Implemented a custom physics engine #316
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@ -36,12 +36,6 @@ namespace SHADE
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friend class SHCollisionShapeLibrary;
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friend class SHCollisionShapeLibrary;
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public:
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public:
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/*---------------------------------------------------------------------------------*/
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/* Data Members */
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/*---------------------------------------------------------------------------------*/
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static constexpr float RADIUS = 0.1f;
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Constructors & Destructor */
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/* Constructors & Destructor */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -52,8 +52,8 @@ namespace SHADE
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const SHSphereCollisionShape& SPHERE = dynamic_cast<const SHSphereCollisionShape&>(A);
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const SHSphereCollisionShape& SPHERE = dynamic_cast<const SHSphereCollisionShape&>(A);
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const SHConvexPolyhedronCollisionShape& CONVEX = dynamic_cast<const SHConvexPolyhedronCollisionShape&>(B);
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const SHConvexPolyhedronCollisionShape& CONVEX = dynamic_cast<const SHConvexPolyhedronCollisionShape&>(B);
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const SHVec3 CENTER = SPHERE.GetCenter();
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const SHVec3 CENTER = SPHERE.GetCenter();
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const float TOTAL_RADIUS = SPHERE.GetWorldRadius() + SHConvexPolyhedronCollisionShape::RADIUS;
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const float RADIUS = SPHERE.GetWorldRadius();
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// Find closest face of polygon to circle
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// Find closest face of polygon to circle
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@ -86,7 +86,7 @@ namespace SHADE
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// Early out:
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// Early out:
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// If face is facing away from center, signed dist is negative.
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// If face is facing away from center, signed dist is negative.
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// Therefore signed distance is only positive when sphere is in front of the face.
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// Therefore signed distance is only positive when sphere is in front of the face.
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if (SIGNED_DIST > TOTAL_RADIUS)
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if (SIGNED_DIST > RADIUS)
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return false;
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return false;
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if (SIGNED_DIST > bestDistance)
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if (SIGNED_DIST > bestDistance)
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@ -97,7 +97,7 @@ namespace SHADE
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}
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}
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uint32_t numContacts = 0;
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uint32_t numContacts = 0;
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const float PENETRATION = TOTAL_RADIUS - bestDistance;
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const float PENETRATION = RADIUS - bestDistance;
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// Check if center is inside polyhedron (below the face)
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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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if (bestDistance < SHMath::EPSILON)
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@ -182,7 +182,7 @@ namespace SHADE
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manifold.normal = CP_TO_CENTER;
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manifold.normal = CP_TO_CENTER;
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SHContact newContact;
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SHContact newContact;
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newContact.penetration = TOTAL_RADIUS - projection;
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newContact.penetration = RADIUS - projection;
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newContact.position = CP;
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newContact.position = CP;
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newContact.featurePair.key = 0;
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newContact.featurePair.key = 0;
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@ -196,7 +196,7 @@ namespace SHADE
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// Check region C (closest point)
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// Check region C (closest point)
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{
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{
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if (C_TO_CENTER.LengthSquared() < TOTAL_RADIUS * TOTAL_RADIUS)
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if (C_TO_CENTER.LengthSquared() < RADIUS * RADIUS)
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{
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{
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manifold.normal = -SHVec3::Normalise(C_TO_CENTER);
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manifold.normal = -SHVec3::Normalise(C_TO_CENTER);
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@ -213,13 +213,13 @@ namespace SHADE
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}
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}
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// Region D
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// Region D
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if (PENETRATION <= TOTAL_RADIUS)
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if (PENETRATION <= RADIUS)
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{
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{
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manifold.normal = -NORMAL;
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manifold.normal = -NORMAL;
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SHContact newContact;
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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() - NORMAL * TOTAL_RADIUS;
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newContact.position = SPHERE.GetCenter() - NORMAL * RADIUS;
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newContact.featurePair.key = 0;
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newContact.featurePair.key = 0;
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manifold.contacts[numContacts++] = newContact;
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manifold.contacts[numContacts++] = newContact;
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@ -108,7 +108,6 @@ namespace SHADE
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/*
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/*
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* TODO: A lot of this needs to be cleaned up.
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* Resolve Contacts
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* Resolve Contacts
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*/
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*/
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