Implementing basic physics
This commit is contained in:
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#include "BVH.h"
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using namespace Seele;
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void BVH::findOverlaps(Array<Pair<entt::entity, entt::entity>>& overlaps)
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{
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overlaps.clear();
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for(const auto& node : dynamicNodes)
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{
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traverseStaticTree(node.box, node.owner, staticRoot, overlaps);
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traverseDynamicTree(node.box, node.owner, dynamicRoot, overlaps);
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}
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}
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void BVH::updateDynamicCollider(entt::entity entity, AABB aabb)
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{
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for(auto& aabbcenter : dynamicCollider)
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{
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if(aabbcenter.id == entity)
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{
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if(!aabbcenter.bb.contains(aabb))
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{
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// moved out of extended bounds
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reinsertCollider(entity, aabb);
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}
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return;
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}
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}
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// new collider
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addDynamicCollider(entity, aabb);
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}
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void BVH::traverseStaticTree(const AABB& aabb, entt::entity source, int32 nodeIndex, Array<Pair<entt::entity, entt::entity>>& overlaps)
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{
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const Node& node = staticNodes[nodeIndex];
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if(!aabb.intersects(node.box))
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{
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return;
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}
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if(node.isLeaf)
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{
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overlaps.add(Pair<entt::entity, entt::entity>(source, node.owner));
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return;
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}
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traverseStaticTree(aabb, source, node.left, overlaps);
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traverseStaticTree(aabb, source, node.right, overlaps);
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}
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void BVH::traverseDynamicTree(const AABB& aabb, entt::entity source, int32 nodeIndex, Array<Pair<entt::entity, entt::entity>>& overlaps)
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{
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const Node& node = staticNodes[nodeIndex];
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if(!aabb.intersects(node.box))
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{
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return;
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}
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if(node.isLeaf && node.owner != source)
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{
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overlaps.add(Pair<entt::entity, entt::entity>(source, node.owner));
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return;
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}
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traverseStaticTree(aabb, source, node.left, overlaps);
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traverseStaticTree(aabb, source, node.right, overlaps);
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}
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void BVH::reinsertCollider(entt::entity entity, AABB aabb)
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{
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int32 nodeIndex = -1;
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for (int32 i = 0; i < dynamicNodes.size(); i++)
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{
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if(dynamicNodes[i].isLeaf && dynamicNodes[i].owner == entity)
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{
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nodeIndex = i;
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break;
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}
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}
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if(nodeIndex == -1)
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{
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return;
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}
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int32 parentIndex = dynamicNodes[nodeIndex].parentIndex;
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const Node& parent = dynamicNodes[parentIndex];
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int32 siblingIndex;
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if(parent.left == nodeIndex)
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{
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siblingIndex = parent.right;
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}
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else
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{
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siblingIndex = parent.left;
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}
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// the node to remove and their sibling share a parent
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// now that the node is removed, the parent is also useless
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// so the grandparent should point32 to the sibling directly instead of the parent
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Node& grandParent = dynamicNodes[parent.parentIndex];
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if(grandParent.left == parentIndex)
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{
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grandParent.left = siblingIndex;
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}
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else
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{
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grandParent.right = siblingIndex;
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}
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freeNode(parentIndex);
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freeNode(nodeIndex);
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addDynamicCollider(entity, aabb);
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}
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void BVH::addDynamicCollider(entt::entity entity, AABB aabb)
