more physics testing
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res/graphics/box.ase
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res/graphics/box.ase
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res/graphics/bullet.ase
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res/graphics/bullet.ase
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39
src/entity.h
39
src/entity.h
@ -12,7 +12,7 @@ enum entity_prop {
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ENTITY_PROP_RELEASE,
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ENTITY_PROP_PHYSICAL,
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ENTITY_PROP_CONTACT,
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ENTITY_PROP_MANIFOLD,
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ENTITY_PROP_PLAYER_CONTROLLED,
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ENTITY_PROP_CAMERA,
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@ -62,15 +62,18 @@ struct entity_store {
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struct entity_contact_point {
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struct v2 local;
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};
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struct entity_contact_pair {
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struct entity_contact_point p0, p1;
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struct v2 pen;
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};
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struct contact {
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struct v2 p0_local;
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struct v2 p0_initial_world;
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struct v2 p1_local;
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struct v2 p1_initial_world;
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f32 depth; /* How far is p0 from p1 along normal */
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b32 persisted;
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};
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struct entity {
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@ -121,20 +124,14 @@ struct entity {
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/* ====================================================================== */
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/* Contact */
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/* ENTITY_PROP_CONTACT */
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struct entity_handle contact_e0;
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struct entity_handle contact_e1;
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//struct entity_contact_point contact_points[4];
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struct entity_contact_pair contact_pairs[4];
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u32 num_contact_pairs;
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u32 next_pair_index;
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/* Manifold */
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/* ENTITY_PROP_MANIFOLD */
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struct entity_handle manifold_e0;
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struct entity_handle manifold_e1;
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struct v2 manifold_normal; /* Normal vector of collision from e0 -> e1 */
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struct contact contacts[2];
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u32 num_contacts;
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539
src/game.c
539
src/game.c
@ -125,10 +125,11 @@ INTERNAL void spawn_test_entities(void)
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//struct v2 pos = V2(1.1230469346046448864129274625156, -1); /* Touching right side of box */
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//struct v2 pos = V2(1.1230469346046448864129274625156 - 0.0001, -1); /* Touching right side of box */
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//struct v2 pos = V2(0.374142020941, -0.246118023992); /* Touching glitch spot */
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struct v2 size = V2(1, 1);
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//f32 r = PI / 4;
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//struct v2 size = V2(1, 1);
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struct v2 size = V2(0.5, 0.5);
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f32 r = PI / 4;
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//f32 r = PI / 3;
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f32 r = PI / 2;
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//f32 r = PI / 2;
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//f32 r = 0;
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f32 skew = 0;
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@ -138,20 +139,22 @@ INTERNAL void spawn_test_entities(void)
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xf = xform_skewed_to(xf, skew);
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entity_set_xform(e, xf);
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e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
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//e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
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e->sprite = sprite_tag_from_path(STR("res/graphics/box.ase"));
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//e->sprite_span_name = STR("idle.unarmed");
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//e->sprite_span_name = STR("idle.one_handed");
