Added Capsule Collider, AABB Query & SimulateBody for Trajectory path prediction #402
|
@ -9,9 +9,7 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
class SHBox;
|
||||
class SHRay;
|
||||
struct SHRay;
|
||||
|
||||
class SH_API SHCameraArmComponent final: public SHComponent
|
||||
{
|
||||
|
|
|
@ -10,14 +10,12 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
// Project Headers
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHPhysicsConstants
|
||||
{
|
||||
static constexpr double DEFAULT_FIXED_DT = 1.0 / 60.0;
|
||||
static constexpr double DEFAULT_FIXED_UPDATE_RATE = 60.0;
|
||||
|
||||
static constexpr int DEFAULT_VELOCITY_ITERATIONS = 10;
|
||||
static constexpr int DEFAULT_POSITION_ITERATIONS = 5;
|
||||
|
|
|
@ -236,6 +236,135 @@ namespace SHADE
|
|||
return IS_COLLIDING;
|
||||
}
|
||||
|
||||
void SHPhysicsSystem::SimulateBody(std::vector<SHVec3>& positions, std::vector<SHQuaternion>& orientations, const SimulateBodyInfo& simInfo)
|
||||
{
|
||||
// Check for a valid rigidbody
|
||||
const auto* rigidBody = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(simInfo.bodyEID);
|
||||
if (!rigidBody)
|
||||
{
|
||||
SHLOG_WARNING("Entity {} does not have a rigid body to simulate!", simInfo.bodyEID)
|
||||
return;
|
||||
}
|
||||
|
||||
// Ignore non-dynamic bodies
|
||||
if (rigidBody->type != SHRigidBodyComponent::Type::DYNAMIC)
|
||||
{
|
||||
SHLOG_WARNING("Entity {} is not a dynamic body. We cannot simulate non-dynamic bodies!", simInfo.bodyEID)
|
||||
return;
|
||||
}
|
||||
|
||||
// Prepare simulation info (I'm basically declaring an entire body here)
|
||||
SHVec3 bodyPosition = rigidBody->GetPosition();
|
||||
SHQuaternion bodyOrientation = SHQuaternion::FromEuler(rigidBody->GetRotation());
|
||||
SHVec3 linearVelocity = rigidBody->GetLinearVelocity();
|
||||
SHVec3 angularVelocity = rigidBody->GetAngularVelocity();
|
||||
float invMass = 1.0f / rigidBody->GetMass();
|
||||
SHVec3 localInvInertia = rigidBody->rigidBody->getLocalInertiaTensor();
|
||||
SHVec3 worldInvInertia = SHVec3::One;
|
||||
SHVec3 localCentroid = rigidBody->rigidBody->getLocalCenterOfMass();
|
||||
SHVec3 worldCentroid = SHVec3::One;
|
||||
SHVec3 appliedForce = simInfo.force;
|
||||
SHVec3 appliedTorque = simInfo.torque;
|
||||
SHVec3 accumulatedForce = SHVec3::Zero;
|
||||
SHVec3 accumulatedTorque = SHVec3::Zero;
|
||||
|
||||
const SHVec3& LINEAR_LOCK = rigidBody->rigidBody->getLinearLockAxisFactor();
|
||||
const SHVec3& ANGULAR_LOCK = rigidBody->rigidBody->getAngularLockAxisFactor();
|
||||
|
||||
// Invert the inertia
|
||||
for (size_t i = 0; i < SHVec3::SIZE; ++i)
|
||||
localInvInertia[i] = 1.0f / localInvInertia[i];
|
||||
|
||||
|
||||
// Build raycast layer from colliders. If none exist....then this never stops simulating technically.
|
||||
// I'm too lazy to handle that case, so I'll just throw an error.
