use v2_winding when clipping

This commit is contained in:
jacob 2024-10-22 11:15:52 -05:00
parent 55fc39fddd
commit ed8b03941e
4 changed files with 18 additions and 61 deletions

View File

@ -326,8 +326,9 @@ struct collider_collision_points_result collider_collision_points(struct collide
b32 valid = true;
{
const f32 validity_epsilon = min_unique_pt_dist_sq; /* Arbitrary */
//const f32 validity_epsilon = 0.000000001f; /* Arbitrary */
/* NOTE: Changing this value affects how stable normals are for circular colliders */
//const f32 validity_epsilon = min_unique_pt_dist_sq; /* Arbitrary */
const f32 validity_epsilon = 0.0000000001f; /* Arbitrary */
struct v2 vam = v2_sub(m, closest_a);
struct v2 vbm = v2_sub(closest_b, closest_a);
@ -420,24 +421,9 @@ struct collider_collision_points_result collider_collision_points(struct collide
struct v2 vap = v2_sub(p, a);
struct v2 vpb = v2_sub(b, p);
#if 1
/* Swap a & b depending on winding order */
if (v2_wedge(vap, vpb) < 0) {
u32 tmp_u32 = a_i;
a_i = b_i;
b_i = tmp_u32;
struct v2 tmp_v2 = a;
a = b;
b = tmp_v2;
tmp_v2 = vap;
vap = v2_neg(vpb);
vpb = v2_neg(tmp_v2);
}
#endif
f32 vap_wedge = v2_wedge(vap, normal);
f32 vpb_wedge = v2_wedge(vpb, normal);
if (vap_wedge < (vpb_wedge + wedge_epsilon)) {
if (vap_wedge * v2_winding(vap, vpb) < (vpb_wedge + wedge_epsilon)) {
id_a0 = a_i;
id_b0 = p_i;
a0 = a;
@ -463,24 +449,9 @@ struct collider_collision_points_result collider_collision_points(struct collide
struct v2 vap = v2_sub(p, a);
struct v2 vpb = v2_sub(b, p);
#if 1
/* Swap a & b depending on winding order */
if (v2_wedge(vap, vpb) > 0) {
u32 tmp_u32 = a_i;
a_i = b_i;
b_i = tmp_u32;
struct v2 tmp_v2 = a;
a = b;
b = tmp_v2;
tmp_v2 = vap;
vap = v2_neg(vpb);
vpb = v2_neg(tmp_v2);
}
#endif
f32 vap_wedge = v2_wedge(vap, normal);
f32 vpb_wedge = v2_wedge(vpb, normal);
if (vap_wedge < (vpb_wedge + wedge_epsilon)) {
if (vap_wedge * -v2_winding(vap, vpb) < (vpb_wedge + wedge_epsilon)) {
id_a1 = a_i;
id_b1 = p_i;
a1 = a;

View File

@ -36,8 +36,8 @@
#define GAME_PHYSICS_ENABLE_WARM_STARTING 1
#define GAME_PHYSICS_ENABLE_RELAXATION 1
#define USER_DRAW_MENKOWSKI 1
#define GAME_PHYSICS_ENABLE_GROUND_FRICTION 1
#define USER_DRAW_MENKOWSKI 0
#define GAME_PHYSICS_ENABLE_GROUND_FRICTION 0
#define GAME_PHYSICS_ENABLE_COLLISION 1
#define GAME_SPAWN_LOTS 0
#define GAME_SPAWN_TESTENT 0

View File

@ -178,8 +178,8 @@ INTERNAL void spawn_test_entities(f32 offset)
entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
#if GAME_PHYSICS_ENABLE_GROUND_FRICTION
//e->control_force = 4500;
e->control_force = 1200;
//e->control_force = 250;
//e->control_force = 1200;
e->control_force = 250;
#else
//e->control_force = 5000;
e->control_force = 250;
@ -351,7 +351,7 @@ INTERNAL void spawn_test_entities(f32 offset)
INTERNAL void create_contact_manifolds(void)
INTERNAL void generate_contacts(void)
{
/* TODO: Remove this */
static u64 manifold_iteration = 0;
@ -638,11 +638,7 @@ INTERNAL void warm_start_contacts(void)
struct soft_result {
f32 bias_rate;
f32 mass_scale;
f32 impulse_scale;
};
struct soft_result { f32 bias_rate; f32 mass_scale; f32 impulse_scale; };
INTERNAL struct soft_result make_soft(f32 hertz, f32 zeta, f32 h)
{
if (hertz == 0.0f) {
@ -660,14 +656,7 @@ INTERNAL struct soft_result make_soft(f32 hertz, f32 zeta, f32 h)
}
}
INTERNAL void solve_collisions(f32 dt, b32 apply_bias)
INTERNAL void solve_contacts(f32 dt, b32 apply_bias)
{
struct entity_store *store = G.tick.entity_store;
for (u64 entity_index = 0; entity_index < store->reserved; ++entity_index) {
@ -1067,7 +1056,7 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("shape"), ent->animation_frame);
ent->local_collider = collider_from_quad(xform_mul_quad(cxf, quad_from_rect(slice.rect)));
#if 0
#if 1
if (entity_has_prop(ent, ENTITY_PROP_TEST)) {
//if ((true)) {
#if 1
@ -1559,29 +1548,27 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
* ========================== */
(UNUSED)create_contact_manifolds;
(UNUSED)solve_collisions;
(UNUSED)generate_contacts;
(UNUSED)solve_contacts;
(UNUSED)integrate_velocities_from_forces;
(UNUSED)integrate_positions_from_velocities;
(UNUSED)warm_start_contacts;
#if 1
{
integrate_velocities_from_forces(dt);
create_contact_manifolds();
generate_contacts();
f32 substep_dt = dt / GAME_PHYSICS_SUBSTEPS;
for (u32 i = 0; i < GAME_PHYSICS_SUBSTEPS; ++i) {
#if GAME_PHYSICS_ENABLE_WARM_STARTING
warm_start_contacts();
#else
(UNUSED)warm_start_contacts;
#endif
#if GAME_PHYSICS_ENABLE_COLLISION
solve_collisions(substep_dt, true);
solve_contacts(substep_dt, true);
#endif
integrate_positions_from_velocities(substep_dt);
#if GAME_PHYSICS_ENABLE_COLLISION && GAME_PHYSICS_ENABLE_RELAXATION
solve_collisions(substep_dt, false); /* Relaxation */
solve_contacts(substep_dt, false); /* Relaxation */
#endif
}
}

View File

@ -890,7 +890,6 @@ INTERNAL void user_update(void)
/* Debug draw entity info */
if (G.debug_draw && !skip_debug_draw) {
struct temp_arena temp = arena_temp_begin(scratch.arena);
#if 0
struct font *disp_font = font_load_async(STR("res/fonts/fixedsys.ttf"), 12.0f);
if (disp_font) {