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{
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auto center = (aabb.max + aabb.min) / 2.0f;
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// enlarge box slightly to buffer movement
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aabb = AABB {
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.min = center + (aabb.min - center) * 1.1f,
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.max = center + (aabb.max - center) * 1.1f,
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};
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dynamicCollider.add(AABBCenter {
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.bb = aabb,
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.center = center,
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.id = entity
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});
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int32 leafIndex = allocateNode();
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Node newNode = Node {
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.box = aabb,
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.isLeaf = true,
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.owner = entity,
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};
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dynamicNodes[leafIndex] = newNode;
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if (dynamicRoot == -1)
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{
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dynamicRoot = leafIndex;
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return;
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}
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int32 bestSibling;
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float bestCost = std::numeric_limits<float>::max();
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findSibling(newNode, dynamicRoot, bestCost, bestSibling);
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int32 oldParent = dynamicNodes[bestSibling].parentIndex;
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int32 newParent = allocateNode();
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dynamicNodes[newParent] = Node {
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.box = aabb.combine(dynamicNodes[bestSibling].box),
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.parentIndex = oldParent,
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.isLeaf = false,
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};
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if(oldParent != -1)
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{
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if(dynamicNodes[oldParent].left == bestSibling)
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{
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dynamicNodes[oldParent].left = newParent;
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}
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else
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{
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dynamicNodes[oldParent].right = newParent;
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}
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dynamicNodes[newParent].left = bestSibling;
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dynamicNodes[newParent].right = leafIndex;
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dynamicNodes[bestSibling].parentIndex = newParent;
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dynamicNodes[leafIndex].parentIndex = newParent;
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}
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else
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{
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dynamicNodes[newParent].left = bestSibling;
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dynamicNodes[newParent].right = leafIndex;
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dynamicNodes[bestSibling].parentIndex = newParent;
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dynamicNodes[leafIndex].parentIndex = newParent;
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dynamicRoot = newParent;
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}
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int32 index = dynamicNodes[leafIndex].parentIndex;
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while(index != -1)
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{
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int32 left = dynamicNodes[index].left;
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int32 right = dynamicNodes[index].right;
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dynamicNodes[index].box = dynamicNodes[left].box.combine(dynamicNodes[right].box);
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index = dynamicNodes[index].parentIndex;
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}
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}
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void BVH::addStaticCollider(entt::entity entity, AABB boundingBox)
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{
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staticCollider.add(AABBCenter {
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.bb = boundingBox,
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.center = (boundingBox.min + boundingBox.max) / 2.0f,
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.id = entity,
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});
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staticNodes.clear();
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}
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void BVH::findSibling(Node newNode, int32 nodeIndex, float& bestCost, int32& result)
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{
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if(nodeIndex == -1)
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{
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return;
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}
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float lowerBound = lowerBoundCost(newNode, nodeIndex);
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if(lowerBound < bestCost)
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{
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float cost = siblingCost(newNode, nodeIndex);
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if(cost < bestCost)
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{
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bestCost = cost;
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result = nodeIndex;
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}
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findSibling(newNode, dynamicNodes[nodeIndex].left, bestCost, result);
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findSibling(newNode, dynamicNodes[nodeIndex].right, bestCost, result);
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}
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}
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float BVH::siblingCost(Node newNode, int32 siblingIndex)
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{
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const Node& sibling = dynamicNodes[siblingIndex];
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AABB newBox = sibling.box.combine(newNode.box);
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float cost = newBox.surfaceArea();
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int32 parentIndex = sibling.parentIndex;
