322 lines
7.2 KiB
Odin

package physics
import "core:fmt"
import "core:log"
import "core:math"
import lg "core:math/linalg"
import "game:debug"
import he "game:halfedge"
import "game:ui"
import rl "libs:raylib"
import "libs:raylib/rlgl"
import "libs:tracy"
_ :: log
_ :: math
_ :: debug
_ :: he
draw_debug_shape :: proc(
sim_state: ^Sim_State,
shape: Collision_Shape,
pos: Vec3,
rot: Quat,
color: rl.Color,
) {
mat := lg.matrix4_from_trs(pos, rot, 1)
rlgl.PushMatrix()
defer rlgl.PopMatrix()
rlgl.LoadIdentity()
rlgl.MultMatrixf(cast([^]f32)&mat)
switch s in shape {
case Shape_Box:
rl.DrawCubeV(0, s.size, color)
case Internal_Shape_Convex:
mesh := convex_container_get_mesh(&sim_state.convex_container, s.mesh)
he.debug_draw_mesh_wires(mesh, color)
}
}
draw_debug_scene :: proc(scene: ^Scene) {
tracy.Zone()
sim_state := get_sim_state(scene)
for _, i in sim_state.bodies {
body := &sim_state.bodies_slice[i]
if body.alive {
pos := body.x
q := body.q
x := lg.quaternion_mul_vector3(q, Vec3{1, 0, 0})
y := lg.quaternion_mul_vector3(q, Vec3{0, 1, 0})
z := lg.quaternion_mul_vector3(q, Vec3{0, 0, 1})
rl.DrawLine3D(pos, pos + x, rl.RED)
rl.DrawLine3D(pos, pos + y, rl.GREEN)
rl.DrawLine3D(pos, pos + z, rl.BLUE)
draw_debug_shape(
sim_state,
body.shape,
body_get_shape_pos(body),
body.q,
debug.int_to_color(i32(i + 2)),
)
}
}
for _, i in sim_state.suspension_constraints {
wheel := &sim_state.suspension_constraints_slice[i]
if wheel.alive {
body := get_body(sim_state, wheel.body)
pos := body.x
rot := body.q
pos += lg.quaternion_mul_vector3(rot, wheel.rel_pos)
rel_wheel_pos := wheel_get_rel_wheel_pos(body, wheel)
wheel_pos := body_local_to_world(body, rel_wheel_pos)
right := wheel_get_right_vec(body, wheel)
rotation_dir := body_local_to_world_vec(
body,
lg.matrix3_rotate(wheel.q, Vec3{-1, 0, 0}) * Vec3{0, 1, 0},
)
rl.DrawLine3D(
wheel_pos - right * 0.1,
wheel_pos - right * 0.1 + rotation_dir * wheel.radius,
rl.ORANGE,
)
rl.DrawLine3D(
wheel_pos + right * 0.1,
wheel_pos + right * 0.1 + rotation_dir * wheel.radius,
rl.ORANGE,
)
rl.DrawCylinderWiresEx(
wheel_pos - right * 0.1,
wheel_pos + right * 0.1,
wheel.radius,
wheel.radius,
16,
rl.RED,
)
// rl.DrawLine3D(wheel_pos, wheel_pos + right * 10, rl.RED)
if wheel.hit {
// rl.DrawLine3D(
// pos + t * dir,
// pos + t * dir + wheel.applied_impulse.x * right * 10,
// rl.RED,
// )
}
if wheel.hit {
rl.DrawSphereWires(wheel.hit_point, 0.1, 4, 4, rl.RED)
}
}
}
if true {
for &contact, contact_idx in sim_state.contact_container.contacts {
points_a := contact.manifold.points_a
points_b := contact.manifold.points_b
points_a_slice, points_b_slice :=
points_a[:contact.manifold.points_len], points_b[:contact.manifold.points_len]
debug_transform_points_local_to_world(get_body(sim_state, contact.a), points_a_slice)
debug_transform_points_local_to_world(get_body(sim_state, contact.b), points_b_slice)
debug_draw_manifold_points(
contact,
-1,
points_a_slice,
color = debug.int_to_color(i32(contact_idx * 2 + 0)),
)
debug_draw_manifold_points(
contact,
1,
points_b_slice,
color = debug.int_to_color(i32(contact_idx * 2 + 1)),
)
}
}
}
draw_debug_ui :: proc(ctx: ^ui.Context, scene: ^Scene, config: Solver_Config) {
