647 lines
17 KiB
Odin
647 lines
17 KiB
Odin
package physics
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import "collision"
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import lg "core:math/linalg"
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import "game:container/spanpool"
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MAX_CONTACTS :: 1024 * 16
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Vec3 :: [3]f32
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Vec2 :: [2]f32
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Quat :: quaternion128
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Matrix3 :: # row_major matrix[3, 3]f32
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AABB :: struct {
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center: Vec3,
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extent: Vec3,
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}
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Contact_Pair :: [2]i32
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make_contact_pair :: proc(body_a: i32, body_b: i32) -> Contact_Pair {
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return {min(body_a, body_b), max(body_a, body_b)}
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}
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Contact_Container :: struct {
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// body index pair to contact index
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lookup: map[Contact_Pair]i32,
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contacts: #soa[dynamic]Contact,
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}
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contact_container_copy :: proc(dst: ^Contact_Container, src: Contact_Container) {
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clear(&dst.lookup)
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reserve(&dst.lookup, cap(src.lookup))
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resize_soa(&dst.contacts, len(src.contacts))
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for k, v in src.lookup {
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dst.lookup[k] = v
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}
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for i in 0 ..< len(src.contacts) {
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dst.contacts[i] = src.contacts[i]
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}
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}
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Sim_State :: struct {
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bodies: #soa[dynamic]Body,
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suspension_constraints: #soa[dynamic]Suspension_Constraint,
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engines: [dynamic]Engine,
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// Number of alive bodies
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num_bodies: i32,
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num_engines: i32,
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// Slices. When you call get_body or get_suspension_constraint you will get a pointer to an element in this slice
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bodies_slice: #soa[]Body,
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suspension_constraints_slice: #soa[]Suspension_Constraint,
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first_free_body_plus_one: i32,
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first_free_suspension_constraint_plus_one: i32,
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first_free_engine_plus_one: i32,
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// Persistent stuff for simulation
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contact_container: Contact_Container,
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convex_container: Convex_Container,
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// NOTE: kinda overkill, but it simplifies copying sim states around a lot
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// Engine array data
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rpm_torque_curves_pool: spanpool.Span_Pool([2]f32),
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gear_ratios_pool: spanpool.Span_Pool(f32),
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}
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Scene :: struct {
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simulation_states: []Sim_State,
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// Speculative prediction state to find collisions
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scratch_sim_state: Sim_State,
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simulation_state_index: i32,
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}
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init_physics_scene :: proc(scene: ^Scene, max_history := int(2)) {
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scene.simulation_states = make([]Sim_State, max(max_history, 2))
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}
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Body :: struct {
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// Is this body alive (if not it doesn't exist)
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alive: bool,
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// Pos
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x: Vec3,
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// Linear vel
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v: Vec3,
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// Orientation
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q: Quat,
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// Angular vel (omega)
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w: Vec3,
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prev_x: Vec3,
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prev_v: Vec3,
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prev_q: Quat,
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prev_w: Vec3,
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// Mass
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inv_mass: f32,
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// Moment of inertia
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inv_inertia_tensor: Matrix3,
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shape: Collision_Shape,
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//
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next_plus_one: i32,
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}
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Shape_Sphere :: struct {
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radius: f32,
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}
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Shape_Box :: struct {
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size: Vec3,
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}
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Internal_Shape_Convex :: struct {
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mesh: Convex_Handle,
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center_of_mass: Vec3,
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inertia_tensor: Matrix3,
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center: Vec3,
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extent: Vec3,
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}
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Shape_Convex :: struct {
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mesh: collision.Convex,
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center_of_mass: Vec3,
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inertia_tensor: Matrix3,
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}
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Collision_Shape :: union {
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Shape_Box,
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Internal_Shape_Convex,
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}
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Suspension_Constraint :: struct {
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alive: bool,
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// Pos relative to the body
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rel_pos: Vec3,
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// Dir relative to the body
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rel_dir: Vec3,
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// Handle of the rigid body
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body: Body_Handle,
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// Wheel radius
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radius: f32,
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// Wheel mass
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mass: f32,
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// Rest distance
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rest: f32,
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// Frequency of the spring, affects stiffness
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natural_frequency: f32,
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// How much to damp velocity of the spring
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damping: f32,
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// Runtime state
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// Accumulated impulse
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spring_impulse: f32,
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lateral_impulse: f32,
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longitudinal_impulse: f32,
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brake_friction_impulse: f32,
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// Inverse inertia along wheel rotation axis
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inv_inertia: f32,
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// Rotation
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q: f32,
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// Angular velocity
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w: f32,
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hit: bool,
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hit_point: Vec3,
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// rel_hit_point = rel_pos + rel_dir * hit_t
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hit_t: f32,
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turn_angle: f32,
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drive_impulse: f32,
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// Impulse of brake pad on brake disc, set outsie
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brake_impulse: f32,
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applied_impulse: Vec3,
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// Free list
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next_plus_one: i32,
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}
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Diff_Type :: enum {
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Open,
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Fixed,
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// TODO: LSD
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}
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Drive_Wheel :: struct {
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wheel: Suspension_Constraint_Handle,
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impulse: f32,
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}
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Drive_Axle :: struct {
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// Params
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wheels: [2]Drive_Wheel,
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wheel_count: i32,
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diff_type: Diff_Type,
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final_drive_ratio: f32,
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// State
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// Diff angular vel
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w: f32,
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// Impulse that constrains diff and engine motion
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engine_impulse: f32,
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// Impulse that constrains wheels motion relative to each other
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diff_impulse: f32,
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}
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Engine_Curve_Handle :: distinct spanpool.Handle
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Gear_Ratios_Handle :: distinct spanpool.Handle
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// This actually handles everything, engine, transmission, differential, etc. It's easier to keep it in one place
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Engine :: struct {
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alive: bool,
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// Engine Params
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rpm_torque_curve: Engine_Curve_Handle,
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lowest_rpm: f32,
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inertia: f32,
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internal_friction: f32,
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// Transmission Params
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// 0 - reverse, 1 - first, etc.
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gear_ratios: Gear_Ratios_Handle,
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axle: Drive_Axle,
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// Engine State
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// Angular velocity, omega
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q: f32,
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w: f32,
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// Impulse applied when engine is stalling (rpm < lowest_rpm)
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unstall_impulse: f32,
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// Friction that makes rpm go down when you're not accelerating
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friction_impulse: f32,
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// Impulse applied from releasing throttle
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throttle_impulse: f32,
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// Transmission State
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// -1 - reeverse, 0 - neutral, 1 - first, etc.