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while(parentIndex != -1)
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{
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AABB parentBox = dynamicNodes[parentIndex].box;
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cost += parentBox.combine(newBox).surfaceArea() - parentBox.surfaceArea();
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}
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return cost;
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}
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float BVH::lowerBoundCost(Node newNode, int32 branchIndex)
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{
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float cost = newNode.box.surfaceArea();
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while(branchIndex != -1)
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{
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AABB box = dynamicNodes[branchIndex].box;
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cost += box.combine(newNode.box).surfaceArea() - box.surfaceArea();
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branchIndex = dynamicNodes[branchIndex].parentIndex;
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}
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return cost;
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}
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int32 BVH::splitNode(Array<AABBCenter> aabbs)
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{
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if(aabbs.size() == 1)
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{
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int32 leafIndex = static_cast<int32>(staticNodes.size());
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Node& leaf = staticNodes.add();
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leaf.box = aabbs[0].bb;
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leaf.left = -1;
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leaf.right = -1;
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leaf.owner = aabbs[0].id;
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return leafIndex;
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}
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AABB rootBox;
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for(size_t i = 0; i < aabbs.size(); ++i)
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{
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rootBox.adjust(aabbs[i].bb.min);
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rootBox.adjust(aabbs[i].bb.max);
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}
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float xlen = rootBox.max.x - rootBox.min.x;
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float ylen = rootBox.max.y - rootBox.min.y;
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float zlen = rootBox.max.z - rootBox.min.z;
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int32 longestAxis;
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if(xlen >= ylen && xlen >= zlen)
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{
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longestAxis = 0;
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}
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if(ylen >= xlen && ylen >= zlen)
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{
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longestAxis = 1;
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}
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if(zlen >= xlen && zlen >= ylen)
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{
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longestAxis = 2;
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}
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std::sort(aabbs.begin(), aabbs.end(), [longestAxis](AABBCenter lhs, AABBCenter rhs){ return lhs.center[longestAxis] < rhs.center[longestAxis];});
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Array<AABBCenter> left((aabbs.size()+1)/2);
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Array<AABBCenter> right(aabbs.size()/2);
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std::copy(aabbs.begin(), aabbs.begin()+left.size(), left.begin());
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std::copy(aabbs.begin()+left.size(), aabbs.end(), right.begin());
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int32 rootIndex = static_cast<int32>(staticNodes.size());
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Node& rootNode = staticNodes.add();
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rootNode.box = rootBox;
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rootNode.left = splitNode(std::move(left));
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rootNode.right = splitNode(std::move(right));
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return rootIndex;
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}
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int32 BVH::allocateNode()
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{
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for (int32 i = 0; i < dynamicNodes.size(); i++)
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{
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if(!dynamicNodes[i].isValid)
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{
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return i;
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}
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}
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int32 newLeaf = static_cast<int32>(dynamicNodes.size());
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dynamicNodes.add();
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return newLeaf;
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}
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void BVH::freeNode(int32 nodeIndex)
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{
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dynamicNodes[nodeIndex].isValid = false;
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}
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@@ -0,0 +1,51 @@
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#pragma once
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#include <entt/entt.hpp>
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#include "Containers/Array.h"
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#include "Component/AABB.h"
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#include "Component/Collider.h"
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#include "Containers/Pair.h"
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namespace Seele
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{
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class BVH
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{
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public:
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void findOverlaps(Array<Pair<entt::entity, entt::entity>>& overlaps);
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void updateDynamicCollider(entt::entity entity, AABB aabb);
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private:
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struct AABBCenter
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{
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AABB bb;
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Math::Vector center;
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entt::entity id;
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};
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struct Node
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{
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AABB box;
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int32 parentIndex = -1;
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int32 left = -1;
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int32 right = -1;
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bool isLeaf;
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bool isValid = true;
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entt::entity owner;
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};
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void traverseStaticTree(const AABB& aabb, entt::entity source, int32 nodeIndex, Array<Pair<entt::entity, entt::entity>>& overlaps);
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void traverseDynamicTree(const AABB& aabb, entt::entity source, int32 nodeIndex, Array<Pair<entt::entity, entt::entity>>& overlaps);
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void reinsertCollider(entt::entity, AABB aabb);
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void removeCollider(entt::entity entity);
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void addDynamicCollider(entt::entity entity, AABB aabb);
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void addStaticCollider(entt::entity entity, AABB aabb);
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void findSibling(Node newNode, int32 nodeIndex, float& bestCost, int32& result);
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float siblingCost(Node newNode, int32 siblingIndex);
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float lowerBoundCost(Node newNode, int32 branchIndex);
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int32 splitNode(Array<AABBCenter> aabbs);
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int32 allocateNode();
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void freeNode(int32 nodeIndex);
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Array<Node> dynamicNodes;
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Array<Node> staticNodes;
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Array<AABBCenter> dynamicCollider;
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Array<AABBCenter> staticCollider;
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int32 staticRoot = -1;
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int32 dynamicRoot = -1;
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};
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} // namespace Seele
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@@ -0,0 +1,15 @@
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target_sources(Engine
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PRIVATE
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BVH.h
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BVH.cpp
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CollisionSystem.h
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CollisionSystem.cpp
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PhysicsSystem.h
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PhysicsSystem.cpp)
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target_sources(Engine
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PUBLIC FILE_SET HEADERS
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FILES
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BVH.h
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CollisionSystem.h
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PhysicsSystem.h)
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@@ -0,0 +1,158 @@
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#include "CollisionSystem.h"
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using namespace Seele;
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using namespace Seele::Component;
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CollisionSystem::CollisionSystem()
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{
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}
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CollisionSystem::~CollisionSystem()
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{
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}
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void CollisionSystem::detectCollisions(const entt::registry& registry, Array<Collision>& collisions)
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{
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collisions.clear();
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auto view = registry.view<Collider, Transform>();
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for(auto && [entity, collider, transform] : view.each())
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{
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if(collider.type == ColliderType::DYNAMIC && transform.isDirty())
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{
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bvh.updateDynamicCollider(entity, collider.boundingbox.getTransformedBox(transform.toMatrix()));
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}
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}
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Array<Pair<entt::entity, entt::entity>> overlaps;
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bvh.findOverlaps(overlaps);
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for(auto pair : overlaps)
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{
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if(checkCollision(registry, pair))
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{
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collisions.add(Collision {
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.a = pair.key,
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.b = pair.value,
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});
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}
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}
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}
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bool CollisionSystem::checkCollision(const entt::registry& registry, Pair<entt::entity, entt::entity> pair)
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{
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const auto&[collider1, transform1] = registry.get<Collider, Transform>(pair.key);
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const auto&[collider2, transform2] = registry.get<Collider, Transform>(pair.value);
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ShapeBase shape1 = collider1.physicsMesh.transform(transform1);
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ShapeBase shape2 = collider2.physicsMesh.transform(transform2);
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Witness witness;
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if(cachedWitness.exists(pair))
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{
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witness = cachedWitness[pair];
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}
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if(witnessValid(witness, shape1, shape2))
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{
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return false;
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}
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return createWitness(witness, shape1, shape2);
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}
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void CollisionSystem::updateWitness(Witness& result, const glm::vec3& point, const glm::vec3& v1, const glm::vec3& v2)