tracy.Zone()
sim_state := get_sim_state(scene)
active_wheels := []int{0, 1}
w, h: i32 = 500, 500
window_x: i32 = 0
for i in 0 ..< len(sim_state.suspension_constraints_slice) {
s := &sim_state.suspension_constraints_slice[i]
if s.alive {
for idx in active_wheels {
if i == idx {
if ui.window(
ctx,
fmt.tprintf("Wheel %v", i),
ui.Rect{x = window_x, y = 0, w = w, h = h},
ui.Options{},
) {
NUM_SAMPLES :: 100
dt := f32(config.timestep) / f32(config.substreps_minus_one + 1)
inv_dt := 1.0 / dt
{
ui.layout_row(ctx, {-1}, 300)
{
ui.begin_line(ctx, ui.Color{255, 0, 0, 255})
defer ui.end_line(ctx)
for j in 0 ..< NUM_SAMPLES {
alpha := f32(j) / f32(NUM_SAMPLES - 1)
x := alpha * 200.0 - 100.0
long_friction := abs(
pacejka_94_longitudinal(
s.pacejka_long,
x,
max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001,
),
)
ui.push_line_point(
ctx,
ui.Vec2f{alpha, long_friction * -0.5 + 1},
)
}
long_friction := abs(
pacejka_94_longitudinal(
s.pacejka_long,
s.slip_ratio,
max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001,
),
)
rect := ui.get_line(ctx).rect
cur_point :=
Vec2 {
(s.slip_ratio + 100.0) / 200.0,
long_friction * -0.5 + 1,
} *
Vec2{f32(rect.w), f32(rect.h)} +
Vec2{f32(rect.x), f32(rect.y)}
ui.draw_rect(
ctx,
ui.rect_from_point_extent(
ui.Vec2{i32(cur_point.x), i32(cur_point.y)},
2,
),
ui.Color{255, 255, 0, 255},
)
}
}
{
ui.layout_row(ctx, {-1}, 300)
ui.begin_line(ctx, ui.Color{0, 255, 0, 255})
defer ui.end_line(ctx)
for j in 0 ..< NUM_SAMPLES {
alpha := f32(j) / f32(NUM_SAMPLES - 1)
x := alpha * 180.0 - 90.0
lat_friction := abs(
pacejka_94_lateral(
s.pacejka_lat,
x,
max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001,
0.0,
),
)
ui.push_line_point(ctx, ui.Vec2f{alpha, lat_friction * -0.5 + 1})
}
lat_friction := abs(
pacejka_94_lateral(
s.pacejka_lat,
s.slip_angle,
max(abs(s.spring_impulse), 0.001) * inv_dt * 0.001,
0.0,
),
)
rect := ui.get_line(ctx).rect
cur_point :=
Vec2{(s.slip_angle + 100.0) / 200.0, lat_friction * -0.5 + 1} *
Vec2{f32(rect.w), f32(rect.h)} +
Vec2{f32(rect.x), f32(rect.y)}
ui.draw_rect(
ctx,
ui.rect_from_point_extent(
ui.Vec2{i32(cur_point.x), i32(cur_point.y)},
2,
),
ui.Color{255, 255, 0, 255},
)
}
window_x += w
}
}
}
}
}
}
debug_transform_points_local_to_world :: proc(body: Body_Ptr, points: []Vec3) {
for i in 0 ..< len(points) {
points[i] = body_local_to_world(body, points[i])
}
}
debug_draw_manifold_points :: proc(
contact: Contact,
impulse_sign: f32,
points: []Vec3,
color: rl.Color,
) {
if len(points) >= 3 {
// Triangle or quad
v1 := points[0]
for i in 2 ..< len(points) {
v2, v3 := points[i - 1], points[i]
rl.DrawTriangle3D(v1, v2, v3, color)
}
} else if len(points) == 2 {
// Line
rl.DrawLine3D(points[0], points[1], color)
}
for point_idx in 0 ..< len(points) {
p := points[point_idx]
total_impulse :=
contact.total_normal_impulse[point_idx] * contact.manifold.normal +
contact.total_friction_impulse[point_idx].x * contact.manifold.tangent +
contact.total_friction_impulse[point_idx].y * contact.manifold.bitangent
rl.DrawLine3D(p, p + total_impulse * impulse_sign, color)
rl.DrawSphereWires(p, 0.1, 4, 4, color)
}
}