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#ifndef PHYSICS_CLASS
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#define PHYSICS_CLASS
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#include <iostream>
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#include <random>
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#include <vector>
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#include <memory>
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#include <cmath>
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#include <optional>
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#include <algorithm>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include "common.h"
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#include "Engine.h"
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#include "Camera.h"
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#include "t.h"
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#include "tFunctions.h"
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#include "CollisionMesh.h"
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// ============================================================================
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// Tuneable constants
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// ============================================================================
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static constexpr float PHYSICS_LINEAR_DAMPING = 0.995f;
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static constexpr float PHYSICS_ANGULAR_DAMPING = 0.990f;
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static constexpr float PHYSICS_BAUMGARTE_FACTOR = 0.1f;
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static constexpr float PHYSICS_BAUMGARTE_SLOP = 0.02f;
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static constexpr float PHYSICS_SLEEP_LINEAR_SQ = 0.05f * 0.05f; // m/s
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static constexpr float PHYSICS_SLEEP_ANGULAR_SQ = 0.08f * 0.08f; // rad/s
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static constexpr float PHYSICS_SLEEP_TIME_THRESHOLD = 0.5f;
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static constexpr float PHYSICS_RESTITUTION_THRESHOLD = 1.0f;
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static constexpr int PHYSICS_CONTACT_ITERATIONS = 8; // per step with no joints around
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static constexpr int PHYSICS_JOINT_ITERATIONS = 12;
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static constexpr float PHYSICS_JOINT_BIAS = 0.2f;
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static constexpr float PHYSICS_JOINT_MAX_BIAS_SPEED = 5.0f;
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static constexpr float PHYSICS_JOINT_DAMPING = 5.0f;
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static constexpr int PHYSICS_MAX_MESH_CONTACTS = 4;
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static constexpr float PHYSICS_MAX_MESH_DEPTH = 0.1f;
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static constexpr float PHYSICS_MESH_PAIR_FRICTION = 0.25f; // two meshes catch on each other, so they slide easier
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static constexpr float PHYSICS_MIN_IMPACT_IMPULSE = 1.0f; // newton seconds, softer contacts like resting aren't recorded
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// ============================================================================
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// Physics body
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// ============================================================================
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class p {
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friend class Physics;
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public:
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p() {
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pointer = nullptr;
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std::cout << "PHYSICS OBJECT INITIALIZED WITHOUT POINTER IN CONSTRUCTOR!!!\n";
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}
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p(t_package* t) : pointer(t) {}
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void SetLinearVelocity(glm::vec3 nf) { linearvelocity = nf; }
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void SetMass(float newmass) { mass = newmass; }
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void EnableCollision() { collision = true; }
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void DisableCollision() { collision = false; }
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void EnableVelocity() { velocity = true; }
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void DisableVelocity() { velocity = false; }
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void AddForce(const glm::vec3& f) { if (velocity) { force += f; WakeUp(); } }
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void AddTorque(const glm::vec3& t) { if (velocity) { torque += t; WakeUp(); } }
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float GetMass() const noexcept { return mass; }
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float GetInvMass() const noexcept { return velocity ? 1.0f / mass : 0.0f; }
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void WakeUp() { isSleeping = false; sleepTimer = 0.0f; }
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public:
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t_package* pointer = nullptr;
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bool collision = true;
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bool velocity = true;
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bool isSleeping = false;
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bool lockRotation = false;
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bool frozen = false; // parked until something touches its group
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bool isHitbox = false; // only collides with loose objects, never with other characters
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// Set this to collide triangle by triangle, otherwise the body is its t's box
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const CollisionMesh* collisionMesh = nullptr;
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int collisionGroup = 0; // non zero groups don't collide with themselves
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float mass = 1.0f;
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float restitution = 0.2f;
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float friction = 0.5f;
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float maxSpeed = 0.0f; // 0 = no limit
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float maxAngularSpeed = 0.0f;
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glm::vec3 linearvelocity = { 0.0f, 0.0f, 0.0f };
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glm::vec3 angularvelocity = { 0.0f, 0.0f, 0.0f };
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glm::vec3 force = { 0.0f, 0.0f, 0.0f };
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glm::vec3 torque = { 0.0f, 0.0f, 0.0f };
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glm::mat3 invInertia = glm::mat3(0.0f); // world space, refreshed at the start of each step
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float sleepTimer = 0.0f;
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// For drawing it smoothly between physics ticks, see Physics::ApplyInterpolation
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glm::vec3 previousPosition = glm::vec3(0.0f);
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glm::quat previousOrientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
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glm::vec3 simulatedPosition = glm::vec3(0.0f);
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glm::quat simulatedOrientation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
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bool hasPrevious = false; // false until its first tick, so new bodies don't slide in from nowhere
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bool interpolated = false; // t currently holds the blended pose, not the real one
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// World bounds, kept until t changes. Most bodies sit still most of the time.
