gutter_runner/game/physics/simulation.odin
2025-06-28 18:28:27 +04:00

1771 lines
44 KiB
Odin

package physics
import "base:runtime"
import "bvh"
import "collision"
import "core:container/bit_array"
import "core:fmt"
import "core:log"
import "core:math"
import lg "core:math/linalg"
import "core:math/rand"
import "core:slice"
import "game:debug"
import he "game:halfedge"
import "game:name"
import "libs:tracy"
_ :: name
_ :: log
_ :: rand
_ :: math
_ :: fmt
_ :: slice
_ :: he
_ :: debug
Solver_Config :: struct {
// Will automatically do fixed timestep
timestep: f32,
gravity: Vec3,
substreps_minus_one: i32,
}
Solver_State :: struct {
accumulated_time: f32,
// Incremented when simulate is called (not simulate_step)
simulation_frame: u32,
// Number of immediate bodies referenced this frame
immediate_bodies: Immediate_Container(Body_Handle),
immediate_suspension_constraints: Immediate_Container(Suspension_Constraint_Handle),
immediate_engines: Immediate_Container(Engine_Handle),
immediate_level_geoms: Immediate_Container(Level_Geom_Handle),
}
copy_solver_state :: proc(dst, src: ^Solver_State) {
dst.accumulated_time = src.accumulated_time
dst.simulation_frame = src.simulation_frame
immediate_container_copy(&dst.immediate_bodies, &src.immediate_bodies)
immediate_container_copy(
&dst.immediate_suspension_constraints,
&src.immediate_suspension_constraints,
)
immediate_container_copy(&dst.immediate_engines, &src.immediate_engines)
immediate_container_copy(&dst.immediate_level_geoms, &src.immediate_level_geoms)
}
destroy_solver_state :: proc(state: ^Solver_State) {
immediate_container_destroy(&state.immediate_bodies)
immediate_container_destroy(&state.immediate_suspension_constraints)
immediate_container_destroy(&state.immediate_engines)
immediate_container_destroy(&state.immediate_level_geoms)
}
MAX_STEPS :: 10
Step_Mode :: enum {
Accumulated_Time,
Single,
}
Static_TLAS :: struct {
bvh_tree: bvh.Mesh_BVH,
tri_to_level_geom: []Level_Geom_Handle,
}
// Top Level Acceleration Structure
Dynamic_TLAS :: struct {
bvh_tree: bvh.BVH,
body_aabbs: []bvh.AABB,
built: bool,
}
build_static_tlas :: proc(sim_state: ^Sim_State) -> Static_TLAS {
tracy.Zone()
num_vertices, num_indices: int
for i in 0 ..< len(sim_state.level_geoms) {
level_geom := &sim_state.level_geoms[i]
if level_geom.alive {
num_vertices += int(level_geom.geometry.vertices.len)
num_indices += int(level_geom.geometry.indices.len)
}
}
if num_vertices == 0 {
return Static_TLAS{}
}
vertices := make([]bvh.Vec3, num_vertices, context.temp_allocator)
indices := make([]u16, num_indices, context.temp_allocator)
tri_to_level_geom := make([]Level_Geom_Handle, num_indices / 3, context.temp_allocator)
num_vertices, num_indices = 0, 0
for i in 0 ..< len(sim_state.level_geoms) {
level_geom := &sim_state.level_geoms[i]
if level_geom.alive {
geom_verts, geom_inds := get_level_geom_data(sim_state, level_geom.geometry)
base_vertex := num_vertices
copy_slice(vertices[base_vertex:], geom_verts)
num_vertices += len(geom_verts)
for j in 0 ..< len(geom_inds) {
if num_indices %% 3 == 0 {
tri := num_indices / 3
tri_to_level_geom[tri] = index_to_level_geom(i)
}
ind := geom_inds[j]
indices[num_indices] = u16(base_vertex + int(ind))
num_indices += 1
}
}
}
log.debugf("num vertices {}, len vertices {}", num_vertices, len(vertices))
assert(num_vertices == len(vertices))
assert(num_indices == len(indices))
// for i in 0 ..< len(indices) / 3 {
// tri := get_triangle(vertices, indices, i)
// rl.DrawTriangle3D(tri[0], tri[1], tri[2], rl.RED)
// }
result := Static_TLAS {
bvh_tree = bvh.build_bvh_from_mesh(
bvh.Mesh{vertices = vertices, indices = indices},
context.temp_allocator,
),
tri_to_level_geom = tri_to_level_geom,
}
return result
}
// TODO: free intermediate temp allocs
// Creates TLAS using temp allocator
build_dynamic_tlas :: proc(
sim_state: ^Sim_State,
config: Solver_Config,
out_tlas: ^Dynamic_TLAS,
allocator := context.allocator,
) {
tracy.Zone()
dynamic_tlas_destroy(out_tlas)
body_aabbs := make([]bvh.AABB, sim_state.num_bodies, allocator)
body_indices := make([]u16, sim_state.num_bodies, context.temp_allocator)
{
aabb_index := 0
for i in 0 ..< len(sim_state.bodies_slice) {
body := &sim_state.bodies_slice[i]
if body.alive {
aabb := &body_aabbs[aabb_index]
body_indices[aabb_index] = u16(i)
aabb_index += 1
phys_aabb := body_get_aabb(body)
EXPAND_K :: 2
expand := lg.abs(EXPAND_K * config.timestep * body.v) + 0.1
phys_aabb.extent += expand * 0.5
aabb.min = phys_aabb.center - phys_aabb.extent
aabb.max = phys_aabb.center + phys_aabb.extent
}
}
}
sim_state_bvh := bvh.build_bvh_from_aabbs(body_aabbs, body_indices, allocator)
out_tlas^ = Dynamic_TLAS {
bvh_tree = sim_state_bvh,
body_aabbs = body_aabbs,
built = true,
}
}
dynamic_tlas_destroy :: proc(dyn_tlas: ^Dynamic_TLAS) {
if dyn_tlas.built {
bvh.destroy_bvh(&dyn_tlas.bvh_tree)
delete(dyn_tlas.body_aabbs)
dyn_tlas^ = {}
}
}
raycasts_level :: proc(
sim_state: ^Sim_State,
tlas: ^Static_TLAS,
origin, dir: Vec3,
distance := max(f32),
) -> (
t: f32,
normal: Vec3,
hit: bool,
) {
