Implemented a custom physics engine #316
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@ -109,10 +109,7 @@ namespace SHADE
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prevOrientation = orientation;
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SHQuaternion qv{ velocity.x * dt, velocity.y * dt, velocity.z * dt, 0.0f };
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qv *= orientation;
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orientation += qv * 0.5f;
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orientation += orientation * SHQuaternion{ velocity.x, velocity.y, velocity.z, 0.0f } * dt * 0.5f;
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orientation = SHQuaternion::Normalise(orientation);
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}
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@ -142,7 +142,7 @@ namespace SHADE
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rigidBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * dt;
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// Integrate torque into angular velocity
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rigidBody.angularVelocity += rigidBody.worldInvInertia * (rigidBody.accumulatedTorque * dt);
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rigidBody.angularVelocity += rigidBody.worldInvInertia * rigidBody.accumulatedTorque * dt;
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// Apply drag (exponentially applied)
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rigidBody.linearVelocity *= 1.0f / (1.0f + dt * rigidBody.linearDrag);
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@ -637,16 +637,17 @@ namespace SHADE
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void SHRigidBody::ComputeWorldData() noexcept
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{
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const SHMatrix R = SHMatrix::Rotate(motionState.orientation);
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const SHMatrix RT = SHMatrix::Transpose(R);
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// Compute world centroid
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worldCentroid = (R * localCentroid) + motionState.position;
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if (bodyType == Type::STATIC)
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return;
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const SHMatrix ROTATION = SHMatrix::Rotate(motionState.orientation);
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// Compute world inertia
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worldInvInertia = SHMatrix::Transpose(ROTATION) * localInvInertia * ROTATION;
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// Compute world centroid
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worldCentroid = (ROTATION * localCentroid) + motionState.position;
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worldInvInertia = R * (localInvInertia * RT);
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}
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void SHRigidBody::ComputeMassData() noexcept
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@ -19,7 +19,6 @@
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#include "Scene/SHSceneManager.h"
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#include "Scripting/SHScriptEngine.h"
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namespace SHADE
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{
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/*-----------------------------------------------------------------------------------*/
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@ -48,50 +47,55 @@ namespace SHADE
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// Interpolate transforms for rendering.
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// Only rigid bodies can move due to physics, so we run through the rigid body component dense set.
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const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>();
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for (auto& rigidBodyComponent : RIGIDBODY_DENSE)
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if (physicsSystem->worldUpdated)
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{
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const EntityID EID = rigidBodyComponent.GetEID();
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// Skip missing transforms
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auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(EID);
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if (!transformComponent)
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continue;
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// Skip invalid bodies (Should not occur)
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if (!rigidBodyComponent.rigidBody)
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continue;
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// Skip inactive bodies
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const bool IS_ACTIVE = SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(EID);
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if (!IS_ACTIVE)
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continue;
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const SHMotionState& MOTION_STATE = rigidBodyComponent.rigidBody->GetMotionState();
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// Skip objects that have not moved
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if (!MOTION_STATE)
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continue;
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if (rigidBodyComponent.IsInterpolating())
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const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>();
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for (auto& rigidBodyComponent : RIGIDBODY_DENSE)
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{
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const SHVec3 RENDER_POSITION = MOTION_STATE.InterpolatePositions(FACTOR);
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const SHQuaternion RENDER_ORIENTATION = MOTION_STATE.InterpolateOrientations(FACTOR);
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const EntityID EID = rigidBodyComponent.GetEID();
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transformComponent->SetWorldPosition(RENDER_POSITION);
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transformComponent->SetWorldOrientation(RENDER_ORIENTATION);
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}
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else
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{
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transformComponent->SetWorldPosition(MOTION_STATE.position);
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transformComponent->SetWorldOrientation(MOTION_STATE.orientation);
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}
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// Skip missing transforms
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auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(EID);
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if (!transformComponent)
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continue;
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/*
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* TODO: Test if the scene graph transforms abides by setting world position. Collisions will ignore the scene graph hierarchy.
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*/
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// Skip invalid bodies (Should not occur)
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if (!rigidBodyComponent.rigidBody)
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continue;
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// Skip inactive bodies
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const bool IS_ACTIVE = SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(EID);
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if (!IS_ACTIVE)
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continue;
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const SHMotionState& MOTION_STATE = rigidBodyComponent.rigidBody->GetMotionState();
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// Skip objects that have not moved
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if (!MOTION_STATE)
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continue;
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if (rigidBodyComponent.IsInterpolating())
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{
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const SHVec3 RENDER_POSITION = MOTION_STATE.InterpolatePositions(FACTOR);
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const SHQuaternion RENDER_ORIENTATION = MOTION_STATE.InterpolateOrientations(FACTOR);
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transformComponent->SetWorldPosition(RENDER_POSITION);
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transformComponent->SetWorldOrientation(RENDER_ORIENTATION);
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}
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else
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{
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transformComponent->SetWorldPosition(MOTION_STATE.position);
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transformComponent->SetWorldOrientation(MOTION_STATE.orientation);
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}
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/*
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* TODO: Test if the scene graph transforms abides by setting world position. Collisions will ignore the scene graph hierarchy.
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*/
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}
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}
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// Collision & Trigger messages
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if (scriptingSystem != nullptr)
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scriptingSystem->ExecuteCollisionFunctions();
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Reference in New Issue