|
||||
uint16_t raycastLayers = 0;
|
||||
if (const auto* colliders = SHComponentManager::GetComponent_s<SHColliderComponent>(simInfo.bodyEID); colliders)
|
||||
{
|
||||
const auto& shapes = colliders->GetCollisionShapes();
|
||||
for (auto& shape : shapes)
|
||||
raycastLayers |= shape->GetCollisionTag().GetMask();
|
||||
}
|
||||
else
|
||||
{
|
||||
SHLOG_WARNING("Unable to simulate body {} without a collider (it will simulate forever!)", simInfo.bodyEID)
|
||||
return;
|
||||
}
|
||||
|
||||
// Raycast direction is always in the direction of the linear velocity
|
||||
// Raycast distance is the length of the velocity
|
||||
SHRaycaster::RaycastInfo raycastInfo;
|
||||
raycastInfo.continuous = false;
|
||||
raycastInfo.layers = raycastLayers;
|
||||
|
||||
bool terminate = true;
|
||||
do
|
||||
{
|
||||
raycastInfo.distance = linearVelocity.Length();
|
||||
raycastInfo.ray.position = bodyPosition;
|
||||
raycastInfo.ray.direction = SHVec3::Normalise(linearVelocity);
|
||||
|
||||
terminate = !Raycast(raycastInfo).empty();
|
||||
if (terminate)
|
||||
break;
|
||||
|
||||
// Compute world space data
|
||||
const SHMatrix R = SHMatrix::Rotate(bodyOrientation);
|
||||
const SHMatrix RT = SHMatrix::Transpose(R);
|
||||
|
||||
SHMatrix localInertiaTensor = SHMatrix::Identity;
|
||||
|
||||
// Set the diagonals
|
||||
localInertiaTensor.m[0][0] = localInvInertia.x;
|
||||
localInertiaTensor.m[1][1] = localInvInertia.y;
|
||||
localInertiaTensor.m[2][2] = localInvInertia.z;
|
||||
|
||||
localInertiaTensor *= RT;
|
||||
const SHVec3 DIAGONALS { localInertiaTensor.m[0][0], localInertiaTensor.m[1][1], localInertiaTensor.m[2][2] };
|
||||
|
||||
worldInvInertia = R * DIAGONALS;
|
||||
|
||||
// Compute world centroid
|
||||
worldCentroid = (R * localCentroid) + bodyPosition;
|
||||
|
||||
// Apply forces
|
||||
accumulatedForce += appliedForce;
|
||||
angularVelocity += worldInvInertia * SHVec3::Cross(bodyPosition + simInfo.forceOffset, simInfo.force);
|
||||
accumulatedTorque += appliedTorque;
|
||||
|
||||
// Integrate Velocities
|
||||
// Integrate forces and gravity into linear velocity
|
||||
const SHVec3 LINEAR_ACCELERATION = accumulatedForce * invMass;
|
||||
const SHVec3 GRAVITATIONAL_ACCELERATION = rigidBody->IsGravityEnabled() ? worldState.settings.gravity * rigidBody->GetGravityScale() : SHVec3::Zero;
|
||||
|
||||
linearVelocity += (LINEAR_ACCELERATION + GRAVITATIONAL_ACCELERATION) * simInfo.timeStep * LINEAR_LOCK;
|
||||
angularVelocity += worldInvInertia * (accumulatedTorque * simInfo.timeStep);
|
||||
|
||||
// Apply drag (exponentially applied)
|
||||
linearVelocity *= 1.0f / (1.0f + simInfo.timeStep * rigidBody->drag);
|
||||
angularVelocity *= 1.0f / (1.0f + simInfo.timeStep * rigidBody->angularDrag);
|
||||
|
||||
// Integrate Positions & Orientations
|
||||
const SHQuaternion QV = SHQuaternion{ angularVelocity.x * simInfo.timeStep, angularVelocity.y * simInfo.timeStep, angularVelocity.z * simInfo.timeStep, 0.0f } * 0.5f;
|
||||
|
||||
bodyPosition += linearVelocity * simInfo.timeStep;
|
||||
bodyOrientation += bodyOrientation * QV;
|
||||
bodyOrientation = SHQuaternion::Normalise(bodyOrientation);
|
||||
|
||||
// Clear forces after the first frame
|
||||
if (!simInfo.continuousForce)
|
||||
{
|
||||
accumulatedForce = SHVec3::Zero;
|
||||
accumulatedTorque = SHVec3::Zero;
|
||||
appliedForce = SHVec3::Zero;
|
||||
appliedTorque = SHVec3::Zero;
|
||||
}
|
||||
|
||||
positions.emplace_back(bodyPosition);
|
||||
|
||||
} while (true);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Private Function Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
|
|
@ -44,14 +44,34 @@ namespace SHADE
|
|||
friend class SHRaycaster;
|
||||
|
||||
public:
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Used to simulate the motion of a rigid body until it hits something.
|
||||
*/
|
||||
struct SimulateBodyInfo
|
||||
{
|
||||
EntityID bodyEID = MAX_EID;
|
||||
|
||||
SHVec3 force = SHVec3::Zero;
|
||||
SHVec3 forceOffset = SHVec3::Zero;
|
||||
SHVec3 torque = SHVec3::Zero;
|
||||
|
||||
// Whether or not to clear the force after the first iteration
|
||||
bool continuousForce = false;
|
||||
float timeStep = static_cast<float>(SHPhysicsConstants::DEFAULT_FIXED_DT);
|
||||
};
|
||||
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors & Destructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
SHPhysicsSystem () noexcept;
|
||||
~SHPhysicsSystem() noexcept;
|
||||
~SHPhysicsSystem() noexcept override;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Getter Functions */
|
||||
|
@ -116,6 +136,18 @@ namespace SHADE
|
|||
*/
|
||||
[[nodiscard]] bool TestAABBOverlap(const SHAABB& aabb, uint16_t layers = static_cast<uint16_t>(SHCollisionTag::Layer::ALL));
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Simulates the motion of a body until it collides with something.
|
||||
* @param positions
|
||||
* The output vector for the position of the body in each timestep.
|
||||
* @param orientations
|
||||
* The output vector for the orientations of the body in each timestep.
|
||||
* @param simInfo
|
||||
* The information for simulating the body.
|
||||
*/
|
||||
void SimulateBody(std::vector<SHVec3>& positions, std::vector<SHQuaternion>& orientations, const SimulateBodyInfo& simInfo);
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* System Routines */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
|
Loading…
Reference in New Issue