Start of the physics engine with immediate mode api (waaat)

This commit is contained in:
sergeypdev 2025-01-04 20:05:24 +04:00
parent ad2d175b10
commit bb77e8e821
9 changed files with 667 additions and 31 deletions

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@ -1,3 +1,3 @@
#!/usr/bin/env bash
odin build main_release -out:game_debug.bin -strict-style -vet -debug
odin build main_release -collection:common=./common -collection:game=./game -out:game_debug.bin -strict-style -vet -debug

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@ -35,7 +35,7 @@ esac
# Build the game.
echo "Building game$DLL_EXT"
odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -collection:common=./common -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug
odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug
# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
mv game_tmp$DLL_EXT game$DLL_EXT

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@ -20,6 +20,7 @@ import "core:fmt"
import "core:log"
import "core:math"
import "core:math/linalg"
import "game:physics"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
@ -31,6 +32,21 @@ Track :: struct {
World :: struct {
track: Track,
physics_scene: physics.Scene,
}
destroy_world :: proc(world: ^World) {
delete(world.track.points)
physics.destroy_physics_scene(&world.physics_scene)
}
Car :: struct {
pos: rl.Vector3,
}
SOLVER_CONFIG :: physics.Solver_Config {
timestep = 1.0 / 120,
gravity = rl.Vector3{0, 0, 0},
}
Game_Memory :: struct {
@ -38,6 +54,9 @@ Game_Memory :: struct {
player_pos: rl.Vector3,
camera_yaw_pitch: rl.Vector2,
camera_speed: f32,
camera: rl.Camera3D,
solver_state: physics.Solver_State,
car_handle: physics.Body_Handle,
es: Editor_State,
editor: bool,
}
@ -92,6 +111,7 @@ camera_forward_vec :: proc() -> rl.Vector3 {
}
game_camera_3d :: proc() -> rl.Camera3D {
if g_mem.editor {
return {
position = g_mem.player_pos,
up = {0, 1, 0},
@ -99,6 +119,9 @@ game_camera_3d :: proc() -> rl.Camera3D {
target = g_mem.player_pos + camera_forward_vec(),
projection = .PERSPECTIVE,
}
}
return g_mem.camera
}
ui_camera :: proc() -> rl.Camera2D {
@ -314,25 +337,107 @@ update_editor :: proc() {
}
}
}
}
update :: proc() {
if rl.IsKeyPressed(.TAB) {
g_mem.editor = !g_mem.editor
if g_mem.editor {
rl.EnableCursor()
} else {
rl.DisableCursor()
}
// if g_mem.editor {
// rl.EnableCursor()
// } else {
// rl.DisableCursor()
// }
}
if g_mem.editor {
dt := rl.GetFrameTime()
if !g_mem.editor {
car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
car_bounds := rl.GetModelBoundingBox(car_model)
g_mem.car_handle = physics.immediate_body(
&get_world().physics_scene,
&g_mem.solver_state,
#hash("car", "fnv32a"),
physics.Body_Config {
initial_pos = {0, 1, 0},
initial_rot = linalg.QUATERNIONF32_IDENTITY,
initial_ang_vel = {0, 1, 0},
mass = 100,
inertia_tensor = physics.inertia_tensor_box(car_bounds.max - car_bounds.min),
},
)
g_mem.camera.up = rl.Vector3{0, 1, 0}
g_mem.camera.fovy = 60
g_mem.camera.projection = .PERSPECTIVE
g_mem.camera.target = physics.get_body(&get_world().physics_scene, g_mem.car_handle).x
if g_mem.camera.position == {} {
g_mem.camera.position = g_mem.camera.target - rl.Vector3{0, 0, 10}
}
// 1.6 is a good value
wheel_extent_x := f32(2)
rest := f32(1)
physics.immediate_suspension_constraint(
&get_world().physics_scene,
&g_mem.solver_state,
#hash("FL", "fnv32a"),
{
rel_pos = {-wheel_extent_x, 0, 2.5},
rel_dir = {0, -1, 0},
rest = rest,
body = g_mem.car_handle,
},
)
physics.immediate_suspension_constraint(
&get_world().physics_scene,
&g_mem.solver_state,
#hash("FR", "fnv32a"),
{
rel_pos = {wheel_extent_x, 0, 2.5},
rel_dir = {0, -1, 0},
rest = rest,
body = g_mem.car_handle,
},
)
physics.immediate_suspension_constraint(
&get_world().physics_scene,
&g_mem.solver_state,
#hash("RL", "fnv32a"),
{
rel_pos = {-wheel_extent_x, 0, -3},
rel_dir = {0, -1, 0},
rest = rest,
body = g_mem.car_handle,
},
)
physics.immediate_suspension_constraint(
&get_world().physics_scene,
&g_mem.solver_state,
#hash("RR", "fnv32a"),
{
rel_pos = {wheel_extent_x, 0, -3},
rel_dir = {0, -1, 0},
rest = rest,
body = g_mem.car_handle,
},
)
} else {
update_free_look_camera()
update_editor()
}
physics.simulate(
&g_mem.es.world.physics_scene,
&g_mem.solver_state,
SOLVER_CONFIG,
g_mem.editor ? 0 : dt,
)
}
catmull_rom_coefs :: proc(
@ -384,22 +489,32 @@ draw :: proc() {
defer rl.EndMode3D()
if collision.hit {
tangent, bitangent := get_point_frame(interpolated_points, segment_idx)
// tangent, bitangent := get_point_frame(interpolated_points, segment_idx)
rot_matrix: linalg.Matrix3f32
rot_matrix[0] = bitangent
rot_matrix[1] = interpolated_points[segment_idx].normal
rot_matrix[2] = -tangent
// rot_matrix: linalg.Matrix3f32
// rot_matrix[0] = bitangent
// rot_matrix[1] = interpolated_points[segment_idx].normal
// rot_matrix[2] = -tangent
angle, axis := linalg.angle_axis_from_quaternion(
linalg.quaternion_from_matrix3(rot_matrix),
)
car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
car_model.transform = rl.MatrixRotate(axis, angle)
rl.DrawModel(car_model, collision.point, 1, rl.WHITE)
// angle, axis := linalg.angle_axis_from_quaternion(
// linalg.quaternion_from_matrix3(rot_matrix),
// )
}
rl.DrawGrid(100, 1)
if !g_mem.editor {
car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
car_body := physics.get_body(&get_world().physics_scene, g_mem.car_handle)
car_matrix := rl.QuaternionToMatrix(car_body.q)
car_model.transform = car_matrix
rl.DrawModel(car_model, car_body.x, 1, rl.WHITE)
}
physics.draw_debug_scene(&get_world().physics_scene)
// road: rl.Mesh
// defer rl.UnloadMesh(road)
// road_vertices: [dynamic]f32
@ -479,6 +594,9 @@ draw :: proc() {
rl.ORANGE,
)
}
} else {
car_pos := physics.get_body(&get_world().physics_scene, g_mem.car_handle).x
rl.DrawText(fmt.ctprintf("Car Pos: %v", car_pos), 5, 32, 8, rl.ORANGE)
}
}
@ -638,7 +756,7 @@ game_init_window :: proc() {
rl.InitWindow(1280, 720, "Odin + Raylib + Hot Reload template!")
