gutter_runner/game/physics/simulation.odin

760 lines
19 KiB
Odin

package physics
import "collision"
import "core:fmt"
import "core:math"
import lg "core:math/linalg"
import "core:slice"
import "libs:tracy"
import rl "vendor:raylib"
_ :: math
_ :: fmt
Solver_Config :: struct {
// Will automatically do fixed timestep
timestep: f32,
gravity: rl.Vector3,
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
num_referenced_bodies: i32,
num_referenced_suspension_constraints: i32,
immedate_bodies: map[u32]Immedate_State(Body_Handle),
immediate_suspension_constraints: map[u32]Immedate_State(Suspension_Constraint_Handle),
}
destroy_solver_state :: proc(state: ^Solver_State) {
delete(state.immedate_bodies)
delete(state.immediate_suspension_constraints)
}
Immedate_State :: struct($T: typeid) {
handle: T,
// When was this referenced last time (frame number)
last_ref: u32,
}
MAX_STEPS :: 10
// Copy current state to next
prepare_next_sim_state :: proc(scene: ^Scene) {
current_state := get_sim_state(scene)
next_state := get_next_sim_state(scene)
convex_container_reconcile(&current_state.convex_container)
next_state.first_free_body_plus_one = current_state.first_free_body_plus_one
next_state.first_free_suspension_constraint_plus_one =
current_state.first_free_suspension_constraint_plus_one
resize(&next_state.bodies, len(current_state.bodies))
resize(&next_state.suspension_constraints, len(current_state.suspension_constraints))
next_state.bodies_slice = next_state.bodies[:]
next_state.suspension_constraints_slice = next_state.suspension_constraints[:]
for i in 0 ..< len(next_state.bodies) {
next_state.bodies[i] = current_state.bodies[i]
}
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 {
Accumulated_Time,
Single,
}
// Outer simulation loop for fixed timestepping
simulate :: proc(
scene: ^Scene,
state: ^Solver_State,
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,
) {
assert(config.timestep > 0)
prune_immediate(scene, state)
prepare_next_sim_state(scene)
switch step_mode {
case .Accumulated_Time:
state.accumulated_time += dt
num_steps := 0
for state.accumulated_time >= config.timestep {
num_steps += 1
state.accumulated_time -= config.timestep
if num_steps < MAX_STEPS {
simulate_step(get_next_sim_state(scene), config)
}
}
case .Single:
simulate_step(get_next_sim_state(scene), config)
}
if commit {
flip_sim_state(scene)
}
state.simulation_frame += 1
state.num_referenced_bodies = 0
state.num_referenced_suspension_constraints = 0
}
Body_Sim_State :: struct {
prev_x: rl.Vector3,
prev_v: rl.Vector3,
prev_w: rl.Vector3,
prev_q: rl.Quaternion,
}
GLOBAL_PLANE :: collision.Plane {
normal = rl.Vector3{0, 1, 0},
dist = 0,
}
Contact_Pair :: struct {
a, b: Body_Handle,
prev_x_a, prev_x_b: rl.Vector3,
prev_q_a, prev_q_b: rl.Quaternion,
manifold: collision.Contact_Manifold,
applied_corrections: int,
lambda_normal: [4]f32,
lambda_tangent: [4]f32,
applied_static_friction: [4]bool,
applied_normal_correction: [4]f32,
}
simulate_step :: proc(sim_state: ^Sim_State, config: Solver_Config) {
tracy.Zone()
body_states := make([]Body_Sim_State, len(sim_state.bodies), context.temp_allocator)
sim_state.contact_pairs_len = 0
substeps := config.substreps_minus_one + 1
dt := config.timestep / f32(substeps)
inv_dt := 1.0 / dt
for _ in 0 ..< substeps {
// Integrate positions and rotations
for &body, i in sim_state.bodies {
if body.alive {
body_states[i].prev_x = body.x
body_states[i].prev_v = body.v
body_states[i].prev_w = body.w
body_states[i].prev_q = body.q
body.v += config.gravity * dt * (body.inv_mass == 0 ? 0 : 1) // special case for gravity, TODO
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
