802 lines
32 KiB
C++
802 lines
32 KiB
C++
#include "Physics.h"
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/quaternion.hpp>
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// ============================================================================
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// ComputeInvInertiaTensor
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// Returns zero matrix for static or rotation-locked bodies.
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// ============================================================================
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glm::mat3 Physics::ComputeInvInertiaTensor(const p* body)
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{
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if (!body->velocity || body->lockRotation)
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return glm::mat3(0.0f);
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constexpr float k = 1.0f / 12.0f;
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const glm::vec3 s = body->pointer->t.GetScale();
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const glm::vec3 sq = s * s;
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glm::mat3 localInvI(0.0f);
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localInvI[0][0] = 1.0f / (k * body->mass * (sq.y + sq.z));
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localInvI[1][1] = 1.0f / (k * body->mass * (sq.x + sq.z));
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localInvI[2][2] = 1.0f / (k * body->mass * (sq.x + sq.y));
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const glm::mat3 R = glm::mat3(body->pointer->t.GetRotationMatrix());
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return R * localInvI * glm::transpose(R);
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}
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// ============================================================================
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// UpdateSleep
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// ============================================================================
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bool Physics::UpdateSleep(p* body, float dt)
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{
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if (!body->velocity || body->frozen) return true;
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if (body->collisionGroup != 0) return false; // groups settle as a whole, a joint can't hold a sleeping body
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const float linSq = glm::dot(body->linearvelocity, body->linearvelocity);
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const float angSq = glm::dot(body->angularvelocity, body->angularvelocity);
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if (linSq < PHYSICS_SLEEP_LINEAR_SQ && angSq < PHYSICS_SLEEP_ANGULAR_SQ) {
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body->sleepTimer += dt;
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if (body->sleepTimer >= PHYSICS_SLEEP_TIME_THRESHOLD) {
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body->isSleeping = true;
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body->linearvelocity = glm::vec3(0.0f);
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body->angularvelocity = glm::vec3(0.0f);
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return true;
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}
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}
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else {
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body->sleepTimer = 0.0f;
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body->isSleeping = false;
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}
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return false;
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}
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// ============================================================================
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// Step
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// ============================================================================
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void Physics::Step(float dt)
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{
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// The damping constants are per 1/60 s step; rescale so drag doesn't depend on frame rate
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const float steps = dt * 60.0f;
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const float linearDamping = std::pow(PHYSICS_LINEAR_DAMPING, steps);
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const float angularDamping = std::pow(PHYSICS_ANGULAR_DAMPING, steps);
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// Integrate forces ? velocities
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for (p* body : objects) {
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// Nothing rotates until the end of the step, so everything until then can share this.
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// A sleeping body hasn't turned since it was last worked out.
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if (!body->isSleeping)
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body->invInertia = ComputeInvInertiaTensor(body);
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if (!body->velocity || body->isSleeping || body->frozen) continue;
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body->force += body->mass * gravity;
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body->linearvelocity += (body->force / body->mass) * dt;
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if (!body->lockRotation)
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body->angularvelocity += (body->invInertia * body->torque) * dt;
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body->linearvelocity *= linearDamping;
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body->angularvelocity *= angularDamping;
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body->force = glm::vec3(0.0f);
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body->torque = glm::vec3(0.0f);
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}
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ResolveCollisions(dt);
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// Integrate velocities ? positions
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for (p* body : objects) {
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if (!body->velocity) continue;
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if (UpdateSleep(body, dt)) continue;
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if (body->maxSpeed > 0.0f && glm::length(body->linearvelocity) > body->maxSpeed)
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body->linearvelocity = glm::normalize(body->linearvelocity) * body->maxSpeed;
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if (body->maxAngularSpeed > 0.0f && glm::length(body->angularvelocity) > body->maxAngularSpeed)
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body->angularvelocity = glm::normalize(body->angularvelocity) * body->maxAngularSpeed;
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body->pointer->t.TranslateBy(body->linearvelocity * dt);
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if (!body->lockRotation) {
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body->pointer->t.RotateByQuaternion(glm::quat(body->angularvelocity * dt));
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if (body->collisionMesh) body->pointer->t.NormalizeRotation();
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}
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}
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}
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// ============================================================================
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// Tick and interpolation
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// ============================================================================
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void Physics::Tick(float dt, int substeps)
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{
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for (p* body : objects) {
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if (!body->velocity) continue;
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body->previousPosition = body->pointer->t.GetTranslation();
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body->previousOrientation = body->pointer->t.GetRotationQuaternion();
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body->hasPrevious = true;
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}
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substeps = std::max(substeps, 1);
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for (int i = 0; i < substeps; i++)
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Step(dt / float(substeps));
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}
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void Physics::ApplyInterpolation(float alpha)
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{
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alpha = glm::clamp(alpha, 0.0f, 1.0f);
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for (p* body : objects) {
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// Asleep it hasn't moved, so there's nothing to blend
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if (!body->velocity || !body->hasPrevious || body->interpolated || body->isSleeping) continue;
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t& transform = body->pointer->t;
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body->simulatedPosition = transform.GetTranslation();
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body->simulatedOrientation = transform.GetRotationQuaternion();
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transform.TranslateTo(glm::mix(body->previousPosition, body->simulatedPosition, alpha));
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if (!body->lockRotation)
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transform.RotateToQuaternion(glm::slerp(body->previousOrientation, body->simulatedOrientation, alpha));
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body->interpolated = true;
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}
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}
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void Physics::RemoveInterpolation()
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{
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for (p* body : objects) {
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if (!body->interpolated) continue;
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body->pointer->t.TranslateTo(body->simulatedPosition);
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body->pointer->t.RotateToQuaternion(body->simulatedOrientation);
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body->interpolated = false;
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}
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}
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// ============================================================================
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// ResolveCollisions
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// ============================================================================
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void Physics::ResolveCollisions(float dt)
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{
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FindCollisions();
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for (Collision& col : collisions)
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PrepareContact(col);
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for (BallJoint* joint : joints) {
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DampJoint(*joint, dt);
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PrepareJoint(*joint, dt);
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}
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// One pass over the contacts leaves things resting on several points spinning a little, since
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// each push partly undoes the last. Going round several times settles them. Joints and contacts
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// fight each other too, so they get iterated together.
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const int iterations = joints.empty() ? PHYSICS_CONTACT_ITERATIONS : PHYSICS_JOINT_ITERATIONS;
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for (int i = 0; i < iterations; i++) {
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for (BallJoint* joint : joints)
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SolveJoint(*joint);
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for (Collision& col : collisions)
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SolveContact(col);
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}
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// Positions last, so nothing above saw them half moved
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for (Collision& col : collisions) {
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CorrectContactPosition(col);
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if (col.normalImpulse > PHYSICS_MIN_IMPACT_IMPULSE)
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impacts.push_back({ col.ObjA, col.ObjB, col.POI, col.normalImpulse });
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}
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}
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// ============================================================================
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// FindCollisions
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// Sort and sweep: once sorted along x, a body can only touch the ones after it
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// that start before it ends.
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// ============================================================================
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// A body's world bounds, only worked out again once its transform has changed
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static const BoundingBox& GetBounds(p* body)
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{
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const t& transform = body->pointer->t;
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if (body->boundsVersion != transform.GetVersion()) {
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body->bounds = transform.GetAABB();
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body->boundsVersion = transform.GetVersion();
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}
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return body->bounds;
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}
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void Physics::FindCollisions()
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{
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collisions.clear();
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// Everything goes in, collision or not, so the list only changes when bodies come or go
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const bool rebuilt = broadPhaseVersion != objectsVersion;
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if (rebuilt) {
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broadPhase.clear();
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for (p* body : objects) {
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BroadPhaseEntry entry;
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entry.body = body;
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broadPhase.push_back(entry);
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}
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broadPhaseVersion = objectsVersion;
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}
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for (BroadPhaseEntry& entry : broadPhase)
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entry.bounds = GetBounds(entry.body);
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// Things barely move between substeps, so last step's order is nearly sorted already and insertion
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// sort gets through it in about one pass. A fresh list gets a proper sort.
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if (rebuilt) {
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std::sort(broadPhase.begin(), broadPhase.end(), [](const BroadPhaseEntry& first, const BroadPhaseEntry& second) {
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return first.bounds.min.x < second.bounds.min.x;
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});
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}
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else {
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for (int i = 1; i < (int)broadPhase.size(); i++) {
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const BroadPhaseEntry entry = broadPhase[i];
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int j = i - 1;
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while (j >= 0 && broadPhase[j].bounds.min.x > entry.bounds.min.x) {
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broadPhase[j + 1] = broadPhase[j];
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j--;
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}
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broadPhase[j + 1] = entry;
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}
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}
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for (int i = 0; i < (int)broadPhase.size(); i++) {
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const BroadPhaseEntry& first = broadPhase[i];
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p* a = first.body;
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if (!a->collision) continue;
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for (int j = i + 1; j < (int)broadPhase.size(); j++) {
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const BroadPhaseEntry& second = broadPhase[j];
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if (second.bounds.min.x >= first.bounds.max.x) break;
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p* b = second.body;
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if (!b->collision) continue;
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if (!a->velocity && !b->velocity) continue;
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// Two things that can't move into each other, like an item asleep on the ground
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if ((a->isSleeping || !a->velocity) && (b->isSleeping || !b->velocity) && !a->isHitbox && !b->isHitbox) continue;
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if ((a->frozen || !a->velocity) && (b->frozen || !b->velocity)) continue;
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if (a->collisionGroup != 0 && a->collisionGroup == b->collisionGroup) continue; if ((a->isHitbox && b->collisionGroup != 0) || (b->isHitbox && a->collisionGroup != 0)) continue;
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if (!BoundingBoxInBoundingBox(first.bounds, second.bounds)) continue;
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if (a->collisionMesh || b->collisionMesh) {
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CollideTriangles(a, b);
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continue;
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}
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std::optional<TInTInfo> e = TInT(a->pointer->t, b->pointer->t, false);
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if (e.has_value())
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CollideBoxes(a, b, e.value());
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}
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}
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}
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// The inverse of a transform made of a position, rotation and scale: undo the move, turn back, then unscale.
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// Much cheaper than a general 4x4 inverse.
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static glm::mat4 InverseTransform(const t& transform)
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{
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const glm::mat3 rotation = glm::mat3_cast(transform.GetRotationQuaternion());
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const glm::vec3 inverseScale = 1.0f / glm::max(glm::abs(transform.GetScale()), glm::vec3(1e-6f));
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glm::mat3 inverse = glm::transpose(rotation);
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for (int column = 0; column < 3; column++)
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inverse[column] *= inverseScale; // scales each row, the unscale comes after the turn back
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glm::mat4 result(inverse);
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result[3] = glm::vec4(-(inverse * transform.GetTranslation()), 1.0f);
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return result;
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}
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// ============================================================================
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// CollideTriangles
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// Tests every triangle of one body against the other's BVH. Triangles have no
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// volume, so depth comes from how far the intersecting triangle reaches behind
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// the other triangle's outward facing plane.
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// ============================================================================
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static Triangle TransformTriangle(const Triangle& tri, const glm::mat4& matrix)
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{
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return {
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glm::vec3(matrix * glm::vec4(tri.a, 1.0f)),
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glm::vec3(matrix * glm::vec4(tri.b, 1.0f)),
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glm::vec3(matrix * glm::vec4(tri.c, 1.0f))
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};
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}
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// Keeps the deepest contact, then whichever contacts spread the rest out the most
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static void KeepSpreadContacts(std::vector<Collision>& contacts)
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{
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if ((int)contacts.size() <= PHYSICS_MAX_MESH_CONTACTS)
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return;
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int deepest = 0;
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for (int i = 1; i < (int)contacts.size(); i++) {
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if (contacts[i].overlap > contacts[deepest].overlap)
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deepest = i;
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}
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std::swap(contacts[0], contacts[deepest]);
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for (int kept = 1; kept < PHYSICS_MAX_MESH_CONTACTS; kept++) {
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int farthest = kept;
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float farthestDistance = -1.0f;
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for (int i = kept; i < (int)contacts.size(); i++) {
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float nearest = FLT_MAX;
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for (int j = 0; j < kept; j++) {
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const glm::vec3 offset = contacts[i].POI - contacts[j].POI;
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nearest = glm::min(nearest, glm::dot(offset, offset));
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}
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if (nearest > farthestDistance) {
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farthestDistance = nearest;
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farthest = i;
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}
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}
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std::swap(contacts[kept], contacts[farthest]);
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}
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contacts.erase(contacts.begin() + PHYSICS_MAX_MESH_CONTACTS, contacts.end());
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}
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// Two meshes can tangle: a hand between two faces gets contacts pushing opposite ways, which cancel
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// and pin it in place. So the whole pair shares one normal that always pushes them apart.
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static void UnifyContactNormals(const p* a, const p* b, std::vector<Collision>& contacts)
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{
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glm::vec3 summed(0.0f);
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float totalDepth = 0.0f;
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for (const Collision& contact : contacts) {
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summed += contact.CN * contact.overlap;
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totalDepth += contact.overlap;
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}
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// Faces that mostly disagree say nothing useful, so fall back to the line between the two bodies
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const glm::vec3 apart = a->pointer->t.GetTranslation() - b->pointer->t.GetTranslation();
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glm::vec3 normal = summed;
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if (glm::length(summed) < totalDepth * 0.3f)
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normal = apart;
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if (glm::length(normal) < 1e-6f)
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return;
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normal = glm::normalize(normal);
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if (glm::dot(normal, apart) < 0.0f)
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normal = -normal;
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for (Collision& contact : contacts) {
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contact.CN = normal;
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contact.frictionScale = PHYSICS_MESH_PAIR_FRICTION;
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}
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}
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void Physics::CollideTriangles(p* a, p* b)
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{
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const CollisionMesh& meshA = a->collisionMesh ? *a->collisionMesh : CollisionMesh::UnitBox();
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const CollisionMesh& meshB = b->collisionMesh ? *b->collisionMesh : CollisionMesh::UnitBox();
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// Loop over the smaller mesh and search the larger one
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const bool queryIsA = meshA.GetTriangles().size() <= meshB.GetTriangles().size();
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const CollisionMesh& queryMesh = queryIsA ? meshA : meshB;
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const CollisionMesh& targetMesh = queryIsA ? meshB : meshA;
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const glm::mat4 queryToWorld = (queryIsA ? a : b)->pointer->t.GetMatrix();
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const glm::mat4 targetToWorld = (queryIsA ? b : a)->pointer->t.GetMatrix();
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const glm::mat4 queryToTarget = InverseTransform((queryIsA ? b : a)->pointer->t) * queryToWorld;
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// Something that never moves, like terrain, is the surface. Otherwise box faces are the
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// reliable surface, and between two meshes, b's faces are used.
