Merge branch 'main' into SP3-2-Physics
This commit is contained in:
commit
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@ -6674,6 +6679,7 @@
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@ -6725,6 +6731,7 @@
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@ -6827,6 +6835,7 @@
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@ -6878,6 +6887,7 @@
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Angular Drag: 0.100000001
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Angular Drag: 0.100000001
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Sleeping Enabled: true
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Type: Dynamic
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Angular Drag: 0.100000001
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Use Gravity: true
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Sleeping Enabled: true
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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Drag: 0.00999999978
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Drag: 0.00999999978
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Angular Drag: 0.100000001
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Sleeping Enabled: true
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Sleeping Enabled: true
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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Type: Dynamic
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Gravity Scale: 1
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Use Gravity: true
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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Drag: 0.00999999978
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Sleeping Enabled: true
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Type: Dynamic
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Angular Drag: 0.100000001
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Gravity Scale: 1
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Use Gravity: true
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Interpolate: false
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Sleeping Enabled: true
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Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8454,6 +8495,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8505,6 +8547,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8556,6 +8599,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8607,6 +8651,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8658,6 +8703,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8709,6 +8755,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8766,6 +8813,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8817,6 +8865,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8868,6 +8917,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8919,6 +8969,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -8970,6 +9021,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: true
|
Use Gravity: true
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
@ -9027,6 +9079,7 @@
|
||||||
Type: Dynamic
|
Type: Dynamic
|
||||||
Drag: 0.00999999978
|
Drag: 0.00999999978
|
||||||
Angular Drag: 0.100000001
|
Angular Drag: 0.100000001
|
||||||
|
Gravity Scale: 1
|
||||||
Use Gravity: false
|
Use Gravity: false
|
||||||
Interpolate: false
|
Interpolate: false
|
||||||
Sleeping Enabled: true
|
Sleeping Enabled: true
|
||||||
|
|
|
@ -276,6 +276,7 @@ namespace SHADE
|
||||||
localInvInertia[i] = 1.0f / localInvInertia[i];
|
localInvInertia[i] = 1.0f / localInvInertia[i];
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
|
// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
|
||||||
// I'm too lazy to handle that case, so I'll just throw an error.
|
// I'm too lazy to handle that case, so I'll just throw an error.
|
||||||
uint16_t raycastLayers = 0;
|
uint16_t raycastLayers = 0;
|
||||||
|
@ -297,16 +298,17 @@ namespace SHADE
|
||||||
raycastInfo.continuous = false;
|
raycastInfo.continuous = false;
|
||||||
raycastInfo.layers = raycastLayers;
|
raycastInfo.layers = raycastLayers;
|
||||||
|
|
||||||
bool terminate = true;
|
bool terminate = true;
|
||||||
|
int iterationCounter = simInfo.maxSteps;
