Implemented a custom physics engine #316
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@ -4,22 +4,22 @@
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 2.5, z: 0}
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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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Translate: {x: -1.80977702, y: 3, z: 0}
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Rotate: {x: -0, y: 0, z: -0.506194055}
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Scale: {x: 3.27252102, y: 0.999997199, z: 1}
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IsActive: true
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RigidBody Component:
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Type: Dynamic
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Type: Static
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Auto Mass: false
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Mass: 10
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Drag: 1
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Angular Drag: 1
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Mass: .inf
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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Gravity Scale: 1
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Interpolate: true
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Sleeping Enabled: true
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Freeze Position X: false
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Freeze Position Y: true
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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@ -49,9 +49,9 @@
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NumberOfChildren: 0
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Components:
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Camera Component:
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Position: {x: 3, y: 4, z: 0}
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Position: {x: 0, y: 4, z: 5}
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Pitch: 0
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Yaw: 90
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Yaw: 0
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Roll: 0
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Width: 1920
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Height: 1080
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@ -107,7 +107,7 @@
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 0, y: 5, z: 0.834425449}
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Translate: {x: -1.97624588, y: 5, z: 0}
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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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@ -115,14 +115,14 @@
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Type: Dynamic
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Auto Mass: false
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Mass: 1
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Drag: 1
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Angular Drag: 1
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Drag: 0.00999999978
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Angular Drag: 0.00999999978
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Use Gravity: true
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||||
Gravity Scale: 1
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||||
Interpolate: true
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||||
Sleeping Enabled: true
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Freeze Position X: false
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Freeze Position Y: true
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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@ -159,8 +159,6 @@ namespace SHADE
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if (index < 0 || index >= NUM_VERTICES)
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throw std::invalid_argument("Index out-of-range!");
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// DirectX already puts vertex 0 - 4 on the front face for our case.
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// Otherwise, it would need to be wrapped around for the correct vertex.
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return GetVertices()[index];
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}
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@ -101,22 +101,22 @@ namespace SHADE
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}
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uint32_t numContacts = 0;
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const float penetration = TOTAL_RADIUS - bestDistance;
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// Rotate the normal into the world space
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const SHVec3& BEST_NORMAL = CONVEX.GetNormal(closestFaceIndex);
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const float PENETRATION = TOTAL_RADIUS - bestDistance;
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// Check if center is inside polyhedron (below the face)
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if (bestDistance < SHMath::EPSILON)
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{
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manifold.normal = -BEST_NORMAL;
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SHContact newContact;
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newContact.penetration = penetration;
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newContact.position = SPHERE.GetCenter();
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newContact.penetration = PENETRATION;
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newContact.position = SPHERE.GetCenter() - BEST_NORMAL * PENETRATION;
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newContact.featurePair.key = 0;
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manifold.contacts[numContacts++] = newContact;
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manifold.normal = BEST_NORMAL;
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manifold.numContacts = numContacts;
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return true;
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}
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@ -125,95 +125,98 @@ namespace SHADE
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// We have 3 voronoi regions to check: cp -> prev, cp -> next and cp -> center
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// If none of these are true, the sphere is above the face but not separating
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/*
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* | A
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* _ _ _ _ _ _ | _ _ _
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* / /
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* | / | / regionA
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* |/ _ _ _ _ _|/ _ _ _
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* B/ regionB /C
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* / / regionC
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*/
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const SHHalfEdgeDS::Face& CLOSEST_FACE = HALF_EDGE_STRUCTURE->GetFace(closestFaceIndex);
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const int32_t NUM_VERTICES_ON_FACE = static_cast<int32_t>(CLOSEST_FACE.vertexIndices.size());
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const SHVec3& CLOSEST_POINT = CONVEX.GetVertex(CLOSEST_FACE.vertexIndices[closestPointIndex]);
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const SHVec3 CP_TO_CENTER = SPHERE.GetCenter() - CLOSEST_POINT;
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const SHVec3 C = CONVEX.GetVertex(CLOSEST_FACE.vertexIndices[closestPointIndex]);
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const SHVec3 C_TO_CENTER = SPHERE.GetCenter() - C;
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// Check closest point -> prev point
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const int32_t INDEX_A = (closestPointIndex + 1) % NUM_VERTICES_ON_FACE;
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const int32_t INDEX_B = closestPointIndex == 0 ? NUM_VERTICES_ON_FACE - 1 : closestPointIndex - 1;
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const SHVec3 POINTS[2] =
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{
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const int32_t PREV_POINT_INDEX = closestPointIndex == 0 ? NUM_VERTICES_ON_FACE - 1 : closestPointIndex - 1;
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const SHVec3& PREV_POINT = CONVEX.GetVertex(CLOSEST_FACE.vertexIndices[PREV_POINT_INDEX]);
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CONVEX.GetVertex(CLOSEST_FACE.vertexIndices[INDEX_A]) // A
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, CONVEX.GetVertex(CLOSEST_FACE.vertexIndices[INDEX_B]) // B
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};