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BoundingBox bounds;
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unsigned int boundsVersion = 0;
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};
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// ============================================================================
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// Collision manifold
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// ============================================================================
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struct Collision {
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glm::vec3 POI;
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glm::vec3 CN;
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float overlap = 0.0f;
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float correctionWeight = 1.0f; // shares positional correction between a pair's contacts
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float frictionScale = 1.0f;
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p* ObjA = nullptr;
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p* ObjB = nullptr;
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// Filled in by PrepareContact, these can't change during a step's iterations
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glm::vec3 rA = glm::vec3(0.0f);
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glm::vec3 rB = glm::vec3(0.0f);
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glm::vec3 tangent1 = glm::vec3(0.0f);
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glm::vec3 tangent2 = glm::vec3(0.0f);
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float inverseDenomN = 0.0f;
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float inverseDenomT1 = 0.0f;
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float inverseDenomT2 = 0.0f;
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float targetSpeed = 0.0f; // how fast it should be separating afterwards, the bounce
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float mu = 0.0f;
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// Running totals over the iterations
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float normalImpulse = 0.0f;
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glm::vec2 tangentImpulse = glm::vec2(0.0f);
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Collision(p* a, p* b) : ObjA(a), ObjB(b) {}
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};
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// ============================================================================
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// One angular constraint on a joint, worked out once per step
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// ============================================================================
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struct AngularRow {
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glm::vec3 axis = glm::vec3(0.0f);
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float targetSpeed = 0.0f;
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float inverseDenom = 0.0f;
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bool oneSided = false; // a limit only pushes back, the rest also hold the bodies together
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};
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// ============================================================================
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// Ball joint with a swing cone and a twist limit, or a one axis hinge
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// Anchors and axes are local to each body: rotated, but not scaled.
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// The twist limit assumes both bodies started out unrotated.
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// ============================================================================
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struct BallJoint {
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p* parent = nullptr;
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p* child = nullptr;
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glm::vec3 anchorParent = glm::vec3(0.0f);
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glm::vec3 anchorChild = glm::vec3(0.0f);
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glm::vec3 axisParent = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 axisChild = glm::vec3(0.0f, 1.0f, 0.0f);
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float maxAngle = 0.0f; // radians between the two axes
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float maxTwist = 0.0f; // radians either way around axisChild
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// Hinges ignore the limits above and bend around one axis, like an elbow.
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// The bend is the angle from hingeRefParent to hingeRefChild around the hinge axis.
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bool isHinge = false;
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glm::vec3 hingeAxisParent = glm::vec3(1.0f, 0.0f, 0.0f);
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glm::vec3 hingeAxisChild = glm::vec3(1.0f, 0.0f, 0.0f);
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glm::vec3 hingeRefParent = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 hingeRefChild = glm::vec3(0.0f, 1.0f, 0.0f);
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float minBend = 0.0f;
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float maxBend = 0.0f;
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// Filled in by PrepareJoint, these can't change during a step's iterations
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glm::vec3 worldAnchorParent = glm::vec3(0.0f);
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glm::vec3 worldAnchorChild = glm::vec3(0.0f);
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glm::vec3 bias = glm::vec3(0.0f);
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glm::mat3 inverseK = glm::mat3(1.0f);
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AngularRow rows[3];
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int rowCount = 0;
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};
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// One contact pushing two bodies apart during a step. impulse is in newton seconds.
