ref: 4e839fac0e65d405d1d4c7edf3107cafbce1e2b8
dir: /include-demo/chadphys.h/
#ifndef CHAD_PHYS_H #define CHAD_PHYS_H #include "3dMath.h" typedef struct { aabb shape; //c.d[3] is sphere radius. //if it's zero or less, it's not a sphere, it's a box mat4 localt; //Local Transform. vec3 v; //velocity vec3 a; //Body specific acceleration, combined with gravity void* d; //User defined pointer. f_ mass; //0 means kinematic, or static. Defaults to zero. f_ bounciness; //default 0, put portion of displacement into velocity. f_ airfriction; //default 1, multiplied by velocity every time timestep. f_ friction; //default 0.1 } phys_body; typedef struct{ vec3 g; //gravity phys_body* bodies; f_ ms; //max speed uint nbodies; //number of bodies } phys_world; typedef struct{ phys_body** data; uint capacity; } phys_cell; typedef struct{ phys_cell* data; f_ celldim; uint xcells; uint ycells; uint zcells; vec3 offset; } phys_spatialhash; static inline phys_spatialhash spatialhash_init(uint x, uint y, uint z, f_ celldim, vec3 offset){ phys_spatialhash ret = {0}; ret.xcells = x; ret.ycells = y; ret.zcells = z; ret.celldim = celldim; ret.offset = offset; ret.data = calloc(1,sizeof(phys_cell) * x * y * z); return ret; } static inline void destroy_spatialhash(phys_spatialhash* p){ if(p->data) free(p->data); p->data = NULL; } static inline uint phys_cell_insert(phys_cell* c, phys_body* b){ //1 = error. uint inserted = 0; while(!inserted){ for(uint b_ = 0; b_ < c->capacity; b_++) if(c->data[b_]==NULL) { c->data[b_] = b; inserted = 1; return 0; } phys_body** old = c->data; c->data = calloc(1,((c->capacity)<<1) * sizeof(phys_body*)); if(c->data == NULL) { //The malloc failed! Wowza! if(old)//In case we had something there... free(old); return 1; } memcpy(c->data, old, c->capacity); c->capacity <<= 1; free(old); } return 1; //Unreachable. } //update the placement of this body b in the spatial hash. static inline void spatialhash_clear(phys_spatialhash* h){ #pragma omp parallel for collapse(4) for(uint i = 0; i < h->xcells; i++) for(uint j = 0; j < h->ycells; j++) for(uint k = 0; k < h->zcells; k++) for(uint b_cell = 0; b_cell < h->data[i+ j*h->xcells + k*h->xcells*h->ycells].capacity; b_cell++) h->data[i+ j*h->xcells + k*h->xcells*h->ycells].data[b_cell] = NULL; } static inline uint spatialhash_update(phys_spatialhash* h, phys_body* b){ //Assumes that the spatial hash was cleared this frame- no duplicates. vec3 b1c = downv4(b->shape.c); f_ rad = 0; if(b->shape.c.d[3] == 0){ vec3 b1max = addv3(b1c,b->shape.e); rad = MAX(MAX(b1max.d[0],b1max.d[1]),b1max.d[2]); } else { rad = b->shape.c.d[3]; } rad /= h->celldim; b1c = addv3(h->offset, b1c); b1c = scalev3(1.0/h->celldim, b1c); ivec3 beg, end; #pragma omp simd for(int i = 0; i < 3; i++){ beg.d[i] = b1c.d[i] - rad; end.d[i] = b1c.d[i] + rad; } //error checking. for(int i = 0; i < 3; i++) if(beg.d[i] < 0 || end.d[i] < 0) return 1; if( end.d[0] > h->xcells || end.d[1] > h->ycells || end.d[2] > h->zcells) return 1; if( beg.d[0] > h->xcells || beg.d[1] > h->ycells || beg.d[2] > h->zcells) return 1; #pragma omp parallel for collapse(3) for(uint i = beg.d[0]; i < h->xcells && i<=end.d[0]; i++) for(uint j = beg.d[1]; j < h->ycells && j<=end.d[1]; j++) for(uint k = beg.d[2]; k < h->zcells && k<=end.d[2]; k++){ phys_cell_insert(h->data+i+ j*h->xcells + k*h->xcells*h->ycells, b); } return 0; } static inline void