rl.SetExitKey(.KEY_NULL)
rl.SetWindowPosition(200, 200)
rl.SetTargetFPS(500)
rl.SetTargetFPS(60)
}
@(export)
@ -653,8 +771,10 @@ game_init :: proc() {
@(export)
game_shutdown :: proc() {
assets.shutdown(&g_mem.assetman)
delete(get_world().track.points)
destroy_world(get_world())
delete(g_mem.es.point_selection)
physics.destroy_solver_state(&g_mem.solver_state)
free(g_mem)
}

42
game/physics/debug.odin Normal file
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@ -0,0 +1,42 @@
package physics
import "core:log"
import lg "core:math/linalg"
import rl "vendor:raylib"
_ :: log
draw_debug_scene :: proc(scene: ^Scene) {
for &body in scene.bodies {
if body.alive {
pos := body.x
q := body.q
x := lg.quaternion_mul_vector3(q, rl.Vector3{1, 0, 0})
y := lg.quaternion_mul_vector3(q, rl.Vector3{0, 1, 0})
z := lg.quaternion_mul_vector3(q, rl.Vector3{0, 0, 1})
rl.DrawLine3D(pos, pos + x, rl.RED)
rl.DrawLine3D(pos, pos + y, rl.GREEN)
rl.DrawLine3D(pos, pos + z, rl.BLUE)
}
}
for &constraint in scene.suspension_constraints {
if constraint.alive {
body := get_body(scene, constraint.body)
t := constraint.hit_t > 0 ? constraint.hit_t : constraint.rest
pos := body.x
rot := body.q
pos += lg.quaternion_mul_vector3(rot, constraint.rel_pos)
dir := lg.quaternion_mul_vector3(rot, constraint.rel_dir)
rl.DrawLine3D(pos, pos + dir * t, rl.ORANGE)
if constraint.hit {
rl.DrawSphereWires(constraint.hit_point, 0.1, 4, 4, rl.RED)
}
}
}
}

15
game/physics/helpers.odin Normal file
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@ -0,0 +1,15 @@
package physics
import rl "vendor:raylib"
inertia_tensor_box :: proc(size: rl.Vector3) -> (tensor: rl.Vector3) {
CONSTANT :: f32(1.0 / 12.0)
tensor.x = size.z * size.z + size.y * size.y
tensor.y = size.x * size.x + size.z * size.z
tensor.z = size.x * size.x + size.y * size.y
tensor *= CONSTANT
return
}

168
game/physics/immediate.odin Normal file
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@ -0,0 +1,168 @@
package physics
import rl "vendor:raylib"
// Immediate mode stuff for testing
Body_Config :: struct {
initial_pos: rl.Vector3,
initial_rot: rl.Quaternion,
initial_vel: rl.Vector3,
initial_ang_vel: rl.Vector3,
mass: f32,
// Unit inertia tensor
inertia_tensor: rl.Vector3,
}
Suspension_Constraint_Config :: struct {
rel_pos: rl.Vector3,
rel_dir: rl.Vector3,
body: Body_Handle,
rest: f32,
compliance: f32,
}
initialize_body_from_config :: proc(body: ^Body, config: Body_Config) {
body.x = config.initial_pos
body.q = config.initial_rot
body.v = config.initial_vel
body.w = config.initial_ang_vel
body.inv_mass = 1.0 / config.mass
body.inv_intertia_tensor = 1.0 / (config.inertia_tensor * config.mass)
}
update_body_from_config :: proc(body: Body_Ptr, config: Body_Config) {
body.inv_mass = 1.0 / config.mass
body.inv_intertia_tensor = 1.0 / (config.inertia_tensor * config.mass)
}
update_suspension_constraint_from_config :: proc(
constraint: Suspension_Constraint_Ptr,
config: Suspension_Constraint_Config,
) {
constraint.rel_pos = config.rel_pos
constraint.rel_dir = config.rel_dir
constraint.body = config.body
constraint.rest = config.rest
constraint.compliance = config.compliance
}
immediate_body :: proc(
scene: ^Scene,
state: ^Solver_State,
id: u32,
config: Body_Config,
) -> (
handle: Body_Handle,
) {
if id in state.immedate_bodies {
body := &state.immedate_bodies[id]