temp := runtime.default_temp_allocator_temp_begin()
defer runtime.default_temp_allocator_temp_end(temp)
t = distance
ray: bvh.Ray
ray.origin = origin
ray.dir = dir
ray.dir_inv = 1.0 / dir
it := bvh.iterator_intersect_leaf_ray(&tlas.bvh_tree.bvh, ray, distance)
for leaf_node in bvh.iterator_intersect_leaf_next(&it) {
for j in 0 ..< leaf_node.prim_len {
tri_idx := tlas.bvh_tree.bvh.primitives[leaf_node.child_or_prim_start + j]
tri := get_triangle(
tlas.bvh_tree.mesh.vertices,
tlas.bvh_tree.mesh.indices,
int(tri_idx),
)
hit_t, tmp_normal, _, ok := collision.intersect_ray_triangle(
{origin, origin + dir},
tri,
)
if ok && (!hit || hit_t < t) {
t = hit_t
normal = tmp_normal
hit = true
}
}
}
return
}
raycast_bodies :: proc(
sim_state: ^Sim_State,
tlas: ^Dynamic_TLAS,
origin, dir: Vec3,
distance := max(f32),
) -> (
t: f32,
normal: Vec3,
hit: bool,
) {
temp := runtime.default_temp_allocator_temp_begin()
defer runtime.default_temp_allocator_temp_end(temp)
t = distance
ray: bvh.Ray
ray.origin = origin
ray.dir = dir
ray.dir_inv = 1.0 / dir
it := bvh.iterator_intersect_leaf_ray(&tlas.bvh_tree, ray, distance)
for leaf_node in bvh.iterator_intersect_leaf_next(&it) {
for j in 0 ..< leaf_node.prim_len {
body_idx := tlas.bvh_tree.primitives[leaf_node.child_or_prim_start + j]
body := get_body(sim_state, index_to_body_handle(int(body_idx)))
it := shapes_iterator(sim_state, body.shape)
for shape in shapes_iterator_next(&it) {
mesh := body_get_convex_shape_world(
sim_state,
body,
shape^,
context.temp_allocator,
)
hit_t, _, tmp_normal, _, ok := collision.ray_vs_convex(
mesh,
ray.origin,
ray.dir,
distance,
)
if ok && (!hit || hit_t < t) {
t = hit_t
normal = tmp_normal
hit = true
}
}
}
}
return
}
raycast :: proc(
sim_state: ^Sim_State,
static_tlas: ^Static_TLAS,
dyn_tlas: ^Dynamic_TLAS,
origin, dir: Vec3,
distance := max(f32),
) -> (
t: f32,
normal: Vec3,
hit: bool,
) {
t = distance
t1, normal1, hit1 := raycasts_level(sim_state, static_tlas, origin, dir, t)
t2, normal2, hit2 := raycast_bodies(sim_state, dyn_tlas, origin, dir, t)
hit = hit1 || hit2
if hit1 && hit2 {
if t1 < t2 {
t = t1
normal = normal1
} else {
t = t2
normal = normal2
}
} else if hit1 {
t = t1
normal = normal1
} else if hit2 {
t = t2
normal = normal2
}
return
}
get_triangle :: proc(vertices: []Vec3, indices: []u16, tri_idx: int) -> (tri: [3]Vec3) {
i1, i2, i3 := indices[tri_idx * 3 + 0], indices[tri_idx * 3 + 1], indices[tri_idx * 3 + 2]
tri[0], tri[1], tri[2] = vertices[i1], vertices[i2], vertices[i3]
return
}
get_transformed_triangle :: proc(
vertices: []Vec3,
indices: []u16,
tri_idx: int,
position: Vec3,
rotation: Quat,
) -> (
tri: [3]Vec3,
) {
tri = get_triangle(vertices, indices, tri_idx)
tri[0] = lg.quaternion_mul_vector3(rotation, tri[0]) + position
tri[1] = lg.quaternion_mul_vector3(rotation, tri[1]) + position
tri[2] = lg.quaternion_mul_vector3(rotation, tri[2]) + position
return
}
get_triangle_aabb :: proc(tri: [3]Vec3) -> (aabb: bvh.AABB) {
aabb.min = lg.min(tri[0], lg.min(tri[1], tri[2]))
aabb.max = lg.max(tri[0], lg.max(tri[1], tri[2]))
return
}
remove_invalid_contacts :: proc(
sim_state: ^Sim_State,
static_tlas: Static_TLAS,
dyn_tlas: Dynamic_TLAS,
) {
tracy.Zone()
i := 0
for i < len(sim_state.contact_container.contacts) {
contact := sim_state.contact_container.contacts[i]
should_remove := false
if contact.type == .Body_vs_Body {
should_remove |= !get_body(sim_state, contact.a).alive
should_remove |= !get_body(sim_state, Body_Handle(contact.b)).alive
if !should_remove {
aabb_a := dyn_tlas.body_aabbs[int(contact.a) - 1]
aabb_b := dyn_tlas.body_aabbs[int(contact.b) - 1]
should_remove |= !bvh.test_aabb_vs_aabb(aabb_a, aabb_b)
}
} else {
// a is a body, b is a triangle index
should_remove |= !get_body(sim_state, contact.a).alive
if !should_remove {
should_remove |= int(contact.tri_idx * 3) > len(static_tlas.bvh_tree.mesh.indices)
if !should_remove {
aabb_a := dyn_tlas.body_aabbs[int(contact.a) - 1]
tri := get_triangle(
static_tlas.bvh_tree.mesh.vertices,
static_tlas.bvh_tree.mesh.indices,
int(contact.tri_idx),
)
aabb_b := get_triangle_aabb(tri)
should_remove |= !bvh.test_aabb_vs_aabb(aabb_a, aabb_b)
}
}
}
pair_from_contact :: proc(contact: Contact) -> (pair: Contact_Pair) {
if contact.type == .Body_vs_Body {
pair = make_contact_pair_bodies(
i32(contact.a) - 1,
i32(contact.b) - 1,
contact.shape_a,
contact.shape_b,
)
} else {
pair = make_contact_pair_body_level(
i32(body_handle_to_index(contact.a)),
contact.shape_a,
contact.tri_idx,
)
}
return
}
if should_remove {
removed_pair := pair_from_contact(contact)
delete_key(&sim_state.contact_container.lookup, removed_pair)
unordered_remove_soa(&sim_state.contact_container.contacts, i)
if i < len(sim_state.contact_container.contacts) {
moved_contact := &sim_state.contact_container.contacts[i]
moved_pair := pair_from_contact(moved_contact^)
sim_state.contact_container.lookup[moved_pair] = i32(i)
}
} else {
i += 1
}
}
}
// TODO: free intermediate temp allocs
find_new_contacts :: proc(
sim_state: ^Sim_State,
static_tlas: ^Static_TLAS,
dyn_tlas: ^Dynamic_TLAS,
) {
tracy.Zone()
for i in 0 ..< len(sim_state.bodies_slice) {
assert(i <= int(max(u16)))
body_idx := u16(i)
body := &sim_state.bodies_slice[i]
if body.alive {
body_aabb := dyn_tlas.body_aabbs[i]
{
it := bvh.iterator_intersect_leaf_aabb(&dyn_tlas.bvh_tree, body_aabb)
for leaf_node in bvh.iterator_intersect_leaf_next(&it) {
for j in 0 ..< leaf_node.prim_len {
other_body_idx :=
dyn_tlas.bvh_tree.primitives[leaf_node.child_or_prim_start + j]
other_body := &sim_state.bodies_slice[other_body_idx]
prim_aabb := dyn_tlas.body_aabbs[other_body_idx]
if body_idx != other_body_idx &&
(bvh.test_aabb_vs_aabb(body_aabb, prim_aabb)) {
shapes_a_it := shapes_iterator(sim_state, body.shape)
for shape_a in shapes_iterator_next(&shapes_a_it) {
shape_a_idx := shapes_a_it.counter - 1
shape_a_aabb := shape_get_aabb(shape_a^)
shape_a_aabb = body_transform_shape_aabb(body, shape_a_aabb)
shapes_b_it := shapes_iterator(sim_state, other_body.shape)
for shape_b in shapes_iterator_next(&shapes_b_it) {
shape_b_idx := shapes_b_it.counter - 1
shape_b_aabb := shape_get_aabb(shape_b^)
shape_b_aabb = body_transform_shape_aabb(
other_body,
shape_b_aabb,
)
pair := make_contact_pair_bodies(
i32(body_idx),
i32(other_body_idx),
shape_a_idx,
shape_b_idx,
)
bvh_aabb_a := bvh.AABB {
min = shape_a_aabb.center - shape_a_aabb.extent,
max = shape_a_aabb.center + shape_a_aabb.extent,
}
bvh_aabb_b := bvh.AABB {
min = shape_b_aabb.center - shape_b_aabb.extent,
max = shape_b_aabb.center + shape_b_aabb.extent,
}
if bvh.test_aabb_vs_aabb(bvh_aabb_a, bvh_aabb_b) &&
!(pair in sim_state.contact_container.lookup) {
new_contact_idx := len(
sim_state.contact_container.contacts,
)
resize_soa(
&sim_state.contact_container.contacts,
new_contact_idx + 1,
)
contact := &sim_state.contact_container.contacts[new_contact_idx]
contact^ = Contact {
type = .Body_vs_Body,
a = Body_Handle(i + 1),
b = i32(other_body_idx + 1),
shape_a = shape_a_idx,
shape_b = shape_b_idx,
}
sim_state.contact_container.lookup[pair] = i32(
new_contact_idx,
)
}
}
}
}
}
}
}
{
it := bvh.iterator_intersect_leaf_aabb(&static_tlas.bvh_tree.bvh, body_aabb)
for leaf_node in bvh.iterator_intersect_leaf_next(&it) {
for j in 0 ..< leaf_node.prim_len {
tri_idx :=
static_tlas.bvh_tree.bvh.primitives[leaf_node.child_or_prim_start + j]
tri := get_triangle(
static_tlas.bvh_tree.mesh.vertices,
static_tlas.bvh_tree.mesh.indices,
int(tri_idx),
)
prim_aabb := get_triangle_aabb(tri)
level_geom_handle := static_tlas.tri_to_level_geom[tri_idx]
if bvh.test_aabb_vs_aabb(body_aabb, prim_aabb) {
shapes_it := shapes_iterator(sim_state, body.shape)
for shape, shape_idx in shapes_iterator_next(&shapes_it) {
shape_aabb := shape_get_aabb(shape^)
shape_aabb = body_transform_shape_aabb(body, shape_aabb)
bvh_shape_aabb := bvh.AABB {
min = shape_aabb.center - shape_aabb.extent,
max = shape_aabb.center + shape_aabb.extent,
}
pair := make_contact_pair_body_level(
i32(body_idx),
shape_idx,
i32(tri_idx),
)
if bvh.test_aabb_vs_aabb(prim_aabb, bvh_shape_aabb) &&
!(pair in sim_state.contact_container.lookup) {
new_contact_idx := len(sim_state.contact_container.contacts)
resize_soa(
&sim_state.contact_container.contacts,
new_contact_idx + 1,
)
contact := &sim_state.contact_container.contacts[new_contact_idx]
contact^ = Contact {
type = .Body_vs_Level,
a = index_to_body_handle(i),
shape_a = shape_idx,
b = i32(level_geom_handle),
tri_idx = i32(tri_idx),
}
sim_state.contact_container.lookup[pair] = i32(new_contact_idx)
}
}
}
}
}
}
}
}
}
// Outer simulation loop for fixed timestepping
simulate :: proc(
scene: ^Scene,
config: Solver_Config,
dt: f32,
commit := true, // commit = false is a special mode for debugging physics stepping to allow rerunning the same step each frame
step_mode := Step_Mode.Accumulated_Time,
) {
tracy.Zone()
assert(config.timestep > 0)
state := &scene.solver_state
prune_immediate(scene)
copy_sim_state(get_next_sim_state(scene), get_sim_state(scene))
sim_state := get_next_sim_state(scene)
num_steps := 0
switch step_mode {
case .Accumulated_Time:
state.accumulated_time += dt
for state.accumulated_time >= config.timestep {
num_steps += 1
state.accumulated_time -= config.timestep
if num_steps < MAX_STEPS {
simulate_step(scene, sim_state, config)
}
}
case .Single:
simulate_step(scene, get_next_sim_state(scene), config)
num_steps += 1
}
if num_steps > 0 && commit {
flip_sim_state(scene)
}
state.simulation_frame += 1
state.immediate_bodies.num_items = 0
state.immediate_suspension_constraints.num_items = 0
state.immediate_engines.num_items = 0
state.immediate_level_geoms.num_items = 0
}
GLOBAL_PLANE :: collision.Plane {
normal = Vec3{0, 1, 0},
dist = 0,
}
Contact_Type :: enum {
Body_vs_Body,
Body_vs_Level,
}
Contact :: struct {
type: Contact_Type,
a: Body_Handle,
// Body_vs_Body - Body_Handle, Body_vs_Level - Level_Geom_Handle
b: i32,
// shape index in each body
shape_a, shape_b: i32,
tri_idx: i32,
prev_x_a, prev_x_b: Vec3,
prev_q_a, prev_q_b: Quat,
manifold: collision.Contact_Manifold,
applied_corrections: int,
// For PGS
total_normal_impulse: [4]f32,
// xy - tangent and bitangent (linear friction), z - twist friction around normal (rotational impulse only)
