Implemented a custom physics engine #316
|
@ -45,9 +45,9 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Camera Component:
|
||||
Position: {x: -0.5, y: 10, z: -3}
|
||||
Position: {x: 0, y: 0, z: 7}
|
||||
Pitch: 0
|
||||
Yaw: 180
|
||||
Yaw: 0
|
||||
Roll: 0
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||||
Width: 1920
|
||||
Height: 1080
|
||||
|
@ -71,7 +71,7 @@
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|||
Auto Mass: false
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||||
Mass: 10
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||||
Drag: 0.00999999978
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||||
Angular Drag: 0.00999999978
|
||||
Angular Drag: 0
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||||
Use Gravity: true
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||||
Gravity Scale: 1
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||||
Interpolate: true
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||||
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@ -95,15 +95,6 @@
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|||
Density: 1
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||||
Position Offset: {x: 0, y: 0, z: 0}
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||||
Rotation Offset: {x: 0, y: 0, z: 0}
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||||
- Is Trigger: true
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||||
Collision Tag: 1
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||||
Type: Sphere
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||||
Radius: 0.5
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||||
Friction: 0.400000006
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||||
Bounciness: 0
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||||
Density: 1
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||||
Position Offset: {x: 0.75, y: 0.5, z: 0}
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||||
Rotation Offset: {x: 0, y: 0, z: 0}
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||||
IsActive: true
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||||
Scripts:
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||||
- Type: PhysicsTestObj
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||||
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@ -280,7 +271,7 @@
|
|||
NumberOfChildren: 0
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||||
Components:
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||||
Transform Component:
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||||
Translate: {x: 0.524352431, y: 13.5, z: 0.0463808179}
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||||
Translate: {x: 1, y: 2, z: 3}
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||||
Rotate: {x: -0, y: 0.785398066, z: 0.785398185}
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||||
Scale: {x: 0.999999821, y: 0.999999821, z: 0.999999881}
|
||||
IsActive: true
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||||
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@ -321,7 +312,7 @@
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|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: -0.5, y: 10, z: 0}
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||||
Translate: {x: 0, y: 0, z: 3}
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||||
Rotate: {x: -0, y: 0, z: -0}
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||||
Scale: {x: 1, y: 1, z: 1}
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||||
IsActive: true
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||||
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|
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@ -337,7 +337,7 @@ namespace SHADE
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|||
{
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||||
SHASSERT(index >= 0 && index < capacity, "Trying to free an invalid AABB Tree node!")
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nodes[index].next = NULL_NODE;
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nodes[index].next = freeList;
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nodes[index].height = NULL_NODE;
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||||
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||||
// Put it back on the free list
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||||
|
|
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@ -31,22 +31,16 @@ namespace SHADE
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/* Type Definit */
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/*---------------------------------------------------------------------------------*/
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enum class Type : uint8_t
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{
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VERTEX = 0
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, FACE = 1
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};
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/*---------------------------------------------------------------------------------*/
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/* Data Members */
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/*---------------------------------------------------------------------------------*/
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||||
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struct
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{
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uint8_t indexA;
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uint8_t indexB;
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uint8_t typeA;
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uint8_t typeB;
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uint8_t inI;
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uint8_t outI;
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uint8_t inR;
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uint8_t outR;
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};
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uint32_t key = std::numeric_limits<uint32_t>::max();
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@ -82,6 +82,7 @@ namespace SHADE
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{
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int32_t halfEdgeA = -1;
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int32_t halfEdgeB = -1;
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int32_t axis = -1;
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float bestDistance = std::numeric_limits<float>::lowest();
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};
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||||
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||||
|
|
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@ -48,7 +48,8 @@ namespace SHADE
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bool SHCollision::ConvexVsConvex(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
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{
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static constexpr float TOLERANCE = 0.1f + SHPHYSICS_LINEAR_SLOP;
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static constexpr float ABSOLUTE_TOLERANCE = 0.01f;
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static constexpr float RELATIVE_TOLERANCE = 0.95f;
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const SHConvexPolyhedron& POLY_A = dynamic_cast<const SHConvexPolyhedron&>(A);
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const SHConvexPolyhedron& POLY_B = dynamic_cast<const SHConvexPolyhedron&>(B);
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@ -72,7 +73,7 @@ namespace SHADE
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const SHConvexPolyhedron* incidentPoly = nullptr;
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FaceQuery minFaceQuery;
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if (FACE_QUERY_A.bestDistance + TOLERANCE > FACE_QUERY_B.bestDistance)
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if (FACE_QUERY_A.bestDistance + ABSOLUTE_TOLERANCE > FACE_QUERY_B.bestDistance * RELATIVE_TOLERANCE)
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{
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minFaceQuery = FACE_QUERY_A;
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referencePoly = &POLY_A;
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@ -91,7 +92,7 @@ namespace SHADE
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// If an edge pair contains the closest distance,vwe ignore any face queries and find the closest points on
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// each edge and use that as the contact point.
