Start of the physics engine with immediate mode api (waaat)
This commit is contained in:
parent
ad2d175b10
commit
bb77e8e821
@ -1,3 +1,3 @@
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#!/usr/bin/env bash
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odin build main_release -out:game_debug.bin -strict-style -vet -debug
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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
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# Build the game.
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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 -collection:common=./common -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 -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug
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# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
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mv game_tmp$DLL_EXT game$DLL_EXT
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162
game/game.odin
162
game/game.odin
@ -20,6 +20,7 @@ import "core:fmt"
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import "core:log"
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import "core:math"
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import "core:math/linalg"
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import "game:physics"
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import rl "vendor:raylib"
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import "vendor:raylib/rlgl"
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@ -31,6 +32,21 @@ Track :: struct {
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World :: struct {
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track: Track,
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physics_scene: physics.Scene,
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}
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destroy_world :: proc(world: ^World) {
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delete(world.track.points)
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physics.destroy_physics_scene(&world.physics_scene)
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}
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Car :: struct {
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pos: rl.Vector3,
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}
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SOLVER_CONFIG :: physics.Solver_Config {
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timestep = 1.0 / 120,
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gravity = rl.Vector3{0, 0, 0},
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}
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Game_Memory :: struct {
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@ -38,6 +54,9 @@ Game_Memory :: struct {
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player_pos: rl.Vector3,
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camera_yaw_pitch: rl.Vector2,
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camera_speed: f32,
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camera: rl.Camera3D,
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solver_state: physics.Solver_State,
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car_handle: physics.Body_Handle,
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es: Editor_State,
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editor: bool,
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}
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@ -92,6 +111,7 @@ camera_forward_vec :: proc() -> rl.Vector3 {
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}
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game_camera_3d :: proc() -> rl.Camera3D {
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if g_mem.editor {
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return {
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position = g_mem.player_pos,
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up = {0, 1, 0},
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@ -99,6 +119,9 @@ game_camera_3d :: proc() -> rl.Camera3D {
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target = g_mem.player_pos + camera_forward_vec(),
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projection = .PERSPECTIVE,
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}
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}
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return g_mem.camera
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}
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ui_camera :: proc() -> rl.Camera2D {
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@ -314,25 +337,107 @@ update_editor :: proc() {
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}
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}
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}
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}
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update :: proc() {
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if rl.IsKeyPressed(.TAB) {
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g_mem.editor = !g_mem.editor
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if g_mem.editor {
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rl.EnableCursor()
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} else {
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rl.DisableCursor()
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}
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// if g_mem.editor {
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// rl.EnableCursor()
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// } else {
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// rl.DisableCursor()
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// }
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}
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if g_mem.editor {
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dt := rl.GetFrameTime()
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if !g_mem.editor {
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car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
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car_bounds := rl.GetModelBoundingBox(car_model)
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g_mem.car_handle = physics.immediate_body(
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&get_world().physics_scene,
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&g_mem.solver_state,
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#hash("car", "fnv32a"),
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physics.Body_Config {
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initial_pos = {0, 1, 0},
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initial_rot = linalg.QUATERNIONF32_IDENTITY,
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initial_ang_vel = {0, 1, 0},
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mass = 100,
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inertia_tensor = physics.inertia_tensor_box(car_bounds.max - car_bounds.min),
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},
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)
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g_mem.camera.up = rl.Vector3{0, 1, 0}
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g_mem.camera.fovy = 60
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g_mem.camera.projection = .PERSPECTIVE
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g_mem.camera.target = physics.get_body(&get_world().physics_scene, g_mem.car_handle).x
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if g_mem.camera.position == {} {
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g_mem.camera.position = g_mem.camera.target - rl.Vector3{0, 0, 10}
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}
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// 1.6 is a good value
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wheel_extent_x := f32(2)
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rest := f32(1)
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physics.immediate_suspension_constraint(
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&get_world().physics_scene,
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&g_mem.solver_state,
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#hash("FL", "fnv32a"),
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{
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rel_pos = {-wheel_extent_x, 0, 2.5},
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rel_dir = {0, -1, 0},
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rest = rest,
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body = g_mem.car_handle,
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},
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)
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physics.immediate_suspension_constraint(
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&get_world().physics_scene,
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&g_mem.solver_state,
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#hash("FR", "fnv32a"),
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{
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rel_pos = {wheel_extent_x, 0, 2.5},
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rel_dir = {0, -1, 0},
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rest = rest,
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body = g_mem.car_handle,
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},
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)
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physics.immediate_suspension_constraint(
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&get_world().physics_scene,
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&g_mem.solver_state,
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#hash("RL", "fnv32a"),
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{
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rel_pos = {-wheel_extent_x, 0, -3},
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rel_dir = {0, -1, 0},
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rest = rest,
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body = g_mem.car_handle,
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},