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struct Impact {
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p* a = nullptr;
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p* b = nullptr;
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glm::vec3 point = glm::vec3(0.0f);
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float impulse = 0.0f;
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};
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struct BroadPhaseEntry {
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p* body = nullptr;
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BoundingBox bounds;
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};
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// ============================================================================
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// Physics world
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// ============================================================================
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class Physics {
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private:
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std::vector<p*> objects;
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std::vector<BallJoint*> joints;
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glm::vec3 gravity = glm::vec3(0.0f, -9.81f, 0.0f);
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// Kept between steps so they don't get reallocated. The broad phase also keeps its order,
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// and is only rebuilt when bodies come or go.
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std::vector<BroadPhaseEntry> broadPhase;
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unsigned int objectsVersion = 1;
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unsigned int broadPhaseVersion = 0;
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std::vector<Collision> collisions;
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std::vector<Collision> meshContacts;
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std::vector<int> meshCandidates;
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static glm::mat3 ComputeInvInertiaTensor(const p* body);
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static bool UpdateSleep(p* body, float dt);
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void PrepareContact(Collision& c);
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void SolveContact(Collision& c);
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void CorrectContactPosition(Collision& c);
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void FindCollisions();
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void CollideTriangles(p* a, p* b);
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void CollideBoxes(p* a, p* b, const TInTInfo& info);
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void WakeGroup(int group);
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void WakeAround(p* removed);
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void PrepareJoint(BallJoint& joint, float dt);
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void SolveJoint(BallJoint& joint);
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void DampJoint(BallJoint& joint, float dt);
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public:
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Physics() {}
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const glm::vec3& GetGravity() const noexcept { return gravity; }
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void SetGravity(const glm::vec3& g) noexcept { gravity = g; }
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int GetObjectAmount() const noexcept { return (int)objects.size(); }
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void AddObject(p* obj) { objects.push_back(obj); objectsVersion++; }
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void AddJoint(BallJoint* joint) { joints.push_back(joint); }
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void RemoveJoint(BallJoint* joint) {
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auto it = std::find(joints.begin(), joints.end(), joint);
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if (it != joints.end()) joints.erase(it);
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}
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const std::vector<p*>& GetObjects() const { return objects; }
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p* PPointerOfObject(t_package* pointer) const {
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for (p* obj : objects)
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if (obj->pointer == pointer) return obj;
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return nullptr;
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}
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void RemoveP(p* obj) {
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objects.erase(std::find(objects.begin(), objects.end(), obj));
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objectsVersion++;
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WakeAround(obj);
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}
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void RemoveObject(t_package* pointer) {
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for (int i = 0; i < (int)objects.size(); i++) {
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if (objects[i]->pointer == pointer) {
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p* removed = objects[i];
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objects.erase(objects.begin() + i);
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objectsVersion++;
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WakeAround(removed);
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delete removed;
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return;
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}
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}
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}
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void Step(float dt);
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// One fixed physics tick, split into substeps so fast things don't pass through each other.
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// Remembers where everything was beforehand, for ApplyInterpolation.
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void Tick(float dt, int substeps);
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// Moves every moving body's t partway from where it was before the last tick (0) to where it is now (1),
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// so things drawn between ticks don't step along at the tick rate. Nothing may move bodies until
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// RemoveInterpolation puts the real positions back.
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void ApplyInterpolation(float alpha);
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void RemoveInterpolation();
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void ResolveCollisions(float dt);
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// Every contact since the last ClearImpacts, for working out what hit what and how hard
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const std::vector<Impact>& GetImpacts() const { return impacts; }
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void ClearImpacts() { impacts.clear(); }
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private:
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std::vector<Impact> impacts;
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};
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#endif
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