overhauled physics engine

This commit is contained in:
Dynamitos
2023-01-21 18:43:21 +01:00
parent 3c7346cf7b
commit 2208ab438a
164 changed files with 22606 additions and 928 deletions
+70 -22
View File
@@ -2,16 +2,64 @@
#include "Math/Vector.h"
#include "Math/Matrix.h"
#include "Containers/Array.h"
#include "Graphics/DebugVertex.h"
namespace Seele
{
struct AABB
{
Math::Vector min = Math::Vector(std::numeric_limits<float>::max());
Math::Vector max = Math::Vector(std::numeric_limits<float>::min());
Vector min = Vector(std::numeric_limits<float>::max());
Vector max = Vector(std::numeric_limits<float>::lowest());// cause of reasons
void visualize(Array<DebugVertex>& vertices) const
{
StaticArray<DebugVertex, 8> corners;
corners[0] = DebugVertex { .position = Vector(min.x, min.y, min.z), .color = Vector(0, 1, 0) };
corners[1] = DebugVertex { .position = Vector(min.x, min.y, max.z), .color = Vector(0, 1, 0) };
corners[2] = DebugVertex { .position = Vector(min.x, max.y, min.z), .color = Vector(0, 1, 0) };
corners[3] = DebugVertex { .position = Vector(min.x, max.y, max.z), .color = Vector(0, 1, 0) };
corners[4] = DebugVertex { .position = Vector(max.x, min.y, min.z), .color = Vector(0, 1, 0) };
corners[5] = DebugVertex { .position = Vector(max.x, min.y, max.z), .color = Vector(0, 1, 0) };
corners[6] = DebugVertex { .position = Vector(max.x, max.y, min.z), .color = Vector(0, 1, 0) };
corners[7] = DebugVertex { .position = Vector(max.x, max.y, max.z), .color = Vector(0, 1, 0) };
vertices.add(corners[0]);
vertices.add(corners[1]);
vertices.add(corners[1]);
vertices.add(corners[3]);
vertices.add(corners[2]);
vertices.add(corners[3]);
vertices.add(corners[0]);
vertices.add(corners[2]);
vertices.add(corners[0]);
vertices.add(corners[4]);
vertices.add(corners[1]);
vertices.add(corners[5]);
vertices.add(corners[2]);
vertices.add(corners[6]);
vertices.add(corners[3]);
vertices.add(corners[7]);
vertices.add(corners[4]);
vertices.add(corners[5]);
vertices.add(corners[5]);
vertices.add(corners[7]);
vertices.add(corners[6]);
vertices.add(corners[7]);
vertices.add(corners[4]);
vertices.add(corners[6]);
}
float surfaceArea() const
{
Math::Vector d = max - min;
Vector d = max - min;
return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
}
bool intersects(const AABB& other) const
@@ -52,31 +100,31 @@ struct AABB
}
return true;
}
AABB getTransformedBox(const Math::Matrix4& matrix) const
AABB getTransformedBox(const Matrix4& matrix) const
{
StaticArray<Math::Vector, 8> corners;
corners[0] = Math::Vector(min.x, min.y, min.z);
corners[1] = Math::Vector(min.x, min.y, max.z);
corners[2] = Math::Vector(min.x, max.y, min.z);
corners[3] = Math::Vector(min.x, max.y, max.z);
corners[4] = Math::Vector(max.x, min.y, min.z);
corners[5] = Math::Vector(max.x, min.y, max.z);
corners[6] = Math::Vector(max.x, max.y, min.z);
corners[7] = Math::Vector(max.x, max.y, max.z);
Math::Vector tmin = Math::Vector(1, 1, 1) * std::numeric_limits<float>::max();
Math::Vector tmax = Math::Vector(1, 1, 1) * std::numeric_limits<float>::min();
StaticArray<Vector, 8> corners;
corners[0] = Vector(min.x, min.y, min.z);
corners[1] = Vector(min.x, min.y, max.z);
corners[2] = Vector(min.x, max.y, min.z);
corners[3] = Vector(min.x, max.y, max.z);
corners[4] = Vector(max.x, min.y, min.z);
corners[5] = Vector(max.x, min.y, max.z);
corners[6] = Vector(max.x, max.y, min.z);
corners[7] = Vector(max.x, max.y, max.z);
Vector tmin = Vector(1, 1, 1) * std::numeric_limits<float>::max();
Vector tmax = Vector(1, 1, 1) * std::numeric_limits<float>::lowest();
for(int i = 0; i < 8; ++i)
{
Math::Vector transformed = matrix * Math::Vector4(corners[i], 1.0f);
tmin = Math::Vector(std::min(tmin.x, transformed.x), std::min(tmin.y, transformed.y), std::min(tmin.z, transformed.z));
tmax = Math::Vector(std::max(tmax.x, transformed.x), std::max(tmax.y, transformed.y), std::max(tmax.z, transformed.z));
Vector transformed = matrix * Vector4(corners[i], 1.0f);
tmin = Vector(std::min(tmin.x, transformed.x), std::min(tmin.y, transformed.y), std::min(tmin.z, transformed.z));
tmax = Vector(std::max(tmax.x, transformed.x), std::max(tmax.y, transformed.y), std::max(tmax.z, transformed.z));
}
return AABB {
.min = tmin,
.max = tmax,
};
}
void adjust(const Math::Vector vertex)
void adjust(const Vector vertex)
{
min.x = std::min(min.x, vertex.x);
min.y = std::min(min.y, vertex.y);
@@ -89,12 +137,12 @@ struct AABB
AABB combine(const AABB& other) const
{
return AABB {
.min = Math::Vector(
.min = Vector(
std::min(min.x, other.min.x),
std::min(min.y, other.min.y),
std::min(min.z, other.min.z)
),
.max = Math::Vector (
.max = Vector (
std::max(max.x, other.max.x),
std::max(max.y, other.max.y),
std::max(max.z, other.max.z)