impulses & forces

This commit is contained in:
jacob 2024-08-19 15:02:41 -05:00
parent 4b10be1b17
commit 0ed2a403dc
3 changed files with 209 additions and 73 deletions

View File

@ -17,6 +17,7 @@ READONLY struct entity _g_entity_nil = {
.cached_global_xform = XFORM_IDENT_NOCAST,
.cached_global_xform_dirty = false,
.verlet_xform = XFORM_IDENT_NOCAST,
.density = 1,
.sprite_local_xform = XFORM_IDENT_NOCAST,
.sprite_tint = COLOR_WHITE
};
@ -27,6 +28,7 @@ GLOBAL READONLY struct entity g_entity_default = {
.cached_global_xform = XFORM_IDENT_NOCAST,
.cached_global_xform_dirty = true,
.verlet_xform = XFORM_IDENT_NOCAST,
.density = 1,
.sprite_local_xform = XFORM_IDENT_NOCAST,
.sprite_tint = COLOR_WHITE
};

View File

@ -9,9 +9,11 @@ enum entity_prop {
ENTITY_PROP_ACTIVE,
ENTITY_PROP_RELEASE_NEXT_TICK,
ENTITY_PROP_RELEASE,
ENTITY_PROP_PHYSICAL,
ENTITY_PROP_IMPULSE,
ENTITY_PROP_FORCE,
ENTITY_PROP_PLAYER_CONTROLLED,
ENTITY_PROP_CAMERA,
@ -105,6 +107,8 @@ struct entity {
/* ENTITY_PROP_PHYSICAL */
f32 density;
/* Xform of the entity from the previous frame (used to calculate velocity) */
struct xform verlet_xform;
@ -112,6 +116,22 @@ struct entity {
struct v2 final_velocity;
struct v2 final_acceleration;
/* ====================================================================== */
/* Impulse */
/* ENTITY_PROP_IMPULSE */
/* Applies impulse velocity to parent entity */
struct v2 impulse;
/* ====================================================================== */
/* Impulse */
/* ENTITY_PROP_FORCE */
/* Applies force to parent entity */
struct v2 force;
/* ====================================================================== */
/* Sprite */