initPhysBody(phys_body* body){ body->shape = (aabb){ .c=(vec4){.d[0] = 0,.d[1] = 0,.d[2] = 0,.d[3] = 0}, .e=(vec3){.d[0] = 0,.d[1] = 0,.d[2] = 0} }; body->mass = 0; body->bounciness = 0; body->friction = 0.99; //The amount of coplanar velocity preserved in collisions. body->airfriction = 1.0; body->a = (vec3){.d[0] = 0,.d[1] = 0,.d[2] = 0}; body->localt = identitymat4(); body->d = NULL; } static inline mat4 getPhysBodyRenderTransform(phys_body* body){ return multm4( translate(downv4(body->shape.c)), body->localt ); } //Check for and, if necessary, resolve colliding bodies. static inline void resolveBodies(phys_body* a, phys_body* b){ if(a->mass <= 0 && b->mass <= 0) return; //Perform a preliminary check. Do we even have to do anything? vec4 penvec = (vec4){ .d[0]=0, .d[1]=0, .d[2]=0, .d[3]=0 }; //Check if the two bodies are colliding. if(a->shape.c.d[3] > 0 && b->shape.c.d[3] > 0) //Both Spheres! { penvec = spherevsphere(a->shape.c, b->shape.c); } else if(a->shape.c.d[3] <= 0 && b->shape.c.d[3] <= 0) //Both boxes! { penvec = boxvbox(a->shape,b->shape); } else if (a->shape.c.d[3] > 0 && b->shape.c.d[3] <= 0) //a is a sphere, b is a box { penvec = spherevaabb(a->shape.c,b->shape); } else if (a->shape.c.d[3] <= 0 && b->shape.c.d[3] > 0){ //a is a box, b is a sphere penvec = spherevaabb(b->shape.c,a->shape); penvec.d[0] *= -1; penvec.d[1] *= -1; penvec.d[2] *= -1; } else { #ifdef CHADPHYS_DEBUG puts("\nInvalid configuration. Error.\n"); #endif } if(penvec.d[3] <= 0) return; //No penetration detected, or invalid configuration. vec3 penvecnormalized = scalev3(1.0/penvec.d[3], downv4(penvec)); //the penetration vector points into B... float friction = a->friction * b->friction; //We now have the penetration vector. There is a penetration. //determine how much each should be displaced by. //The penvec points INTO A and is of length penvec.d[3] float bdisplacefactor = a->mass / (a->mass + b->mass), adisplacefactor = b->mass / (a->mass + b->mass); vec3 comvel; if(!(a->mass > 0)) { adisplacefactor = 0; bdisplacefactor = 1;comvel = (vec3){{0,0,0}}; }else if(!(b->mass > 0)) { bdisplacefactor = 0; adisplacefactor = 1;comvel = (vec3){{0,0,0}}; }else{ comvel = addv3( scalev3(bdisplacefactor, a->v), scalev3(adisplacefactor, b->v)); } if(a->mass > 0){ vec4 displacea = scalev4(-adisplacefactor, penvec); vec3 a_relvel = subv3(a->v, comvel); vec3 a_planarvel = subv3(a_relvel, scalev3( dotv3(a_relvel, penvecnormalized), penvecnormalized ) ); a->shape.c.d[0] += displacea.d[0]; a->shape.c.d[1] += displacea.d[1]; a->shape.c.d[2] += displacea.d[2]; a->v = addv3( comvel, scalev3(1-friction, a_planarvel) ); //The center of mass velocity, plus a portion of coplanar velocity. a->v = addv3(a->v, scalev3( a->bounciness, downv4(displacea) ) ); } if(b->mass > 0){ vec4 displaceb = scalev4(bdisplacefactor, penvec); vec3 b_relvel = subv3(b->v, comvel); vec3 b_planarvel = subv3(b_relvel, //brelvel - portion of brelvel in the direction of penvecnormalized scalev3( dotv3(b_relvel, penvecnormalized), //the component in that direction penvecnormalized //that direction ) ); b->shape.c.d[0] += displaceb.d[0]; b->shape.c.d[1] += displaceb.d[1]; b->shape.c.d[2] += displaceb.d[2]; b->v = addv3(comvel, scalev3(1-friction, b_planarvel) ); //The center of mass velocity, plus a portion of coplanar velocity. b->v = addv3(b->v, scalev3( b->bounciness, downv4(displaceb) ) ); } } #endif