Disable edge separation tests for now and make a stress test
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@ -35,7 +35,7 @@ esac
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# Build the game.
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# Build the game.
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echo "Building game$DLL_EXT"
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echo "Building game$DLL_EXT"
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odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -define:TRACY_ENABLE=true -collection:libs=./libs -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug
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odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -define:TRACY_ENABLE=true -collection:libs=./libs -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug -o:speed
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# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
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# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
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mv game_tmp$DLL_EXT game$DLL_EXT
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mv game_tmp$DLL_EXT game$DLL_EXT
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@ -260,12 +260,13 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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#hash("car", "fnv32a"),
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#hash("car", "fnv32a"),
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physics.Body_Config {
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physics.Body_Config {
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initial_pos = {0, 4, 0},
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initial_pos = {0, 4, 0},
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initial_rot = linalg.quaternion_angle_axis(
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initial_rot = linalg.QUATERNIONF32_IDENTITY,
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math.RAD_PER_DEG * 180,
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// initial_rot = linalg.quaternion_angle_axis(
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rl.Vector3{0, 0, 1},
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// math.RAD_PER_DEG * 180,
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) *
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// rl.Vector3{0, 0, 1},
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linalg.quaternion_angle_axis(math.RAD_PER_DEG * 30, rl.Vector3{1, 0, 0}),
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// ) *
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initial_ang_vel = {0, 0, 20},
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// linalg.quaternion_angle_axis(math.RAD_PER_DEG * 30, rl.Vector3{1, 0, 0}),
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initial_ang_vel = {0, 0, 0},
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shape = physics.Shape_Convex {
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shape = physics.Shape_Convex {
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mesh = car_convex.mesh,
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mesh = car_convex.mesh,
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center_of_mass = car_convex.center_of_mass,
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center_of_mass = car_convex.center_of_mass,
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@ -278,7 +279,7 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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if true {
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if true {
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for x in 0 ..< 10 {
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for x in 0 ..< 10 {
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for y in -3 ..< 10 {
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for y in -3 ..< 100 {
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physics.immediate_body(
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physics.immediate_body(
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&world.physics_scene,
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&world.physics_scene,
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&runtime_world.solver_state,
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&runtime_world.solver_state,
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@ -180,6 +180,8 @@ query_separation_edges :: proc(
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step := 0
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step := 0
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if false {
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separating_plane_p: Vec3
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separating_plane_p: Vec3
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success_step: int
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success_step: int
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@ -197,8 +199,6 @@ query_separation_edges :: proc(
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continue
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continue
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}
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}
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tracy.ZoneN("collision.query_separation_edges::check_single_pair")
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checked_pairs[pair] = true
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checked_pairs[pair] = true
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if edge_a.twin >= 0 {
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if edge_a.twin >= 0 {
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checked_pairs[{edge_a.twin, halfedge.Edge_Index(edge_b_idx)}] = true
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checked_pairs[{edge_a.twin, halfedge.Edge_Index(edge_b_idx)}] = true
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@ -294,7 +294,7 @@ query_separation_edges :: proc(
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}
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}
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// log.debugf("step: %v", success_step)
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// log.debugf("step: %v", success_step)
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// debug_draw_plane(separating_plane_p, separating_plane, rl.Color{228, 0, 48, 100})
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// debug_draw_plane(separating_plane_p, separating_plane, rl.Color{228, 0, 48, 100})
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}
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return
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return
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}
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}
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@ -3,7 +3,7 @@ package physics
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import "collision"
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import "collision"
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import lg "core:math/linalg"
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import lg "core:math/linalg"
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MAX_CONTACTS :: 1024
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MAX_CONTACTS :: 1024 * 16
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Vec3 :: [3]f32
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Vec3 :: [3]f32
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Quat :: quaternion128
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Quat :: quaternion128
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@ -170,7 +170,7 @@ simulate :: proc(
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}
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}
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}
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}
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bvh.debug_draw_bvh_bounds(&sim_state_bvh, body_aabbs, 0)
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// bvh.debug_draw_bvh_bounds(&sim_state_bvh, body_aabbs, 0)
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switch step_mode {
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switch step_mode {
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case .Accumulated_Time:
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case .Accumulated_Time:
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@ -507,7 +507,7 @@ simulate_step :: proc(
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prev_v_normal := lg.dot(prev_v, manifold.normal)
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prev_v_normal := lg.dot(prev_v, manifold.normal)
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v_normal := lg.dot(v, manifold.normal)
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v_normal := lg.dot(v, manifold.normal)
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RESTITUTION :: 0.3
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RESTITUTION :: 1
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restitution := f32(RESTITUTION)
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restitution := f32(RESTITUTION)
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