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{
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const glm::vec3 faceNormal = glm::normalize(glm::cross(v1, v2));
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result.n = faceNormal;
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result.p = point;
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}
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bool CollisionSystem::createWitness(Witness& result, const ShapeBase& source, const ShapeBase& other)
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{
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for (size_t i = 0; i < source.indices.size(); i += 3)
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{
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const glm::vec3 point1 = source.vertices[source.indices[i + 0]];
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const glm::vec3 point2 = source.vertices[source.indices[i + 1]];
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const glm::vec3 point3 = source.vertices[source.indices[i + 2]];
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const glm::vec3 v1 = point2 - point1;
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const glm::vec3 v2 = point3 - point1;
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updateWitness(result, point1, v1, v2);
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result.point1Index = source.indices[i + 0];
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result.point2Index = source.indices[i + 1];
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result.point3Index = source.indices[i + 2];
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result.point4Index = UINT32_MAX;
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bool valid = witnessValid(result, source, other);
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// if not, it is a valid separating plane, so no collision
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if (valid)
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{
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return false;
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}
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}
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for (size_t i = 0; i < source.indices.size(); i += 3)
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{
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auto findEdgePlane = [=, &result](uint32_t point1Index, uint32_t point2Index)
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{
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const glm::vec3 point1 = source.vertices[point1Index];
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const glm::vec3 point2 = source.vertices[point2Index];
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result.point1Index = point1Index;
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result.point2Index = point2Index;
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const glm::vec3 d1 = point2 - point1;
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for (size_t j = 0; j < other.indices.size(); j += 3)
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{
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for (const auto& [point3Index, point4Index] : { std::pair(j+1, j), std::pair(j+2, j+1), std::pair(j, j+2) })
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{
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result.point3Index = other.indices[point3Index];
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result.point4Index = other.indices[point4Index];
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const glm::vec3 point3 = other.vertices[result.point3Index];
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const glm::vec3 point4 = other.vertices[result.point4Index];
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const glm::vec3 d2 = point3 - point4;
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updateWitness(result, point1, d2, d1);
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if (witnessValid(result, source, other))
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{
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return true;
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}
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}
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}
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return false;
|
||||
};
|
||||
if(findEdgePlane(source.indices[i], source.indices[i+1]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if(findEdgePlane(source.indices[i+1], source.indices[i+2]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if(findEdgePlane(source.indices[i+2], source.indices[i]))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// no separating plane was found, collision
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CollisionSystem::witnessValid(const Witness& witness, const Component::ShapeBase& shape1, const Component::ShapeBase& shape2)
|
||||
{
|
||||
const float e = 0.0001f;
|
||||
|
||||
for (size_t i = 0; i < shape1.vertices.size(); i++)
|
||||
{
|
||||
if(glm::dot(witness.n, shape1.vertices[i] - witness.p) > e)
|
||||
{
|
||||
// something intersecting the separating plane
|
||||
// it is not valid anymore
|
||||
return false;
|
||||
}
|
||||
}
|
||||
for (size_t i = 0; i < shape2.vertices.size(); i++)
|
||||
{
|
||||
if(glm::dot(witness.n, shape2.vertices[i] - witness.p) < -e)
|
||||
{
|
||||
// something intersecting the separating plane
|
||||
// it is not valid anymore
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
#pragma once
|
||||
#include <entt/entt.hpp>
|
||||
#include "BVH.h"
|
||||
#include "Containers/Map.h"
|
||||
#include "Containers/Array.h"
|
||||
#include "Component/Collider.h"
|
||||
#include "Component/Transform.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
struct Collision
|
||||
{
|
||||
entt::entity a, b;
|
||||
};
|
||||
class CollisionSystem
|
||||
{
|
||||
public:
|
||||
CollisionSystem();
|
||||
virtual ~CollisionSystem();
|
||||
void detectCollisions(const entt::registry& registry, Array<Collision>& collisions);
|
||||
private:
|
||||
struct Witness
|
||||
{
|
||||
Math::Vector p;
|
||||
Math::Vector n;
|
||||
// for finding p
|
||||
uint32_t point1Index;
|
||||
// and the face where the plane lies on
|
||||
uint32_t point2Index;
|
||||
uint32_t point3Index;
|
||||
uint32_t point4Index = UINT32_MAX;
|
||||
entt::entity source;
|
||||
entt::entity other;
|
||||
};
|
||||
BVH bvh;
|
||||
Map<Pair<entt::entity, entt::entity>, Witness> cachedWitness;
|
||||
|
||||
bool checkCollision(const entt::registry& registry, Pair<entt::entity, entt::entity> pair);
|
||||
|
||||
void updateWitness(Witness& witness, const Math::Vector& point, const Math::Vector& v1, const Math::Vector& v2);
|
||||
|
||||
// returns true if a collision was found
|
||||
bool createWitness(Witness& witness, const Component::ShapeBase& source, const Component::ShapeBase& other);
|
||||
|
||||
// returns true if a collision was found
|
||||
bool witnessValid(const Witness& witness, const Component::ShapeBase& shape1, const Component::ShapeBase& shape2);
|
||||
};
|
||||
} // namespace Seele
|
||||
@@ -0,0 +1,549 @@
|
||||
#include "PhysicsSystem.h"
|
||||
#include <boost/numeric/odeint.hpp>
|
||||
|
||||
using namespace Seele;
|
||||
using namespace Seele::Component;
|
||||
|
||||
PhysicsSystem::PhysicsSystem()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
PhysicsSystem::~PhysicsSystem()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void PhysicsSystem::update(entt::registry& registry, float deltaTime)
|
||||
{
|
||||
Array<Body> initialBodies;
|
||||
readRigidBodies(initialBodies, registry);
|
||||
|
||||
Array<Body> bodies = integratePhysics(initialBodies, 0, deltaTime);
