and %d\n", + rba->type, rbb->type ); + + return 0; } -static int rb_box_vs_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) +static int rb_sphere_vs_capsule( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) { - /* TODO: Generating a stable quad manifold, lots of clipping */ - return 0; + return rb_capsule_vs_sphere( rbb, rba, buf ); } +static int rb_box_vs_capsule( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) +{ + return rb_capsule_vs_box( rbb, rba, buf ); +} + +static int rb_box_vs_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) +{ + return rb_sphere_vs_box( rbb, rba, buf ); +} + +static int (*rb_jump_table[4][4])( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) += { + /* box */ /* Sphere */ /* Capsule */ +/*box */ { RB_MATRIX_ERROR, rb_box_vs_sphere, rb_box_vs_capsule, RB_MATRIX_ERROR }, +/*sphere */ { rb_sphere_vs_box, rb_sphere_vs_sphere, rb_sphere_vs_capsule, RB_MATRIX_ERROR }, +/*capsule*/ { rb_capsule_vs_box,rb_capsule_vs_sphere,rb_capsule_vs_capsule,RB_MATRIX_ERROR }, +/*mesh */ { RB_MATRIX_ERROR, RB_MATRIX_ERROR, RB_MATRIX_ERROR, RB_MATRIX_ERROR } +}; + + +/* + * Generic functions + */ + /* * This function does not accept triangle as a dynamic object, it is assumed * to always be static. @@ -615,10 +892,6 @@ static int rb_sphere_vs_triangle( rigidbody *rba, v3f tri[3], rb_ct *buf ) } -/* - * Generic functions - */ - RB_DEPR static int sphere_vs_triangle( v3f c, float r, v3f tri[3], v3f co, v3f norm, float *p ) @@ -826,16 +1099,16 @@ 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 ); + v3_sub( ct->co, rba->co, da ); + v3_sub( ct->co, rbb->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 ); + + v3_sub( rva, rvb, rv ); } /* @@ -846,16 +1119,20 @@ static void rb_standard_impulse( rb_ct *ct, v3f da, v3f db, v3f impulse ) rigidbody *rba = ct->rba, *rbb = ct->rbb; + v3f ia, ib; + v3_muls( impulse, ct->mass_total*rba->inv_mass, ia ); + v3_muls( impulse, -ct->mass_total*rbb->inv_mass, ib ); + /* 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 ); + v3_add( rba->v, ia, rba->v ); + v3_add( rbb->v, ib, 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 ); + v3_cross( da, ia, wa ); + v3_cross( db, ib, wb ); + v3_add( rba->w, wa, rba->w ); + v3_add( rbb->w, wb, rbb->w ); } /* @@ -899,8 +1176,7 @@ static void rb_solve_contacts( rb_ct *buf, int len ) v3f rv, da, db; rb_rcv( ct, rv, da, db ); - float vn = -v3_dot( rv, ct->n ); - vn += ct->bias; + float vn = -v3_dot( rv, ct->n ) + ct->bias; float temp = ct->norm_impulse; ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); @@ -1106,6 +1382,88 @@ static void debug_sphere( m4x3f m, float radius, u32 colour ) } } +static void debug_capsule( m4x3f m, float radius, float h, u32 colour ) +{ + v3f ly = { 0.0f, 0.0f, radius }, + lx = { 0.0f, radius, 0.0f }, + lz = { 0.0f, 0.0f, radius }; + + float s0 = sinf(0.0f)*radius, + c0 = cosf(0.0f)*radius; + + v3f p0, p1, up, right, forward; + m3x3_mulv( m, (v3f){0.0f,1.0f,0.0f}, up ); + m3x3_mulv( m, (v3f){1.0f,0.0f,0.0f}, right ); + m3x3_mulv( m, (v3f){0.0f,0.0f,-1.0f}, forward ); + v3_muladds( m[3], up, -h*0.5f+radius, p0 ); + v3_muladds( m[3], up, h*0.5f-radius, p1 ); + + v3f a0, a1, b0, b1; + v3_muladds( p0, right, radius, a0 ); + v3_muladds( p1, right, radius, a1 ); + v3_muladds( p0, forward, radius, b0 ); + v3_muladds( p1, forward, radius, b1 ); + vg_line( a0, a1, colour ); + vg_line( b0, b1, colour ); + + v3_muladds( p0, right, -radius, a0 ); + v3_muladds( p1, right, -radius, a1 ); + v3_muladds( p0, forward, -radius, b0 ); + v3_muladds( p1, forward, -radius, b1 ); + vg_line( a0, a1, colour ); + vg_line( b0, b1, colour ); + + for( int i=0; i<16; i++ ) + { + float t = ((float)(i+1) * (1.0f/16.0f)) * VG_PIf * 2.0f, + s1 = sinf(t)*radius, + c1 = cosf(t)*radius; + + v3f e0 = { s0, 0.0f, c0 }, + e1 = { s1, 0.0f, c1 }, + e2 = { s0, c0, 0.0f }, + e3 = { s1, c1, 0.0f }, + e4 = { 0.0f, c0, s0 }, + e5 = { 0.0f, c1, s1 }; + + m3x3_mulv( m, e0, e0 ); + m3x3_mulv( m, e1, e1 ); + m3x3_mulv( m, e2, e2 ); + m3x3_mulv( m, e3, e3 ); + m3x3_mulv( m, e4, e4 ); + m3x3_mulv( m, e5, e5 ); + + v3_add( p0, e0, a0 ); + v3_add( p0, e1, a1 ); + v3_add( p1, e0, b0 ); + v3_add( p1, e1, b1 ); + + vg_line( a0, a1, colour ); + vg_line( b0, b1, colour ); + + if( c0 < 0.0f ) + { + v3_add( p0, e2, a0 ); + v3_add( p0, e3, a1 ); + v3_add( p0, e4, b0 ); + v3_add( p0, e5, b1 ); + } + else + { + v3_add( p1, e2, a0 ); + v3_add( p1, e3, a1 ); + v3_add( p1, e4, b0 ); + v3_add( p1, e5, b1 ); + } + + vg_line( a0, a1, colour ); + vg_line( b0, b1, colour ); + + s0 = s1; + c0 = c1; + } +} + static void rb_debug( rigidbody *rb, u32 colour ) { if( rb->type == k_rb_shape_box ) @@ -1123,15 +1481,7 @@ static void rb_debug( rigidbody *rb, u32 colour ) float h = rb->inf.capsule.height, r = rb->inf.capsule.radius; - m3x3_copy( rb->to_world, m0 ); - m3x3_copy( rb->to_world, m1 ); - - v3_muladds( rb->co, rb->up, -h*0.5f, m0[3] ); - v3_muladds( rb->co, rb->up, h*0.5f, m1[3] ); - - debug_sphere( m0, r, colour ); - debug_sphere( m1, r, colour ); - vg_line( m0[3], m1[3], colour ); + debug_capsule( rb->to_world, r, h, colour ); } } @@ -1184,115 +1534,6 @@ static int rb_point_in_body( rigidbody *rb, v3f pos, float *pen, v3f normal ) return 0; } -#if 0 -static void rb_build_manifold_rb_static( rigidbody *ra, rigidbody *rb_static ) -{ - v3f verts[8]; - - v3f a, b; - v3_copy( ra->bbx[0], a ); - v3_copy( ra->bbx[1], b ); - - m4x3_mulv( ra->to_world, (v3f){ a[0], a[1], a[2] }, verts[0] ); - m4x3_mulv( ra->to_world, (v3f){ a[0], b[1], a[2] }, verts[1] ); - m4x3_mulv( ra->to_world, (v3f){ b[0], b[1], a[2] }, verts[2] ); - m4x3_mulv( ra->to_world, (v3f){ b[0], a[1], a[2] }, verts[3] ); - m4x3_mulv( ra->to_world, (v3f){ a[0], a[1], b[2] }, verts[4] ); - m4x3_mulv( ra->to_world, (v3f){ a[0], b[1], b[2] }, verts[5] ); - 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++ ) - { - if( ra->manifold_count == vg_list_size(ra->manifold) ) - return; - - struct contact *ct = &ra->manifold[ ra->manifold_count ]; - - float p; - v3f normal; - - if( rb_point_in_body( rb_static, verts[i], &p, normal )) - { - v3_copy( normal, ct->n ); - v3_muladds( verts[i], ct->n, p*0.5f, ct->co ); - v3_sub( ct->co, ra->co, ct->delta ); - - vg_line_pt3( ct->co, 0.0125f, 0xffff00ff ); - - 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; - - ra->manifold_count ++; - count ++; - if( count == 4 ) - return; - } - } -} -#endif - -/* - * Capsule phyics - */ - -RB_DEPR -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. -- 2.25.1