if body.last_ref != state.simulation_frame {
body.last_ref = state.simulation_frame
state.num_referenced_bodies += 1
}
handle = body.handle
} else {
new_body: Body
state.num_referenced_bodies += 1
initialize_body_from_config(&new_body, config)
handle = add_body(scene, new_body)
state.immedate_bodies[id] = {
handle = handle,
last_ref = state.simulation_frame,
}
}
return
}
immediate_suspension_constraint :: proc(
scene: ^Scene,
state: ^Solver_State,
id: u32,
config: Suspension_Constraint_Config,
) -> (
handle: Suspension_Constraint_Handle,
) {
if id in state.immediate_suspension_constraints {
constraint := &state.immediate_suspension_constraints[id]
if constraint.last_ref != state.simulation_frame {
constraint.last_ref = state.simulation_frame
state.num_referenced_suspension_constraints += 1
}
handle = constraint.handle
} else {
state.num_referenced_suspension_constraints += 1
handle = add_suspension_constraint(scene, {})
state.immediate_suspension_constraints[id] = {
handle = handle,
last_ref = state.simulation_frame,
}
}
update_suspension_constraint_from_config(get_suspension_constraint(scene, handle), config)
return
}
prune_immediate :: proc(scene: ^Scene, state: ^Solver_State) {
prune_immediate_bodies(scene, state)
prune_immediate_suspension_constraints(scene, state)
}
// TODO: Generic version
prune_immediate_bodies :: proc(scene: ^Scene, state: ^Solver_State) {
if int(state.num_referenced_bodies) == len(state.immedate_bodies) {
return
}
num_unreferenced_bodies := len(state.immedate_bodies) - int(state.num_referenced_bodies)
assert(num_unreferenced_bodies >= 0)
bodies_to_remove := make([]u32, num_unreferenced_bodies, context.temp_allocator)
i := 0
for k, &v in state.immedate_bodies {
if v.last_ref != state.simulation_frame {
bodies_to_remove[i] = k
i += 1
}
}
assert(i == len(bodies_to_remove))
for k in bodies_to_remove {
handle := state.immedate_bodies[k].handle
delete_key(&state.immedate_bodies, k)
remove_body(scene, handle)
}
}
prune_immediate_suspension_constraints :: proc(scene: ^Scene, state: ^Solver_State) {
if int(state.num_referenced_suspension_constraints) ==
len(state.immediate_suspension_constraints) {
return
}
num_unreferenced_constraints :=
len(state.immediate_suspension_constraints) -
int(state.num_referenced_suspension_constraints)
assert(num_unreferenced_constraints >= 0)
constraints_to_remove := make([]u32, num_unreferenced_constraints, context.temp_allocator)
i := 0
for k, &v in state.immediate_suspension_constraints {
if v.last_ref != state.simulation_frame {
constraints_to_remove[i] = k
i += 1
}
}
assert(i == len(constraints_to_remove))
for k in constraints_to_remove {
handle := state.immediate_suspension_constraints[k].handle
delete_key(&state.immediate_suspension_constraints, k)
remove_suspension_constraint(scene, handle)
}
}

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@ -1 +0,0 @@
package physics

172
game/physics/scene.odin Normal file
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@ -0,0 +1,172 @@
package physics
import rl "vendor:raylib"
Scene :: struct {
bodies: #soa[dynamic]Body,
suspension_constraints: #soa[dynamic]Suspension_Constraint,
first_free_body_plus_one: i32,
first_free_suspension_constraint_plus_one: i32,
}
Body :: struct {
// Is this body alive (if not it doesn't exist)
alive: bool,
// Pos
x: rl.Vector3,
// Linear vel
v: rl.Vector3,
// Orientation