|
||||
writeRigidBodies(bodies, registry);
|
||||
|
||||
Array<Collision> collisions;
|
||||
collisionSystem.detectCollisions(registry, collisions);
|
||||
|
||||
if(!collisions.empty())
|
||||
{
|
||||
constexpr size_t numSteps = 2;
|
||||
for (float t = 0; t < deltaTime; t += deltaTime / numSteps)
|
||||
{
|
||||
rewindCollisions(initialBodies, registry, t, t + (deltaTime / numSteps), 10);
|
||||
readRigidBodies(initialBodies, registry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSystem::serializeRB(const Body& rb, float* y) const
|
||||
{
|
||||
*y++ = rb.x.x;
|
||||
*y++ = rb.x.y;
|
||||
*y++ = rb.x.z;
|
||||
|
||||
*y++ = rb.q.w;
|
||||
*y++ = rb.q.x;
|
||||
*y++ = rb.q.y;
|
||||
*y++ = rb.q.z;
|
||||
|
||||
*y++ = rb.P.x;
|
||||
*y++ = rb.P.y;
|
||||
*y++ = rb.P.z;
|
||||
|
||||
*y++ = rb.L.x;
|
||||
*y++ = rb.L.y;
|
||||
*y++ = rb.L.z;
|
||||
}
|
||||
|
||||
void PhysicsSystem::deserializeRB(Body& rb, const float* y) const
|
||||
{
|
||||
rb.x.x = *y++;
|
||||
rb.x.y = *y++;
|
||||
rb.x.z = *y++;
|
||||
|
||||
rb.q.w = *y++;
|
||||
rb.q.x = *y++;
|
||||
rb.q.y = *y++;
|
||||
rb.q.z = *y++;
|
||||
|
||||
rb.P.x = *y++;
|
||||
rb.P.y = *y++;
|
||||
rb.P.z = *y++;
|
||||
|
||||
rb.L.x = *y++;
|
||||
rb.L.y = *y++;
|
||||
rb.L.z = *y++;
|
||||
|
||||
rb.v = rb.P * rb.inverseMass;
|
||||
rb.R = glm::mat3_cast(glm::normalize(rb.q));
|
||||
rb.iInv = rb.R * rb.iBodyInv * glm::transpose(rb.R);
|
||||
rb.omega = rb.iInv * rb.L;
|
||||
}
|
||||
|
||||
void PhysicsSystem::serializeArray(const Array<Body>& bodies, Array<float>& x) const
|
||||
{
|
||||
x.resize(bodies.size() * FLOATS_PER_RB);
|
||||
for(uint32_t i = 0; i < bodies.size(); ++i)
|
||||
{
|
||||
serializeRB(bodies[i], x.data()+(i*FLOATS_PER_RB));
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSystem::deserializeArray(Array<Body>& bodies, const Array<float>& x) const
|
||||
{
|
||||
bodies.resize(x.size() / FLOATS_PER_RB);
|
||||
for(uint32_t i = 0; i < bodies.size(); ++i)
|
||||
{
|
||||
deserializeRB(bodies[i], x.data()+(i*FLOATS_PER_RB));
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSystem::readRigidBodies(Array<Body>& bodies, entt::registry& registry) const
|
||||
{
|
||||
auto view = registry.view<RigidBody, Transform, Collider>();
|
||||
bodies.clear();
|
||||
bodies.reserve(view.size_hint());
|
||||
view
|
||||
.each([&bodies](entt::entity id, RigidBody& rb, Transform& transform, Collider& collider)
|
||||
{
|
||||
Body& rigidBody = bodies.add(Body(id, rb, collider, transform));
|
||||
rigidBody.updateMatrix();
|
||||
});
|
||||
registry.view<Collider, Transform>(entt::exclude<RigidBody>)
|
||||
.each([&bodies](entt::entity id, Collider& collider, Transform& transform)
|
||||
{
|
||||
Body& rigidBody = bodies.add(Body(id, collider, transform));
|
||||
rigidBody.updateMatrix();
|
||||
});
|
||||
}
|
||||
|
||||
void PhysicsSystem::writeRigidBodies(const Array<Body>& bodies, entt::registry& registry) const
|
||||
{
|
||||
for(auto& body : bodies)
|
||||
{
|
||||
if(registry.all_of<RigidBody, Transform>(body.id))
|
||||
{
|
||||
auto [physics, transform] = registry.get<RigidBody, Transform>(body.id);
|
||||
transform.setPosition(body.x);
|
||||
transform.setRotation(body.q);
|
||||
physics.linearMomentum = body.P;
|
||||
physics.angularMomentum = body.L;
|
||||
physics.force = body.force;
|
||||
physics.torque = body.torque;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
PhysicsSystem::Body PhysicsSystem::readRigidBody(entt::entity entity, entt::registry& registry) const
|
||||
{
|
||||
Body rigidBody;
|
||||
if(registry.all_of<RigidBody, Collider, Transform>(entity))
|
||||
{
|
||||
const auto& [physics, collider, transform] = registry.get<RigidBody, Collider, Transform>(entity);
|
||||
rigidBody = Body(entity, physics, collider, transform);
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto& [collider, transform] = registry.get<Collider, Transform>(entity);
|
||||
rigidBody = Body(entity, collider, transform);
|
||||
}
|
||||
rigidBody.updateMatrix();
|
||||
return rigidBody;
|
||||
}
|
||||
|
||||
|
||||
void PhysicsSystem::writeRigidBody(const Body& body, entt::registry& registry) const
|
||||
{
|
||||
if(registry.all_of<RigidBody, Transform>(body.id))
|
||||
{
|
||||
const auto& [physics, transform] = registry.get<RigidBody, Transform>(body.id);
|
||||
transform.setPosition(body.x);
|
||||
transform.setRotation(body.q);
|
||||
physics.linearMomentum = body.P;
|
||||
physics.angularMomentum = body.L;
|
||||
physics.force = body.force;
|
||||
physics.torque = body.torque;
|
||||
}
|
||||
else
|
||||
{
|
||||
auto& transform = registry.get<Transform>(body.id);
|
||||
assert(transform.getPosition() == body.x);
|
||||
assert(transform.getRotation() == body.q);
|
||||
}
|
||||
}
|
||||
|
||||
Array<PhysicsSystem::Body> PhysicsSystem::integratePhysics(const Array<Body>& bodies, const float t0, const float tdelta) const
|
||||
{
|
||||
Array<Body> result;
|
||||
Array<float> buffer;
|
||||
result.resize(bodies.size());
|
||||
buffer.resize(bodies.size() * FLOATS_PER_RB);
|
||||
std::memcpy(result.data(), bodies.data(), result.size() * sizeof(Body));
|
||||
serializeArray(bodies, buffer);
|
||||
auto dxdt = [this, &result](const Array<float>& x, Array<float>& x2, const float)
|
||||
{
|
||||
deserializeArray(result, x);
|
||||
float* xdot = x2.data();
|
||||
for (size_t i = 0; i < result.size(); i++)
|
||||
{
|
||||
// x(t)' = v(t)
|
||||
*xdot++ = result[i].v.x;
|
||||
*xdot++ = result[i].v.y;
|
||||
*xdot++ = result[i].v.z;
|
||||
|
||||
// R(t)' = omega(t)*R(t)
|
||||
Math::Quaternion qdot = 0.5f * (Math::Quaternion(0, result[i].omega) * result[i].q);
|
||||
*xdot++ = qdot.w;
|
||||
*xdot++ = qdot.x;
|
||||
*xdot++ = qdot.y;
|
||||
*xdot++ = qdot.z;
|
||||
|
||||
// P(t)' = F(t)
|
||||
*xdot++ = result[i].force.x;
|
||||
*xdot++ = result[i].force.y;
|
||||
*xdot++ = result[i].force.z;
|
||||
|
||||
// L(t)' = tau(t)
|
||||
*xdot++ = result[i].torque.x;
|
||||
*xdot++ = result[i].torque.y;
|
||||
*xdot++ = result[i].torque.z;
|
||||
}
|
||||
};
|
||||
boost::numeric::odeint::stepper_rk4<Array<float>, float> stepper;
|
||||
boost::numeric::odeint::integrate_const(stepper, dxdt, buffer, t0, tdelta, tdelta);
|
||||
deserializeArray(result, buffer);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void PhysicsSystem::rewindCollisions(const Array<Body>& t0Bodies, entt::registry& registry, const float t0, const float t1, size_t remainingRecursionDepth)
|
||||
{
|
||||
if(remainingRecursionDepth == 0)
|
||||
{
|
||||
//std::cout << "reached max recursion depth" << std::endl;
|
||||
}
|
||||
// there are collisions happening between t0 and t1
|
||||
// we integrate until tc and see if they have already occured then
|
||||
Array<Collision> collisions;
|
||||
writeRigidBodies(integratePhysics(t0Bodies, t0, t1), registry);
|
||||
collisionSystem.detectCollisions(registry, collisions);
|
||||
|
||||
//std::cout << "detected " << collisions.size() << " at " << tc << std::endl;
|
||||
// now we check if there has been a contact at tc
|
||||
Array<Contact> contacts;
|
||||
// collision occured at [tc; t1]
|
||||
for (auto &&collision : collisions)
|
||||
{
|
||||
const auto&[collider1, transform1] = registry.get<Collider, Transform>(collision.a);
|
||||
const auto&[collider2, transform2] = registry.get<Collider, Transform>(collision.b);
|
||||
calculateContacts(collision.a, collider1.physicsMesh.transform(transform1), collision.b, collider2.physicsMesh.transform(transform2), contacts);
|
||||
}
|
||||
|
||||
// we then apply forces in order to counteract interpenetration
|
||||
Array<Contact> restingContacts;
|
||||
for(const auto& contact : contacts)
|
||||
{
|
||||
Body a = readRigidBody(contact.a, registry);
|
||||
Body b = readRigidBody(contact.b, registry);
|
||||
Math::Vector paDot = a.ptVelocity(contact.p);
|
||||
Math::Vector pbDot = b.ptVelocity(contact.p);