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gear: i32,
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// Controls
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throttle: f32,
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// Free list
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next_plus_one: i32,
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}
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// Index plus one, so handle 0 maps to invalid body
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Body_Handle :: distinct i32
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Suspension_Constraint_Handle :: distinct i32
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Engine_Handle :: distinct i32
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INVALID_BODY :: Body_Handle(0)
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INVALID_SUSPENSION_CONSTRAINT :: Suspension_Constraint_Handle(0)
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INVALID_ENGINE :: Engine_Handle(0)
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is_body_handle_valid :: proc(handle: Body_Handle) -> bool {
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return i32(handle) > 0
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}
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is_suspension_constraint_handle_valid :: proc(handle: Suspension_Constraint_Handle) -> bool {
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return i32(handle) > 0
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}
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is_engine_handle_valid :: proc(handle: Engine_Handle) -> bool {
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return i32(handle) > 0
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}
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is_handle_valid :: proc {
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is_body_handle_valid,
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is_suspension_constraint_handle_valid,
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is_engine_handle_valid,
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}
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Body_Ptr :: #soa^#soa[]Body
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Suspension_Constraint_Ptr :: #soa^#soa[]Suspension_Constraint
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Engine_Ptr :: ^Engine
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_invalid_body: #soa[1]Body
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_invalid_body_slice := _invalid_body[:]
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_invalid_suspension_constraint: #soa[1]Suspension_Constraint
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_invalid_suspension_constraint_slice := _invalid_suspension_constraint[:]
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get_prev_sim_state_index :: proc(scene: ^Scene) -> i32 {
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return (scene.simulation_state_index - 1) %% i32(len(scene.simulation_states))
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}
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get_sim_state :: proc(scene: ^Scene) -> ^Sim_State {
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return &scene.simulation_states[scene.simulation_state_index]
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}
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get_prev_sim_state :: proc(scene: ^Scene) -> ^Sim_State {
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return &scene.simulation_states[get_prev_sim_state_index(scene)]
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}
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get_next_sim_state :: proc(scene: ^Scene) -> ^Sim_State {
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return(
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&scene.simulation_states[(scene.simulation_state_index + 1) %% i32(len(scene.simulation_states))] \
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)
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}
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flip_sim_state :: proc(scene: ^Scene) {
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scene.simulation_state_index =
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(scene.simulation_state_index + 1) %% i32(len(scene.simulation_states))
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}
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/// Returns pointer to soa slice. NEVER STORE IT
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get_body :: proc(sim_state: ^Sim_State, handle: Body_Handle) -> Body_Ptr {
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index := int(handle) - 1
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if index < 0 || index >= len(sim_state.bodies_slice) {
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return &_invalid_body_slice[0]
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}
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return &sim_state.bodies_slice[index]
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}
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remove_shape :: proc(sim_state: ^Sim_State, shape: Collision_Shape) {
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switch &s in shape {
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case Shape_Box:
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case Internal_Shape_Convex:
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convex_container_remove(&sim_state.convex_container, s.mesh)
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}
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}
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Input_Shape :: union {
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Shape_Box,
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Shape_Convex,
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}
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Body_Config :: struct {
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initial_pos: Vec3,
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initial_rot: Quat,
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initial_vel: Vec3,
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initial_ang_vel: Vec3,
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shape: Input_Shape,
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mass: f32,
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inertia_mode: Body_Config_Inertia_Mode,
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// Unit inertia tensor
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inertia_tensor: Matrix3,
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}
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// TODO: rename to wheel
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Suspension_Constraint_Config :: struct {
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rel_pos: Vec3,
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rel_dir: Vec3,
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body: Body_Handle,
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rest: f32,
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natural_frequency: f32,
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damping: f32,
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radius: f32,
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mass: f32,
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}