total_friction_impulse: [4]Vec2,
// XPBD stuff
lambda_normal: [4]f32,
lambda_tangent: f32,
applied_static_friction: bool,
applied_normal_correction: [4]f32,
}
update_contacts :: proc(sim_state: ^Sim_State, static_tlas: ^Static_TLAS) {
tracy.Zone()
graph_color_bitmask: [4]bit_array.Bit_Array
for i in 0 ..< len(graph_color_bitmask) {
bit_array.init(
&graph_color_bitmask[i],
len(sim_state.bodies_slice),
0,
context.temp_allocator,
)
}
for contact_idx in 0 ..< len(sim_state.contact_container.contacts) {
contact := &sim_state.contact_container.contacts[contact_idx]
b_handle := Body_Handle(contact.b) if contact.type == .Body_vs_Body else INVALID_BODY
body, body2 := get_body(sim_state, contact.a), get_body(sim_state, b_handle)
assert(body.alive)
old_manifold := contact.manifold
old_total_normal_impulse := contact.total_normal_impulse
old_total_friction_impulse := contact.total_friction_impulse
contact.prev_x_a = body.x
contact.prev_x_b = body2.x
contact.prev_q_a = body.q
contact.prev_q_b = body2.q
contact.manifold = {}
contact.total_normal_impulse = 0
contact.total_friction_impulse = 0
contact.lambda_normal = 0
contact.lambda_tangent = 0
contact.applied_static_friction = false
contact.applied_normal_correction = 0
// aabb1, aabb2 := body_get_aabb(body), body_get_aabb(body2)
// TODO: extract common math functions into a sane place
// if !collision.test_aabb_vs_aabb(
// {min = aabb1.center - aabb1.extent, max = aabb1.center + aabb1.extent},
// {min = aabb2.center - aabb2.extent, max = aabb2.center + aabb2.extent},
// ) {
// continue
// }
m1 := body_get_convex_shape_by_linear_index_world(sim_state, body, contact.shape_a)
m2: collision.Convex
switch contact.type {
case .Body_vs_Body:
m2 = body_get_convex_shape_by_linear_index_world(sim_state, body2, contact.shape_b)
case .Body_vs_Level:
// level_geom := get_level_geom(sim_state, Level_Geom_Handle(contact.b))
tri := get_triangle(
static_tlas.bvh_tree.mesh.vertices,
static_tlas.bvh_tree.mesh.indices,
int(contact.tri_idx),
)
// rl.DrawTriangle3D(tri[0], tri[1], tri[2], rl.BLUE)
m2 = collision.double_sided_triangle_to_convex(tri, context.temp_allocator)
// m2 = level_geom_get_convex_shape(sim_state, level_geom, int(contact.tri_idx))
// he.debug_draw_mesh_wires(m2, rl.BLUE)
}
// Raw manifold has contact points in world space
raw_manifold, collision := collision.convex_vs_convex_sat(m1, m2)
if collision {
assert(raw_manifold.points_len > 0)
manifold := &contact.manifold
manifold^ = raw_manifold
// Convert manifold contact from world to local space
for point_idx in 0 ..< manifold.points_len {
manifold.points_a[point_idx] = body_world_to_local(
body,
manifold.points_a[point_idx],
)
manifold.points_b[point_idx] = body_world_to_local(
body2,
manifold.points_b[point_idx],
)
}
preserve_impulse :=
old_manifold.points_len == raw_manifold.points_len &&
old_manifold.type == raw_manifold.type
if preserve_impulse {
contact.total_normal_impulse = old_total_normal_impulse
for point_idx in 0 ..< manifold.points_len {
contact.total_friction_impulse[point_idx].x = lg.dot(
old_total_friction_impulse[point_idx].x * old_manifold.tangent,
manifold.tangent,
)
contact.total_friction_impulse[point_idx].y = lg.dot(
old_total_friction_impulse[point_idx].y * old_manifold.bitangent,
manifold.bitangent,
)
}
}
}
}
}
calculate_soft_constraint_params :: proc(
natural_freq, damping_ratio, dt: f32,
) -> (
bias_rate: f32,
mass_coef: f32,
impulse_coef: f32,
) {
omega := 2.0 * math.PI * natural_freq // angular frequency
a1 := 2.0 * damping_ratio + omega * dt
a2 := dt * omega * a1
a3 := 1.0 / (1.0 + a2)
bias_rate = omega / a1
mass_coef = a2 * a3
impulse_coef = a3
return
}
pgs_solve_contacts :: proc(
sim_state: ^Sim_State,
config: Solver_Config,
dt: f32,
inv_dt: f32,
apply_bias: bool,
) {
bias_rate, mass_coef, impulse_coef := calculate_soft_constraint_params(16, 1, dt)
if !apply_bias {
mass_coef = 1
bias_rate = 0
impulse_coef = 0
}
random_order := make([]i32, len(sim_state.contact_container.contacts), context.temp_allocator)
{
for i in 0 ..< len(random_order) {
random_order[i] = i32(i)
}
for i in 0 ..< len(random_order) - 1 {
j := rand.int_max(len(random_order))
slice.swap(random_order, i, j)
}
}
for i in 0 ..< len(sim_state.contact_container.contacts) {
contact := &sim_state.contact_container.contacts[random_order[i]]
manifold := &contact.manifold
b_handle := Body_Handle(contact.b) if contact.type == .Body_vs_Body else INVALID_BODY
body1, body2 := get_body(sim_state, contact.a), get_body(sim_state, b_handle)
for point_idx in 0 ..< manifold.points_len {
p1, p2 :=
body_local_to_world(body1, manifold.points_a[point_idx]),
body_local_to_world(body2, manifold.points_b[point_idx])
p_diff_normal := lg.dot(p2 - p1, manifold.normal)
separation := p_diff_normal + 0.01
w1 := get_body_inverse_mass(body1, manifold.normal, p1)
w2 := get_body_inverse_mass(body2, manifold.normal, p2)
w := w1 + w2
if w == 0 {
continue
}
inv_w := 1.0 / w
{
// r1, r2 := p1 - body1.x, p2 - body2.x
v1 := body_velocity_at_point(body1, p1)