|
||||
float vrel = glm::dot(contact.n, paDot - pbDot);
|
||||
if(vrel > 0.001f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if(vrel > -0.001f)
|
||||
{
|
||||
restingContacts.add(contact);
|
||||
continue;
|
||||
}
|
||||
resolvePenetratingContact(contact, a, b);
|
||||
a.updateMatrix();
|
||||
b.updateMatrix();
|
||||
writeRigidBody(a, registry);
|
||||
writeRigidBody(b, registry);
|
||||
}
|
||||
resolveRestingContacts(restingContacts, registry);
|
||||
}
|
||||
|
||||
void PhysicsSystem::calculateContacts(entt::entity id1, const ShapeBase& shape1, entt::entity id2, const ShapeBase& shape2, Array<Contact>& contacts) const
|
||||
{
|
||||
for(size_t i = 0; i < shape1.indices.size(); i += 3)
|
||||
{
|
||||
// face - vertex contacts
|
||||
const Math::Vector point1 = shape1.vertices[shape1.indices[i + 0]];
|
||||
const Math::Vector point2 = shape1.vertices[shape1.indices[i + 1]];
|
||||
const Math::Vector point3 = shape1.vertices[shape1.indices[i + 2]];
|
||||
const Math::Vector v1 = point2 - point1;
|
||||
const Math::Vector v2 = point3 - point1;
|
||||
const Math::Vector faceNormal = glm::normalize(glm::cross(v1, v2));
|
||||
auto area = [](Math::Vector ab, Math::Vector ac){
|
||||
return glm::length(glm::cross(ab, ac)) / 2.0f;
|
||||
};
|
||||
float faceArea = area(v1, v2);
|
||||
for(size_t j = 0; j < shape2.vertices.size(); j++)
|
||||
{
|
||||
Math::Vector worldPos = shape2.vertices[j];
|
||||
float dot = glm::dot(faceNormal, worldPos - point1);
|
||||
if(dot < 0.2f)
|
||||
{
|
||||
Math::Vector pa = point1 - worldPos;
|
||||
Math::Vector pb = point2 - worldPos;
|
||||
Math::Vector pc = point3 - worldPos;
|
||||
float a1 = area(pa, pb);
|
||||
float a2 = area(pb, pc);
|
||||
float a3 = area(pc, pa);
|
||||
|
||||
if(std::abs(a1 + a2 + a3 - faceArea) > 0.2f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Contact c = {
|
||||
.a = id2,
|
||||
.b = id1,
|
||||
.p = worldPos,
|
||||
.n = faceNormal,
|
||||
.vf = true
|
||||
};
|
||||
contacts.add(c);
|
||||
}
|
||||
}
|
||||
|
||||
// edge - edge contacts
|
||||
auto lineLineContact = [=, &contacts](Math::Vector p1, Math::Vector p2, Math::Vector p3, Math::Vector p4)
|
||||
{
|
||||
//L1 = p1 + t * p2 - p1;
|
||||
//L2 = p3 + u * p4 - p3;
|
||||
Math::Vector a = p1;
|
||||
Math::Vector c = p3;
|
||||
Math::Vector ab = p2 - p1;
|
||||
Math::Vector cd = p4 - p3;
|
||||
float tx_den = cd.z * ab.y - cd.y * ab.z;
|
||||
float tx = (c.y * ab.z - a.y * ab.z - c.z * ab.y + a.z * ab.y) / tx_den;
|
||||
float ty_den = cd.z * ab.x - cd.z * ab.z;
|
||||
float ty = (c.x * ab.z - a.x * ab.z - c.z * ab.x + a.z * ab.x) / ty_den;
|
||||
float tz_den = cd.y * ab.x - cd.x * ab.y;
|
||||
float tz = (c.x * ab.y - a.x * ab.y - c.y * ab.x + a.y * ab.x) / tz_den;
|
||||
if (std::abs(tx - ty) < 0.1f
|
||||
&& std::abs(ty - tz) < 0.1f
|
||||
&& std::abs(tz - tx) < 0.1f
|
||||
&& tx >= 0.f
|
||||
&& tx <= 1.f)
|
||||
{
|
||||
Math::Vector p = p1 + tx * (p2 - p1);
|
||||
Math::Vector ea = p2 - p1;
|
||||
Math::Vector eb = p4 - p3;
|
||||
Math::Vector n = glm::normalize(glm::cross(eb, ea));
|
||||
Contact contact = {
|
||||
.a = id1,
|
||||
.b = id2,
|
||||
.p = p,
|
||||
.n = n,
|
||||
.ea = ea,
|
||||
.eb = eb,
|
||||
.vf = false
|
||||
};
|
||||
}
|
||||
};
|
||||
for(size_t j = 0; j < shape2.indices.size(); j+=3)
|
||||
{
|
||||
const Math::Vector point4 = shape2.vertices[shape2.indices[j + 0]];
|
||||
const Math::Vector point5 = shape2.vertices[shape2.indices[j + 1]];
|
||||
const Math::Vector point6 = shape2.vertices[shape2.indices[j + 2]];
|
||||
|
||||
lineLineContact(point1, point2, point4, point5);
|
||||
lineLineContact(point1, point2, point5, point6);
|
||||
lineLineContact(point1, point2, point6, point4);
|
||||
|
||||
lineLineContact(point2, point3, point4, point5);
|
||||
lineLineContact(point2, point3, point5, point6);
|
||||
lineLineContact(point2, point3, point6, point4);
|
||||
|
||||
lineLineContact(point3, point1, point4, point5);
|
||||
lineLineContact(point3, point1, point5, point6);
|
||||
lineLineContact(point3, point1, point6, point4);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSystem::resolveRestingContacts(const Array<Contact>& contacts, entt::registry& registry) const
|
||||
{
|
||||
Array<Array<float>> amat(contacts.size(), Array<float>(contacts.size()));
|
||||
Array<float> bvec(contacts.size());
|
||||
|
||||
computeAMatrix(contacts, amat, registry);
|
||||
computeBVector(contacts, bvec, registry);
|
||||
|
||||
/*CGAL::Quadratic_program<float> qp(CGAL::SMALLER, true, 0, false, 0);
|
||||
for(size_t x = 0; x < contacts.size(); ++x)
|
||||
{
|
||||
for(size_t y = 0; y < contacts.size(); ++y)
|
||||
{
|
||||
qp.set_a(x, y, amat[x][y]);
|
||||
}
|
||||
}
|
||||
for(size_t y = 0; y < contacts.size(); ++y)
|
||||
{
|
||||
qp.set_b(y, bvec[y]);
|
||||
}
|
||||
CGAL::Quadratic_program_solution<CGAL::MP_Float> s = CGAL::solve_quadratic_program(qp, CGAL::MP_Float());
|
||||
assert(s.solves_quadratic_program(qp));
|
||||
|
||||
auto solutionBegin = s.variable_values_begin();
|
||||
for(size_t y = 0; y < contacts.size(); ++y)
|
||||
{
|
||||
float f = CGAL::to_double(*solutionBegin++);
|
||||
Math::Vector n = contacts[y].n;
|
||||
RigidBody a = readRigidBody(contacts[y].a, registry);
|
||||
RigidBody b = readRigidBody(contacts[y].b, registry);
|
||||
a.force += f * n;
|
||||
a.torque += (contacts[y].p - a.x + a.centerOfMass) * (f * n);
|
||||
|
||||
b.force -= f * n;
|
||||
b.torque -= (contacts[y].p - b.x + b.centerOfMass) * (f * n);
|
||||
writeRigidBody(a, registry);
|
||||
writeRigidBody(b, registry);
|
||||
}*/
|
||||
}
|
||||
|
||||
void PhysicsSystem::resolvePenetratingContact(const Contact& contact, Body& a, Body& b) const
|
||||
{
|
||||
Math::Vector paDot = a.ptVelocity(contact.p);
|
||||
Math::Vector pbDot = b.ptVelocity(contact.p);
|
||||
float vrel = glm::dot(contact.n, paDot - pbDot);
|
||||
Math::Vector n = contact.n;
|
||||
Math::Vector ra = contact.p - a.x + a.centerOfMass;
|
||||
Math::Vector rb = contact.p - b.x + b.centerOfMass;
|
||||
float numerator = -(1 + 0.5f) * vrel;
|
||||
|
||||
float term1 = a.inverseMass;
|
||||
float term2 = b.inverseMass;
|
||||
float term3 = glm::dot(n, glm::cross(a.iInv * glm::cross(ra, n), ra));
|
||||
float term4 = glm::dot(n, glm::cross(b.iInv * glm::cross(rb, n), rb));
|
||||
|
||||
float j = numerator / (term1 + term2 + term3 + term4);
|
||||
Math::Vector force = j * n;
|
||||
|
||||
a.P += force;
|
||||
b.P -= force;
|
||||
a.L += glm::cross(ra, force);
|
||||
b.L -= glm::cross(rb, force);
|
||||
|
||||
a.v = a.P * a.inverseMass;
|
||||
b.v = b.P * b.inverseMass;
|
||||
|
||||
a.omega = a.iInv * a.L;
|
||||
b.omega = b.iInv * b.L;
|
||||
}
|
||||
|
||||
Math::Vector PhysicsSystem::computeNdot(const Contact& c, const Body& a, const Body& b) const
|
||||
{
|
||||
if(c.vf)
|
||||
{
|
||||
return glm::cross(b.omega, c.n);
|
||||
}
|
||||
else
|
||||
{
|
||||
Math::Vector eadot = glm::cross(a.omega, c.ea);
|
||||
Math::Vector ebdot = glm::cross(b.omega, c.eb);
|
||||
Math::Vector n1 = glm::cross(c.ea, c.eb);
|
||||
Math::Vector z = glm::cross(eadot, c.eb) + glm::cross(c.ea, ebdot);
|
||||
float l = glm::length(n1);
|
||||
n1 = glm::normalize(n1);
|
||||
|
||||
return (z - glm::cross(glm::cross(z, n1), n1)) / l;
|
||||
}
|
||||
}
|
||||
|
||||
float PhysicsSystem::computeAij(const Contact& ci, const Contact& cj, entt::registry& registry) const
|
||||
{
|
||||
if((ci.a != cj.a) && (ci.b != cj.b) &&
|
||||
(ci.a != cj.b) && (ci.b != cj.a))
|
||||
return 0.0f;
|
||||
|
||||
Body a = readRigidBody(ci.a, registry);
|
||||
Body b = readRigidBody(ci.b, registry);
|
||||
Math::Vector ni = ci.n;
|
||||
Math::Vector nj = cj.n;
|
||||
Math::Vector pi = ci.p;
|
||||
Math::Vector pj = cj.p;
|
||||
Math::Vector ra = pi - a.x + a.centerOfMass;
|
||||
Math::Vector rb = pi - b.x + b.centerOfMass;
|
||||
|
||||
Math::Vector forceOnA = Math::Vector(0);