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if (EDGE_QUERY.bestDistance > minFaceQuery.bestDistance + TOLERANCE)
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if (EDGE_QUERY.bestDistance * RELATIVE_TOLERANCE > minFaceQuery.bestDistance + ABSOLUTE_TOLERANCE)
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{
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const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = POLY_A.GetHalfEdge(EDGE_QUERY.halfEdgeA);
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const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = POLY_B.GetHalfEdge(EDGE_QUERY.halfEdgeB);
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@ -111,11 +112,7 @@ namespace SHADE
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// In this scenario, we only have one contact
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SHContact contact;
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contact.featurePair.typeA = SHUtilities::ConvertEnum(SHContactFeatures::Type::VERTEX);
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contact.featurePair.indexA = HALF_EDGE_A.tailVertexIndex;
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contact.featurePair.typeB = SHUtilities::ConvertEnum(SHContactFeatures::Type::VERTEX);
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contact.featurePair.indexB = HALF_EDGE_B.tailVertexIndex;
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contact.featurePair.key = EDGE_QUERY.axis;
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contact.position = findClosestPointBetweenEdges(POLY_A, POLY_B, EDGE_QUERY.halfEdgeA, EDGE_QUERY.halfEdgeB);
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contact.penetration = EDGE_QUERY.bestDistance;
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@ -188,6 +185,7 @@ namespace SHADE
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const int32_t EDGE_COUNT_A = A.GetHalfEdgeCount();
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const int32_t EDGE_COUNT_B = B.GetHalfEdgeCount();
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int32_t axis = -1;
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for (int32_t i = 0; i < EDGE_COUNT_A; i += 2)
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{
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for (int32_t j = 0; j < EDGE_COUNT_B; j += 2)
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|
@ -196,12 +194,15 @@ namespace SHADE
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if (!IS_MINKOWSKI_FACE)
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continue;
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++axis;
|
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|
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const float SEPARATION = distanceBetweenEdges(A, B, i, j);
|
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if (SEPARATION > edgeQuery.bestDistance)
|
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{
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edgeQuery.bestDistance = SEPARATION;
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edgeQuery.halfEdgeA = i;
|
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edgeQuery.halfEdgeB = j;
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edgeQuery.axis = axis;
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}
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}
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}
|
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|
@ -321,10 +322,10 @@ namespace SHADE
|
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* R = (c1a2 / a1 - c2) / ( b2 - a2b1/a1 )
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*/
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|
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const float A2_OVER_A1 = VB_DOT_VB / VB_DOT_VA;
|
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const float A2_OVER_A1 = VB_DOT_VA == 0.0f ? 0.0f : VB_DOT_VB / VB_DOT_VA;
|
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const float NUMERATOR = C_DOT_VA * A2_OVER_A1 - C_DOT_VB;
|
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const float DENOMINATOR = AV_DOT_VB - AV_DOT_VA * A2_OVER_A1;
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const float R = NUMERATOR / DENOMINATOR;
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const float R = DENOMINATOR == 0.0f ? NUMERATOR : NUMERATOR / DENOMINATOR;
|
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|
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// Just take a point from A since it's A -> B
|
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return TAIL_A + R * VA;
|
||||
|
|
|
@ -179,7 +179,13 @@ namespace SHADE
|
|||
|
||||
bool SHCollision::ConvexVsSphere(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
{
|
||||
return SphereVsConvex(manifold, B, A);
|
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if (SphereVsConvex(manifold, B, A))
|
||||
{
|
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manifold.normal = -manifold.normal;
|
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return true;
|
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};
|
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|
||||
return false;
|
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}
|
||||
|
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/*-----------------------------------------------------------------------------------*/
|
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|
@ -326,7 +332,13 @@ namespace SHADE
|
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// Face to vertex is in the opposite direction of any tangent.