q: rl.Quaternion,
// Angular vel (omega)
w: rl.Vector3,
// Mass
inv_mass: f32,
// Moment of inertia
inv_intertia_tensor: rl.Vector3,
//
next_plus_one: i32,
}
Suspension_Constraint :: struct {
alive: bool,
// Pos relative to the body
rel_pos: rl.Vector3,
// Dir relative to the body
rel_dir: rl.Vector3,
// Handle of the rigid body
body: Body_Handle,
// Rest distance
rest: f32,
// Inverse stiffness
compliance: f32,
// Runtime state
hit: bool,
hit_point: rl.Vector3,
// rel_hit_point = rel_pos + rel_dir * hit_t
hit_t: f32,
// Free list
next_plus_one: i32,
}
// Index plus one, so handle 0 maps to invalid body
Body_Handle :: distinct i32
Suspension_Constraint_Handle :: distinct i32
is_body_handle_valid :: proc(handle: Body_Handle) -> bool {
return i32(handle) > 0
}
is_suspension_constraint_handle_valid :: proc(handle: Suspension_Constraint_Handle) -> bool {
return i32(handle) > 0
}
is_handle_valid :: proc {
is_body_handle_valid,
is_suspension_constraint_handle_valid,
}
Body_Ptr :: #soa^#soa[]Body
Suspension_Constraint_Ptr :: #soa^#soa[]Suspension_Constraint
_invalid_body: #soa[1]Body
_invalid_suspension_constraint: #soa[1]Suspension_Constraint
/// Returns pointer to soa slice. NEVER STORE IT
get_body :: proc(scene: ^Scene, handle: Body_Handle) -> Body_Ptr {
index := int(handle) - 1
if index < 0 {
slice := _invalid_body[:]
return &slice[0]
}
bodies_slice := scene.bodies[:]
return &bodies_slice[index]
}
add_body :: proc(scene: ^Scene, body: Body) -> Body_Handle {
body_copy := body
body_copy.alive = true
body_copy.next_plus_one = 0
if scene.first_free_body_plus_one > 1 {
index := scene.first_free_body_plus_one
new_body := get_body(scene, Body_Handle(index))
next_plus_one := new_body.next_plus_one
new_body^ = body_copy
scene.first_free_body_plus_one = next_plus_one
return Body_Handle(index)
}
append_soa(&scene.bodies, body_copy)
index := len(scene.bodies)
return Body_Handle(index)
}
remove_body :: proc(scene: ^Scene, handle: Body_Handle) {
if int(handle) > 1 {
body := get_body(scene, handle)
body.alive = false
body.next_plus_one = scene.first_free_body_plus_one
scene.first_free_body_plus_one = i32(handle)
}
}
/// Returns pointer to soa slice. NEVER STORE IT
get_suspension_constraint :: proc(
scene: ^Scene,
handle: Suspension_Constraint_Handle,
) -> Suspension_Constraint_Ptr {
if !is_handle_valid(handle) {
slice := _invalid_suspension_constraint[:]
return &slice[0]
}
index := int(handle) - 1
slice := scene.suspension_constraints[:]
return &slice[index]
}
add_suspension_constraint :: proc(
scene: ^Scene,
constraint: Suspension_Constraint,
) -> Suspension_Constraint_Handle {
copy := constraint
copy.alive = true
copy.next_plus_one = 0
if scene.first_free_suspension_constraint_plus_one > 0 {
index := scene.first_free_suspension_constraint_plus_one
new_constraint := get_suspension_constraint(scene, Suspension_Constraint_Handle(index))
next_plus_one := new_constraint.next_plus_one
new_constraint^ = copy
scene.first_free_suspension_constraint_plus_one = next_plus_one
return Suspension_Constraint_Handle(index)
}
append_soa(&scene.suspension_constraints, copy)
index := len(scene.suspension_constraints)
return Suspension_Constraint_Handle(index)
}
remove_suspension_constraint :: proc(scene: ^Scene, handle: Suspension_Constraint_Handle) {
if is_handle_valid(handle) {
constraint := get_suspension_constraint(scene, handle)