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Drive_Axle_Config :: struct {
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wheels: [2]Suspension_Constraint_Handle,
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wheel_count: i32,
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diff_type: Diff_Type,
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final_drive_ratio: f32,
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}
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Engine_Config :: struct {
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rpm_torque_curve: [][2]f32,
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lowest_rpm: f32,
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inertia: f32,
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internal_friction: f32,
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// Transmission Params
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// 0 - reverse, 1 - first, etc.
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gear_ratios: []f32,
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axle: Drive_Axle_Config,
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}
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calculate_body_params_from_config :: proc(
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config: Body_Config,
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) -> (
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inv_mass: f32,
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inv_inertia_tensor: Matrix3,
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) {
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inv_mass = config.mass == 0 ? 0 : 1.0 / config.mass
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inertia_tensor: Matrix3
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if config.inertia_mode == .Explicit {
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inertia_tensor = config.inertia_tensor
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} else {
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inertia_tensor = inertia_tensor_collision_shape(config.shape)
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}
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inertia_tensor = inertia_tensor * Matrix3(config.mass)
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inv_inertia_tensor = lg.determinant(inertia_tensor) == 0 ? 0 : lg.inverse(inertia_tensor)
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return
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}
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add_shape :: proc(sim_state: ^Sim_State, shape: Input_Shape) -> (result: Collision_Shape) {
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switch s in shape {
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case Shape_Box:
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result = s
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case Shape_Convex:
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convex: Internal_Shape_Convex
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convex.mesh = convex_container_add(&sim_state.convex_container, s.mesh)
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convex.center = s.mesh.center
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convex.extent = s.mesh.extent
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convex.center_of_mass = s.center_of_mass
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convex.inertia_tensor = s.inertia_tensor
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result = convex
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}
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return
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}
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initialize_body_from_config :: proc(sim_state: ^Sim_State, 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.shape = add_shape(sim_state, config.shape)
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body.inv_mass, body.inv_inertia_tensor = calculate_body_params_from_config(config)
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}
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update_body_from_config :: proc(sim_state: ^Sim_State, body: Body_Ptr, config: Body_Config) {
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// Inefficient, but eh
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remove_shape(sim_state, body.shape)
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body.shape = add_shape(sim_state, config.shape)
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body.inv_mass, body.inv_inertia_tensor = calculate_body_params_from_config(config)
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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.natural_frequency = config.natural_frequency
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constraint.damping = config.damping
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constraint.radius = config.radius
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constraint.inv_inertia = 1.0 / (0.5 * config.mass * config.radius * config.radius)
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}
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add_engine_curve :: proc(sim_state: ^Sim_State, curve: [][2]f32) -> Engine_Curve_Handle {
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handle := spanpool.allocate_elems(&sim_state.rpm_torque_curves_pool, ..curve)
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return Engine_Curve_Handle(handle)
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}
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remove_engine_curve :: proc(sim_state: ^Sim_State, handle: Engine_Curve_Handle) {
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spanpool.free(&sim_state.rpm_torque_curves_pool, spanpool.Handle(handle))
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}
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get_engine_curve :: proc(sim_state: ^Sim_State, handle: Engine_Curve_Handle) -> [][2]f32 {
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return spanpool.resolve_slice(&sim_state.rpm_torque_curves_pool, spanpool.Handle(handle))
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}
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add_gear_ratios :: proc(sim_state: ^Sim_State, gear_ratios: []f32) -> Gear_Ratios_Handle {
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handle := spanpool.allocate_elems(&sim_state.gear_ratios_pool, ..gear_ratios)
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return Gear_Ratios_Handle(handle)
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}
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remove_gear_ratios :: proc(sim_state: ^Sim_State, handle: Gear_Ratios_Handle) {
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spanpool.free(&sim_state.gear_ratios_pool, spanpool.Handle(handle))
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}
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get_gear_ratios :: proc(sim_state: ^Sim_State, handle: Gear_Ratios_Handle) -> []f32 {
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return spanpool.resolve_slice(&sim_state.gear_ratios_pool, spanpool.Handle(handle))
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}
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update_engine_from_config :: proc(
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sim_state: ^Sim_State,
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engine: Engine_Ptr,
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config: Engine_Config,