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const SHVec3 CP_TO_PREV = SHVec3::Normalise(PREV_POINT - CLOSEST_POINT);
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// To be inside either region A or B, 2 conditions must be satisfied
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// 1. Same side as tangent
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// 2. Same side as normal from edge to sphere
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float projection = SHVec3::Dot(CP_TO_CENTER, CP_TO_PREV);
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// Check in regions A & B
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for (int i = 0; i < 2; ++i)
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{
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const SHVec3 TANGENT = SHVec3::Normalise(POINTS[i] - C);
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float projection = SHVec3::Dot(C_TO_CENTER, TANGENT);
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if (projection >= 0.0f)
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{
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// Sphere is inside this region, check if distance from center is lesser than radius
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if (penetration >= TOTAL_RADIUS)
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return false;
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// Check 2nd condition
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// Find closest point
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const SHVec3 CP = C + projection * TANGENT;
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const SHVec3 CP_TO_CENTER = SHVec3::Normalise(C - CP);
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SHContact newContact;
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newContact.penetration = penetration;
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newContact.position = SPHERE.GetCenter() - BEST_NORMAL * TOTAL_RADIUS;
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newContact.featurePair.key = 0;
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projection = SHVec3::Dot(C_TO_CENTER, CP_TO_CENTER);
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if (projection >= 0.0f)
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{
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// Sphere Within region A
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manifold.normal = CP_TO_CENTER;
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manifold.contacts[numContacts++] = newContact;
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manifold.normal = BEST_NORMAL;
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SHContact newContact;
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newContact.penetration = TOTAL_RADIUS - projection;
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newContact.position = CP;
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newContact.featurePair.key = 0;
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manifold.numContacts = numContacts;
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return true;
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manifold.contacts[numContacts++] = newContact;
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manifold.numContacts = numContacts;
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return true;
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}
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}
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}
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|
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// Check closest point -> next point
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// Check region C (closest point)
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{
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const int32_t NEXT_POINT_INDEX = closestPointIndex + 1 % NUM_VERTICES_ON_FACE;
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const SHVec3& NEXT_POINT = CONVEX.GetVertex(CLOSEST_FACE.vertexIndices[NEXT_POINT_INDEX]);
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const SHVec3 CP_TO_NEXT = SHVec3::Normalise(NEXT_POINT - CLOSEST_POINT);
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float projection = SHVec3::Dot(CP_TO_CENTER, CP_TO_NEXT);
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if (projection >= 0.0f)
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if (C_TO_CENTER.LengthSquared() < TOTAL_RADIUS * TOTAL_RADIUS)
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{
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// Sphere is inside this region, check if distance from center is lesser than radius
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if (penetration >= TOTAL_RADIUS)
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return false;
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manifold.normal = SHVec3::Normalise(C_TO_CENTER);
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SHContact newContact;
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newContact.penetration = penetration;
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newContact.position = SPHERE.GetCenter() - BEST_NORMAL * TOTAL_RADIUS;
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newContact.penetration = PENETRATION;
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newContact.position = C;
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newContact.featurePair.key = 0;
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manifold.contacts[numContacts++] = newContact;
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manifold.normal = BEST_NORMAL;
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manifold.numContacts = numContacts;
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return true;
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}
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}
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// Check if it hit the closest point
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// Region D
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if (PENETRATION <= TOTAL_RADIUS)
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{
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if (CP_TO_CENTER.LengthSquared() < TOTAL_RADIUS * TOTAL_RADIUS)
|
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{
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SHContact newContact;
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newContact.penetration = penetration;
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newContact.position = CLOSEST_POINT;
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newContact.featurePair.key = 0;
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manifold.normal = -BEST_NORMAL;
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manifold.contacts[numContacts++] = newContact;
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manifold.normal = SHVec3::Normalise(CP_TO_CENTER);
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|
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manifold.numContacts = numContacts;
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return true;
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}
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}
|
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|
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// It is above the closest face
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if (penetration <= TOTAL_RADIUS)
|
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{
|
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SHContact newContact;
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newContact.penetration = penetration;
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newContact.penetration = PENETRATION;
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newContact.position = SPHERE.GetCenter() - BEST_NORMAL * TOTAL_RADIUS;
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newContact.featurePair.key = 0;
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manifold.contacts[numContacts++] = newContact;
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manifold.normal = BEST_NORMAL;
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manifold.numContacts = numContacts;
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return true;
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}
|
||||
|
||||
|
|
|
@ -81,7 +81,7 @@ namespace SHADE
|
|||
{
|
||||
const SHMatrix TRS = SHMatrix::Transform(contactPoint.position, SHQuaternion::Identity, SHVec3{ 0.1f });
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debugDrawSystem->DrawCube(TRS, CONTACT_COLOUR);
|
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debugDrawSystem->DrawLine(contactPoint.position, contactPoint.position + contactPoint.normal * 0.3f, CONTACT_COLOUR, true);
|
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debugDrawSystem->DrawLine(contactPoint.position, contactPoint.position + contactPoint.normal * 0.5f, CONTACT_COLOUR, true);
|
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}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue