Refactor convex shape handling

This will allow me to implement rewind easily
This commit is contained in:
sergeypdev 2025-02-09 19:15:56 +04:00
parent bf995882e6
commit d816e96c3e
8 changed files with 203 additions and 124 deletions

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@ -1,5 +1,6 @@
package spanpool
import "base:builtin"
import "core:fmt"
import "core:slice"
@ -133,3 +134,13 @@ reconcile :: proc(s: ^$T/Span_Pool($E)) {
}
}
}
copy :: proc(dst: ^Span_Pool($E), src: Span_Pool(E)) {
resize(&dst.elems, len(src.elems))
resize(&dst.generations, len(src.generations))
resize(&dst.free_spans, len(src.free_spans))
builtin.copy(dst.elems[:], src.elems[:])
builtin.copy(dst.generations[:], src.generations[:])
builtin.copy(dst.free_spans[:], src.free_spans[:])
}

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@ -72,7 +72,7 @@ Car :: struct {
}
SOLVER_CONFIG :: physics.Solver_Config {
timestep = 1.0 / 120,
timestep = 1.0 / 60,
gravity = rl.Vector3{0, -9.8, 0},
substreps_minus_one = 2 - 1,
}

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@ -14,6 +14,7 @@ _ :: math
_ :: debug
draw_debug_shape :: proc(
sim_state: ^Sim_State,
shape: Collision_Shape,
pos: rl.Vector3,
rot: rl.Quaternion,
@ -30,8 +31,9 @@ draw_debug_shape :: proc(
switch s in shape {
case Shape_Box:
rl.DrawCubeV(0, s.size, color)
case Shape_Convex:
halfedge.debug_draw_mesh_wires(s.mesh, color)
case Internal_Shape_Convex:
mesh := convex_container_get_mesh(&sim_state.convex_container, s.mesh)
halfedge.debug_draw_mesh_wires(mesh, color)
}
}
@ -55,6 +57,7 @@ draw_debug_scene :: proc(scene: ^Scene) {
rl.DrawLine3D(pos, pos + z, rl.BLUE)
draw_debug_shape(
sim_state,
body.shape,
body_get_shape_pos(body),
body.q,

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@ -23,7 +23,7 @@ inertia_tensor_box :: proc(size: rl.Vector3) -> (tensor: Matrix3) {
return
}
inertia_tensor_collision_shape :: proc(shape: Collision_Shape) -> (tensor: Matrix3) {
inertia_tensor_collision_shape :: proc(shape: Input_Shape) -> (tensor: Matrix3) {
switch s in shape {
case Shape_Box:
tensor = inertia_tensor_box(s.size)
@ -78,7 +78,7 @@ wheel_get_right_vec :: #force_inline proc(
body_get_shape_offset_local :: proc(body: Body_Ptr) -> (offset: rl.Vector3) {
#partial switch s in body.shape {
case Shape_Convex:
case Internal_Shape_Convex:
offset = -s.center_of_mass
}
return
@ -92,6 +92,7 @@ body_get_shape_pos :: proc(body: Body_Ptr) -> rl.Vector3 {
}
body_get_convex_shape_world :: proc(
sim_state: ^Sim_State,
body: Body_Ptr,
allocator := context.temp_allocator,
) -> (
@ -100,8 +101,10 @@ body_get_convex_shape_world :: proc(
switch s in body.shape {
case Shape_Box:
mesh = collision.box_to_convex(collision.Box{rad = s.size * 0.5}, allocator)
case Shape_Convex:
mesh = halfedge.copy_mesh(s.mesh, context.temp_allocator)
case Internal_Shape_Convex:
mesh = convex_container_get_mesh(&sim_state.convex_container, s.mesh)
// TODO: make sure this works as intendent
mesh = halfedge.copy_mesh(mesh, context.temp_allocator)
}
transform :=

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@ -1,8 +1,6 @@
package physics
import "core:log"
import lg "core:math/linalg"
import rl "vendor:raylib"
_ :: log
@ -11,79 +9,6 @@ Body_Config_Inertia_Mode :: enum {
Explicit,
}
// 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,
shape: Collision_Shape,
mass: f32,
inertia_mode: Body_Config_Inertia_Mode,
// Unit inertia tensor
inertia_tensor: Matrix3,
}
// TODO: rename to wheel
Suspension_Constraint_Config :: struct {
rel_pos: rl.Vector3,
rel_dir: rl.Vector3,
body: Body_Handle,
rest: f32,
compliance: f32,
damping: f32,
radius: f32,
}
calculate_body_params_from_config :: proc(
config: Body_Config,
) -> (
inv_mass: f32,
inv_inertia_tensor: Matrix3,
) {
inv_mass = config.mass == 0 ? 0 : 1.0 / config.mass
inertia_tensor: Matrix3
if config.inertia_mode == .Explicit {
inertia_tensor = config.inertia_tensor
} else {
inertia_tensor = inertia_tensor_collision_shape(config.shape)
}
inertia_tensor = inertia_tensor * Matrix3(config.mass)
inv_inertia_tensor = lg.determinant(inertia_tensor) == 0 ? 0 : lg.inverse(inertia_tensor)
return
}
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.shape = config.shape
body.inv_mass, body.inv_inertia_tensor = calculate_body_params_from_config(config)
}
update_body_from_config :: proc(body: Body_Ptr, config: Body_Config) {
body.shape = config.shape
body.inv_mass, body.inv_inertia_tensor = calculate_body_params_from_config(config)
}
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
constraint.damping = config.damping
constraint.radius = config.radius
}
immediate_body :: proc(
scene: ^Scene,
state: ^Solver_State,
@ -101,10 +26,8 @@ immediate_body :: proc(
handle = body.handle
update_body_from_config(get_body(get_sim_state(scene), handle), config)
} else {
new_body: Body
state.num_referenced_bodies += 1
initialize_body_from_config(&new_body, config)
handle = add_body(get_sim_state(scene), new_body)
handle = add_body(get_sim_state(scene), config)
state.immedate_bodies[id] = {
handle = handle,
last_ref = state.simulation_frame,

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@ -1,7 +1,7 @@
package physics
import "collision"
import "game:halfedge"
import lg "core:math/linalg"
import rl "vendor:raylib"
MAX_CONTACTS :: 1024
@ -21,6 +21,7 @@ Sim_State :: struct {
// Persistent stuff for simulation
contact_pairs: [MAX_CONTACTS]Contact_Pair,
contact_pairs_len: int,
convex_container: Convex_Container,
}
Scene :: struct {
@ -56,7 +57,12 @@ Shape_Box :: struct {
size: rl.Vector3,
}
// TODO: Assuming mesh is generated and reinserted every frame for now, make it persistent yada yada
Internal_Shape_Convex :: struct {
mesh: Convex_Handle,
center_of_mass: rl.Vector3,
inertia_tensor: Matrix3,
}
Shape_Convex :: struct {
mesh: collision.Convex,
center_of_mass: rl.Vector3,
@ -65,7 +71,7 @@ Shape_Convex :: struct {
Collision_Shape :: union {
Shape_Box,
Shape_Convex,
Internal_Shape_Convex,
}
Suspension_Constraint :: struct {
@ -151,59 +157,127 @@ get_body :: proc(sim_state: ^Sim_State, handle: Body_Handle) -> Body_Ptr {
return &sim_state.bodies_slice[index]
}
copy_shape :: proc(
src: Collision_Shape,
allocator := context.allocator,
) -> (
dst: Collision_Shape,
) {
switch s in src {
case Shape_Box:
dst = s
case Shape_Convex:
new_convex := s
new_convex.mesh = halfedge.copy_mesh(s.mesh, allocator)
dst = new_convex
}
return
}
destroy_shape :: proc(shape: ^Collision_Shape, allocator := context.allocator) {
remove_shape :: proc(sim_state: ^Sim_State, shape: ^Collision_Shape) {
switch &s in shape {
case Shape_Box:
case Shape_Convex:
delete(s.mesh.faces, allocator)
delete(s.mesh.edges, allocator)
delete(s.mesh.vertices, allocator)
s.mesh = {}
case Internal_Shape_Convex:
convex_container_remove(&sim_state.convex_container, s.mesh)
}
}
copy_body :: proc(src: Body, allocator := context.allocator) -> (dst: Body) {
dst = src
dst.shape = copy_shape(src.shape)
dst.next_plus_one = 0
Input_Shape :: union {
Shape_Box,
Shape_Convex,
}
Body_Config :: struct {
initial_pos: rl.Vector3,
initial_rot: rl.Quaternion,
initial_vel: rl.Vector3,
initial_ang_vel: rl.Vector3,
shape: Input_Shape,
mass: f32,
inertia_mode: Body_Config_Inertia_Mode,
// Unit inertia tensor
inertia_tensor: Matrix3,
}
// TODO: rename to wheel
Suspension_Constraint_Config :: struct {
rel_pos: rl.Vector3,
rel_dir: rl.Vector3,
body: Body_Handle,
rest: f32,
compliance: f32,
damping: f32,
radius: f32,
}
calculate_body_params_from_config :: proc(
config: Body_Config,
) -> (
inv_mass: f32,
inv_inertia_tensor: Matrix3,
) {
inv_mass = config.mass == 0 ? 0 : 1.0 / config.mass
inertia_tensor: Matrix3
if config.inertia_mode == .Explicit {
inertia_tensor = config.inertia_tensor
} else {
inertia_tensor = inertia_tensor_collision_shape(config.shape)
}
inertia_tensor = inertia_tensor * Matrix3(config.mass)
inv_inertia_tensor = lg.determinant(inertia_tensor) == 0 ? 0 : lg.inverse(inertia_tensor)
return
}
add_body :: proc(sim_state: ^Sim_State, body: Body) -> Body_Handle {
body_copy := copy_body(body)
add_shape :: proc(sim_state: ^Sim_State, shape: Input_Shape) -> (result: Collision_Shape) {
switch s in shape {
case Shape_Box:
result = s
case Shape_Convex:
convex: Internal_Shape_Convex
convex.mesh = convex_container_add(&sim_state.convex_container, s.mesh)
convex.center_of_mass = s.center_of_mass
convex.inertia_tensor = s.inertia_tensor
result = convex
}
body_copy.alive = true
body_copy.next_plus_one = 0
return
}
initialize_body_from_config :: proc(sim_state: ^Sim_State, 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.shape = add_shape(sim_state, config.shape)
body.inv_mass, body.inv_inertia_tensor = calculate_body_params_from_config(config)
}
update_body_from_config :: proc(body: Body_Ptr, config: Body_Config) {
// TODO: Figure out how to update shape
// body.shape = config.shape
body.inv_mass, body.inv_inertia_tensor = calculate_body_params_from_config(config)
}
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
constraint.damping = config.damping
constraint.radius = config.radius
}
add_body :: proc(sim_state: ^Sim_State, config: Body_Config) -> Body_Handle {
body: Body
initialize_body_from_config(sim_state, &body, config)
body.alive = true
if sim_state.first_free_body_plus_one > 0 {
index := sim_state.first_free_body_plus_one
new_body := get_body(sim_state, Body_Handle(index))
next_plus_one := new_body.next_plus_one
new_body^ = body_copy
new_body^ = body
sim_state.first_free_body_plus_one = next_plus_one
return Body_Handle(index)
}
append_soa(&sim_state.bodies, body_copy)
append_soa(&sim_state.bodies, body)
index := len(sim_state.bodies)
sim_state.bodies_slice = sim_state.bodies[:]
@ -217,7 +291,7 @@ remove_body :: proc(sim_state: ^Sim_State, handle: Body_Handle) {
body.alive = false
destroy_shape(&body.shape)
remove_shape(sim_state, &body.shape)
body.next_plus_one = sim_state.first_free_body_plus_one
sim_state.first_free_body_plus_one = i32(handle)
@ -278,6 +352,7 @@ _get_first_free_body :: proc(sim_state: ^Sim_State) -> i32 {
destry_sim_state :: proc(sim_state: ^Sim_State) {
delete_soa(sim_state.bodies)
delete_soa(sim_state.suspension_constraints)
convex_container_destroy(&sim_state.convex_container)
}
destroy_physics_scene :: proc(scene: ^Scene) {

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@ -1,4 +1,66 @@
package physics
import he "game:halfedge"
import "game:container/spanpool"
Convex_Container :: struct {
vertices: spanpool.Span_Pool(he.Vertex),
faces: spanpool.Span_Pool(he.Face),
edges: spanpool.Span_Pool(he.Half_Edge),
}
Convex_Handle :: struct {
vertices: spanpool.Handle,
faces: spanpool.Handle,
edges: spanpool.Handle,
}
convex_container_add :: proc(container: ^Convex_Container, mesh: he.Half_Edge_Mesh) -> (handle: Convex_Handle) {
handle.vertices = spanpool.allocate_elems(&container.vertices, ..mesh.vertices)
handle.faces = spanpool.allocate_elems(&container.faces, ..mesh.faces)
handle.edges = spanpool.allocate_elems(&container.edges, ..mesh.edges)
return
}
convex_container_get_mesh :: proc(container: ^Convex_Container, handle: Convex_Handle) -> (mesh: he.Half_Edge_Mesh) {
mesh.vertices = spanpool.resolve_slice(&container.vertices, handle.vertices)
mesh.faces = spanpool.resolve_slice(&container.faces, handle.faces)
mesh.edges = spanpool.resolve_slice(&container.edges, handle.edges)
// TODO: save and return mesh center
avg_scale := 1.0 / f32(len(mesh.vertices))
for v in mesh.vertices {
mesh.center += v.pos * avg_scale
}
return
}
convex_container_remove :: proc(container: ^Convex_Container, handle: Convex_Handle) {
spanpool.free(&container.vertices, handle.vertices)
spanpool.free(&container.faces, handle.faces)
spanpool.free(&container.edges, handle.edges)
}
convex_container_reconcile :: proc(container: ^Convex_Container) {
spanpool.reconcile(&container.vertices)
spanpool.reconcile(&container.faces)
spanpool.reconcile(&container.edges)
}
convex_container_copy :: proc(dst: ^Convex_Container, src: Convex_Container) {
spanpool.copy(&dst.vertices, src.vertices)
spanpool.copy(&dst.faces, src.faces)
spanpool.copy(&dst.edges, src.edges)
}
convex_container_destroy :: proc(container: ^Convex_Container) {
spanpool.destroy_spanpool(&container.vertices)
spanpool.destroy_spanpool(&container.faces)
spanpool.destroy_spanpool(&container.edges)
}
//
// import "core:container/intrusive/list"
// import "game:container/spanpool"

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@ -64,6 +64,8 @@ prepare_next_sim_state :: proc(scene: ^Scene) {
for i in 0 ..< len(next_state.suspension_constraints) {
next_state.suspension_constraints[i] = current_state.suspension_constraints[i]
}
convex_container_copy(&next_state.convex_container, current_state.convex_container)
}
Step_Mode :: enum {
@ -195,8 +197,8 @@ simulate_step :: proc(sim_state: ^Sim_State, config: Solver_Config) {
body2.alive &&
!handled_pairs[{a = min(i, j), b = max(i, j)}] {
m1, m2 :=
body_get_convex_shape_world(body),
body_get_convex_shape_world(body2)
body_get_convex_shape_world(sim_state, body),
body_get_convex_shape_world(sim_state, body2)
// Raw manifold has contact points in world space
raw_manifold, collision := collision.convex_vs_convex_sat(m1, m2)