ref: d5f2d2cc3fc7c2d3701e906df5d2d53781c4ee9c
dir: /sys/src/games/timmy/phys.c/
#include <u.h> #include <libc.h> #include <draw.h> #include "dat.h" #include "fns.h" extern Obj runo; #define Grav 10 #define Dt 0.01 #define Beta 0.5 int Steps = 4; typedef struct Contact Contact; struct Contact { Obj *vo, *eo; Vec v, n; double pen; double impn, impt; double targun; }; enum { CTSBLOCK = 64 }; Contact *cts; int icts, ncts; static void colldect(Obj *a, Obj *b) { int i, j; Vec *x, *y, *z; double d, m; Poly *ap, *bp; ap = a->poly; bp = b->poly; for(i = 0; i < ap->nvert; i++){ z = &ap->vert[i]; m = Inf(1); for(j = 0; j < bp->nvert; j++){ x = &bp->vert[j]; y = x + 1; d = -(z->x - x->x) * (y->y - x->y) + (z->y - x->y) * (y->x - x->x); d /= vecdist(*x, *y); if(d < -Slop) goto next; if(d < m){ if(m < 0) goto next; m = d; if(icts == ncts) cts = realloc(cts, sizeof(Contact) * (ncts += CTSBLOCK)); cts[icts] = (Contact){a, b, *z, vecnormal(vecsub(*x, *y)), d, 0, 0, 0}; }else if(d < 0) goto next; } icts++; next: ; } } static void collresp(Contact *p) { double μs, μd; Vec n, t, u, r0, r1, Δp; double ut, un, α, γ, γt, γn, pt, mt, mn; double r0n, r0t, r1n, r1t; double mv, me, Iv, Ie; n = p->n; t = (Vec){n.y, -n.x}; mv = p->vo->tab->imass; me = p->eo->tab->imass; Iv = mv * p->vo->poly->invI; Ie = me * p->eo->poly->invI; r0 = vecsub(p->v, p->vo->p); r1 = vecsub(p->v, p->eo->p); Δp.x = -(t.x * p->impt + n.x * p->impn); Δp.y = -(t.y * p->impt + n.y * p->impn); p->vo->v = vecadd(p->vo->v, vecmul(Δp, mv)); p->vo->ω -= (Δp.x * r0.y - Δp.y * r0.x) * Iv; p->eo->v = vecadd(p->eo->v, vecmul(Δp, -me)); p->eo->ω += (Δp.x * r1.y - Δp.y * r1.x) * Ie; u.x = p->vo->v.x - p->vo->ω * r0.y - p->eo->v.x + p->eo->ω * r1.y; u.y = p->vo->v.y + p->vo->ω * r0.x - p->eo->v.y - p->eo->ω * r1.x; ut = vecdot(u, t); un = vecdot(u, n); r0t = vecdot(r0, t); r0n = vecdot(r0, n); r1t = vecdot(r1, t); r1n = vecdot(r1, n); γ = 0; /* accumulated normal impulse */ pt = 0; /* accumulated transverse impulse */ μs = 0.5; μd = 0.3; un += p->targun; if(un >= 0 && p->pen <= 0){ p->impt = 0; p->impn = 0; return; } if(p->pen > 0){ un -= Beta * p->pen / Dt; if(un >= 0){ mn = mv + r0t * r0t * Iv; mn += me + r1t * r1t * Ie; γ = -un/mn; un = 0; } } while(un < 0){ /* calculate α, the effective coefficient of friction */ if(ut == 0){ α = r0t * r0n * Iv + r1t * r1n * Ie; α /= mv + r0n * r0n * Iv + me + r1n * r1n * Ie; if(α > μs) α = μd; else if(α < -μs) α = -μd; }else α = ut < 0 ? μd : -μd; mt = α * mv + (r0n * r0n * α - r0t * r0n) * Iv; mt += α * me + (r1n * r1n * α - r1t * r1n) * Ie; mn = mv + (r0t * r0t - r0n * r0t * α) * Iv; mn += me + (r1t * r1t - r1n * r1t * α) * Ie; /* determine events which would change α */ if(ut == 0) γt = Inf(1); else{ γt = γ - ut / mt; if(γt < γ) γt = Inf(1); } γn = γ - un / mn; if(γn < γ) γn = Inf(1); /* choose earlier one */ if(γt < γn){ ut = 0; un += mn * (γt - γ); pt += (γt - γ) * α; γ = γt; }else{ assert(γn < Inf(1)); un = 0; ut += mt * (γn - γ); pt += (γn - γ) * α; γ = γn; } } p->impt = pt; p->impn = γ; Δp.x = t.x * pt + n.x * γ; Δp.y = t.y * pt + n.y * γ; p->vo->v = vecadd(p->vo->v, vecmul(Δp, mv)); p->vo->ω -= (Δp.x * r0.y - Δp.y * r0.x) * Iv; p->eo->v = vecadd(p->eo->v, vecmul(Δp, -me)); p->eo->ω += (Δp.x * r1.y - Δp.y * r1.x) * Ie; } extern Hinge *hinges; static void hingeresp(Hinge *h) { Obj *a, *b; Vec u, Δp, r0, r1; double ma, mb, Ia, Ib; double mxx, mxy, myy, det; a = h->o; b = h->cnext->o; ma = a->tab->imass; mb = b->tab->imass; Ia = ma * a->poly->invI; Ib = mb * b->poly->invI; r0 = vecsub(h->p, a->p); r1 = vecsub(h->cnext->p, b->p); u.x = a->v.x - a->ω * r0.y - b->v.x + b->ω * r1.y; u.y = a->v.y + a->ω * r0.x - b->v.y - b->ω * r1.x; u.x += Beta * (h->p.x - h->cnext->p.x) / Dt; u.y += Beta * (h->p.y - h->cnext->p.y) / Dt; mxx = ma + Ia * r0.x * r0.x + mb + Ib * r1.x * r1.x; mxy = Ia * r0.x * r0.y + Ib * r1.x * r1.y; myy = ma + Ia * r0.y * r0.y + mb + Ib * r1.y * r1.y; det = mxx * myy - mxy * mxy; Δp.x = (mxx * u.x + mxy * u.y) / det; Δp.y = (myy * u.y + mxy * u.x) / det; a->v = vecadd(a->v, vecmul(Δp, -ma)); a->ω += (Δp.x * r0.y - Δp.y * r0.x) * Ia; b->v = vecadd(b->v, vecmul(Δp, mb)); b->ω -= (Δp.x * r1.y - Δp.y * r1.x) * Ib; u.x = a->v.x - a->ω * r0.y - b->v.x + b->ω * r1.y; u.y = a->v.y + a->ω * r0.x - b->v.y - b->ω * r1.x; } void physstep(void) { Obj *o, *a, *b; int i, j, k; Hinge *p; for(k = 0; k < Steps; k++){ for(o = runo.next; o != &runo; o = o->next) if(o->tab->imass != 0) o->v.y += Grav * Dt; icts = 0; for(a = runo.next; a != &runo; a = a->next) for(b = a->next; b != &runo; b = b->next){ if(!rectXrect(a->bbox, b->bbox) || a->poly == nil || b->poly == nil || hinged(a, b)) continue; colldect(a, b); colldect(b, a); } for(j = 0; j < 10; j++){ for(i = 0; i < icts; i++) collresp(&cts[i]); for(p = hinges; p != nil; p = p->anext) hingeresp(p); } for(o = runo.next; o != &runo; o = o->next) o->tab->move(o, o->p.x + o->v.x * Dt, o->p.y + o->v.y * Dt, o->θ + o->ω * Dt / DEG); } }