constraint.alive = false
constraint.next_plus_one = scene.first_free_suspension_constraint_plus_one
scene.first_free_suspension_constraint_plus_one = i32(handle)
}
}
_get_first_free_body :: proc(scene: ^Scene) -> i32 {
return scene.first_free_body_plus_one - 1
}
destroy_physics_scene :: proc(scene: ^Scene) {
delete_soa(scene.bodies)
delete_soa(scene.suspension_constraints)
}

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@ -0,0 +1,120 @@
package physics
import "collision"
import lg "core:math/linalg"
import rl "vendor:raylib"
Solver_Config :: struct {
// Will automatically do fixed timestep
timestep: f32,
gravity: rl.Vector3,
}
Solver_State :: struct {
accumulated_time: f32,
// Incremented when simulate is called (not simulate_step)
simulation_frame: u32,
// Number of immediate bodies referenced this frame
num_referenced_bodies: i32,
num_referenced_suspension_constraints: i32,
immedate_bodies: map[u32]Immedate_State(Body_Handle),
immediate_suspension_constraints: map[u32]Immedate_State(Suspension_Constraint_Handle),
}
Immedate_State :: struct($T: typeid) {
handle: T,
// When was this referenced last time (frame number)
last_ref: u32,
}
destroy_solver_state :: proc(state: ^Solver_State) {
delete(state.immedate_bodies)
}
// Outer simulation loop for fixed timestepping
simulate :: proc(scene: ^Scene, state: ^Solver_State, config: Solver_Config, dt: f32) {
assert(config.timestep > 0)
prune_immediate(scene, state)
state.accumulated_time += dt
num_steps := 0
for state.accumulated_time >= config.timestep {
num_steps += 1
state.accumulated_time -= config.timestep
simulate_step(scene, config)
}
state.simulation_frame += 1
state.num_referenced_bodies = 0
state.num_referenced_suspension_constraints = 0
}
Body_Sim_State :: struct {
prev_x: rl.Vector3,
prev_q: rl.Quaternion,
}
simulate_step :: proc(scene: ^Scene, config: Solver_Config) {
body_states := make_soa(#soa[]Body_Sim_State, len(scene.bodies), context.temp_allocator)
dt := config.timestep
inv_dt := 1.0 / dt
// Integrate positions and rotations
for &body, i in scene.bodies {
if body.alive {
body_states[i].prev_x = body.x
body.v += dt * config.gravity
body.x += dt * body.v
body_states[i].prev_q = body.q
// TODO: Probably can do it using built in quaternion math but I have no idea how it works
// NOTE: figure out how this works https://fgiesen.wordpress.com/2012/08/24/quaternion-differentiation/
q := body.q
delta_rot := quaternion(x = body.w.x, y = body.w.y, z = body.w.z, w = 0)
delta_rot = delta_rot * q
q.x += 0.5 * dt * delta_rot.x
q.y += 0.5 * dt * delta_rot.y
q.z += 0.5 * dt * delta_rot.z
q.w += 0.5 * dt * delta_rot.w
q = lg.normalize0(q)
body.q = q
}
}
for &v in scene.suspension_constraints {
if v.alive {
body := get_body(scene, v.body)
q := body.q
pos := body.x
pos += lg.quaternion_mul_vector3(q, v.rel_pos)
dir := lg.quaternion_mul_vector3(q, v.rel_dir)
pos2 := pos + dir * v.rest
v.hit_t, v.hit_point, v.hit = collision.intersect_segment_plane(
{pos, pos2},
collision.plane_from_point_normal({}, collision.Vec3{0, 1, 0}),
)
}
}
// Compute new linear and angular velocities
for &body, i in scene.bodies {
if body.alive {
body.v = (body.x - body_states[i].prev_x) * inv_dt
delta_q := body.q * lg.quaternion_inverse(body_states[i].prev_q)
body.w = rl.Vector3{delta_q.x, delta_q.y, delta_q.z} * 2.0 * inv_dt
if delta_q.w < 0 {
body.w = -body.w
}
}
}
}