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) {
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remove_engine_curve(sim_state, engine.rpm_torque_curve)
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engine.rpm_torque_curve = add_engine_curve(sim_state, config.rpm_torque_curve)
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remove_gear_ratios(sim_state, engine.gear_ratios)
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engine.gear_ratios = add_gear_ratios(sim_state, config.gear_ratios)
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engine.lowest_rpm = config.lowest_rpm
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engine.inertia = config.inertia
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engine.internal_friction = config.internal_friction
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engine.axle.final_drive_ratio = config.axle.final_drive_ratio
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engine.axle.wheels[0].wheel = config.axle.wheels[0]
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engine.axle.wheels[1].wheel = config.axle.wheels[1]
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engine.axle.wheel_count = config.axle.wheel_count
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engine.axle.diff_type = config.axle.diff_type
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}
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add_body :: proc(sim_state: ^Sim_State, config: Body_Config) -> Body_Handle {
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body: Body
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sim_state.num_bodies += 1
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initialize_body_from_config(sim_state, &body, config)
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body.alive = true
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if sim_state.first_free_body_plus_one > 0 {
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index := sim_state.first_free_body_plus_one
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new_body := get_body(sim_state, Body_Handle(index))
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next_plus_one := new_body.next_plus_one
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new_body^ = body
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sim_state.first_free_body_plus_one = next_plus_one
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return Body_Handle(index)
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}
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append_soa(&sim_state.bodies, body)
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index := len(sim_state.bodies)
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sim_state.bodies_slice = sim_state.bodies[:]
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return Body_Handle(index)
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}
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remove_body :: proc(sim_state: ^Sim_State, handle: Body_Handle) {
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if int(handle) > 1 {
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body := get_body(sim_state, handle)
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body.alive = false
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remove_shape(sim_state, body.shape)
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body.next_plus_one = sim_state.first_free_body_plus_one
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sim_state.first_free_body_plus_one = i32(handle)
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sim_state.num_bodies -= 1
|
|
}
|
|
}
|
|
|
|
/// Returns pointer to soa slice. NEVER STORE IT
|
|
get_suspension_constraint :: proc(
|
|
sim_state: ^Sim_State,
|
|
handle: Suspension_Constraint_Handle,
|
|
) -> Suspension_Constraint_Ptr {
|
|
if !is_handle_valid(handle) {
|
|
return &_invalid_suspension_constraint_slice[0]
|
|
}
|
|
|
|
index := int(handle) - 1
|
|
return &sim_state.suspension_constraints_slice[index]
|
|
}
|
|
|
|
add_suspension_constraint :: proc(
|
|
sim_state: ^Sim_State,
|
|
constraint: Suspension_Constraint,
|
|
) -> Suspension_Constraint_Handle {
|
|
copy := constraint
|
|
|
|
copy.alive = true
|
|
copy.next_plus_one = 0
|
|
|
|
if sim_state.first_free_suspension_constraint_plus_one > 0 {
|
|
index := sim_state.first_free_suspension_constraint_plus_one
|
|
new_constraint := get_suspension_constraint(sim_state, Suspension_Constraint_Handle(index))
|
|
next_plus_one := new_constraint.next_plus_one
|
|
new_constraint^ = copy
|
|
sim_state.first_free_suspension_constraint_plus_one = next_plus_one
|
|
return Suspension_Constraint_Handle(index)
|
|
}
|
|
|
|
append_soa(&sim_state.suspension_constraints, copy)
|
|
sim_state.suspension_constraints_slice = sim_state.suspension_constraints[:]
|
|
index := len(sim_state.suspension_constraints)
|
|
return Suspension_Constraint_Handle(index)
|
|
}
|
|
|
|
remove_suspension_constraint :: proc(sim_state: ^Sim_State, handle: Suspension_Constraint_Handle) {
|
|
if is_handle_valid(handle) {
|
|
constraint := get_suspension_constraint(sim_state, handle)
|
|
|
|
constraint.alive = false
|
|
constraint.next_plus_one = sim_state.first_free_suspension_constraint_plus_one
|
|
sim_state.first_free_suspension_constraint_plus_one = i32(handle)
|
|
}
|
|
}
|
|
|
|
invalid_engine: Engine
|
|
|
|
get_engine :: proc(sim_state: ^Sim_State, handle: Engine_Handle) -> Engine_Ptr {
|
|
index := int(handle) - 1
|
|
if index < 0 || index >= len(sim_state.bodies_slice) {
|
|
return &invalid_engine
|
|
}
|
|
|
|
return &sim_state.engines[index]
|
|
}
|
|
|
|
add_engine :: proc(sim_state: ^Sim_State, config: Engine_Config) -> Engine_Handle {
|
|
sim_state.num_engines += 1
|
|
|
|
engine: Engine
|
|
update_engine_from_config(sim_state, &engine, config)
|
|
|
|
engine.alive = true
|
|
|
|
if sim_state.first_free_engine_plus_one > 0 {
|
|
index := sim_state.first_free_engine_plus_one
|
|
new_engine := get_engine(sim_state, Engine_Handle(index))
|
|
next_plus_one := new_engine.next_plus_one
|
|
new_engine^ = engine
|
|
sim_state.first_free_engine_plus_one = next_plus_one
|
|
return Engine_Handle(index)
|
|
}
|
|
|
|
append(&sim_state.engines, engine)
|
|
index := len(sim_state.engines)
|
|
return Engine_Handle(index)
|
|
}
|
|
|
|
remove_engine :: proc(sim_state: ^Sim_State, handle: Engine_Handle) {
|
|
if is_handle_valid(handle) {
|
|
engine := get_engine(sim_state, handle)
|
|
|
|
remove_engine_curve(sim_state, engine.rpm_torque_curve)
|
|
remove_gear_ratios(sim_state, engine.gear_ratios)
|
|
|
|
engine.alive = false
|
|
engine.next_plus_one = sim_state.first_free_engine_plus_one
|
|
sim_state.first_free_engine_plus_one = i32(handle)
|
|
sim_state.num_engines -= 1
|
|
}
|
|
}
|
|
|
|
|
|
_get_first_free_body :: proc(sim_state: ^Sim_State) -> i32 {
|
|
return sim_state.first_free_body_plus_one - 1
|
|
}
|
|
|
|
destry_sim_state :: proc(sim_state: ^Sim_State) {
|
|
delete_soa(sim_state.bodies)
|
|
delete_soa(sim_state.suspension_constraints)
|
|
delete_soa(sim_state.contact_container.contacts)
|
|
delete_map(sim_state.contact_container.lookup)
|
|
delete(sim_state.engines)
|
|
convex_container_destroy(&sim_state.convex_container)
|
|
spanpool.destroy_spanpool(&sim_state.rpm_torque_curves_pool)
|
|
spanpool.destroy_spanpool(&sim_state.gear_ratios_pool)
|
|
}
|
|
|
|
destroy_physics_scene :: proc(scene: ^Scene) {
|
|
for &sim_state in scene.simulation_states {
|
|
destry_sim_state(&sim_state)
|
|
}
|
|
destry_sim_state(&scene.scratch_sim_state)
|
|
delete(scene.simulation_states)
|
|
}
|