View File

@ -170,6 +170,18 @@ INTERNAL void spawn_test_entities(void)
}
}
/* ========================== *
* Activate
* ========================== */
INTERNAL void activate_now(struct entity *ent)
{
entity_enable_prop(ent, ENTITY_PROP_ACTIVE);
ent->activation_tick = G.tick.tick_id;
ent->verlet_xform = entity_get_xform(ent);
++ent->continuity_gen;
}
/* ========================== *
* Update
* ========================== */
@ -244,35 +256,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
};
}
/* ========================== *
* Release entities
* ========================== */
/* TODO: Breadth first iteration to only release parent entities (since
* child entities will be released along with parent anyway) */
{
struct temp_arena temp = arena_temp_begin(scratch.arena);
struct entity **ents_to_release = arena_dry_push(temp.arena, struct entity *);
u64 ents_to_release_count = 0;
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->valid) continue;
if (entity_has_prop(ent, ENTITY_PROP_RELEASE_NEXT_TICK)) {
*arena_push(temp.arena, struct entity *) = ent;
++ents_to_release_count;
}
}
for (u64 i = 0; i < ents_to_release_count; ++i) {
entity_release(store, ents_to_release[i]);
}
arena_temp_end(temp);
}
/* ========================== *
* Activate entities
* ========================== */
@ -284,10 +267,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
if (!entity_has_prop(ent, ENTITY_PROP_ACTIVE)) {
u64 atick = ent->activation_tick;
if (atick != 0 || G.tick.tick_id >= atick) {
entity_enable_prop(ent, ENTITY_PROP_ACTIVE);
ent->activation_tick = G.tick.tick_id;
ent->verlet_xform = entity_get_xform(ent);
++ent->continuity_gen;
activate_now(ent);
}
}
}
@ -539,6 +519,107 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
}
}
/* ========================== *
* Create forces from control
* ========================== */
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
struct v2 move = ent->control.move;
if (!v2_eq(move, V2(0, 0))) {
struct xform xf = entity_get_xform(ent);
struct v2 tick_velocity = v2_sub(xf.og, ent->verlet_xform.og);
/* Player movement */
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
f32 max_speed = ent->player_max_speed;
f32 acceleration_rate = ent->player_acceleration;
acceleration_rate = clamp_f32(acceleration_rate, 0, GAME_FPS); /* Can't integrate acceleration rate higher than FPS */
struct v2 target_velocity = v2_mul(ent->control.move, max_speed);
struct v2 target_acceleration = v2_sub(target_velocity, v2_div(tick_velocity, dt));
struct v2 acceleration = v2_mul(target_acceleration, acceleration_rate);
/* Create force */
struct entity *f = entity_alloc(ent);
entity_enable_prop(f, ENTITY_PROP_FORCE);
f->force = acceleration;
activate_now(f);
}
}
}
/* ========================== *
* Create constant forces
* ========================== */
/* TODO: Just do this in simulation processing */
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) continue;
struct xform xf = entity_get_xform(ent);
struct v2 velocity = v2_div(v2_sub(xf.og, ent->verlet_xform.og), dt);
/* Ground friction */
{
struct entity *f = entity_alloc(ent);
f32 force_len = -v2_len(velocity) * 8;
entity_enable_prop(f, ENTITY_PROP_FORCE);
f->force = v2_mul(v2_norm(velocity), force_len);
activate_now(f);
}
}
/* ========================== *
* Apply impulses to verlet xform
* ========================== */
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
/* FIXME: Why does marking all ents with ENTITY_PROP_RELEASE here raise exception */
if (entity_has_prop(ent, ENTITY_PROP_IMPULSE)) {
struct entity *parent = entity_from_handle(store, ent->parent);
if (entity_has_prop(parent, ENTITY_PROP_ACTIVE)) {
struct v2 tick_velocity = v2_mul(ent->impulse, dt);
parent->verlet_xform.og = v2_sub(parent->verlet_xform.og, tick_velocity);
entity_enable_prop(ent, ENTITY_PROP_RELEASE);
}
}
}
/* ========================== *
* Apply forces to verlet xform
* ========================== */
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
f32 density = ent->density;
f32 mass = density; /* TODO: Real mass calculation */
if (entity_has_prop(ent, ENTITY_PROP_FORCE)) {
struct entity *parent = entity_from_handle(store, ent->parent);
if (entity_has_prop(parent, ENTITY_PROP_ACTIVE)) {
struct v2 acceleration = v2_div(ent->force, mass);
struct v2 tick_acceleration = v2_mul(acceleration, dt * dt);
parent->verlet_xform.og = v2_sub(parent->verlet_xform.og, tick_acceleration);
entity_enable_prop(ent, ENTITY_PROP_RELEASE);
}
}
}
/* ========================== *
* Simulate entity physics
* ========================== */
@ -547,21 +628,19 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
if (!entity_has_prop(ent, entity_has_prop(ent, ENTITY_PROP_PHYSICAL))) continue;