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e->sprite_span_name = STR("idle.two_handed");
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entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
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e->control_force = 4500;
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//e->control_force = 1200;
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//e->control_force = 4500;
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e->control_force = 1200;
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e->control_torque = 10;
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e->control.focus = V2(0, -1);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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e->mass_unscaled = 100;
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e->inertia_unscaled = 25;
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//e->inertia_unscaled = 1;
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e->inertia_unscaled = F32_INFINITY;
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e->linear_ground_friction = 1000;
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e->angular_ground_friction = 100;
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@ -577,6 +580,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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bullet->bullet_impulse = 0.25;
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//bullet->bullet_impulse = 1;
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bullet->mass_unscaled = 0.04;
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bullet->inertia_unscaled = 0.00001;
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entity_enable_prop(bullet, ENTITY_PROP_BULLET);
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}
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@ -770,7 +774,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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* Create ground friction force (gravity)
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* ========================== */
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#if 1
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#if 0
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/* TODO: Do this globally rather than creating entities for constant forces */
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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struct entity *ent = &store->entities[entity_index];
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@ -829,7 +833,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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#endif
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/* ========================== *
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* Integrate forces into velocity
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* Integrate velocities from forces
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* ========================== */
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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@ -856,7 +860,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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}
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/* ========================== *
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* Create contact points
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* Create contact manifolds
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* ========================== */
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for (u64 e0_index = 0; e0_index < store->reserved; ++e0_index) {
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@ -909,94 +913,210 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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dict = fixed_dict_init(&dict_arena, 4096);
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}
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struct string contact_key;
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struct string manifold_key;
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{
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/* FIXME: Contact should be same regardless of entity order */
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u64 contact_hash = hash_fnv64(HASH_FNV64_BASIS, BUFFER_FROM_STRUCT(&e0->handle));
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contact_hash = hash_fnv64(contact_hash, BUFFER_FROM_STRUCT(&e1->handle));
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contact_key = STRING_FROM_BUFFER(BUFFER_FROM_STRUCT(&contact_hash));
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u64 manifold_hash = hash_fnv64(HASH_FNV64_BASIS, BUFFER_FROM_STRUCT(&e0->handle));
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manifold_hash = hash_fnv64(manifold_hash, BUFFER_FROM_STRUCT(&e1->handle));
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manifold_key = STRING_FROM_BUFFER(BUFFER_FROM_STRUCT(&manifold_hash));
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}
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struct entity *contact = fixed_dict_get(&dict, contact_key);
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struct entity *manifold = fixed_dict_get(&dict, manifold_key);
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const f32 min_new_contact_point_dist_sq = 0.05 * 0.05;
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#if 1
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const f32 remove_contact_threshold_global_dist_sq = 0.005 * 0.005;
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const f32 insert_contact_threshold_global_dist_sq = 0.005 * 0.005;