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)
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physics.immediate_suspension_constraint(
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&get_world().physics_scene,
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&g_mem.solver_state,
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#hash("RR", "fnv32a"),
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{
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rel_pos = {wheel_extent_x, 0, -3},
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rel_dir = {0, -1, 0},
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rest = rest,
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body = g_mem.car_handle,
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},
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)
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} else {
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update_free_look_camera()
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update_editor()
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}
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physics.simulate(
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&g_mem.es.world.physics_scene,
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&g_mem.solver_state,
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SOLVER_CONFIG,
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g_mem.editor ? 0 : dt,
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)
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}
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catmull_rom_coefs :: proc(
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@ -384,22 +489,32 @@ draw :: proc() {
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defer rl.EndMode3D()
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if collision.hit {
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tangent, bitangent := get_point_frame(interpolated_points, segment_idx)
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// tangent, bitangent := get_point_frame(interpolated_points, segment_idx)
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rot_matrix: linalg.Matrix3f32
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rot_matrix[0] = bitangent
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rot_matrix[1] = interpolated_points[segment_idx].normal
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rot_matrix[2] = -tangent
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// rot_matrix: linalg.Matrix3f32
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// rot_matrix[0] = bitangent
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// rot_matrix[1] = interpolated_points[segment_idx].normal
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// rot_matrix[2] = -tangent
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angle, axis := linalg.angle_axis_from_quaternion(
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linalg.quaternion_from_matrix3(rot_matrix),
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)
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car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
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car_model.transform = rl.MatrixRotate(axis, angle)
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rl.DrawModel(car_model, collision.point, 1, rl.WHITE)
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// angle, axis := linalg.angle_axis_from_quaternion(
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// linalg.quaternion_from_matrix3(rot_matrix),
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// )
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}
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rl.DrawGrid(100, 1)
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if !g_mem.editor {
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car_model := assets.get_model(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
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car_body := physics.get_body(&get_world().physics_scene, g_mem.car_handle)
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car_matrix := rl.QuaternionToMatrix(car_body.q)
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car_model.transform = car_matrix
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rl.DrawModel(car_model, car_body.x, 1, rl.WHITE)
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}
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physics.draw_debug_scene(&get_world().physics_scene)
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// road: rl.Mesh
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// defer rl.UnloadMesh(road)
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// road_vertices: [dynamic]f32
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@ -479,6 +594,9 @@ draw :: proc() {
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rl.ORANGE,
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)
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}
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} else {
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car_pos := physics.get_body(&get_world().physics_scene, g_mem.car_handle).x
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rl.DrawText(fmt.ctprintf("Car Pos: %v", car_pos), 5, 32, 8, rl.ORANGE)
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}
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}
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@ -638,7 +756,7 @@ game_init_window :: proc() {
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rl.InitWindow(1280, 720, "Odin + Raylib + Hot Reload template!")
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rl.SetExitKey(.KEY_NULL)
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rl.SetWindowPosition(200, 200)
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rl.SetTargetFPS(500)
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rl.SetTargetFPS(60)
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}
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@(export)
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@ -653,8 +771,10 @@ game_init :: proc() {
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@(export)
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game_shutdown :: proc() {
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assets.shutdown(&g_mem.assetman)
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delete(get_world().track.points)
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destroy_world(get_world())
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delete(g_mem.es.point_selection)
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physics.destroy_solver_state(&g_mem.solver_state)
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free(g_mem)
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}
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42
game/physics/debug.odin
Normal file
42
game/physics/debug.odin
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@ -0,0 +1,42 @@
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package physics
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import "core:log"
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import lg "core:math/linalg"
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import rl "vendor:raylib"
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_ :: log
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draw_debug_scene :: proc(scene: ^Scene) {
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for &body in scene.bodies {
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if body.alive {
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pos := body.x
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q := body.q
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x := lg.quaternion_mul_vector3(q, rl.Vector3{1, 0, 0})
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y := lg.quaternion_mul_vector3(q, rl.Vector3{0, 1, 0})
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z := lg.quaternion_mul_vector3(q, rl.Vector3{0, 0, 1})
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rl.DrawLine3D(pos, pos + x, rl.RED)
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rl.DrawLine3D(pos, pos + y, rl.GREEN)
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rl.DrawLine3D(pos, pos + z, rl.BLUE)
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}
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}
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for &constraint in scene.suspension_constraints {
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if constraint.alive {
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body := get_body(scene, constraint.body)
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t := constraint.hit_t > 0 ? constraint.hit_t : constraint.rest
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pos := body.x
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rot := body.q
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pos += lg.quaternion_mul_vector3(rot, constraint.rel_pos)
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dir := lg.quaternion_mul_vector3(rot, constraint.rel_dir)
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rl.DrawLine3D(pos, pos + dir * t, rl.ORANGE)
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if constraint.hit {
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rl.DrawSphereWires(constraint.hit_point, 0.1, 4, 4, rl.RED)
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}
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}
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}
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}
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15
game/physics/helpers.odin
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15
game/physics/helpers.odin
Normal file
@ -0,0 +1,15 @@
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package physics
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import rl "vendor:raylib"
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inertia_tensor_box :: proc(size: rl.Vector3) -> (tensor: rl.Vector3) {
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CONSTANT :: f32(1.0 / 12.0)
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tensor.x = size.z * size.z + size.y * size.y
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tensor.y = size.x * size.x + size.z * size.z
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tensor.z = size.x * size.x + size.y * size.y
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tensor *= CONSTANT
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return
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}
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168
game/physics/immediate.odin
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168
game/physics/immediate.odin
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@ -0,0 +1,168 @@
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package physics
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import rl "vendor:raylib"
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// Immediate mode stuff for testing
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Body_Config :: struct {
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initial_pos: rl.Vector3,
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initial_rot: rl.Quaternion,
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initial_vel: rl.Vector3,
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initial_ang_vel: rl.Vector3,
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mass: f32,
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// Unit inertia tensor
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inertia_tensor: rl.Vector3,
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}
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Suspension_Constraint_Config :: struct {
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rel_pos: rl.Vector3,
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rel_dir: rl.Vector3,
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body: Body_Handle,
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rest: f32,
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compliance: f32,
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}
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initialize_body_from_config :: proc(body: ^Body, config: Body_Config) {
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body.x = config.initial_pos
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body.q = config.initial_rot
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body.v = config.initial_vel
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body.w = config.initial_ang_vel
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body.inv_mass = 1.0 / config.mass
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body.inv_intertia_tensor = 1.0 / (config.inertia_tensor * config.mass)
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}
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update_body_from_config :: proc(body: Body_Ptr, config: Body_Config) {
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body.inv_mass = 1.0 / config.mass
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body.inv_intertia_tensor = 1.0 / (config.inertia_tensor * config.mass)
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}
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update_suspension_constraint_from_config :: proc(
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constraint: Suspension_Constraint_Ptr,
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config: Suspension_Constraint_Config,
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) {
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constraint.rel_pos = config.rel_pos
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constraint.rel_dir = config.rel_dir
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constraint.body = config.body
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constraint.rest = config.rest
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constraint.compliance = config.compliance
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}
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immediate_body :: proc(
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scene: ^Scene,
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state: ^Solver_State,
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id: u32,
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config: Body_Config,
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) -> (
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handle: Body_Handle,
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) {
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if id in state.immedate_bodies {
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body := &state.immedate_bodies[id]
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if body.last_ref != state.simulation_frame {
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body.last_ref = state.simulation_frame
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state.num_referenced_bodies += 1
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}
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handle = body.handle
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} else {
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new_body: Body
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state.num_referenced_bodies += 1
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initialize_body_from_config(&new_body, config)
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handle = add_body(scene, new_body)
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state.immedate_bodies[id] = {
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handle = handle,
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last_ref = state.simulation_frame,
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}
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}
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return
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}
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immediate_suspension_constraint :: proc(
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scene: ^Scene,
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state: ^Solver_State,
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id: u32,
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config: Suspension_Constraint_Config,
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) -> (
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handle: Suspension_Constraint_Handle,
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) {
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if id in state.immediate_suspension_constraints {
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constraint := &state.immediate_suspension_constraints[id]
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if constraint.last_ref != state.simulation_frame {
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constraint.last_ref = state.simulation_frame
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state.num_referenced_suspension_constraints += 1
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}
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handle = constraint.handle
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} else {
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state.num_referenced_suspension_constraints += 1
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handle = add_suspension_constraint(scene, {})
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state.immediate_suspension_constraints[id] = {
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handle = handle,
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last_ref = state.simulation_frame,
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}
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}
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update_suspension_constraint_from_config(get_suspension_constraint(scene, handle), config)
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return
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}
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prune_immediate :: proc(scene: ^Scene, state: ^Solver_State) {
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prune_immediate_bodies(scene, state)
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prune_immediate_suspension_constraints(scene, state)
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}
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// TODO: Generic version
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prune_immediate_bodies :: proc(scene: ^Scene, state: ^Solver_State) {
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if int(state.num_referenced_bodies) == len(state.immedate_bodies) {
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return
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}
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num_unreferenced_bodies := len(state.immedate_bodies) - int(state.num_referenced_bodies)
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assert(num_unreferenced_bodies >= 0)
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bodies_to_remove := make([]u32, num_unreferenced_bodies, context.temp_allocator)
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i := 0
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for k, &v in state.immedate_bodies {
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if v.last_ref != state.simulation_frame {
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bodies_to_remove[i] = k
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i += 1
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}
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}
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assert(i == len(bodies_to_remove))
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for k in bodies_to_remove {
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handle := state.immedate_bodies[k].handle
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delete_key(&state.immedate_bodies, k)
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remove_body(scene, handle)
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}
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}
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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)
|
||||
}
|
||||
}
|
@ -1 +0,0 @@
|
||||
package physics
|
172
game/physics/scene.odin
Normal file
172
game/physics/scene.odin
Normal file
@ -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)
|
||||
}
|
120
game/physics/simulation.odin
Normal file
120
game/physics/simulation.odin
Normal file
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user