|
||||
Math::Vector torqueOnA = Math::Vector(0);
|
||||
if(cj.a == ci.a)
|
||||
{
|
||||
forceOnA = nj;
|
||||
torqueOnA = glm::cross((pj - a.x + a.centerOfMass), nj);
|
||||
}
|
||||
else if(cj.b == ci.a)
|
||||
{
|
||||
forceOnA = -nj;
|
||||
torqueOnA = glm::cross((pj - a.x + a.centerOfMass), nj);
|
||||
}
|
||||
Math::Vector forceOnB = Math::Vector(0);
|
||||
Math::Vector torqueOnB = Math::Vector(0);
|
||||
if(cj.a == ci.b)
|
||||
{
|
||||
forceOnB = nj;
|
||||
torqueOnB = glm::cross((pj - b.x + b.centerOfMass), nj);
|
||||
}
|
||||
else if(cj.b == ci.b)
|
||||
{
|
||||
forceOnB = -nj;
|
||||
torqueOnB = glm::cross((pj - b.x + b.centerOfMass), nj);
|
||||
}
|
||||
|
||||
Math::Vector aLinear = forceOnA * a.inverseMass;
|
||||
Math::Vector aAngular = glm::cross((a.iInv * torqueOnA), ra);
|
||||
|
||||
Math::Vector bLinear = forceOnB * b.inverseMass;
|
||||
Math::Vector bAngular = glm::cross((b.iInv * torqueOnB), rb);
|
||||
|
||||
return glm::dot(ni, ((aLinear + aAngular) - (bLinear + bAngular)));
|
||||
}
|
||||
|
||||
void PhysicsSystem::computeAMatrix(const Array<Contact>& contacts, Array<Array<float>>& amat, entt::registry& registry) const
|
||||
{
|
||||
for(size_t x = 0; x < contacts.size(); ++x)
|
||||
{
|
||||
for(size_t y = 0; y < contacts.size(); ++y)
|
||||
{
|
||||
amat[x][y] = computeAij(contacts[x], contacts[y], registry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicsSystem::computeBVector(const Array<Contact>& contacts, Array<float>& bvec, entt::registry& registry) const
|
||||
{
|
||||
for(size_t y = 0; y < contacts.size(); ++y)
|
||||
{
|
||||
Contact c = contacts[y];
|
||||
Body a = readRigidBody(c.a, registry);
|
||||
Body b = readRigidBody(c.b, registry);
|
||||
Math::Vector n = c.n;
|
||||
Math::Vector ra = c.p - a.x + a.centerOfMass;
|
||||
Math::Vector rb = c.p - b.x + b.centerOfMass;
|
||||
|
||||
Math::Vector fExtA = a.force;
|
||||
Math::Vector fExtB = b.force;
|
||||
Math::Vector tExtA = a.torque;
|
||||
Math::Vector tExtB = b.torque;
|
||||
|
||||
Math::Vector aExtPart = fExtA * a.inverseMass + glm::cross(a.iInv * tExtA, ra);
|
||||
Math::Vector bExtPart = fExtB * b.inverseMass + glm::cross(b.iInv * tExtB, rb);
|
||||
|
||||
Math::Vector aVelPart = glm::cross(a.omega, glm::cross(a.omega, ra)) + glm::cross(a.iInv * glm::cross(a.L, a.omega), ra);
|
||||
Math::Vector bVelPart = glm::cross(b.omega, glm::cross(b.omega, rb)) + glm::cross(b.iInv * glm::cross(b.L, b.omega), rb);
|
||||
|
||||
float k1 = glm::dot(n, (aExtPart + aVelPart) - (bExtPart + bVelPart));
|
||||
Math::Vector ndot = computeNdot(c, a, b);
|
||||
|
||||
float k2 = 2.0f * glm::dot(ndot, (a.ptVelocity(c.p) - b.ptVelocity(c.p)));
|
||||
bvec[y] = k1 + k2;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
#pragma once
|
||||
#include <entt/entt.hpp>
|
||||
#include "MinimalEngine.h"
|
||||
#include "Component/Transform.h"
|
||||
#include "Component/RigidBody.h"
|
||||
#include "Component/Collider.h"
|
||||
#include "CollisionSystem.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
class PhysicsSystem
|
||||
{
|
||||
public:
|
||||
PhysicsSystem();
|
||||
~PhysicsSystem();
|
||||
void update(entt::registry& registry, float deltaTime);
|
||||
private:
|
||||
struct Body
|
||||
{
|
||||
entt::entity id;
|
||||
float inverseMass;
|
||||
Math::Vector centerOfMass;
|
||||
Math::Matrix3 iBody, iBodyInv;
|
||||
Math::Vector scale;
|
||||
|
||||
Math::Vector x;
|
||||
Math::Quaternion q;
|
||||
Math::Vector P;
|
||||
Math::Vector L;
|
||||
|
||||
Math::Matrix3 iInv;
|
||||
Math::Matrix3 R;
|
||||
Math::Vector v;
|
||||
Math::Vector omega;
|
||||
Math::Vector force;
|
||||
Math::Vector torque;
|
||||
Math::Matrix4 matrix;
|
||||
Math::Vector ptVelocity(Math::Vector p) const {return v + glm::cross(omega, p - x + centerOfMass);}
|
||||
void updateMatrix() {
|
||||
Math::Matrix4 scaleMatrix = glm::scale(Math::Matrix4(1), scale);
|
||||
Math::Matrix4 rotationMatrix = glm::mat4_cast(q);
|
||||
Math::Matrix4 translationMatrix = glm::translate(Math::Matrix4(1), x);
|
||||
matrix = translationMatrix * rotationMatrix * scaleMatrix;
|
||||
}
|
||||
Body()
|
||||
{}
|
||||
Body(entt::entity id, const Component::RigidBody& physics, const Component::Collider& collider, const Component::Transform& transform)
|
||||
: id(id)
|
||||
, inverseMass(1 / (physics.mass * glm::length(transform.getScale())))
|
||||
, centerOfMass(collider.physicsMesh.centerOfMass)
|
||||
, iBody(collider.physicsMesh.bodyInertia)
|
||||
, iBodyInv(glm::inverse(collider.physicsMesh.bodyInertia))
|
||||
, scale(transform.getScale())
|
||||
, x(transform.getPosition())
|
||||
, q(transform.getRotation())
|
||||
, P(physics.linearMomentum)
|
||||
, L(physics.angularMomentum)
|
||||
, iInv(glm::mat3())
|
||||
, R(glm::mat3())
|
||||
, v(Math::Vector())
|
||||
, omega(Math::Vector())
|
||||
, force(physics.force)
|
||||
, torque(physics.torque)
|
||||
{
|
||||
v = P * inverseMass;
|
||||
R = glm::mat3_cast(glm::normalize(q));
|
||||
iInv = R * iBodyInv * glm::transpose(R);
|
||||
omega = iInv * L;
|
||||
}
|
||||
Body(entt::entity id, const Component::Collider& collider, const Component::Transform& transform)
|
||||
: id(id)
|
||||
, inverseMass(0)
|
||||
, centerOfMass(collider.physicsMesh.centerOfMass)
|
||||
, iBody(glm::mat3(0))
|
||||
, iBodyInv(glm::mat3(0))
|
||||
, scale(transform.getScale())
|
||||
, x(transform.getPosition())
|
||||
, q(transform.getRotation())
|
||||
, P(Math::Vector(0))
|
||||
, L(Math::Vector(0))
|
||||
, iInv(glm::mat3())
|
||||
, R(glm::mat3())
|
||||
, v(Math::Vector())
|
||||
, omega(Math::Vector())
|
||||
, force(Math::Vector(0))
|
||||
, torque(Math::Vector(0))
|
||||
{
|
||||
R = glm::mat3_cast(glm::normalize(q));
|
||||
iInv = R * iBodyInv * glm::transpose(R);
|
||||
omega = iInv * L;
|
||||
}
|
||||
};
|
||||
struct Contact
|
||||
{
|
||||
entt::entity a, b;
|
||||
glm::vec3 p;
|
||||
glm::vec3 n;
|
||||
glm::vec3 ea;
|
||||
glm::vec3 eb;
|
||||
bool vf;
|
||||
};
|
||||
static constexpr size_t FLOATS_PER_RB = sizeof(Body) / sizeof(float);
|
||||
|
||||
CollisionSystem collisionSystem;
|
||||
|
||||
void serializeRB(const Body& rb, float* y) const;
|
||||
|
||||
void deserializeRB(Body& rb, const float* y) const;
|
||||
|
||||
void serializeArray(const Array<Body>& bodies, Array<float>& x) const;
|
||||
|
||||
void deserializeArray(Array<Body>& bodies, const Array<float>& x) const;
|
||||
|
||||
void readRigidBodies(Array<Body>& bodies, entt::registry& registry) const;
|
||||
|
||||
void writeRigidBodies(const Array<Body>& bodies, entt::registry& registry) const;
|
||||
|
||||
Body readRigidBody(entt::entity entity, entt::registry& regsitry) const;
|
||||
|
||||
void writeRigidBody(const Body& body, entt::registry& registry) const;
|
||||
|
||||
Array<Body> integratePhysics(const Array<Body>& bodies, const float t0, const float tdelta) const;
|
||||
|
||||
void rewindCollisions(const Array<Body>& t0Bodies, entt::registry& registry, const float t0, const float t1, size_t remainingDepth);
|
||||
|
||||
void calculateContacts(entt::entity id1, const Component::ShapeBase& shape1, entt::entity id2, const Component::ShapeBase& shape2, Array<Contact>& contacts) const;
|
||||
|
||||
void resolveRestingContacts(const Array<Contact>& contacts, entt::registry& registry) const;
|
||||
|
||||
void resolvePenetratingContact(const Contact& c, Body& a, Body& b) const;
|
||||
|
||||
Math::Vector computeNdot(const Contact& c, const Body& a, const Body& b) const;
|
||||
|
||||
float computeAij(const Contact& ci, const Contact& cj, entt::registry& registry) const;
|
||||
|
||||
void computeAMatrix(const Array<Contact>& contacts, Array<Array<float>>& amat, entt::registry& registry) const;
|
||||
|
||||
void computeBVector(const Array<Contact>& contacts, Array<float>& avec, entt::registry& registry) const;
|
||||
};
|
||||
} // namespace Seele
|
||||
Reference in New Issue
Block a user