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#else
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const f32 remove_contact_threshold_global_dist_sq = 0;
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const f32 insert_contact_threshold_global_dist_sq = 0;
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#endif
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struct gjk_contact_points_result res = gjk_contact_points(e0_poly, e1_poly);
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if (res.num_pairs > 0) {
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if (!contact) {
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contact = entity_alloc(root);
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contact->contact_e0 = e0->handle;
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contact->contact_e1 = e1->handle;
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entity_enable_prop(contact, ENTITY_PROP_CONTACT);
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activate_now(contact);
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fixed_dict_set(&dict_arena, &dict, contact_key, contact);
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if (!manifold) {
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manifold = entity_alloc(root);
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manifold->manifold_e0 = e0->handle;
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manifold->manifold_e1 = e1->handle;
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/* TODO: Should we recalculate normal as more contact points are added? */
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manifold->manifold_normal = v2_norm(v2_sub(res.pairs[0].p1, res.pairs[0].p0));
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entity_enable_prop(manifold, ENTITY_PROP_MANIFOLD);
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activate_now(manifold);
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fixed_dict_set(&dict_arena, &dict, manifold_key, manifold);
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}
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/* TODO: Dont need to do insertion logic for newly created contacts */
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/* TODO: Remove this (debugging) */
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manifold->prototype = res.prototype;
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manifold->simplex = res.simplex;
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/* Remove contacts that are no longer penetrating or have drifted too far from original position */
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struct v2 old_normal = manifold->manifold_normal;
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for (i32 j = 0; j < (i32)manifold->num_contacts; ++j) {
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struct contact *contact = &manifold->contacts[j];
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struct v2 p0_world_initial = contact->p0_initial_world;
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struct v2 p1_world_initial = contact->p1_initial_world;
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struct v2 p0_world_cur = xform_mul_v2(e0_xf, contact->p0_local);
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struct v2 p1_world_cur = xform_mul_v2(e1_xf, contact->p1_local);
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f32 p0_close_enough = v2_len_sq(v2_sub(p0_world_cur, p0_world_initial)) <= remove_contact_threshold_global_dist_sq;
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f32 p1_close_enough = v2_len_sq(v2_sub(p1_world_cur, p1_world_initial)) <= remove_contact_threshold_global_dist_sq;
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b32 still_penetrating = v2_dot(old_normal, v2_sub(p1_world_cur, p0_world_cur)) >= 0;
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if (still_penetrating && p0_close_enough && p1_close_enough) {
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/* Contact is still penetrating, mark persisted for warm starting */
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contact->persisted = true;
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} else {
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/* Remove contact by swapping with last in array */
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manifold->contacts[j--] = manifold->contacts[--manifold->num_contacts];
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}
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}
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/* FIXME: Test overflow */
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struct contact overflow[2];
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u32 overflow_count = 0;
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CT_ASSERT(ARRAY_COUNT(overflow) >= ARRAY_COUNT(res.pairs)); /* Overflow should be able to hold collision result */
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/* Insert new contacts that aren't too close to original contacts */
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for (u32 i = 0; i < res.num_pairs; ++i) {
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b32 should_insert = true;
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struct gjk_contact_pair new_pair = res.pairs[i];
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struct v2 new_p0_world = new_pair.p0;
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struct v2 new_p1_world = new_pair.p1;
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struct v2 new_p0_local = xform_invert_mul_v2(e0_xf, new_p0_world);
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struct v2 new_p1_local = xform_invert_mul_v2(e1_xf, new_p1_world);
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struct v2 p0_world = new_pair.p0;
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struct v2 p1_world = new_pair.p1;
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struct v2 pen = v2_sub(new_p1_world, new_p0_world);
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i32 replace_index = -1;
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for (u32 j = 0; j < contact->num_contact_pairs; ++j) {
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struct entity_contact_pair old_pair = contact->contact_pairs[j];
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struct v2 old_p0_local = old_pair.p0.local;
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struct v2 old_p1_local = old_pair.p1.local;
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f32 p0_dist_sq = v2_len_sq(v2_sub(new_p0_local, old_p0_local));
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f32 p1_dist_sq = v2_len_sq(v2_sub(new_p1_local, old_p1_local));
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if (p0_dist_sq < min_new_contact_point_dist_sq || p1_dist_sq < min_new_contact_point_dist_sq) {
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replace_index = j;
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//should_insert = false;
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for (u32 j = 0; j < manifold->num_contacts; ++j) {
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struct contact *contact = &manifold->contacts[j];
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struct v2 old_p0_world = xform_mul_v2(e0_xf, contact->p0_local);
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struct v2 old_p1_world = xform_mul_v2(e1_xf, contact->p1_local);
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f32 p0_far_enough = v2_len_sq(v2_sub(p0_world, old_p0_world)) >= insert_contact_threshold_global_dist_sq;
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f32 p1_far_enough = v2_len_sq(v2_sub(p1_world, old_p1_world)) >= insert_contact_threshold_global_dist_sq;
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if (!p0_far_enough || !p1_far_enough) {
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should_insert = false;
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break;
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}
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}
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if (should_insert) {
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u32 index;
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if (replace_index >= 0) {
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index = replace_index;
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contact->next_pair_index = index + 1;
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if (contact->next_pair_index >= ARRAY_COUNT(contact->contact_pairs)) {
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contact->next_pair_index = 0;
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}
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struct contact *c;
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if (manifold->num_contacts < ARRAY_COUNT(manifold->contacts)) {
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c = &manifold->contacts[manifold->num_contacts++];
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} else {
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index = contact->num_contact_pairs;
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if (index >= ARRAY_COUNT(contact->contact_pairs)) {
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index = contact->next_pair_index;
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if (index >= (ARRAY_COUNT(contact->contact_pairs) - 1)) {
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contact->next_pair_index = 0;
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} else {
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++contact->next_pair_index;
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}
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} else {
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++contact->num_contact_pairs;
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}
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c = &overflow[overflow_count++];
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}
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contact->contact_pairs[index] = (struct entity_contact_pair) {
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.p0 = { .local = new_p0_local },
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.p1 = { .local = new_p1_local },
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.pen = pen
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};
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MEMZERO_STRUCT(c);
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c->p0_local = xform_invert_mul_v2(e0_xf, p0_world);
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c->p0_initial_world = p0_world;
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c->p1_local = xform_invert_mul_v2(e1_xf, p1_world);
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c->p1_initial_world = p1_world;
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c->depth = v2_len(v2_sub(p1_world, p0_world));
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}
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}
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/* TODO: Remove this (debugging) */
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contact->prototype = res.prototype;
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contact->simplex = res.simplex;
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} else if (contact) {
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/* Manifold already has max amount of contacts, decide which 2 to keep.
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* Logic: 1st contact to keep is deepest contact, 2nd contact is furthest point from 1st contact (in local space of first shape) */
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if (overflow_count > 0) {
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/* Find contact with greatest depth */
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struct contact *deepest = NULL;
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{
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f32 deepest_depth = -F32_INFINITY;
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for (u32 i = 0; i < manifold->num_contacts; ++i) {
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struct contact *c = &manifold->contacts[i];
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f32 depth = c->depth;
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if (depth > deepest_depth) {
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deepest = c;
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deepest_depth = depth;
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}
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}
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for (u32 i = 0; i < overflow_count; ++i) {
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struct contact *c = &overflow[i];
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f32 depth = c->depth;
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if (depth > deepest_depth) {
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deepest = c;
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deepest_depth = depth;
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}
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}
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}
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/* Find contact furthest from deepest point */
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struct contact *furthest = NULL;
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{
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struct v2 deepest_p0 = deepest->p0_local;
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f32 furthest_dist_sq = -F32_INFINITY;
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for (u32 i = 0; i < manifold->num_contacts; ++i) {
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struct contact *c = &manifold->contacts[i];
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f32 dist_sq = v2_len_sq(v2_sub(c->p0_local, deepest_p0));
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if (dist_sq > furthest_dist_sq) {
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furthest = c;
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furthest_dist_sq = dist_sq;
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}
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}
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for (u32 i = 0; i < overflow_count; ++i) {
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struct contact *c = &manifold->contacts[i];
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f32 dist_sq = v2_len_sq(v2_sub(c->p0_local, deepest_p0));
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if (dist_sq > furthest_dist_sq) {
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furthest = c;
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furthest_dist_sq = dist_sq;
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}
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}
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}
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/* Copy */
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/* TODO: Optimize */
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CT_ASSERT(ARRAY_COUNT(manifold->contacts) == 2); /* Logic assumes 2 contact points */
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manifold->contacts[0] = *deepest;
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manifold->contacts[1] = *furthest;
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}
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/* NOTE: This assumes that all contacts will share the same normal as first contact */
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manifold->manifold_normal = v2_norm(v2_sub(manifold->contacts[0].p1_initial_world, manifold->contacts[0].p0_initial_world));
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/* TODO: Remove this (testing) */
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#if 0
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if (manifold->num_contacts > 1) {
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if (manifold->contacts[1].depth > manifold->contacts[1].depth) {
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manifold->contacts[0] = manifold->contacts[1];
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}
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manifold->num_contacts = 1;
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}
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#endif
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} else if (manifold) {
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/* No longer colliding, delete contact */
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contact->num_contact_pairs = 0;
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fixed_dict_set(&dict_arena, &dict, contact_key, NULL);
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manifold->num_contacts = 0;
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fixed_dict_set(&dict_arena, &dict, manifold_key, NULL);
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}
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}
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}
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@ -1006,14 +1126,14 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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* ========================== */
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for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
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struct entity *contact = &store->entities[entity_index];
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if (!(contact->valid && entity_has_prop(contact, ENTITY_PROP_ACTIVE))) continue;
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if (!entity_has_prop(contact, ENTITY_PROP_CONTACT)) continue;
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struct entity *manifold = &store->entities[entity_index];
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if (!(manifold->valid && entity_has_prop(manifold, ENTITY_PROP_ACTIVE))) continue;
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if (!entity_has_prop(manifold, ENTITY_PROP_MANIFOLD)) continue;
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|
||||
struct entity *e0 = entity_from_handle(store, contact->contact_e0);
|
||||
struct entity *e1 = entity_from_handle(store, contact->contact_e1);
|
||||
struct entity *e0 = entity_from_handle(store, manifold->manifold_e0);
|
||||
struct entity *e1 = entity_from_handle(store, manifold->manifold_e1);
|
||||
|
||||
if (contact->num_contact_pairs > 0 && e0->valid && e1->valid) {
|
||||
if (manifold->num_contacts > 0 && e0->valid && e1->valid) {
|
||||
struct xform e0_xf = entity_get_xform(e0);
|
||||
struct xform e1_xf = entity_get_xform(e1);
|
||||
|
||||
@ -1033,24 +1153,23 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
|
||||
struct v2 e1_accumulated_linear_impulse = { 0 };
|
||||
f32 e1_accumulated_angular_impulse = 0;
|
||||
|
||||
//f32 e1_accumulated_impulse = 0;
|
||||
struct v2 normal = manifold->manifold_normal;
|
||||
for (u32 contact_index = 0; contact_index < manifold->num_contacts; ++contact_index) {
|
||||
struct contact *contact = &manifold->contacts[contact_index];
|
||||
|
||||
for (u32 pair_index = 0; pair_index < contact->num_contact_pairs; ++pair_index) {
|
||||
struct entity_contact_pair pair = contact->contact_pairs[pair_index];
|
||||
struct v2 p0 = xform_mul_v2(e0_xf, pair.p0.local);
|
||||
struct v2 p1 = xform_mul_v2(e1_xf, pair.p1.local);
|
||||
|
||||
struct v2 pen = pair.pen;
|
||||
struct v2 pen_norm = v2_norm(pen);
|
||||
struct v2 p0 = xform_mul_v2(e0_xf, contact->p0_local);
|
||||
struct v2 p1 = xform_mul_v2(e1_xf, contact->p1_local);
|
||||
f32 depth = contact->depth;
|
||||
|
||||
#if 0
|
||||
f32 bias_factor = 0.2;
|
||||
//f32 bias_slop = 0.1;
|
||||
f32 bias_slop = 0.001;
|
||||
//f32 bias_slop = 0.001;
|
||||
//f32 bias_slop = 0.00;
|
||||
|
||||
f32 bias = (bias_factor / dt) * max((v2_len(pen) - bias_slop), 0);
|
||||
f32 bias = (bias_factor / dt) * max((depth - bias_slop), 0);
|
||||
#else
|
||||
(UNUSED)depth;
|
||||
f32 bias = 0;
|
||||
#endif
|
||||
|
||||
@ -1063,20 +1182,19 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
|
||||
|
||||
struct v2 vrel = v2_sub(p1_vel, p0_vel);
|
||||
|
||||
f32 vn = v2_dot(vrel, pen_norm);
|
||||
f32 vn = v2_dot(vrel, normal);
|
||||
vn = max_f32(vn, 0);
|
||||
|
||||
struct v2 idk0 = v2_perp_mul(vcp0, v2_wedge(vcp0, normal) * inv_i0);
|
||||
struct v2 idk1 = v2_perp_mul(vcp1, v2_wedge(vcp1, normal) * inv_i1);
|
||||
|
||||
struct v2 idk0 = v2_perp_mul(vcp0, v2_wedge(vcp0, pen_norm) * inv_i0);
|
||||
struct v2 idk1 = v2_perp_mul(vcp1, v2_wedge(vcp1, pen_norm) * inv_i1);
|
||||
|
||||
f32 k = inv_m0 + inv_m1 + v2_dot(pen_norm, v2_add(idk0, idk1));
|
||||
f32 k = inv_m0 + inv_m1 + v2_dot(normal, v2_add(idk0, idk1));
|
||||
|
||||
/* (to be applied along n) */
|
||||
f32 j = (vn + bias) / k;
|
||||
//j = max_f32(j, 0);
|
||||
|
||||
struct v2 imp = v2_mul(pen_norm, j);
|
||||
struct v2 imp = v2_mul(normal, j);
|
||||
|
||||
if (!e0->test_collided) {
|
||||
e0->test_collided = true;
|
||||
@ -1088,8 +1206,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
|
||||
e0_accumulated_angular_impulse += v2_wedge(vcp0, imp);
|
||||
e1_accumulated_angular_impulse += v2_wedge(vcp1, v2_neg(imp));
|
||||
|
||||
|
||||
|
||||
//entity_apply_linear_impulse(e0, imp, p0);
|
||||
//entity_apply_linear_impulse(e1, v2_neg(imp), p1);
|
||||
}
|
||||
@ -1097,194 +1213,30 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
|
||||
//entity_apply_linear_impulse(e0, imp, p0);
|
||||
//entity_apply_linear_impulse(e1, v2_neg(imp), p1);
|
||||
|
||||
/* FIXME: Clamp */
|
||||
|
||||
/* TODO: Remove this (testing) */
|
||||
#if 1
|
||||
/* Divide impulses by number of contact points. */
|
||||
{
|
||||
f32 inv_num_contacts = 1.f / manifold->num_contacts;
|
||||
e0_accumulated_linear_impulse = v2_mul(e0_accumulated_linear_impulse, inv_num_contacts);
|
||||
e1_accumulated_linear_impulse = v2_mul(e1_accumulated_linear_impulse, inv_num_contacts);
|
||||
e0_accumulated_angular_impulse *= inv_num_contacts;
|
||||
e1_accumulated_angular_impulse *= inv_num_contacts;
|
||||
}
|
||||
#endif
|
||||
|
||||
entity_apply_linear_impulse_to_center(e0, e0_accumulated_linear_impulse);
|
||||
entity_apply_angular_impulse(e0, e0_accumulated_angular_impulse);
|
||||
|
||||
entity_apply_linear_impulse_to_center(e1, e1_accumulated_linear_impulse);
|
||||
entity_apply_angular_impulse(e1, e1_accumulated_angular_impulse);
|
||||
} else {
|
||||
entity_enable_prop(contact, ENTITY_PROP_RELEASE);
|
||||