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
raycastInfo.distance = linearVelocity.Length();
|
raycastInfo.distance = linearVelocity.Length();
|
||||||
raycastInfo.ray.position = bodyPosition;
|
raycastInfo.ray.position = bodyPosition;
|
||||||
raycastInfo.ray.direction = SHVec3::Normalise(linearVelocity);
|
raycastInfo.ray.direction = SHVec3::Normalise(linearVelocity);
|
||||||
|
|
||||||
terminate = !Raycast(raycastInfo).empty();
|
terminate = !Raycast(raycastInfo).empty() || iterationCounter == 0;
|
||||||
if (terminate)
|
if (terminate)
|
||||||
break;
|
return;
|
||||||
|
|
||||||
// Compute world space data
|
// Compute world space data
|
||||||
const SHMatrix R = SHMatrix::Rotate(bodyOrientation);
|
const SHMatrix R = SHMatrix::Rotate(bodyOrientation);
|
||||||
|
@ -348,7 +350,7 @@ namespace SHADE
|
||||||
const SHQuaternion QV = SHQuaternion{ angularVelocity.x * simInfo.timeStep, angularVelocity.y * simInfo.timeStep, angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
|
const SHQuaternion QV = SHQuaternion{ angularVelocity.x * simInfo.timeStep, angularVelocity.y * simInfo.timeStep, angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
|
||||||
|
|
||||||
bodyPosition += linearVelocity * simInfo.timeStep;
|
bodyPosition += linearVelocity * simInfo.timeStep;
|
||||||
bodyOrientation += bodyOrientation * QV;
|
bodyOrientation += bodyOrientation * QV * SHQuaternion::FromEuler(ANGULAR_LOCK);
|
||||||
bodyOrientation = SHQuaternion::Normalise(bodyOrientation);
|
bodyOrientation = SHQuaternion::Normalise(bodyOrientation);
|
||||||
|
|
||||||
// Clear forces after the first frame
|
// Clear forces after the first frame
|
||||||
|
@ -362,6 +364,8 @@ namespace SHADE
|
||||||
|
|
||||||
positions.emplace_back(bodyPosition);
|
positions.emplace_back(bodyPosition);
|
||||||
|
|
||||||
|
--iterationCounter;
|
||||||
|
|
||||||
} while (true);
|
} while (true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -50,19 +50,39 @@ namespace SHADE
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief
|
* @brief
|
||||||
* Used to simulate the motion of a rigid body until it hits something.
|
* Used to simulate the motion of a rigid body, ignoring collision detection and response.
|
||||||
|
* @param bodyEID
|
||||||
|
* The EntityID of the Rigid Body to simulate.
|
||||||
|
* @param force
|
||||||
|
* The force applied onto the Rigid Body.
|
||||||
|
* @param forceOffset
|
||||||
|
* The position to apply the force onto the body relative to it's local Center of Mass.
|
||||||
|
* @param torque
|
||||||
|
* The torque to apply onto the Rigid Body.
|
||||||
|
* @param continuousForce
|
||||||
|
* If the force should be applied every step throughout the simulation. Defaults to false. <br/>
|
||||||
|
* True : The force indicated is added to the body every step, therefore it has constant acceleration.
|
||||||
|
* False: The force is applied only in the first step, therefore it has constant speed.
|
||||||
|
* @param timeStep
|
||||||
|
* The timestep for each step of the simulation. Defaults to 0.016s (The default Fixed DT)
|
||||||
|
* @param maxSteps
|
||||||
|
* The number of steps to run the simulation for. Defaults to -1.
|
||||||
|
* < 0 : Runs until the object may hit something. Hit detection is done through raycasting.
|
||||||
|
* = 0 : Runs only the current step and checks if it may hit something.
|
||||||
|
* > 0 : Runs for the given number of steps or until it may hit something.
|
||||||
*/
|
*/
|
||||||
struct SimulateBodyInfo
|
struct SimulateBodyInfo
|
||||||
{
|
{
|
||||||
EntityID bodyEID = MAX_EID;
|
EntityID bodyEID = MAX_EID;
|
||||||
|
|
||||||
SHVec3 force = SHVec3::Zero;
|
SHVec3 force = SHVec3::Zero;
|
||||||
SHVec3 forceOffset = SHVec3::Zero;
|
SHVec3 forceOffset = SHVec3::Zero;
|
||||||
SHVec3 torque = SHVec3::Zero;
|
SHVec3 torque = SHVec3::Zero;
|
||||||
|
|
||||||
// Whether or not to clear the force after the first iteration
|
// Whether or not to clear the force after the first iteration
|
||||||
bool continuousForce = false;
|
bool continuousForce = false;
|
||||||
float timeStep = static_cast<float>(SHPhysicsConstants::DEFAULT_FIXED_DT);
|
float timeStep = static_cast<float>(SHPhysicsConstants::DEFAULT_FIXED_DT);
|
||||||
|
int maxSteps = -1;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue