ref: b257bd831900953f00ac4540a4538210851f9d25
parent: 217fef8595e581b4d74603a1d9de5902d774db43
author: MHS <gek@katherine>
date: Tue Mar 16 08:13:56 EDT 2021
Automatic commit.
--- a/include-demo/chadphys.h
+++ b/include-demo/chadphys.h
@@ -25,13 +25,8 @@
vec3 g; //gravity
f_ ms; //max speed
} phys_world;
-void stepPhysWorld(phys_world* world);
-void resolveBodies(phys_body* a, phys_body* b);
-void initPhysWorld(phys_world* world); //inits to NULL
-void initPhysBody(phys_body* body); //inits to defaults specified above.
-#ifdef CHAD_PHYS_IMPL
//TODO: implement functions
-void initPhysBody(phys_body* body){
+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}
@@ -46,9 +41,9 @@
}
//Check for and, if necessary, resolve colliding bodies.
-void resolveBodies(phys_body* a, phys_body* b){
+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?
- //Check if the two bodies are colliding.
+
vec4 penvec = (vec4){
.d[0]=0,
.d[1]=0,
@@ -55,6 +50,7 @@
.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);
@@ -64,8 +60,6 @@
} 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;
@@ -81,28 +75,31 @@
//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);
- if(!(a->mass > 0)) {adisplacefactor = 0; bdisplacefactor = 1;}
- if(!(b->mass > 0)) {bdisplacefactor = 0; adisplacefactor = 1;}
- vec3 avel = a->v;
- vec3 bvel = b->v;
- vec3 arelvel = subv3(a->v, b->v);
- vec3 brelvel = subv3(b->v, a->v);
+ 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); //Note: SSE will accelerate a 4-lane multiply better than 3.
+ vec4 displacea = scalev4(-adisplacefactor, penvec);
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(scalev3(1.0-a->friction, arelvel),bvel); //Apply friction!
+ //a->v = addv3(scalev3(1.0-a->friction, arelvel),bvel); //Apply friction!
+ a->v = addv3( scalev3(a->friction, comvel), scalev3(1.0-a->friction, a->v) );
a->v = addv3(a->v, scalev3( a->bounciness, downv4(displacea) ) );
}
if(b->mass > 0){
- vec4 displaceb = scalev4(bdisplacefactor, penvec); //The vector returned by collision functions points INTO B!
+ vec4 displaceb = scalev4(bdisplacefactor, penvec);
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(scalev3(1.0 - b->friction, brelvel),avel);
+ //b->v = addv3(scalev3(1.0 - b->friction, brelvel),avel);
+ b->v = addv3( scalev3(b->friction, comvel), scalev3(1.0-b->friction, b->v) );
b->v = addv3(b->v, scalev3( b->bounciness, downv4(displaceb) ) );
}
}
-#endif
#endif