}
}
Body_Pair :: struct {
a, b: int,
}
handled_pairs := make_map(map[Body_Pair]bool, context.temp_allocator)
{
tracy.ZoneN("simulate_step::collisions")
for _, i in sim_state.bodies {
body := &sim_state.bodies_slice[i]
if body.alive {
for _, j in sim_state.bodies {
body2 := &sim_state.bodies_slice[j]
if i != j &&
body2.alive &&
!handled_pairs[{a = min(i, j), b = max(i, j)}] {
m1, m2 :=
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)
if collision {
contact_pair := &sim_state.contact_pairs[sim_state.contact_pairs_len]
contact_pair^ = Contact_Pair {
a = Body_Handle(i + 1),
b = Body_Handle(j + 1),
prev_x_a = body.x,
prev_x_b = body2.x,
prev_q_a = body.q,
prev_q_b = body2.q,
manifold = raw_manifold,
}
sim_state.contact_pairs_len += 1
manifold := &contact_pair.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],
)
}
for point_idx in 0 ..< manifold.points_len {
p1, p2 :=
manifold.points_a[point_idx], manifold.points_b[point_idx]
p1, p2 =
body_local_to_world(body, p1),
body_local_to_world(body2, p2)
p_diff_normal := lg.dot(p2 - p1, manifold.normal)
separation := min(p_diff_normal, 0)
handled_pairs[{a = min(i, j), b = max(i, j)}] = true
lambda_norm, corr1, corr2, ok := calculate_constraint_params2(
dt,
body,
body2,
0,
separation,
-manifold.normal,
p1,
p2,
)
if ok {
contact_pair.applied_normal_correction[point_idx] =
-separation
contact_pair.applied_corrections += 1
contact_pair.lambda_normal[point_idx] = lambda_norm
apply_correction(body, corr1, p1)
apply_correction(body2, corr2, p2)
}
}
}
}
}
}
}
}
{
tracy.ZoneN("simulate_step::static_friction")
if false {
context = context
context.user_ptr = sim_state
slice.sort_by(
sim_state.contact_pairs[:sim_state.contact_pairs_len],
proc(c1, c2: Contact_Pair) -> bool {
sim_state := cast(^Sim_State)context.user_ptr
find_min_contact_y :: proc(
scene: ^Sim_State,
c: Contact_Pair,
) -> (
min_contact_y: f32,
) {
min_contact_y = max(f32)
body_a, body_b := get_body(scene, c.a), get_body(scene, c.b)
for i in 0 ..< c.manifold.points_len {
min_contact_y = min(
body_local_to_world(body_a, c.manifold.points_a[i]).y,
body_local_to_world(body_b, c.manifold.points_b[i]).y,
)
}
return
}
min_y1 := find_min_contact_y(sim_state, c1)
min_y2 := find_min_contact_y(sim_state, c2)
return min_y1 > min_y2
},
)
}
for &contact_pair in sim_state.contact_pairs[:sim_state.contact_pairs_len] {
manifold := contact_pair.manifold
body, body2 :=
get_body(sim_state, contact_pair.a), get_body(sim_state, contact_pair.b)
i, j := int(contact_pair.a) - 1, int(contact_pair.b) - 1
for point_idx in 0 ..< manifold.points_len {
lambda_norm := contact_pair.lambda_normal[point_idx]
if lambda_norm != 0 {
p1 := body_local_to_world(body, manifold.points_a[point_idx])
p2 := body_local_to_world(body2, manifold.points_b[point_idx])
prev_p1 :=
body_states[i].prev_x +
lg.quaternion_mul_vector3(
body_states[i].prev_q,
manifold.points_a[point_idx],
)
prev_p2 :=
body_states[j].prev_x +
lg.quaternion_mul_vector3(
body_states[j].prev_q,
manifold.points_b[point_idx],
)
p_diff_tangent := (p1 - prev_p1) - (p2 - prev_p2)
p_diff_tangent -= lg.dot(p_diff_tangent, manifold.normal) * manifold.normal
tangent_diff_len := lg.length(p_diff_tangent)
if tangent_diff_len > 0 {
tangent_diff_normalized := p_diff_tangent / tangent_diff_len
delta_lambda_tangent, corr1_tangent, corr2_tangent, ok_tangent :=
calculate_constraint_params2(
dt,
body,
body2,
0,
-tangent_diff_len /
max(f32(contact_pair.applied_corrections) * 0.5, 1),
-tangent_diff_normalized,
p1,
p2,
)
STATIC_FRICTION :: 0.5
if ok_tangent && delta_lambda_tangent < STATIC_FRICTION * lambda_norm {
contact_pair.applied_static_friction[point_idx] = true
contact_pair.lambda_tangent[point_idx] = delta_lambda_tangent
apply_correction(body, corr1_tangent, p1)
apply_correction(body2, corr2_tangent, p2)
}
}
}
}
}
}
{
tracy.ZoneN("simulate_step::suspension_constraints")
for &v in sim_state.suspension_constraints {
if v.alive {
body := get_body(sim_state, v.body)
pos := body_local_to_world(body, v.rel_pos)
dir := body_local_to_world_vec(body, v.rel_dir)
pos2 := pos + dir * v.rest
v.hit_t, v.hit_point, v.hit = collision.intersect_segment_plane(
{pos, pos2},
collision.plane_from_point_normal({}, collision.Vec3{0, 1, 0}),
)
if v.hit {
corr := pos - v.hit_point
distance := lg.length(corr)
corr = corr / distance if distance > 0 else 0
_ = apply_constraint_correction_unilateral(
dt,
body,
v.compliance,
error = distance - v.rest,
error_gradient = corr,
pos = pos,
other_combined_inv_mass = 0,
)
}
}
}
}
solve_velocities(sim_state, body_states, inv_dt)
// Restituion
{
tracy.ZoneN("simulate_step::restitution")
for &pair in sim_state.contact_pairs[:sim_state.contact_pairs_len] {
i, j := int(pair.a) - 1, int(pair.b) - 1
manifold := &pair.manifold
body, body2 := get_body(sim_state, pair.a), get_body(sim_state, pair.b)
s1, s2 := body_states[i], body_states[j]
prev_q1, prev_q2 := s1.prev_q, s2.prev_q
for point_idx in 0 ..< manifold.points_len {
if pair.lambda_normal[point_idx] == 0 {
continue
}
prev_r1 := lg.quaternion_mul_vector3(prev_q1, manifold.points_a[point_idx])
prev_r2 := lg.quaternion_mul_vector3(prev_q2, manifold.points_b[point_idx])
r1 := lg.quaternion_mul_vector3(body.q, manifold.points_a[point_idx])
r2 := lg.quaternion_mul_vector3(body2.q, manifold.points_b[point_idx])
prev_v :=
(s1.prev_v + lg.cross(s1.prev_w, prev_r1)) -
(s2.prev_v + lg.cross(s2.prev_w, prev_r2))
v := (body.v + lg.cross(body.w, r1)) - (body2.v + lg.cross(body2.w, r2))
prev_v_normal := lg.dot(prev_v, manifold.normal)
v_normal := lg.dot(v, manifold.normal)
RESTITUTION :: 0
restitution := f32(RESTITUTION)
if abs(v_normal) <= 2 * abs(lg.dot(manifold.normal, -config.gravity) * dt) {
restitution = 0
}
delta_v := manifold.normal * (-v_normal + min(-RESTITUTION * prev_v_normal, 0))
w1 := get_body_inverse_mass(body, manifold.normal, r1 + body.x)
w2 := get_body_inverse_mass(body2, manifold.normal, r2 + body.x)
w := w1 + w2
if w != 0 {
p := delta_v / w
body.v += p * body.inv_mass
body2.v -= p * body2.inv_mass
body.w += multiply_inv_intertia(body, lg.cross(r1, p))
body2.w -= multiply_inv_intertia(body2, lg.cross(r2, p))
}
}
}
}
if true {
tracy.ZoneN("simulate_step::dynamic_friction")
for &pair in sim_state.contact_pairs[:sim_state.contact_pairs_len] {
manifold := &pair.manifold
body1 := get_body(sim_state, pair.a)
body2 := get_body(sim_state, pair.b)
for point_idx in 0 ..< pair.manifold.points_len {
if pair.applied_static_friction[point_idx] {
continue
}
p1, p2 :=
body_local_to_world(body1, manifold.points_a[point_idx]),
body_local_to_world(body2, manifold.points_b[point_idx])
r1, r2 := p1 - body1.x, p2 - body2.x
v1 := body_velocity_at_point(body1, p1)
v2 := body_velocity_at_point(body2, p2)
v := v1 - v2
v_normal := lg.dot(manifold.normal, v) * manifold.normal
v_tangent := v - v_normal
DYNAMIC_FRICTION :: 0.4
v_tangent_len := lg.length(v_tangent)
if v_tangent_len > 0 {
v_tangent_norm := v_tangent / v_tangent_len
w1, w2 :=
get_body_inverse_mass(body1, v_tangent_norm, p1),
get_body_inverse_mass(body2, v_tangent_norm, p2)
w := w1 + w2
if w > 0 {
delta_v :=
-v_tangent_norm *
min(
dt *
DYNAMIC_FRICTION *
abs(pair.lambda_normal[point_idx] / (dt * dt)),
v_tangent_len / w,
)
// delta_v_norm := lg.normalize0(delta_v)
p := delta_v
body1.v += p * body1.inv_mass
body2.v -= p * body2.inv_mass
body1.w += multiply_inv_intertia(body1, lg.cross(r1, p))
body2.w -= multiply_inv_intertia(body2, lg.cross(r2, p))
}
}
}
}
}
// Solve suspension velocity
for _, i in sim_state.suspension_constraints {
v := &sim_state.suspension_constraints_slice[i]
if v.alive {
body_idx := int(v.body) - 1
body := get_body(sim_state, v.body)
if body.alive && v.hit {
prev_x, prev_q := body_states[body_idx].prev_x, body_states[body_idx].prev_q
wheel_world_pos := body_local_to_world(body, v.rel_pos)
prev_wheel_world_pos := prev_x + lg.quaternion_mul_vector3(prev_q, v.rel_pos)
vel_3d := (wheel_world_pos - prev_wheel_world_pos) * inv_dt
dir := body_local_to_world_vec(body, v.rel_dir)
body_state := body_states[i32(v.body) - 1]
// Spring damping
if true {
vel := lg.dot(vel_3d, dir)
damping := -vel * min(v.damping * dt, 1)
_ = apply_constraint_correction_unilateral(
dt,
body,
0,
error = damping,
error_gradient = -dir,
pos = wheel_world_pos,
)
body_solve_velocity(body, body_state, inv_dt)
}
// Drive forces
if true {
total_impulse := v.drive_impulse - v.brake_impulse
forward := body_local_to_world_vec(body, rl.Vector3{0, 0, 1})
_ = apply_constraint_correction_unilateral(
dt,
body,
0,
total_impulse * dt * dt,
-forward,
wheel_world_pos,
)
body_solve_velocity(body, body_state, inv_dt)
}
// Lateral friction
if true {
vel_contact := body_velocity_at_point(body, v.hit_point)
right := wheel_get_right_vec(body, v)
lateral_vel := lg.dot(right, vel_contact)
friction := f32(0.5)
impulse := -lateral_vel * friction
corr := right * impulse * dt
v.applied_impulse.x = impulse
apply_correction(body, corr, v.hit_point)
body_solve_velocity(body, body_state, inv_dt)
}
}
}
}
}
}
solve_velocities :: proc(scene: ^Sim_State, body_states: []Body_Sim_State, inv_dt: f32) {
// Compute new linear and angular velocities
for _, i in scene.bodies_slice {
body := &scene.bodies_slice[i]
if body.alive {
body_solve_velocity(body, body_states[i], inv_dt)
}
}
}
body_solve_velocity :: #force_inline proc(body: Body_Ptr, state: Body_Sim_State, inv_dt: f32) {
body.v = (body.x - state.prev_x) * inv_dt
delta_q := body.q * lg.quaternion_inverse(state.prev_q)
body.w = rl.Vector3{delta_q.x, delta_q.y, delta_q.z} * 2.0 * inv_dt
if delta_q.w < 0 {
body.w = -body.w
}
}
calculate_constraint_params1 :: proc(
dt: f32,
body: Body_Ptr,
compliance: f32,
error: f32,
error_gradient: rl.Vector3,
pos: rl.Vector3,
other_combined_inv_mass: f32,
) -> (
lambda: f32,
w: f32,
correction: rl.Vector3,
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: rl.Vector3,
pos1: rl.Vector3,
pos2: rl.Vector3,
) -> (
lambda: f32,
correction1: rl.Vector3,
correction2: rl.Vector3,
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: rl.Vector3,
pos: rl.Vector3,
other_combined_inv_mass: f32 = 0,
) -> (
lambda: f32,
) {
w: f32
correction: rl.Vector3
ok: bool
lambda, w, correction, ok = calculate_constraint_params1(
dt,
body,
compliance,
error,
error_gradient,
pos,
other_combined_inv_mass,
)
if ok {
apply_correction(body, correction, pos)
}
return
}
multiply_inv_intertia :: proc(body: Body_Ptr, vec: rl.Vector3) -> (result: rl.Vector3) {
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_correction :: proc(body: Body_Ptr, corr: rl.Vector3, pos: rl.Vector3) {
// rl.DrawSphereWires(pos, 0.5, 4, 4, rl.BLUE)
// rl.DrawLine3D(pos, pos + corr, rl.BLUE)
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
}
get_body_inverse_mass :: proc(body: Body_Ptr, normal, pos: rl.Vector3) -> 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)
w := lg.dot(rn, rn * body.inv_inertia_tensor)
w += body.inv_mass
return w
}