Implemented a custom physics engine #316

Merged
direnbharwani merged 95 commits from SHPhysics into main 2023-01-23 15:55:45 +08:00
4 changed files with 52 additions and 50 deletions
Showing only changes of commit dab109bc77 - Show all commits

View File

@ -109,10 +109,7 @@ namespace SHADE
prevOrientation = orientation; prevOrientation = orientation;
SHQuaternion qv{ velocity.x * dt, velocity.y * dt, velocity.z * dt, 0.0f }; orientation += orientation * SHQuaternion{ velocity.x, velocity.y, velocity.z, 0.0f } * dt * 0.5f;
qv *= orientation;
orientation += qv * 0.5f;
orientation = SHQuaternion::Normalise(orientation); orientation = SHQuaternion::Normalise(orientation);
} }

View File

@ -142,7 +142,7 @@ namespace SHADE
rigidBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * dt; rigidBody.linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * dt;
// Integrate torque into angular velocity // Integrate torque into angular velocity
rigidBody.angularVelocity += rigidBody.worldInvInertia * (rigidBody.accumulatedTorque * dt); rigidBody.angularVelocity += rigidBody.worldInvInertia * rigidBody.accumulatedTorque * dt;
// Apply drag (exponentially applied) // Apply drag (exponentially applied)
rigidBody.linearVelocity *= 1.0f / (1.0f + dt * rigidBody.linearDrag); rigidBody.linearVelocity *= 1.0f / (1.0f + dt * rigidBody.linearDrag);

View File

@ -637,16 +637,17 @@ namespace SHADE
void SHRigidBody::ComputeWorldData() noexcept void SHRigidBody::ComputeWorldData() noexcept
{ {
const SHMatrix R = SHMatrix::Rotate(motionState.orientation);
const SHMatrix RT = SHMatrix::Transpose(R);
// Compute world centroid
worldCentroid = (R * localCentroid) + motionState.position;
if (bodyType == Type::STATIC) if (bodyType == Type::STATIC)
return; return;
const SHMatrix ROTATION = SHMatrix::Rotate(motionState.orientation);
// Compute world inertia // Compute world inertia
worldInvInertia = SHMatrix::Transpose(ROTATION) * localInvInertia * ROTATION; worldInvInertia = R * (localInvInertia * RT);
// Compute world centroid
worldCentroid = (ROTATION * localCentroid) + motionState.position;
} }
void SHRigidBody::ComputeMassData() noexcept void SHRigidBody::ComputeMassData() noexcept

View File

@ -19,7 +19,6 @@
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "Scripting/SHScriptEngine.h" #include "Scripting/SHScriptEngine.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -48,50 +47,55 @@ namespace SHADE
// Interpolate transforms for rendering. // Interpolate transforms for rendering.
// Only rigid bodies can move due to physics, so we run through the rigid body component dense set. // Only rigid bodies can move due to physics, so we run through the rigid body component dense set.
const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>(); if (physicsSystem->worldUpdated)
for (auto& rigidBodyComponent : RIGIDBODY_DENSE)
{ {
const EntityID EID = rigidBodyComponent.GetEID(); const auto& RIGIDBODY_DENSE = SHComponentManager::GetDense<SHRigidBodyComponent>();
for (auto& rigidBodyComponent : RIGIDBODY_DENSE)
// Skip missing transforms
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(EID);
if (!transformComponent)
continue;
// Skip invalid bodies (Should not occur)
if (!rigidBodyComponent.rigidBody)
continue;
// Skip inactive bodies
const bool IS_ACTIVE = SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(EID);
if (!IS_ACTIVE)
continue;
const SHMotionState& MOTION_STATE = rigidBodyComponent.rigidBody->GetMotionState();
// Skip objects that have not moved
if (!MOTION_STATE)
continue;
if (rigidBodyComponent.IsInterpolating())
{ {
const SHVec3 RENDER_POSITION = MOTION_STATE.InterpolatePositions(FACTOR); const EntityID EID = rigidBodyComponent.GetEID();
const SHQuaternion RENDER_ORIENTATION = MOTION_STATE.InterpolateOrientations(FACTOR);
transformComponent->SetWorldPosition(RENDER_POSITION); // Skip missing transforms
transformComponent->SetWorldOrientation(RENDER_ORIENTATION); auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(EID);
} if (!transformComponent)
else continue;
{
transformComponent->SetWorldPosition(MOTION_STATE.position);
transformComponent->SetWorldOrientation(MOTION_STATE.orientation);
}
/* // Skip invalid bodies (Should not occur)
* TODO: Test if the scene graph transforms abides by setting world position. Collisions will ignore the scene graph hierarchy. if (!rigidBodyComponent.rigidBody)
*/ continue;
// Skip inactive bodies
const bool IS_ACTIVE = SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(EID);
if (!IS_ACTIVE)
continue;
const SHMotionState& MOTION_STATE = rigidBodyComponent.rigidBody->GetMotionState();
// Skip objects that have not moved
if (!MOTION_STATE)
continue;
if (rigidBodyComponent.IsInterpolating())
{
const SHVec3 RENDER_POSITION = MOTION_STATE.InterpolatePositions(FACTOR);
const SHQuaternion RENDER_ORIENTATION = MOTION_STATE.InterpolateOrientations(FACTOR);
transformComponent->SetWorldPosition(RENDER_POSITION);
transformComponent->SetWorldOrientation(RENDER_ORIENTATION);
}
else
{
transformComponent->SetWorldPosition(MOTION_STATE.position);
transformComponent->SetWorldOrientation(MOTION_STATE.orientation);
}
/*
* TODO: Test if the scene graph transforms abides by setting world position. Collisions will ignore the scene graph hierarchy.
*/
}
} }
// Collision & Trigger messages // Collision & Trigger messages
if (scriptingSystem != nullptr) if (scriptingSystem != nullptr)
scriptingSystem->ExecuteCollisionFunctions(); scriptingSystem->ExecuteCollisionFunctions();