power_play/src/phys.h

190 lines
4.7 KiB
C

#ifndef PHYS_H
#define PHYS_H
#include "collider.h"
#include "math.h"
struct entity_store;
struct entity_lookup;
/* Structure containing data used for a single physics step */
struct phys_ctx {
u64 tick_id;
struct entity_store *store;
struct entity_lookup *contact_lookup;
struct entity_lookup *debug_lookup;
struct v2 dbg_cursor_pos;
b32 dbg_start_dragging;
b32 dbg_stop_dragging;
};
struct phys_hit_event {
struct entity_handle e0;
struct entity_handle e1;
struct v2 point;
struct v2 normal;
struct v2 vrel; /* Relative velocity */
f32 dt; /* How much time elapsed in the step when this event occurred (this will equal the physics timestep unless an early time of impact collision occurred) */
};
struct phys_hit_event_node {
struct phys_hit_event *e;
struct phys_hit_event_node *next;
};
/* ========================== *
* Startup
* ========================== */
struct phys_startup_receipt { i32 _; };
struct phys_startup_receipt phys_startup(void);
/* ========================== *
* Contact
* ========================== */
struct phys_contact_point {
/* Contact point in local space of each entity */
struct v2 point_local_e0;
struct v2 point_local_e1;
u32 id; /* ID generated during clipping */
f32 starting_separation; /* How far are original points along normal */
f32 normal_impulse; /* Accumulated impulse along normal */
f32 tangent_impulse; /* Accumulated impulse along tangent */
f32 inv_normal_mass;
f32 inv_tangent_mass;
/* Debugging */
struct v2 dbg_pt;
};
struct phys_contact_constraint {
u64 last_updated_tick; /* To avoid checking collisions for the same constraint twice in one tick */
b32 skip_solve;
struct entity_handle e0;
struct entity_handle e1;
f32 inv_m0;
f32 inv_m1;
f32 inv_i0;
f32 inv_i1;
struct v2 normal; /* Normal vector of collision from e0 -> e1 */
u64 last_iteration;
struct phys_contact_point points[2];
u32 num_points;
f32 friction;
struct math_spring_result softness;
f32 pushout_velocity;
};
struct phys_collision_debug {
struct entity_handle e0;
struct entity_handle e1;
struct collider_collision_points_result res;
struct phys_contact_point points[2];
u32 num_points;
struct v2 closest0;
struct v2 closest1;
struct xform xf0;
struct xform xf1;
};
void phys_create_contacts(struct phys_ctx *ctx, f32 elapsed_dt);
void phys_prepare_contacts(struct phys_ctx *ctx);
void phys_warm_start_contacts(struct phys_ctx *ctx);
void phys_solve_contacts(struct phys_ctx *ctx, f32 dt, b32 apply_bias);
/* ========================== *
* Motor joint
* ========================== */
struct phys_motor_joint_def {
struct entity_handle e0;
struct entity_handle e1;
f32 correction_rate;
f32 max_force;
f32 max_torque;
};
struct phys_motor_joint {
struct entity_handle e0;
struct entity_handle e1;
f32 correction_rate;
f32 max_force;
f32 max_torque;
f32 inv_m0;
f32 inv_m1;
f32 inv_i0;
f32 inv_i1;
struct v2 linear_impulse;
f32 angular_impulse;
struct v2 point_local_e0;
struct v2 point_local_e1;
struct xform linear_mass_xf;
f32 angular_mass;
};
struct phys_motor_joint motor_joint_from_def(struct phys_motor_joint_def def);
void phys_prepare_motor_joints(struct phys_ctx *ctx);
void phys_warm_start_motor_joints(struct phys_ctx *ctx);
void phys_solve_motor_joints(struct phys_ctx *ctx, f32 dt);
/* ========================== *
* Mouse joint
* ========================== */
struct phys_mouse_joint {
struct entity_handle target;
struct v2 point_local_start;
struct v2 point_local_end;
struct math_spring_result linear_softness;
struct math_spring_result angular_softness;
f32 max_force;
f32 inv_m;
f32 inv_i;
struct v2 linear_impulse;
f32 angular_impulse;
struct xform linear_mass_xf;
};
void phys_create_mouse_joints(struct phys_ctx *ctx);
void phys_prepare_mouse_joints(struct phys_ctx *ctx);
void phys_warm_start_mouse_joints(struct phys_ctx *ctx);
void phys_solve_mouse_joints(struct phys_ctx *ctx, f32 dt);
/* ========================== *
* Earliest time of impact
* ========================== */
f32 phys_determine_earliest_toi_for_bullets(struct phys_ctx *ctx, f32 step_dt, f32 tolerance, u32 max_iterations);
/* ========================== *
* Integration
* ========================== */
void phys_integrate_forces(struct phys_ctx *ctx, f32 dt);
void phys_integrate_velocities(struct phys_ctx *ctx, f32 dt);
/* ========================== *
* Step
* ========================== */
void phys_step(struct phys_ctx *ctx, f32 timestep);
#endif