if (!entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) continue;
struct xform xf = entity_get_xform(ent);
/* Calculate velocity from old position */
struct v2 velocity = V2(0, 0);
struct v2 tick_velocity = V2(0, 0);
{
velocity = v2_sub(xf.og, ent->verlet_xform.og);
velocity = v2_div(velocity, dt);
tick_velocity = v2_sub(xf.og, ent->verlet_xform.og);
ent->verlet_xform = xf;
}
/* Player angle */
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
/* Solve for final angle using law of sines */
f32 final_xf_angle;
@ -616,27 +695,11 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
}
}
/* TODO: Accumulate forces to calculate acceleration */
struct v2 acceleration = V2(0, 0);
{
/* Player movement */
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
f32 max_speed = ent->player_max_speed;
f32 acceleration_rate = ent->player_acceleration;
acceleration_rate = clamp_f32(acceleration_rate, 0, GAME_FPS); /* Can't integrate acceleration rate higher than FPS */
struct v2 target_velocity = v2_mul(ent->control.move, max_speed);
struct v2 target_acceleration = v2_sub(target_velocity, velocity);
acceleration = v2_mul(target_acceleration, acceleration_rate);
}
}
/* Apply velocity */
xf.og = v2_add(xf.og, tick_velocity);
/* Integrate acceleration & velocity */
struct v2 acceleration_tick = v2_mul(acceleration, dt * dt);
struct v2 velocity_tick = v2_add(v2_mul(velocity, dt), acceleration_tick);
xf.og = v2_add(xf.og, velocity_tick);
ent->final_velocity = velocity;
ent->final_acceleration = acceleration;
ent->final_velocity = v2_div(tick_velocity, dt);
ent->final_acceleration = v2_div(v2_sub(v2_sub(xf.og, ent->verlet_xform.og), tick_velocity), dt);
entity_set_xform(ent, xf);
}
@ -644,6 +707,31 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
* Initialize bullet kinematics from sources
* ========================== */
#if 0
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
/* FIXME: Apply src entity velocity to bullet velocity */
/* TODO: Use impulse */
if (entity_has_prop(ent, ENTITY_PROP_BULLET) && !entity_has_prop(ent, ENTITY_PROP_PHYSICAL)) {
struct entity *src = entity_from_handle(store, ent->bullet_src);
struct xform src_xf = entity_get_xform(src);
struct v2 pos = xform_mul_v2(src_xf, ent->bullet_src_pos);
struct v2 vec = xform_basis_mul_v2(src_xf, ent->bullet_src_dir);
vec = v2_mul(v2_norm(vec), ent->bullet_impulse);
struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(vec) + PI / 2);
entity_set_xform(ent, xf);
ent->verlet_xform = XFORM_POS(v2_sub(pos, v2_mul(vec, dt)));
entity_enable_prop(ent, ENTITY_PROP_PHYSICAL);
}
}
#else
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!(ent->valid && entity_has_prop(ent, ENTITY_PROP_ACTIVE))) continue;
@ -655,25 +743,22 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
struct xform src_xf = entity_get_xform(src);
struct v2 pos = xform_mul_v2(src_xf, ent->bullet_src_pos);
struct v2 vec = xform_basis_mul_v2(src_xf, ent->bullet_src_dir);
vec = v2_mul(v2_norm(vec), ent->bullet_impulse);
struct v2 velocity = xform_basis_mul_v2(src_xf, ent->bullet_src_dir);
velocity = v2_mul(v2_norm(velocity), ent->bullet_impulse);
#if 0
{
struct v2 src_velocity = v2_sub(src_xf.og, src->verlet_xform.og);
src_velocity = v2_div(src_velocity, dt);
vec = v2_add(vec, src_velocity);
}
#endif
struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(vec) + PI / 2);
struct xform xf = XFORM_TRS(.t = pos, .r = v2_angle(velocity) + PI / 2);
entity_set_xform(ent, xf);
ent->verlet_xform = XFORM_POS(v2_sub(pos, v2_mul(vec, dt)));
ent->verlet_xform = xf;
entity_enable_prop(ent, ENTITY_PROP_PHYSICAL);
/* Create impulse */
struct entity *impulse = entity_alloc(ent);
impulse->impulse = velocity;
entity_enable_prop(impulse, ENTITY_PROP_IMPULSE);
}
}
#endif
/* ========================== *
* Update camera position
@ -749,6 +834,35 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
}
}
/* ========================== *
* Release entities
* ========================== */
/* TODO: Breadth first iteration to only release parent entities (since
* child entities will be released along with parent anyway) */
{
struct temp_arena temp = arena_temp_begin(scratch.arena);
struct entity **ents_to_release = arena_dry_push(temp.arena, struct entity *);
u64 ents_to_release_count = 0;
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
struct entity *ent = &store->entities[entity_index];
if (!ent->valid) continue;
if (entity_has_prop(ent, ENTITY_PROP_RELEASE)) {
*arena_push(temp.arena, struct entity *) = ent;
++ents_to_release_count;
}
}
for (u64 i = 0; i < ents_to_release_count; ++i) {
entity_release(store, ents_to_release[i]);
}
arena_temp_end(temp);
}
/* ========================== *
* Publish tick
* ========================== */