|
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const float PROJECTION = SHVec3::Dot(FACE_TO_CENTER, tangent1);
|
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if (PROJECTION < 0)
|
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{
|
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const float DISTANCE_SQUARED = SHVec3::DistanceSquared(faceVertex, CENTER);
|
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if (DISTANCE_SQUARED > RADIUS * RADIUS)
|
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return 0;
|
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|
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return 3;
|
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}
|
||||
|
||||
// Belongs in region D by default
|
||||
return 4;
|
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|
|
|
@ -238,6 +238,8 @@ namespace SHADE
|
|||
|
||||
void SHContactManager::updateManifold(SHManifold& manifold, const SHManifold& oldManifold) noexcept
|
||||
{
|
||||
static const float SQRT_ONE_THIRD = std::sqrtf(1.0f / 3.0f);
|
||||
|
||||
// Early out since exiting a collision does not require an update beyond updating the state
|
||||
if (manifold.state == SHCollisionState::EXIT)
|
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return;
|
||||
|
@ -250,7 +252,7 @@ namespace SHADE
|
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const SHVec3& OLD_TANGENT_1 = oldManifold.tangents[1];
|
||||
|
||||
// Compute tangents
|
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if (std::fabs(NORMAL.x) >= SHMath::EULER_CONSTANT)
|
||||
if (std::fabs(NORMAL.x) >= SQRT_ONE_THIRD)
|
||||
tangent0 = SHVec3{ NORMAL.y, -NORMAL.x, 0.0f };
|
||||
else
|
||||
tangent0 = SHVec3{ 0.0f, NORMAL.z, -NORMAL.y };
|
||||
|
|
|
@ -187,14 +187,7 @@ namespace SHADE
|
|||
* restituion bias = restitution * (relative velocity /dot normal)
|
||||
*/
|
||||
|
||||
const SHVec3 RV_A = vA + SHVec3::Cross(wA, contact.rA);
|
||||
const SHVec3 RV_B = vB + SHVec3::Cross(wB, contact.rB);
|
||||
const float RV_N = SHVec3::Dot(RV_B - RV_A, constraint.normal);
|
||||
|
||||
const float ERROR_BIAS = SHPHYSICS_BAUMGARTE * INV_DT * std::min(0.0f, -contact.penetration + SHPHYSICS_LINEAR_SLOP);
|
||||
const float RESTITUTION_BIAS = std::fabs(RV_N) > SHPHYSICS_RESTITUTION_THRESHOLD ? -constraint.restitution * RV_N : 0.0f;
|
||||
|
||||
contact.bias = ERROR_BIAS + RESTITUTION_BIAS;
|
||||
|
||||
// Warm starting
|
||||
// Compute impulses
|
||||
|
@ -208,6 +201,14 @@ namespace SHADE
|
|||
|
||||
vB += impulse * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, impulse) * ANGULAR_LOCK_B;
|
||||
|
||||
const SHVec3 RV_A = vA + SHVec3::Cross(wA, contact.rA);
|
||||
const SHVec3 RV_B = vB + SHVec3::Cross(wB, contact.rB);
|
||||
const float RV_N = SHVec3::Dot(RV_B - RV_A, constraint.normal);
|
||||
|
||||
const float RESTITUTION_BIAS = std::fabs(RV_N) > SHPHYSICS_RESTITUTION_THRESHOLD ? -constraint.restitution * RV_N : 0.0f;
|
||||
|
||||
contact.bias = ERROR_BIAS + RESTITUTION_BIAS;
|
||||
}
|
||||
|
||||
velocityStateA.LinearVelocity = vA;
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace SHADE
|
|||
* @brief
|
||||
* Linear Collision & Constraint tolerance.
|
||||
*/
|
||||
static constexpr float SHPHYSICS_LINEAR_SLOP = 0.005f * SHPHYSICS_LENGTHS_PER_UNIT_METER;
|
||||
static constexpr float SHPHYSICS_LINEAR_SLOP = 0.05f * SHPHYSICS_LENGTHS_PER_UNIT_METER;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
|
|
Loading…
Reference in New Issue