v2 := body_velocity_at_point(body2, p2)
delta_v := v2 - v1
{
delta_v_norm := lg.dot(delta_v, manifold.normal)
bias := f32(0.0)
MAX_BAUMGARTE_VELOCITY :: 4.0
if separation > 0 {
bias = separation * inv_dt
} else if apply_bias {
bias = lg.max(bias_rate * separation, -MAX_BAUMGARTE_VELOCITY)
}
incremental_impulse :=
-inv_w * mass_coef * (delta_v_norm + bias) -
impulse_coef * contact.total_normal_impulse[point_idx]
new_total_impulse := max(
contact.total_normal_impulse[point_idx] + incremental_impulse,
0,
)
applied_impulse := new_total_impulse - contact.total_normal_impulse[point_idx]
contact.total_normal_impulse[point_idx] = new_total_impulse
applied_impulse_vec := applied_impulse * manifold.normal
apply_velocity_correction(body1, -applied_impulse_vec, p1)
apply_velocity_correction(body2, applied_impulse_vec, p2)
}
}
{
// r1, r2 := p1 - body1.x, p2 - body2.x
v1 := body_velocity_at_point(body1, p1)
v2 := body_velocity_at_point(body2, p2)
delta_v := v2 - v1
DYNAMIC_FRICTION :: 0.6
STATIC_FRICTION :: 0.8
STATIC_FRICTION_VELOCITY_THRESHOLD :: 0.01
delta_v_tang := Vec2 {
lg.dot(delta_v, manifold.tangent),
lg.dot(delta_v, manifold.bitangent),
}
use_static_friction :=
lg.dot(delta_v_tang, delta_v_tang) <
STATIC_FRICTION_VELOCITY_THRESHOLD * STATIC_FRICTION_VELOCITY_THRESHOLD
friction: f32 = use_static_friction ? STATIC_FRICTION : DYNAMIC_FRICTION
friction_clamp := contact.total_normal_impulse[point_idx] * friction
incremental_impulse := -inv_w * delta_v_tang
new_total_impulse: Vec2 = lg.clamp(
contact.total_friction_impulse[point_idx] + incremental_impulse,
Vec2(-friction_clamp),
Vec2(friction_clamp),
)
applied_impulse := new_total_impulse - contact.total_friction_impulse[point_idx]
contact.total_friction_impulse[point_idx] = new_total_impulse
applied_impulse_vec :=
applied_impulse.x * manifold.tangent + applied_impulse.y * manifold.bitangent
// rl.DrawSphereWires(p1, 0.05, 8, 8, rl.RED)
// rl.DrawLine3D(p1, p1 + v1, rl.RED)
// rl.DrawSphereWires(p2, 0.05, 8, 8, rl.BLUE)
// rl.DrawLine3D(p2, p2 + v2, rl.BLUE)
apply_velocity_correction(body1, -applied_impulse_vec, p1)
apply_velocity_correction(body2, applied_impulse_vec, p2)
}
}
}
}
// Returns index into the gear ratios array
// -1 (revers) mapped to 0
// 1..N mapped to 0..N-1
lookup_gear_ratio :: #force_inline proc(gear_ratios: []f32, gear: i32) -> (ratio: f32) {
assert(len(gear_ratios) > 1)
if gear == 0 {
return 0
} else {
index := int(gear + 1)
if index > 0 {
index -= 1
}
index = clamp(index, 0, len(gear_ratios) - 1)
return gear_ratios[index]
}
}
pgs_solve_engines :: proc(sim_state: ^Sim_State, config: Solver_Config, dt: f32, inv_dt: f32) {
for &engine in sim_state.engines {
if engine.alive {
rpm_torque_curve := get_engine_curve(sim_state, engine.rpm_torque_curve)
gear_ratios := get_gear_ratios(sim_state, engine.gear_ratios)
rpm := angular_velocity_to_rpm(engine.w)
throttle := engine.throttle
clutch := f32(0)
// Blending range in rpm of auto clutch activation
AUTO_CLUTCH_RPM_RANGE :: f32(100)
AUTO_BLIP_RPM_RANGE :: f32(100)
// Prevent stalling
{
if rpm < engine.lowest_rpm {
clutch =
min(engine.lowest_rpm - rpm, AUTO_CLUTCH_RPM_RANGE) / AUTO_CLUTCH_RPM_RANGE
throttle = max(
throttle,
min((engine.lowest_rpm - AUTO_BLIP_RPM_RANGE) - rpm, AUTO_BLIP_RPM_RANGE) /
AUTO_BLIP_RPM_RANGE,
)
}
}
engine.clutch = clutch
if engine.rev_limit_time < 0.0 {
engine.rev_limit_time += dt
throttle = 0
} else if (rpm >= engine.rev_limit_rpm) {
engine.rev_limit_time = -engine.rev_limit_interval
throttle = 0
}
// Throttle
{
{
torque: f32
idx, _ := slice.binary_search_by(
rpm_torque_curve,
rpm,
proc(a: [2]f32, k: f32) -> slice.Ordering {
return slice.cmp(a[0], k)
},
)
if idx > 0 && idx < len(rpm_torque_curve) - 1 {
cur_point := rpm_torque_curve[idx]
next_point := rpm_torque_curve[idx + 1]
rpm_diff := next_point[0] - cur_point[0]
alpha := (rpm - cur_point[0]) / rpm_diff
torque = math.lerp(cur_point[1], next_point[1], alpha)
} else {
torque = rpm_torque_curve[math.clamp(idx, 0, len(rpm_torque_curve) - 1)][1]
}
// log.debugf("torque: %v Nm", torque)
torque *= throttle
engine.w += (torque / engine.inertia) * dt
}
}
// Internal Friction
{
delta_omega := -engine.w
inv_w := engine.inertia
friction :=
math.pow(max(engine.w - rpm_to_angular_velocity(engine.lowest_rpm), 0), 2) *
0.0001 *
engine.internal_friction +
engine.internal_friction
// Not physically based, but we assume when throttle is open there is no friction
friction *= (1.0 - throttle)
incremental_impulse := inv_w * delta_omega
new_total_impulse := math.clamp(
engine.friction_impulse + incremental_impulse,
-friction,
friction,
)
applied_impulse := new_total_impulse - engine.friction_impulse
engine.friction_impulse = new_total_impulse
engine.w += applied_impulse / engine.inertia
}
// Transmission
{
gear_ratio := lookup_gear_ratio(gear_ratios, engine.gear)
if engine.gear != 0 {
ratio := gear_ratio * engine.axle.final_drive_ratio
inv_ratio := f32(1.0 / (ratio))
drive_wheel1 := &engine.axle.wheels[0]
wheel1 := get_suspension_constraint(sim_state, drive_wheel1.wheel)
drive_wheel2 := &engine.axle.wheels[1]
wheel2 := get_suspension_constraint(sim_state, drive_wheel2.wheel)
w1 := f32(1.0 / (engine.inertia * ratio * ratio))
w2 := wheel1.inv_inertia
w3 := wheel2.inv_inertia
w := w1 + w2 + w3
inv_w := f32(1.0 / w)
avg_wheel_vel := (wheel1.w + wheel2.w) * 0.5
delta_omega := avg_wheel_vel * ratio - (-engine.w)
incremental_impulse := -inv_w * delta_omega
engine.axle.engine_impulse += incremental_impulse
incremental_impulse *= (1.0 - clutch)
engine.w += incremental_impulse * w1
wheel1.w += incremental_impulse * w2 * inv_ratio
wheel2.w += incremental_impulse * w3 * inv_ratio
}
}
// Diff
{
switch engine.axle.diff_type {
case .Open:
case .Fixed:
drive_wheel1 := &engine.axle.wheels[0]
wheel1 := get_suspension_constraint(sim_state, drive_wheel1.wheel)
drive_wheel2 := &engine.axle.wheels[1]
wheel2 := get_suspension_constraint(sim_state, drive_wheel2.wheel)
w1 := wheel1.inv_inertia
w2 := wheel2.inv_inertia
w := w1 + w2
inv_w := f32(1.0 / w)
delta_omega := wheel2.w - wheel1.w
incremental_impulse := -inv_w * delta_omega
engine.axle.diff_impulse += incremental_impulse
wheel1.w += -incremental_impulse * wheel1.inv_inertia
wheel2.w += incremental_impulse * wheel2.inv_inertia
}
}
}
}
}
calculate_ground_vel :: proc(
body: Body_Ptr,
p: Vec3,
right, forward: Vec3,
) -> (
body_vel_at_contact_patch: Vec3,
ground_vel: Vec2,
) {
body_vel_at_contact_patch = body_velocity_at_point(body, p)
ground_vel.x = lg.dot(body_vel_at_contact_patch, right)
ground_vel.y = lg.dot(body_vel_at_contact_patch, forward)
return
}
pgs_solve_suspension :: proc(
sim_state: ^Sim_State,
static_tlas: ^Static_TLAS,
dyn_tlas: ^Dynamic_TLAS,
config: Solver_Config,
dt: f32,
inv_dt: f32,
) {
// Solve suspension velocity
for _, i in sim_state.suspension_constraints {
v := &sim_state.suspension_constraints_slice[i]
if v.alive {
body := get_body(sim_state, v.body)
if body.alive {
wheel_world_pos := body_local_to_world(body, v.rel_pos + body.shape_offset)
dir := body_local_to_world_vec(body, v.rel_dir)
v.hit_t, v.hit_normal, v.hit = raycast(
sim_state,
static_tlas,
dyn_tlas,
wheel_world_pos,
dir,
v.rest,
)
// log.debugf("hit_t: %v, hit: %v", v.hit_t, v.hit)
v.hit_point = wheel_world_pos + dir * v.hit_t
forward := wheel_get_forward_vec(body, v)
right := wheel_get_right_vec(body, v)
w_normal := get_body_angular_inverse_mass(body, dir)
inv_w_normal := 1.0 / w_normal
// Drive force
if true {
total_impulse := -v.drive_impulse
v.w += v.inv_inertia * total_impulse * dt
}
// Brake force
if true {
// How strong is brake pad pushing against brake disc
brake_pad_impulse := v.brake_impulse
if brake_pad_impulse != 0 {
// TODO: figure out what's the realistic value
brake_friction := f32(1.0)
friction_clamp := brake_pad_impulse * brake_friction
incremental_impulse := (1.0 / v.inv_inertia) * -v.w
new_total_impulse := clamp(
v.brake_friction_impulse + incremental_impulse,
-friction_clamp,
friction_clamp,
)
applied_impulse := new_total_impulse - v.brake_friction_impulse
v.brake_friction_impulse = new_total_impulse
v.w += v.inv_inertia * applied_impulse
} else {
v.brake_friction_impulse = 0
}
}
if v.hit {
// Spring force
{
bias_coef, mass_coef, impulse_coef := calculate_soft_constraint_params(
v.natural_frequency,
v.damping,
dt,
)
vel := lg.dot(body_velocity_at_point(body, wheel_world_pos), dir)
x := v.hit_t
separation := v.rest - x
incremental_impulse :=
-inv_w_normal * mass_coef * (vel + separation * bias_coef) -
impulse_coef * v.spring_impulse
v.spring_impulse += incremental_impulse
apply_velocity_correction(body, incremental_impulse * dir, wheel_world_pos)
}
// Positive means spinning forward
wheel_spin_vel := -v.radius * v.w
body_vel_at_contact_patch, ground_vel := calculate_ground_vel(
body,
v.hit_point,
right,
forward,
)
slip_ratio :=
ground_vel.y == 0 ? 0 : clamp(wheel_spin_vel / ground_vel.y - 1, -1, 1) * 100.0
slip_angle :=
-lg.angle_between(Vec2{0, 1}, Vec2{ground_vel.x, ground_vel.y}) *
math.DEG_PER_RAD
v.slip_ratio = slip_ratio
v.slip_angle = slip_angle
MAX_SLIP_LEN :: f32(1)
slip_vec := Vec2 {
slip_angle / PACEJKA94_LATERAL_PEAK_X / MAX_SLIP_LEN,
slip_ratio / PACEJKA94_LONGITUDINAL_PEAK_X / MAX_SLIP_LEN,
}
slip_len := lg.length(slip_vec)
slip_len = slip_len == 0 ? 0 : min(slip_len, 1) / slip_len
slip_vec *= slip_len
v.slip_vec = slip_vec
// log.debugf("slip_vec: %v", slip_vec)
long_friction :=
abs(
pacejka_94_longitudinal(
v.pacejka_long,
slip_ratio,
max(abs(v.spring_impulse), 0.001) * inv_dt * 0.001,
),
) *
abs(slip_vec.y)
lat_friction :=
abs(
pacejka_94_lateral(
v.pacejka_lat,
slip_angle,
max(abs(v.spring_impulse), 0.001) * inv_dt * 0.001,
0.0,
),
) *
abs(slip_vec.x)
// Longitudinal friction
if true {
body_vel_at_contact_patch, ground_vel = calculate_ground_vel(
body,
v.hit_point,
right,
forward,
)
// Wheel linear velocity relative to ground
relative_vel := ground_vel.y - wheel_spin_vel
friction_clamp := abs(v.spring_impulse) * long_friction
w_body := get_body_inverse_mass(body, forward, v.hit_point)
w_long := w_body + v.inv_inertia
inv_w_long := 1.0 / w_long
incremental_impulse := -inv_w_long * relative_vel
new_total_impulse := clamp(
v.longitudinal_impulse + incremental_impulse,
-friction_clamp,
friction_clamp,
)
applied_impulse := new_total_impulse - v.longitudinal_impulse
v.longitudinal_impulse = new_total_impulse
apply_velocity_correction(body, applied_impulse * forward, v.hit_point)
v.w += v.inv_inertia * applied_impulse
}
// Lateral friction
if true {
body_vel_at_contact_patch, ground_vel = calculate_ground_vel(
body,
v.hit_point,
right,
forward,
)
lateral_vel := ground_vel.x
friction_clamp := abs(v.spring_impulse) * lat_friction
incremental_impulse := -inv_w_normal * lateral_vel
new_total_impulse := clamp(
v.lateral_impulse + incremental_impulse,
-friction_clamp,
friction_clamp,
)
applied_impulse := new_total_impulse - v.lateral_impulse
v.lateral_impulse = new_total_impulse
apply_velocity_correction(body, applied_impulse * right, v.hit_point)
}
} else {
v.lateral_impulse = 0
v.spring_impulse = 0
v.longitudinal_impulse = 0
}
}
}
}
}
pgs_substep :: proc(
sim_state: ^Sim_State,
static_tlas: ^Static_TLAS,
dyn_tlas: ^Dynamic_TLAS,
config: Solver_Config,
dt: f32,
inv_dt: f32,
) {
for i in 0 ..< len(sim_state.bodies_slice) {
body := &sim_state.bodies_slice[i]
if body.alive {
body.v += config.gravity * dt * (body.inv_mass == 0 ? 0 : 1) // special case for gravity, TODO
}
}
// Warm start
if true {
for i in 0 ..< len(sim_state.contact_container.contacts) {
contact := &sim_state.contact_container.contacts[i]
manifold := &contact.manifold
body1, body2 :=
get_body(sim_state, contact.a), get_body(sim_state, Body_Handle(contact.b))
for point_idx in 0 ..< manifold.points_len {
p1, p2 :=
body_local_to_world(body1, manifold.points_a[point_idx]),
body_local_to_world(body2, manifold.points_b[point_idx])
total_normal_impulse := contact.total_normal_impulse[point_idx] * manifold.normal
apply_velocity_correction(body1, -total_normal_impulse, p1)
apply_velocity_correction(body2, total_normal_impulse, p2)
total_tangent_impulse :=
contact.total_friction_impulse[point_idx].x * manifold.tangent +
contact.total_friction_impulse[point_idx].y * manifold.bitangent
apply_velocity_correction(body1, -total_tangent_impulse, p1)
apply_velocity_correction(body2, total_tangent_impulse, p2)
}
}
for i in 0 ..< len(sim_state.engines) {
e := &sim_state.engines[i]
if e.alive {
gear_ratios := get_gear_ratios(sim_state, e.gear_ratios)
// e.w += e.unstall_impulse / e.inertia
e.w += e.friction_impulse / e.inertia
// Warm start engine torque
if false {
drive_wheel1 := &e.axle.wheels[0]
wheel1 := get_suspension_constraint(sim_state, drive_wheel1.wheel)
drive_wheel2 := &e.axle.wheels[1]
wheel2 := get_suspension_constraint(sim_state, drive_wheel2.wheel)
gear_ratio := lookup_gear_ratio(gear_ratios, e.gear)
if e.gear != 0 {
ratio := gear_ratio * e.axle.final_drive_ratio
inv_ratio := f32(1.0 / (ratio))
w1 := f32(1.0 / (e.inertia * ratio * ratio))
w2 := wheel1.inv_inertia
w3 := wheel2.inv_inertia
e.w += e.axle.engine_impulse * w1 * (1.0 - e.clutch)
wheel1.w += e.axle.engine_impulse * w2 * inv_ratio * (1.0 - e.clutch)
wheel2.w += e.axle.engine_impulse * w3 * inv_ratio * (1.0 - e.clutch)
}
// Warmp start diff impulse
if false {
switch e.axle.diff_type {
case .Open:
case .Fixed:
wheel1.w += -e.axle.diff_impulse * wheel1.inv_inertia
wheel2.w += e.axle.diff_impulse * wheel2.inv_inertia
}
}
}
}
}
for i in 0 ..< len(sim_state.suspension_constraints) {
s := &sim_state.suspension_constraints_slice[i]
if s.hit {
body := get_body(sim_state, s.body)
p := body_local_to_world(body, s.rel_pos + body.shape_offset)
hit_p := body_local_to_world(
body,
s.rel_pos + body.shape_offset + s.rel_dir * s.hit_t,
)
forward := wheel_get_forward_vec(body, s)
right := wheel_get_right_vec(body, s)
apply_velocity_correction(
body,
s.spring_impulse * body_local_to_world_vec(body, s.rel_dir),
p,
)
apply_velocity_correction(body, s.lateral_impulse * right, p)
apply_velocity_correction(body, s.longitudinal_impulse * forward, hit_p)
s.w += s.inv_inertia * s.longitudinal_impulse
}
s.w += s.inv_inertia * s.brake_friction_impulse
}
}
apply_bias := true
pgs_solve_contacts(sim_state, config, dt, inv_dt, apply_bias)
pgs_solve_engines(sim_state, config, dt, inv_dt)
pgs_solve_suspension(sim_state, static_tlas, dyn_tlas, config, dt, inv_dt)
for i in 0 ..< len(sim_state.bodies_slice) {
body := &sim_state.bodies_slice[i]
if body.alive {
body.x += body.v * dt
// NOTE: figure out how this works https://fgiesen.wordpress.com/2012/08/24/quaternion-differentiation/
q := body.q
w := body.w
delta_rot := quaternion(x = w.x, y = w.y, z = 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 i in 0 ..< len(sim_state.engines) {
e := &sim_state.engines[i]
e.q = math.mod_f32(e.q + 0.5 * e.w * dt, math.PI * 2)
}
for i in 0 ..< len(sim_state.suspension_constraints_slice) {
s := &sim_state.suspension_constraints_slice[i]
s.q = math.mod_f32(s.q + 0.5 * s.w * dt, math.PI * 2)
}
apply_bias = false
pgs_solve_contacts(sim_state, config, dt, inv_dt, apply_bias)
// pgs_solve_suspension(sim_state, config, dt, inv_dt, apply_bias)
}
simulate_step :: proc(scene: ^Scene, sim_state: ^Sim_State, config: Solver_Config) {
tracy.Zone()
substeps := config.substreps_minus_one + 1
dt_64 := f64(config.timestep) / f64(substeps)
inv_dt_64 := f64(1.0) / dt_64
dt := f32(dt_64)
inv_dt := f32(inv_dt_64)
sim_state.static_tlas = build_static_tlas(sim_state)
build_dynamic_tlas(sim_state, config, &sim_state.dynamic_tlas)
remove_invalid_contacts(sim_state, sim_state.static_tlas, sim_state.dynamic_tlas)
find_new_contacts(sim_state, &sim_state.static_tlas, &sim_state.dynamic_tlas)
update_contacts(sim_state, &sim_state.static_tlas)
Solver :: enum {
XPBD,
PGS,
}
solver := Solver.PGS
switch solver {
case .XPBD:
for _ in 0 ..< substeps {
xpbd_substep(sim_state, config, dt, inv_dt)
}
case .PGS:
for _ in 0 ..< substeps {
pgs_substep(
sim_state,
&sim_state.static_tlas,
&sim_state.dynamic_tlas,
config,
dt,
inv_dt,
)
}
}
}
body_solve_velocity :: #force_inline proc(
body: Body_Ptr,
prev_x: Vec3,
prev_q: Quat,
inv_dt: f32,
) {
body.v = (body.x - prev_x) * inv_dt
delta_q := body.q * lg.quaternion_inverse(prev_q)
body.w = Vec3{delta_q.x, delta_q.y, delta_q.z} * 2.0 * inv_dt
if delta_q.w < 0 {
body.w = -body.w
}
}
calculate_constraint_params1 :: proc(
dt: f32,
body: Body_Ptr,
compliance: f32,
error: f32,
error_gradient: Vec3,
pos: Vec3,
other_combined_inv_mass: f32,
) -> (
lambda: f32,
w: f32,
correction: Vec3,
ok: bool,
) {
if error == 0 {
return
}
w = get_body_inverse_mass(body, error_gradient, pos)
w += other_combined_inv_mass
if w == 0 {
return
}
ok = true
alpha := compliance / dt / dt
lambda = -error / (w + alpha)
correction = -error_gradient * -lambda
return
}
calculate_constraint_params2 :: proc(
dt: f32,
body1: Body_Ptr,
body2: Body_Ptr,
compliance: f32,
error: f32,
error_gradient: Vec3,
pos1: Vec3,
pos2: Vec3,
) -> (
lambda: f32,
correction1: Vec3,
correction2: Vec3,
ok: bool,
) {
if error == 0 {
return
}
w := get_body_inverse_mass(body1, error_gradient, pos1)
w += get_body_inverse_mass(body2, error_gradient, pos2)
if w == 0 {
return
}
ok = true
alpha := compliance / dt / dt
lambda = -error / (w + alpha)
correction1 = -error_gradient * -lambda
correction2 = error_gradient * -lambda
return
}
apply_constraint_correction_unilateral :: proc(
dt: f32,
body: Body_Ptr,
compliance: f32,
error: f32,
error_gradient: Vec3,
pos: Vec3,
other_combined_inv_mass: f32 = 0,
) -> (
lambda: f32,
) {
w: f32
correction: Vec3
ok: bool
lambda, w, correction, ok = calculate_constraint_params1(
dt,
body,
compliance,
error,
error_gradient,
pos,
other_combined_inv_mass,
)
if ok {
apply_position_correction(body, correction, pos)
}
return
}
multiply_inv_intertia :: proc(body: Body_Ptr, vec: Vec3) -> (result: Vec3) {
q := body.q
inv_q := lg.quaternion_normalize0(lg.quaternion_inverse(q))
result = lg.quaternion_mul_vector3(inv_q, vec)
result *= body.inv_inertia_tensor
result = lg.quaternion_mul_vector3(q, result)
return result
}
apply_velocity_correction :: #force_inline proc(body: Body_Ptr, impulse: Vec3, pos: Vec3) {
apply_velocity_correction_linear(body, impulse)
angular_impulse := lg.cross(pos - body.x, impulse)
apply_velocity_correction_angular(body, angular_impulse)
}
apply_velocity_correction_linear :: #force_inline proc "contextless" (
body: Body_Ptr,
impulse: Vec3,
) {
body.v += impulse * body.inv_mass
}
apply_velocity_correction_angular :: #force_inline proc "contextless" (
body: Body_Ptr,
angular_impulse: Vec3,
) {
q := body.q
inv_q := lg.quaternion_normalize0(lg.quaternion_inverse(q))
delta_omega := lg.quaternion_mul_vector3(inv_q, angular_impulse)
delta_omega *= body.inv_inertia_tensor
delta_omega = lg.quaternion_mul_vector3(q, delta_omega)
body.w += delta_omega
}
apply_position_correction :: proc(body: Body_Ptr, corr: Vec3, pos: Vec3) {
body.x += corr * body.inv_mass
q := body.q
inv_q := lg.quaternion_normalize0(lg.quaternion_inverse(q))
delta_omega := pos - body.x
delta_omega = lg.cross(delta_omega, corr)
delta_omega = lg.quaternion_mul_vector3(inv_q, delta_omega)
delta_omega *= body.inv_inertia_tensor
delta_omega = lg.quaternion_mul_vector3(q, delta_omega)
delta_rot := quaternion(x = delta_omega.x, y = delta_omega.y, z = delta_omega.z, w = 0)
delta_rot *= q
q.x += 0.5 * delta_rot.x
q.y += 0.5 * delta_rot.y
q.z += 0.5 * delta_rot.z
q.w += 0.5 * delta_rot.w
q = lg.normalize0(q)
body.q = q
}
// Total inverse mass (linear + angular)
get_body_inverse_mass :: proc(body: Body_Ptr, normal, pos: Vec3) -> f32 {
linear, angular := get_body_inverse_mass_separate(body, normal, pos)
return linear + angular
}
get_body_inverse_mass_separate :: proc(
body: Body_Ptr,
normal, pos: Vec3,
) -> (
linear: f32,
angular: f32,
) {
q := body.q
inv_q := lg.quaternion_normalize0(lg.quaternion_inverse(q))
rn := pos - body.x
rn = lg.cross(rn, normal)
rn = lg.quaternion_mul_vector3(inv_q, rn)
linear = body.inv_mass
angular = lg.dot(rn, rn * body.inv_inertia_tensor)
return
}
get_body_angular_inverse_mass :: proc(body: Body_Ptr, normal: Vec3) -> f32 {
q := body.q
inv_q := lg.quaternion_normalize0(lg.quaternion_inverse(q))
n := lg.quaternion_mul_vector3(inv_q, normal)
return lg.dot(n, n * body.inv_inertia_tensor)
}