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const bool surfaceIsA = a->velocity != b->velocity ? !a->velocity : (!a->collisionMesh && b->collisionMesh);
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const bool surfaceIsQuery = surfaceIsA == queryIsA;
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meshContacts.clear();
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for (const Triangle& queryTriangle : queryMesh.GetTriangles()) {
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const Triangle queryInTarget = TransformTriangle(queryTriangle, queryToTarget);
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meshCandidates.clear();
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targetMesh.Query(queryInTarget, meshCandidates);
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for (int index : meshCandidates) {
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const Triangle& targetTriangle = targetMesh.GetTriangles()[index];
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if (!TriangleInTriangle(queryInTarget, targetTriangle))
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continue;
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const Triangle queryWorld = TransformTriangle(queryTriangle, queryToWorld);
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const Triangle targetWorld = TransformTriangle(targetTriangle, targetToWorld);
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const Triangle& surface = surfaceIsQuery ? queryWorld : targetWorld;
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const Triangle& other = surfaceIsQuery ? targetWorld : queryWorld;
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const glm::vec3 faceNormal = glm::cross(surface.b - surface.a, surface.c - surface.a);
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const float faceLength = glm::length(faceNormal);
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if (faceLength < 1e-8f)
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continue;
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const glm::vec3 normal = faceNormal / faceLength;
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glm::vec3 deepestPoint = other.a;
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float deepestDistance = glm::dot(other.a - surface.a, normal);
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for (const glm::vec3& corner : { other.b, other.c }) {
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const float distance = glm::dot(corner - surface.a, normal);
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if (distance < deepestDistance) {
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deepestDistance = distance;
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deepestPoint = corner;
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}
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}
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if (deepestDistance >= 0.0f)
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continue;
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// CN points from b to a, the same way TInT does
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Collision contact(a, b);
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contact.POI = deepestPoint;
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contact.CN = surfaceIsA ? -normal : normal;
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contact.overlap = glm::min(-deepestDistance, PHYSICS_MAX_MESH_DEPTH);
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meshContacts.push_back(contact);
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}
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}
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if (meshContacts.empty())
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return;
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if (a->frozen) WakeGroup(a->collisionGroup);
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if (b->frozen) WakeGroup(b->collisionGroup);
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if (a->collisionMesh && b->collisionMesh)
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UnifyContactNormals(a, b, meshContacts);
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KeepSpreadContacts(meshContacts);
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for (Collision& contact : meshContacts) {
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contact.correctionWeight = 1.0f / (float)meshContacts.size();
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collisions.push_back(contact);
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}
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}
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// ============================================================================
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// CollideBoxes
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// One contact point can't hold a box flat: it tips about it every step and never settles.
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// So every corner of either box that's inside the other becomes a contact, pushing along
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// the separating axis TInT found. Edge on edge touches have no such corners and keep TInT's point.
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// ============================================================================
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void Physics::CollideBoxes(p* a, p* b, const TInTInfo& info)
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{
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static const glm::vec3 corners[8] = {
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{ 0.5f, 0.5f, 0.5f }, { 0.5f, -0.5f, 0.5f }, { 0.5f, 0.5f, -0.5f }, { 0.5f, -0.5f, -0.5f },
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{ -0.5f, 0.5f, 0.5f }, { -0.5f, -0.5f, 0.5f }, { -0.5f, 0.5f, -0.5f }, { -0.5f, -0.5f, -0.5f },
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};
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const float tolerance = 0.01f; // world units, so a corner resting right on the surface still counts
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const t& ta = a->pointer->t;
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const t& tb = b->pointer->t;
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const glm::mat4 aToWorld = ta.GetMatrix();
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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<float>();
|
|
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);
|
|
}
|