entity_enable_prop(manifold, ENTITY_PROP_RELEASE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
for (u64 e0_index = 0; e0_index < store->reserved; ++e0_index) {
|
||||
struct entity *e0 = &store->entities[e0_index];
|
||||
if (!(e0->valid && entity_has_prop(e0, ENTITY_PROP_ACTIVE))) continue;
|
||||
if (!entity_has_prop(e0, ENTITY_PROP_PHYSICAL)) continue;
|
||||
if (!entity_has_prop(e0, ENTITY_PROP_PLAYER_CONTROLLED) && !entity_has_prop(e0, ENTITY_PROP_BULLET)) continue;
|
||||
|
||||
struct xform e0_xf = entity_get_xform(e0);
|
||||
struct quad e0_quad;
|
||||
struct v2_array e0_poly;
|
||||
{
|
||||
struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, e0->sprite);
|
||||
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), e0->animation_frame);
|
||||
e0_quad = xform_mul_quad(e0->sprite_local_xform, quad_from_rect(slice.rect));
|
||||
e0_quad = xform_mul_quad(e0_xf, e0_quad);
|
||||
e0_poly = (struct v2_array) {
|
||||
.count = ARRAY_COUNT(e0_quad.e),
|
||||
.points = e0_quad.e
|
||||
};
|
||||
}
|
||||
|
||||
b32 colliding = false;
|
||||
struct gjk_contact_pair pair0 = { 0 };
|
||||
struct gjk_contact_pair pair1 = { 0 };
|
||||
u32 num_pairs = 0;
|
||||
struct entity *colliding_with = entity_nil();
|
||||
struct gjk_simplex simplex = { 0 };
|
||||
struct gjk_prototype prototype = { 0 };
|
||||
struct v2 velocity = V2(0, 0);
|
||||
b32 solved = false;
|
||||
for (u64 e1_index = 0; e1_index < store->reserved; ++e1_index) {
|
||||
struct entity *e1 = &store->entities[e1_index];
|
||||
if (e1 == e0) continue;
|
||||
if (!(e1->valid && entity_has_prop(e1, ENTITY_PROP_ACTIVE))) continue;
|
||||
if (!entity_has_prop(e1, ENTITY_PROP_PHYSICAL)) continue;
|
||||
if (entity_has_prop(e1, ENTITY_PROP_PLAYER_CONTROLLED)) continue;
|
||||
|
||||
struct xform e1_xf = entity_get_xform(e1);
|
||||
struct quad e1_quad;
|
||||
struct v2_array e1_poly;
|
||||
{
|
||||
struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, e1->sprite);
|
||||
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), e1->animation_frame);
|
||||
e1_quad = xform_mul_quad(e1->sprite_local_xform, quad_from_rect(slice.rect));
|
||||
e1_quad = xform_mul_quad(e1_xf, e1_quad);
|
||||
e1_poly = (struct v2_array) {
|
||||
.count = ARRAY_COUNT(e1_quad.e),
|
||||
.points = e1_quad.e
|
||||
};
|
||||
}
|
||||
|
||||
struct gjk_contact_points_result res = gjk_contact_points(e0_poly, e1_poly);
|
||||
|
||||
num_pairs = res.num_pairs;
|
||||
colliding = num_pairs > 0;
|
||||
pair0 = res.pairs[0];
|
||||
pair1 = res.pairs[1];
|
||||
colliding_with = e1;
|
||||
simplex = res.simplex;
|
||||
prototype = res.prototype;
|
||||
solved = res.solved;
|
||||
}
|
||||
|
||||
e0->colliding_with = colliding_with->handle;
|
||||
e0->point0 = pair0.p0;
|
||||
e0->point1 = pair1.p0;
|
||||
e0->num_points = num_pairs;
|
||||
e0->simplex = simplex;
|
||||
e0->prototype = prototype;
|
||||
e0->pendir = velocity;
|
||||
e0->solved = solved;
|
||||
|
||||
if (colliding_with->valid) {
|
||||
colliding_with->colliding_with = e0->handle;
|
||||
colliding_with->point0 = pair0.p1;
|
||||
colliding_with->point1 = pair1.p1;
|
||||
colliding_with->num_points = num_pairs;
|
||||
}
|
||||
|
||||
(UNUSED)colliding;
|
||||
{
|
||||
#if 0
|
||||
if (colliding) {
|
||||
struct entity *e1 = colliding_with;
|
||||
struct xform e1_xf = entity_get_xform(e1);
|
||||
|
||||
f32 scale0 = math_fabs(xform_get_determinant(e0_xf));
|
||||
f32 scale1 = math_fabs(xform_get_determinant(e1_xf));
|
||||
f32 m0 = e0->mass_unscaled * scale0;
|
||||
f32 m1 = e1->mass_unscaled * scale1;
|
||||
f32 i0 = e0->inertia_unscaled * scale0;
|
||||
f32 i1 = e1->inertia_unscaled * scale1;
|
||||
f32 inv_m0 = 1.f / m0;
|
||||
f32 inv_m1 = 1.f / m1;
|
||||
f32 inv_i0 = 1.f / i0;
|
||||
f32 inv_i1 = 1.f / i1;
|
||||
(UNUSED)inv_m0;
|
||||
(UNUSED)inv_m1;
|
||||
(UNUSED)inv_i0;
|
||||
(UNUSED)inv_i1;
|
||||
|
||||
struct v2 pen = v2_sub(p1, p0);
|
||||
struct v2 pen_norm = v2_norm(pen);
|
||||
|
||||
#if 1
|
||||
f32 bias_factor = 0.2;
|
||||
f32 bias_slop = 0.001;
|
||||
|
||||
f32 bias = (bias_factor / dt) * max((v2_len(pen) - bias_slop), 0);
|
||||
#else
|
||||
f32 bias = 0;
|
||||
#endif
|
||||
|
||||
|
||||
struct v2 vcp0 = v2_sub(p0, e0_xf.og);
|
||||
struct v2 vcp1 = v2_sub(p1, e1_xf.og);
|
||||
|
||||
struct v2 p0_vel = v2_add(e0->linear_velocity, v2_perp_mul(vcp0, e0->angular_velocity));
|
||||
struct v2 p1_vel = v2_add(e1->linear_velocity, v2_perp_mul(vcp1, e1->angular_velocity));
|
||||
|
||||
struct v2 vrel = v2_sub(p1_vel, p0_vel);
|
||||
|
||||
f32 vn = v2_dot(vrel, pen_norm);
|
||||
vn = max_f32(vn, 0);
|
||||
|
||||
|
||||
struct v2 idk0 = v2_perp_mul(vcp0, v2_wedge(vcp0, pen_norm) * inv_i0);
|
||||
struct v2 idk1 = v2_perp_mul(vcp1, v2_wedge(vcp1, pen_norm) * inv_i1);
|
||||
|
||||
f32 k = inv_m0 + inv_m1 + v2_dot(pen_norm, v2_add(idk0, idk1));
|
||||
|
||||
/* (to be applied along n) */
|
||||
f32 j = (vn + bias) / k;
|
||||
//j = max_f32(j, 0);
|
||||
|
||||
|
||||
|
||||
if (j > 0) {
|
||||
DEBUGBREAKABLE;
|
||||
}
|
||||
|
||||
if (!e0->test_collided) {
|
||||
e0->test_collided = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
struct v2 imp = v2_mul(pen_norm, j);
|
||||
(UNUSED)imp;
|
||||
|
||||
//imp = v2_mul(imp, dt);
|
||||
|
||||
|
||||
#if 1
|
||||
entity_apply_linear_impulse(e0, imp, p0);
|
||||
entity_apply_linear_impulse(e1, v2_neg(imp), p1);
|
||||
#endif
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/* ========================== *
|
||||
* Update positions
|
||||
* Integrate positions from velocity
|
||||
* ========================== */
|
||||
|
||||
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
|
||||
@ -1330,6 +1282,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
|
||||
* Update camera position
|
||||
* ========================== */
|
||||
|
||||
#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;
|
||||
@ -1366,6 +1319,44 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
|
||||
ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1;
|
||||
entity_set_xform(ent, xf);
|
||||
}
|
||||
#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;
|
||||
|
||||
/* Camera follow */
|
||||
if (entity_has_prop(ent, ENTITY_PROP_CAMERA)) {
|
||||
struct entity *follow = entity_from_handle(store, ent->camera_follow);
|
||||
|
||||
struct xform xf = entity_get_xform(ent);
|
||||
|
||||
f32 aspect_ratio = 1.0;
|
||||
{
|
||||
struct xform quad_xf = xform_mul(entity_get_xform(ent), ent->camera_quad_xform);
|
||||
struct v2 camera_size = xform_get_scale(quad_xf);
|
||||
if (!v2_is_zero(camera_size)) {
|
||||
aspect_ratio = camera_size.x / camera_size.y;
|
||||
}
|
||||
}
|
||||
f32 ratio_y = 0.33f;
|
||||
f32 ratio_x = ratio_y / aspect_ratio;
|
||||
struct v2 camera_focus_dir = v2_mul_v2(follow->control.focus, V2(ratio_x, ratio_y));
|
||||
struct v2 camera_focus_pos = v2_add(entity_get_xform(follow).og, camera_focus_dir);
|
||||
ent->camera_xform_target = xf;
|
||||
ent->camera_xform_target.og = camera_focus_pos;
|
||||
|
||||
/* Lerp camera */
|
||||
if (ent->camera_applied_lerp_continuity_gen_plus_one == ent->camera_lerp_continuity_gen + 1) {
|
||||
f32 t = 1 - math_pow(2.f, -20.f * (f32)G.tick.dt);
|
||||
xf = xform_lerp(xf, ent->camera_xform_target, t);
|
||||
} else {
|
||||
/* Skip lerp */
|
||||
xf = ent->camera_xform_target;
|
||||
}
|
||||
ent->camera_applied_lerp_continuity_gen_plus_one = ent->camera_lerp_continuity_gen + 1;
|
||||
entity_set_xform(ent, xf);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* ========================== *
|
||||
|
||||
@ -155,7 +155,8 @@ struct gjk_contact_points_result gjk_contact_points(struct v2_array shape0, stru
|
||||
struct gjk_contact_points_result res = { 0 };
|
||||
|
||||
/* TODO: Verify epsilon */
|
||||
const f32 epsilon = 0.0000100;
|
||||
/* FIXME: Infinite loop when epsilon too low and shapes is too far from 0 (precision issue) */
|
||||
const f32 epsilon = 0.00100;
|
||||
struct gjk_simplex s = { 0 };
|
||||
b32 colliding = false;
|
||||
struct gjk_menkowski_point *proto = NULL;
|
||||
@ -236,9 +237,9 @@ struct gjk_contact_points_result gjk_contact_points(struct v2_array shape0, stru
|
||||
struct v2 rab_dir = v2_perp_towards_dir(vab, v2_neg(vac));
|
||||
struct v2 rac_dir = v2_perp_towards_dir(vac, v2_neg(vab));
|
||||
struct v2 rbc_dir = v2_perp_towards_dir(vbc, vab);
|
||||
voronoi_mask |= (v2_dot(rab_dir, v2_neg(s.a.p)) >= 0) << 0; /* Regions ab, a, and b*/
|
||||
voronoi_mask |= (v2_dot(rac_dir, v2_neg(s.a.p)) >= 0) << 1; /* Regions ac, a, and c */
|
||||
voronoi_mask |= (v2_dot(rbc_dir, v2_neg(s.b.p)) >= 0) << 2; /* Regions bc, b, and c */
|
||||
voronoi_mask |= (v2_dot(rab_dir, v2_neg(s.a.p)) > 0) << 0; /* Regions ab, a, and b*/
|
||||
voronoi_mask |= (v2_dot(rac_dir, v2_neg(s.a.p)) > 0) << 1; /* Regions ac, a, and c */
|
||||
voronoi_mask |= (v2_dot(rbc_dir, v2_neg(s.b.p)) > 0) << 2; /* Regions bc, b, and c */
|
||||
/* Remove point or edge and determine next direction based on voronoi region */
|
||||
switch (voronoi_mask) {
|
||||
default:
|
||||
|
||||
@ -1000,6 +1000,7 @@ INLINE struct v2 xform_basis_invert_mul_v2(struct xform xf, struct v2 v)
|
||||
return res;
|
||||
}
|
||||
|
||||
/* TODO: Get rid of this? Just force caller to use invert manually since it's expensive. */
|
||||
INLINE struct v2 xform_invert_mul_v2(struct xform xf, struct v2 v)
|
||||
{
|
||||
struct xform inv = xform_invert(xf);
|
||||
|
||||
22
src/user.c
22
src/user.c
@ -989,23 +989,27 @@ INTERNAL void user_update(void)
|
||||
}
|
||||
|
||||
/* Draw contact */
|
||||
if (entity_has_prop(ent, ENTITY_PROP_CONTACT)) {
|
||||
if (entity_has_prop(ent, ENTITY_PROP_MANIFOLD)) {
|
||||
f32 radius = 5;
|
||||
struct entity *e0 = entity_from_handle(store, ent->contact_e0);
|
||||
struct entity *e1 = entity_from_handle(store, ent->contact_e1);
|
||||
struct entity *e0 = entity_from_handle(store, ent->manifold_e0);
|
||||
struct entity *e1 = entity_from_handle(store, ent->manifold_e1);
|
||||
struct xform e0_xf = entity_get_xform(e0);
|
||||
struct xform e1_xf = entity_get_xform(e1);
|
||||
for (u32 i = 0; i < ent->num_contact_pairs; ++i) {
|
||||
struct entity_contact_pair pair = ent->contact_pairs[i];
|
||||
(UNUSED)e0_xf;
|
||||
(UNUSED)e1_xf;
|
||||
for (u32 i = 0; i < ent->num_contacts; ++i) {
|
||||
struct contact contact = ent->contacts[i];
|
||||
{
|
||||
u32 color = entity_has_prop(e0, ENTITY_PROP_PLAYER_CONTROLLED) ? RGBA_32_F(1, 0, 0, 0.50) : RGBA_32_F(0, 1, 1, 0.50);
|
||||
struct v2 point = xform_mul_v2(e0_xf, pair.p0.local);
|
||||
//struct v2 point = xform_mul_v2(e0_xf, contact.p0_local);
|
||||
struct v2 point = contact.p0_initial_world;
|
||||
point = xform_mul_v2(G.world_view, point);
|
||||
draw_solid_circle(G.viewport_canvas, point, radius, color, 10);
|
||||
}
|
||||
{
|
||||
u32 color = entity_has_prop(e1, ENTITY_PROP_PLAYER_CONTROLLED) ? RGBA_32_F(1, 0, 0, 0.50) : RGBA_32_F(0, 1, 1, 0.50);
|
||||
struct v2 point = xform_mul_v2(e1_xf, pair.p1.local);
|
||||
//struct v2 point = xform_mul_v2(e1_xf, contact.p1_local);
|
||||
struct v2 point = contact.p1_initial_world;
|
||||
point = xform_mul_v2(G.world_view, point);
|
||||
draw_solid_circle(G.viewport_canvas, point, radius, color, 10);
|
||||
}
|
||||
@ -1214,8 +1218,8 @@ INTERNAL void user_update(void)
|
||||
/* Queue player move cmd */
|
||||
f32 move_speed = 1.0f;
|
||||
if (G.bind_states[USER_BIND_KIND_WALK].is_held) {
|
||||
const f32 walk_ratio = 0.25f;
|
||||
//const f32 walk_ratio = 0.01f;
|
||||
//const f32 walk_ratio = 0.25f;
|
||||
const f32 walk_ratio = 0.05f;
|
||||
move_speed *= walk_ratio;
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user