#include "Physics.h" #include #include // ============================================================================ // ComputeInvInertiaTensor // Returns zero matrix for static or rotation-locked bodies. // ============================================================================ glm::mat3 Physics::ComputeInvInertiaTensor(const p* body) { if (!body->velocity || body->lockRotation) return glm::mat3(0.0f); constexpr float k = 1.0f / 12.0f; const glm::vec3 s = body->pointer->t.GetScale(); const glm::vec3 sq = s * s; glm::mat3 localInvI(0.0f); localInvI[0][0] = 1.0f / (k * body->mass * (sq.y + sq.z)); localInvI[1][1] = 1.0f / (k * body->mass * (sq.x + sq.z)); localInvI[2][2] = 1.0f / (k * body->mass * (sq.x + sq.y)); const glm::mat3 R = glm::mat3(body->pointer->t.GetRotationMatrix()); return R * localInvI * glm::transpose(R); } // ============================================================================ // UpdateSleep // ============================================================================ bool Physics::UpdateSleep(p* body, float dt) { if (!body->velocity || body->frozen) return true; if (body->collisionGroup != 0) return false; // groups settle as a whole, a joint can't hold a sleeping body const float linSq = glm::dot(body->linearvelocity, body->linearvelocity); const float angSq = glm::dot(body->angularvelocity, body->angularvelocity); if (linSq < PHYSICS_SLEEP_LINEAR_SQ && angSq < PHYSICS_SLEEP_ANGULAR_SQ) { body->sleepTimer += dt; if (body->sleepTimer >= PHYSICS_SLEEP_TIME_THRESHOLD) { body->isSleeping = true; body->linearvelocity = glm::vec3(0.0f); body->angularvelocity = glm::vec3(0.0f); return true; } } else { body->sleepTimer = 0.0f; body->isSleeping = false; } return false; } // ============================================================================ // Step // ============================================================================ void Physics::Step(float dt) { // The damping constants are per 1/60 s step; rescale so drag doesn't depend on frame rate const float steps = dt * 60.0f; const float linearDamping = std::pow(PHYSICS_LINEAR_DAMPING, steps); const float angularDamping = std::pow(PHYSICS_ANGULAR_DAMPING, steps); // Integrate forces ? velocities for (p* body : objects) { // Nothing rotates until the end of the step, so everything until then can share this. // A sleeping body hasn't turned since it was last worked out. if (!body->isSleeping) body->invInertia = ComputeInvInertiaTensor(body); if (!body->velocity || body->isSleeping || body->frozen) continue; body->force += body->mass * gravity; body->linearvelocity += (body->force / body->mass) * dt; if (!body->lockRotation) body->angularvelocity += (body->invInertia * body->torque) * dt; body->linearvelocity *= linearDamping; body->angularvelocity *= angularDamping; body->force = glm::vec3(0.0f); body->torque = glm::vec3(0.0f); } ResolveCollisions(dt); // Integrate velocities ? positions for (p* body : objects) { if (!body->velocity) continue; if (UpdateSleep(body, dt)) continue; if (body->maxSpeed > 0.0f && glm::length(body->linearvelocity) > body->maxSpeed) body->linearvelocity = glm::normalize(body->linearvelocity) * body->maxSpeed; if (body->maxAngularSpeed > 0.0f && glm::length(body->angularvelocity) > body->maxAngularSpeed) body->angularvelocity = glm::normalize(body->angularvelocity) * body->maxAngularSpeed; body->pointer->t.TranslateBy(body->linearvelocity * dt); if (!body->lockRotation) { body->pointer->t.RotateByQuaternion(glm::quat(body->angularvelocity * dt)); if (body->collisionMesh) body->pointer->t.NormalizeRotation(); } } } // ============================================================================ // Tick and interpolation // ============================================================================ void Physics::Tick(float dt, int substeps) { for (p* body : objects) { if (!body->velocity) continue; body->previousPosition = body->pointer->t.GetTranslation(); body->previousOrientation = body->pointer->t.GetRotationQuaternion(); body->hasPrevious = true; } substeps = std::max(substeps, 1); for (int i = 0; i < substeps; i++) Step(dt / float(substeps)); } void Physics::ApplyInterpolation(float alpha) { alpha = glm::clamp(alpha, 0.0f, 1.0f); for (p* body : objects) { // Asleep it hasn't moved, so there's nothing to blend if (!body->velocity || !body->hasPrevious || body->interpolated || body->isSleeping) continue; t& transform = body->pointer->t; body->simulatedPosition = transform.GetTranslation(); body->simulatedOrientation = transform.GetRotationQuaternion(); transform.TranslateTo(glm::mix(body->previousPosition, body->simulatedPosition, alpha)); if (!body->lockRotation) transform.RotateToQuaternion(glm::slerp(body->previousOrientation, body->simulatedOrientation, alpha)); body->interpolated = true; } } void Physics::RemoveInterpolation() { for (p* body : objects) { if (!body->interpolated) continue; body->pointer->t.TranslateTo(body->simulatedPosition); body->pointer->t.RotateToQuaternion(body->simulatedOrientation); body->interpolated = false; } } // ============================================================================ // ResolveCollisions // ============================================================================ void Physics::ResolveCollisions(float dt) { FindCollisions(); for (Collision& col : collisions) PrepareContact(col); for (BallJoint* joint : joints) { DampJoint(*joint, dt); PrepareJoint(*joint, dt); } // One pass over the contacts leaves things resting on several points spinning a little, since // each push partly undoes the last. Going round several times settles them. Joints and contacts // fight each other too, so they get iterated together. const int iterations = joints.empty() ? PHYSICS_CONTACT_ITERATIONS : PHYSICS_JOINT_ITERATIONS; for (int i = 0; i < iterations; i++) { for (BallJoint* joint : joints) SolveJoint(*joint); for (Collision& col : collisions) SolveContact(col); } // Positions last, so nothing above saw them half moved for (Collision& col : collisions) { CorrectContactPosition(col); if (col.normalImpulse > PHYSICS_MIN_IMPACT_IMPULSE) impacts.push_back({ col.ObjA, col.ObjB, col.POI, col.normalImpulse }); } } // ============================================================================ // FindCollisions // Sort and sweep: once sorted along x, a body can only touch the ones after it // that start before it ends. // ============================================================================ // A body's world bounds, only worked out again once its transform has changed static const BoundingBox& GetBounds(p* body) { const t& transform = body->pointer->t; if (body->boundsVersion != transform.GetVersion()) { body->bounds = transform.GetAABB(); body->boundsVersion = transform.GetVersion(); } return body->bounds; } void Physics::FindCollisions() { collisions.clear(); // Everything goes in, collision or not, so the list only changes when bodies come or go const bool rebuilt = broadPhaseVersion != objectsVersion; if (rebuilt) { broadPhase.clear(); for (p* body : objects) { BroadPhaseEntry entry; entry.body = body; broadPhase.push_back(entry); } broadPhaseVersion = objectsVersion; } for (BroadPhaseEntry& entry : broadPhase) entry.bounds = GetBounds(entry.body); // Things barely move between substeps, so last step's order is nearly sorted already and insertion // sort gets through it in about one pass. A fresh list gets a proper sort. if (rebuilt) { std::sort(broadPhase.begin(), broadPhase.end(), [](const BroadPhaseEntry& first, const BroadPhaseEntry& second) { return first.bounds.min.x < second.bounds.min.x; }); } else { for (int i = 1; i < (int)broadPhase.size(); i++) { const BroadPhaseEntry entry = broadPhase[i]; int j = i - 1; while (j >= 0 && broadPhase[j].bounds.min.x > entry.bounds.min.x) { broadPhase[j + 1] = broadPhase[j]; j--; } broadPhase[j + 1] = entry; } } for (int i = 0; i < (int)broadPhase.size(); i++) { const BroadPhaseEntry& first = broadPhase[i]; p* a = first.body; if (!a->collision) continue; for (int j = i + 1; j < (int)broadPhase.size(); j++) { const BroadPhaseEntry& second = broadPhase[j]; if (second.bounds.min.x >= first.bounds.max.x) break; p* b = second.body; if (!b->collision) continue; if (!a->velocity && !b->velocity) continue; // Two things that can't move into each other, like an item asleep on the ground if ((a->isSleeping || !a->velocity) && (b->isSleeping || !b->velocity) && !a->isHitbox && !b->isHitbox) continue; if ((a->frozen || !a->velocity) && (b->frozen || !b->velocity)) continue; if (a->collisionGroup != 0 && a->collisionGroup == b->collisionGroup) continue; if ((a->isHitbox && b->collisionGroup != 0) || (b->isHitbox && a->collisionGroup != 0)) continue; if (!BoundingBoxInBoundingBox(first.bounds, second.bounds)) continue; if (a->collisionMesh || b->collisionMesh) { CollideTriangles(a, b); continue; } std::optional e = TInT(a->pointer->t, b->pointer->t, false); if (e.has_value()) CollideBoxes(a, b, e.value()); } } } // The inverse of a transform made of a position, rotation and scale: undo the move, turn back, then unscale. // Much cheaper than a general 4x4 inverse. static glm::mat4 InverseTransform(const t& transform) { const glm::mat3 rotation = glm::mat3_cast(transform.GetRotationQuaternion()); const glm::vec3 inverseScale = 1.0f / glm::max(glm::abs(transform.GetScale()), glm::vec3(1e-6f)); glm::mat3 inverse = glm::transpose(rotation); for (int column = 0; column < 3; column++) inverse[column] *= inverseScale; // scales each row, the unscale comes after the turn back glm::mat4 result(inverse); result[3] = glm::vec4(-(inverse * transform.GetTranslation()), 1.0f); return result; } // ============================================================================ // CollideTriangles // Tests every triangle of one body against the other's BVH. Triangles have no // volume, so depth comes from how far the intersecting triangle reaches behind // the other triangle's outward facing plane. // ============================================================================ static Triangle TransformTriangle(const Triangle& tri, const glm::mat4& matrix) { return { glm::vec3(matrix * glm::vec4(tri.a, 1.0f)), glm::vec3(matrix * glm::vec4(tri.b, 1.0f)), glm::vec3(matrix * glm::vec4(tri.c, 1.0f)) }; } // Keeps the deepest contact, then whichever contacts spread the rest out the most static void KeepSpreadContacts(std::vector& contacts) { if ((int)contacts.size() <= PHYSICS_MAX_MESH_CONTACTS) return; int deepest = 0; for (int i = 1; i < (int)contacts.size(); i++) { if (contacts[i].overlap > contacts[deepest].overlap) deepest = i; } std::swap(contacts[0], contacts[deepest]); for (int kept = 1; kept < PHYSICS_MAX_MESH_CONTACTS; kept++) { int farthest = kept; float farthestDistance = -1.0f; for (int i = kept; i < (int)contacts.size(); i++) { float nearest = FLT_MAX; for (int j = 0; j < kept; j++) { const glm::vec3 offset = contacts[i].POI - contacts[j].POI; nearest = glm::min(nearest, glm::dot(offset, offset)); } if (nearest > farthestDistance) { farthestDistance = nearest; farthest = i; } } std::swap(contacts[kept], contacts[farthest]); } contacts.erase(contacts.begin() + PHYSICS_MAX_MESH_CONTACTS, contacts.end()); } // Two meshes can tangle: a hand between two faces gets contacts pushing opposite ways, which cancel // and pin it in place. So the whole pair shares one normal that always pushes them apart. static void UnifyContactNormals(const p* a, const p* b, std::vector& contacts) { glm::vec3 summed(0.0f); float totalDepth = 0.0f; for (const Collision& contact : contacts) { summed += contact.CN * contact.overlap; totalDepth += contact.overlap; } // Faces that mostly disagree say nothing useful, so fall back to the line between the two bodies const glm::vec3 apart = a->pointer->t.GetTranslation() - b->pointer->t.GetTranslation(); glm::vec3 normal = summed; if (glm::length(summed) < totalDepth * 0.3f) normal = apart; if (glm::length(normal) < 1e-6f) return; normal = glm::normalize(normal); if (glm::dot(normal, apart) < 0.0f) normal = -normal; for (Collision& contact : contacts) { contact.CN = normal; contact.frictionScale = PHYSICS_MESH_PAIR_FRICTION; } } void Physics::CollideTriangles(p* a, p* b) { const CollisionMesh& meshA = a->collisionMesh ? *a->collisionMesh : CollisionMesh::UnitBox(); const CollisionMesh& meshB = b->collisionMesh ? *b->collisionMesh : CollisionMesh::UnitBox(); // Loop over the smaller mesh and search the larger one const bool queryIsA = meshA.GetTriangles().size() <= meshB.GetTriangles().size(); const CollisionMesh& queryMesh = queryIsA ? meshA : meshB; const CollisionMesh& targetMesh = queryIsA ? meshB : meshA; const glm::mat4 queryToWorld = (queryIsA ? a : b)->pointer->t.GetMatrix(); const glm::mat4 targetToWorld = (queryIsA ? b : a)->pointer->t.GetMatrix(); const glm::mat4 queryToTarget = InverseTransform((queryIsA ? b : a)->pointer->t) * queryToWorld; // Something that never moves, like terrain, is the surface. Otherwise box faces are the // reliable surface, and between two meshes, b's faces are used. const bool surfaceIsA = a->velocity != b->velocity ? !a->velocity : (!a->collisionMesh && b->collisionMesh); const bool surfaceIsQuery = surfaceIsA == queryIsA; meshContacts.clear(); for (const Triangle& queryTriangle : queryMesh.GetTriangles()) { const Triangle queryInTarget = TransformTriangle(queryTriangle, queryToTarget); meshCandidates.clear(); targetMesh.Query(queryInTarget, meshCandidates); for (int index : meshCandidates) { const Triangle& targetTriangle = targetMesh.GetTriangles()[index]; if (!TriangleInTriangle(queryInTarget, targetTriangle)) continue; const Triangle queryWorld = TransformTriangle(queryTriangle, queryToWorld); const Triangle targetWorld = TransformTriangle(targetTriangle, targetToWorld); const Triangle& surface = surfaceIsQuery ? queryWorld : targetWorld; const Triangle& other = surfaceIsQuery ? targetWorld : queryWorld; const glm::vec3 faceNormal = glm::cross(surface.b - surface.a, surface.c - surface.a); const float faceLength = glm::length(faceNormal); if (faceLength < 1e-8f) continue; const glm::vec3 normal = faceNormal / faceLength; glm::vec3 deepestPoint = other.a; float deepestDistance = glm::dot(other.a - surface.a, normal); for (const glm::vec3& corner : { other.b, other.c }) { const float distance = glm::dot(corner - surface.a, normal); if (distance < deepestDistance) { deepestDistance = distance; deepestPoint = corner; } } if (deepestDistance >= 0.0f) continue; // CN points from b to a, the same way TInT does Collision contact(a, b); contact.POI = deepestPoint; contact.CN = surfaceIsA ? -normal : normal; contact.overlap = glm::min(-deepestDistance, PHYSICS_MAX_MESH_DEPTH); meshContacts.push_back(contact); } } if (meshContacts.empty()) return; if (a->frozen) WakeGroup(a->collisionGroup); if (b->frozen) WakeGroup(b->collisionGroup); if (a->collisionMesh && b->collisionMesh) UnifyContactNormals(a, b, meshContacts); KeepSpreadContacts(meshContacts); for (Collision& contact : meshContacts) { contact.correctionWeight = 1.0f / (float)meshContacts.size(); collisions.push_back(contact); } } // ============================================================================ // CollideBoxes // One contact point can't hold a box flat: it tips about it every step and never settles. // So every corner of either box that's inside the other becomes a contact, pushing along // the separating axis TInT found. Edge on edge touches have no such corners and keep TInT's point. // ============================================================================ void Physics::CollideBoxes(p* a, p* b, const TInTInfo& info) { static const glm::vec3 corners[8] = { { 0.5f, 0.5f, 0.5f }, { 0.5f, -0.5f, 0.5f }, { 0.5f, 0.5f, -0.5f }, { 0.5f, -0.5f, -0.5f }, { -0.5f, 0.5f, 0.5f }, { -0.5f, -0.5f, 0.5f }, { -0.5f, 0.5f, -0.5f }, { -0.5f, -0.5f, -0.5f }, }; const float tolerance = 0.01f; // world units, so a corner resting right on the surface still counts const t& ta = a->pointer->t; const t& tb = b->pointer->t; const glm::mat4 aToWorld = ta.GetMatrix(); const glm::mat4 bToWorld = tb.GetMatrix(); const glm::mat4 worldToA = InverseTransform(ta); const glm::mat4 worldToB = InverseTransform(tb); const glm::vec3 insideA = glm::vec3(0.5f) + tolerance / glm::max(ta.GetScale(), glm::vec3(1e-4f)); const glm::vec3 insideB = glm::vec3(0.5f) + tolerance / glm::max(tb.GetScale(), glm::vec3(1e-4f)); // CN points from b to a, so b's surface is its furthest point along it and a's is its nearest glm::vec3 worldA[8], worldB[8]; float surfaceB = -FLT_MAX; float surfaceA = FLT_MAX; for (int i = 0; i < 8; i++) { worldA[i] = glm::vec3(aToWorld * glm::vec4(corners[i], 1.0f)); worldB[i] = glm::vec3(bToWorld * glm::vec4(corners[i], 1.0f)); surfaceA = glm::min(surfaceA, glm::dot(worldA[i], info.CN)); surfaceB = glm::max(surfaceB, glm::dot(worldB[i], info.CN)); } meshContacts.clear(); auto AddCorner = [&](const glm::vec3& point, float depth) { Collision contact(a, b); contact.POI = point; contact.CN = info.CN; contact.overlap = glm::clamp(depth, 0.0f, info.overlap); meshContacts.push_back(contact); }; for (int i = 0; i < 8; i++) { if (glm::all(glm::lessThanEqual(glm::abs(glm::vec3(worldToB * glm::vec4(worldA[i], 1.0f))), insideB))) AddCorner(worldA[i], surfaceB - glm::dot(worldA[i], info.CN)); if (glm::all(glm::lessThanEqual(glm::abs(glm::vec3(worldToA * glm::vec4(worldB[i], 1.0f))), insideA))) AddCorner(worldB[i], glm::dot(worldB[i], info.CN) - surfaceA); } if (meshContacts.empty()) { Collision contact(a, b); contact.POI = BoxContactPoint(ta, tb); contact.CN = info.CN; contact.overlap = info.overlap; collisions.push_back(contact); return; } KeepSpreadContacts(meshContacts); for (Collision& contact : meshContacts) { contact.correctionWeight = 1.0f / (float)meshContacts.size(); collisions.push_back(contact); } } // Whatever was asleep on or against a body that's going away would otherwise hang there in the air void Physics::WakeAround(p* removed) { BoundingBox around = GetBounds(removed); around.min -= glm::vec3(0.05f); around.max += glm::vec3(0.05f); for (p* body : objects) { if (body->isSleeping && BoundingBoxInBoundingBox(GetBounds(body), around)) body->WakeUp(); } } void Physics::WakeGroup(int group) { for (p* body : objects) { if (body->collisionGroup == group) body->frozen = false; } } // ============================================================================ // Joints // Everything that only depends on where the bodies are gets worked out once in // Prepare. Solve then just pushes velocities around, and runs many times a step. // ============================================================================ static glm::mat3 SkewMatrix(const glm::vec3& v) { // Skew * x = cross(v, x). glm matrices are built from columns. return glm::mat3( glm::vec3(0.0f, v.z, -v.y), glm::vec3(-v.z, 0.0f, v.x), glm::vec3(v.y, -v.x, 0.0f)); } // Asks for the child's spin relative to the parent around axis to close error static void AddAngularRow(BallJoint& joint, const glm::vec3& axis, float error, float dt, bool oneSided) { AngularRow& row = joint.rows[joint.rowCount++]; row.axis = axis; row.oneSided = oneSided; row.targetSpeed = glm::clamp(error * (PHYSICS_JOINT_BIAS / dt), -PHYSICS_JOINT_MAX_BIAS_SPEED, PHYSICS_JOINT_MAX_BIAS_SPEED); row.inverseDenom = 1.0f / (glm::dot(axis, joint.parent->invInertia * axis) + glm::dot(axis, joint.child->invInertia * axis)); } void Physics::PrepareJoint(BallJoint& joint, float dt) { p* a = joint.parent; p* b = joint.child; if (a->frozen && b->frozen) return; const glm::quat orientA = a->pointer->t.GetRotationQuaternion(); const glm::quat orientB = b->pointer->t.GetRotationQuaternion(); const glm::vec3 rA = orientA * joint.anchorParent; const glm::vec3 rB = orientB * joint.anchorChild; joint.worldAnchorParent = rA; joint.worldAnchorChild = rB; const glm::mat3 skewA = SkewMatrix(rA); const glm::mat3 skewB = SkewMatrix(rB); const glm::mat3 K = glm::mat3(a->GetInvMass() + b->GetInvMass()) - skewA * a->invInertia * skewA - skewB * b->invInertia * skewB; joint.inverseK = glm::inverse(K); const glm::vec3 drift = (b->pointer->t.GetTranslation() + rB) - (a->pointer->t.GetTranslation() + rA); joint.bias = drift * (PHYSICS_JOINT_BIAS / dt); if (glm::length(joint.bias) > PHYSICS_JOINT_MAX_BIAS_SPEED) joint.bias = glm::normalize(joint.bias) * PHYSICS_JOINT_MAX_BIAS_SPEED; joint.rowCount = 0; // ---- Hinge ---- if (joint.isHinge) { const glm::vec3 hingeA = orientA * joint.hingeAxisParent; const glm::vec3 hingeB = orientB * joint.hingeAxisChild; // Keep both hinge axes lined up, leaving only spin around the hinge free const glm::vec3 misalignment = glm::cross(hingeB, hingeA); const glm::vec3 side = glm::normalize(orientA * joint.hingeRefParent); const glm::vec3 otherSide = glm::cross(hingeA, side); AddAngularRow(joint, side, glm::dot(misalignment, side), dt, false); AddAngularRow(joint, otherSide, glm::dot(misalignment, otherSide), dt, false); const glm::vec3 refA = side; const glm::vec3 refB = orientB * joint.hingeRefChild; const float bend = std::atan2(glm::dot(glm::cross(refA, refB), hingeA), glm::dot(refA, refB)); if (bend < joint.minBend) AddAngularRow(joint, hingeA, joint.minBend - bend, dt, true); else if (bend > joint.maxBend) AddAngularRow(joint, -hingeA, bend - joint.maxBend, dt, true); return; } // ---- Swing cone ---- const glm::vec3 axisA = orientA * joint.axisParent; const glm::vec3 axisB = orientB * joint.axisChild; const float angle = glm::acos(glm::clamp(glm::dot(axisA, axisB), -1.0f, 1.0f)); if (angle > joint.maxAngle) { const glm::vec3 swingAxis = glm::cross(axisB, axisA); const float swingLength = glm::length(swingAxis); if (swingLength > 1e-5f) AddAngularRow(joint, swingAxis / swingLength, angle - joint.maxAngle, dt, true); } // ---- Twist limit ---- const glm::quat relative = glm::conjugate(orientA) * orientB; const float twistAlongAxis = glm::dot(glm::vec3(relative.x, relative.y, relative.z), joint.axisChild); float twist = 2.0f * std::atan2(twistAlongAxis, relative.w); const float pi = glm::pi(); if (twist > pi) twist -= 2.0f * pi; else if (twist < -pi) twist += 2.0f * pi; const glm::vec3 twistAxis = orientA * joint.axisChild; if (twist > joint.maxTwist) AddAngularRow(joint, -twistAxis, twist - joint.maxTwist, dt, true); else if (twist < -joint.maxTwist) AddAngularRow(joint, twistAxis, -joint.maxTwist - twist, dt, true); } void Physics::SolveJoint(BallJoint& joint) { p* a = joint.parent; p* b = joint.child; if (a->frozen && b->frozen) return; const glm::vec3& rA = joint.worldAnchorParent; const glm::vec3& rB = joint.worldAnchorChild; const glm::vec3 relVel = b->linearvelocity + glm::cross(b->angularvelocity, rB) - a->linearvelocity - glm::cross(a->angularvelocity, rA); const glm::vec3 impulse = joint.inverseK * (-relVel - joint.bias); a->linearvelocity -= a->GetInvMass() * impulse; a->angularvelocity -= a->invInertia * glm::cross(rA, impulse); b->linearvelocity += b->GetInvMass() * impulse; b->angularvelocity += b->invInertia * glm::cross(rB, impulse); for (int i = 0; i < joint.rowCount; i++) { const AngularRow& row = joint.rows[i]; const float speed = glm::dot(b->angularvelocity - a->angularvelocity, row.axis); const float rowImpulse = (row.targetSpeed - speed) * row.inverseDenom; if (row.oneSided && rowImpulse <= 0.0f) continue; a->angularvelocity -= a->invInertia * row.axis * rowImpulse; b->angularvelocity += b->invInertia * row.axis * rowImpulse; } } // Joints have no friction of their own, so without this limbs flail for a long time void Physics::DampJoint(BallJoint& joint, float dt) { p* a = joint.parent; p* b = joint.child; if (a->frozen && b->frozen) return; const glm::vec3 relative = b->angularvelocity - a->angularvelocity; const glm::vec3 removed = relative * (1.0f - std::exp(-PHYSICS_JOINT_DAMPING * dt)) * 0.5f; a->angularvelocity += removed; b->angularvelocity -= removed; } // ============================================================================ // Contacts // Solved the same way as the joints. Prepare works out everything that only // depends on where things are, then Solve runs many times a step. The impulse // is kept as a running total that can't go below zero, so a later pass can // take back an earlier pass's overshoot, but a contact can never pull. // ============================================================================ static void ApplyImpulse(p* body, const glm::vec3& impulse, const glm::vec3& r) { if (!body->velocity) return; body->linearvelocity += body->GetInvMass() * impulse; if (!body->lockRotation) body->angularvelocity += body->invInertia * glm::cross(r, impulse); } static glm::vec3 RelativeVelocity(const Collision& c) { const glm::vec3 velA = c.ObjA->linearvelocity + glm::cross(c.ObjA->angularvelocity, c.rA); const glm::vec3 velB = c.ObjB->linearvelocity + glm::cross(c.ObjB->angularvelocity, c.rB); return velA - velB; } // One over how hard it is to push the two points apart along direction static float InverseDenominator(const Collision& c, const glm::vec3& direction) { auto angular = [](const glm::mat3& invI, const glm::vec3& r, const glm::vec3& d) { return glm::dot(glm::cross(invI * glm::cross(r, d), r), d); }; const float denom = c.ObjA->GetInvMass() + c.ObjB->GetInvMass() + angular(c.ObjA->invInertia, c.rA, direction) + angular(c.ObjB->invInertia, c.rB, direction); return denom > 1e-8f ? 1.0f / denom : 0.0f; } // Something moving into a sleeping body wakes it. Something merely resting against it doesn't, or the two would // keep each other awake forever, and waking resets the timer every body needs to run down before it can sleep. // A push that does get through to a sleeper wakes it anyway, in UpdateSleep. static void WakeIfDisturbed(p* sleeper, const p* other) { if (!sleeper->isSleeping) return; // Hitboxes get moved by the animation rather than by physics, so they have no velocity to go by if (other->isHitbox) { sleeper->WakeUp(); return; } const float linSq = glm::dot(other->linearvelocity, other->linearvelocity); const float angSq = glm::dot(other->angularvelocity, other->angularvelocity); if (linSq > PHYSICS_SLEEP_LINEAR_SQ * 4.0f || angSq > PHYSICS_SLEEP_ANGULAR_SQ * 4.0f) sleeper->WakeUp(); } void Physics::PrepareContact(Collision& c) { p* a = c.ObjA; p* b = c.ObjB; WakeIfDisturbed(a, b); WakeIfDisturbed(b, a); c.rA = c.POI - a->pointer->t.GetTranslation(); c.rB = c.POI - b->pointer->t.GetTranslation(); // Friction works along two fixed directions across the surface const glm::vec3& n = c.CN; c.tangent1 = glm::abs(n.x) > 0.57f ? glm::vec3(n.y, -n.x, 0.0f) : glm::vec3(0.0f, n.z, -n.y); c.tangent1 = glm::normalize(c.tangent1); c.tangent2 = glm::cross(n, c.tangent1); c.inverseDenomN = InverseDenominator(c, n); c.inverseDenomT1 = InverseDenominator(c, c.tangent1); c.inverseDenomT2 = InverseDenominator(c, c.tangent2); c.mu = (a->friction + b->friction) * 0.5f * c.frictionScale; // Bounce off at a share of the speed it came in at, but slow touches just stop, or resting things would hop const float approach = glm::dot(RelativeVelocity(c), n); const float restitution = approach < -PHYSICS_RESTITUTION_THRESHOLD ? glm::min(a->restitution, b->restitution) : 0.0f; c.targetSpeed = -restitution * approach; c.normalImpulse = 0.0f; c.tangentImpulse = glm::vec2(0.0f); } void Physics::SolveContact(Collision& c) { const glm::vec3& n = c.CN; // ---- Normal ---- const float speed = glm::dot(RelativeVelocity(c), n); const float total = glm::max(c.normalImpulse + (c.targetSpeed - speed) * c.inverseDenomN, 0.0f); const float normalStep = total - c.normalImpulse; c.normalImpulse = total; ApplyImpulse(c.ObjA, n * normalStep, c.rA); ApplyImpulse(c.ObjB, -n * normalStep, c.rB); // ---- Friction, never more than mu times how hard the surfaces press together ---- const glm::vec3 relVel = RelativeVelocity(c); glm::vec2 friction = c.tangentImpulse + glm::vec2( -glm::dot(relVel, c.tangent1) * c.inverseDenomT1, -glm::dot(relVel, c.tangent2) * c.inverseDenomT2); const float maxFriction = c.mu * c.normalImpulse; if (glm::length(friction) > maxFriction) friction = glm::length(friction) > 1e-8f ? glm::normalize(friction) * maxFriction : glm::vec2(0.0f); const glm::vec2 frictionStep = friction - c.tangentImpulse; c.tangentImpulse = friction; const glm::vec3 frictionImpulse = c.tangent1 * frictionStep.x + c.tangent2 * frictionStep.y; ApplyImpulse(c.ObjA, frictionImpulse, c.rA); ApplyImpulse(c.ObjB, -frictionImpulse, c.rB); } // Baumgarte: nudges overlapping bodies apart a little each step void Physics::CorrectContactPosition(Collision& c) { p* a = c.ObjA; p* b = c.ObjB; const float invMassA = a->GetInvMass(); const float invMassB = b->GetInvMass(); if (invMassA + invMassB <= 0.0f) return; const float correction = glm::max(c.overlap - PHYSICS_BAUMGARTE_SLOP, 0.0f) / (invMassA + invMassB) * PHYSICS_BAUMGARTE_FACTOR * c.correctionWeight; const glm::vec3 corrVec = correction * c.CN; if (a->velocity) a->pointer->t.TranslateBy(invMassA * corrVec); if (b->velocity) b->pointer->t.TranslateBy(-invMassB * corrVec); }