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Add rotation to physics simulation
[libs/game.git] / examples / bassteroids / source / physics.cpp
1 #include "physics.h"
2 #include <algorithm>
3 #include <msp/game/transform.h>
4 #include "physicalentity.h"
5
6 using namespace std;
7 using namespace Msp;
8
9 Physics::Physics(Game::Stage &s):
10         System(s),
11         observer(stage.get_event_bus())
12 {
13         observer.observe<Game::Events::EntityCreated>([this](auto &e){ entity_added(e); });
14
15         stage.synthesize_initial_events(observer);
16 }
17
18 void Physics::entity_added(const Game::Events::EntityCreated &e)
19 {
20         if(Game::Handle<PhysicalEntity> physical = dynamic_handle_cast<PhysicalEntity>(e.entity))
21         {
22                 for(Game::Handle<Game::Entity> p=e.entity->get_parent(); p; p=p->get_parent())
23                         if(p->get_transform())
24                                 return;
25
26                 SimulatedEntity sim_body;
27                 sim_body.entity = physical;
28                 if(physical->is_fixture())
29                 {
30                         entities.insert(entities.begin()+fixture_count, sim_body);
31                         ++fixture_count;
32                 }
33                 else
34                         entities.push_back(sim_body);
35         }
36 }
37
38 void Physics::tick(Time::TimeDelta dt)
39 {
40         float dt_secs = dt/Time::sec;
41
42         for(unsigned i=0; i<fixture_count; ++i)
43                 copy_in<true>(entities[i]);
44         for(unsigned i=fixture_count; i<entities.size(); ++i)
45                 copy_in<false>(entities[i]);
46
47         step(dt_secs);
48
49         collisions.clear();
50         for(unsigned i=0; i<10; ++i)
51         {
52                 detect_collisions();
53                 solve_collisions();
54         }
55
56         apply_impulses();
57
58         for(unsigned i=0; i<fixture_count; ++i)
59                 copy_out<true>(entities[i]);
60         for(unsigned i=fixture_count; i<entities.size(); ++i)
61                 copy_out<false>(entities[i]);
62 }
63
64 template<bool is_fixture>
65 void Physics::copy_in(SimulatedEntity &entity)
66 {
67         Game::Handle<Game::Transform> transform = entity.entity->get_transform();
68         entity.position = transform->get_position().slice<2>(0);
69         const Geometry::Quaternion<float> &r = transform->get_rotation();
70         entity.rotation = Geometry::atan2<float>(2*(r.a*r.d+r.b*r.c), 1-2*(r.c*r.c+r.d*r.d));
71
72         if constexpr(is_fixture)
73                 entity.inverse_mass = 0.0f;
74         else
75         {
76                 Game::Handle<RigidBody> body = entity.entity->get_body();
77                 entity.inverse_mass = 1.0f/body->get_mass();
78                 entity.moment_of_inertia = body->get_moment_of_inertia();
79                 entity.velocity = body->get_velocity();
80                 entity.angular_velocity = body->get_angular_velocity();
81         }
82 }
83
84 template<bool is_fixture>
85 void Physics::copy_out(SimulatedEntity &entity)
86 {
87         Game::Handle<Game::Transform> transform = entity.entity->get_transform();
88         transform->set_position(compose(entity.position, 0.0f));
89         transform->set_rotation(Geometry::Quaternion<float>::rotation(entity.rotation, LinAl::Vector<float, 3>(0, 0, 1)));
90
91         if constexpr(!is_fixture)
92         {
93                 Game::Handle<RigidBody> body = entity.entity->get_body();
94                 body->set_velocity(entity.velocity);
95                 body->set_angular_velocity(entity.angular_velocity);
96         }
97 }
98
99 void Physics::step(float dt_secs)
100 {
101         for(unsigned i=fixture_count; i<entities.size(); ++i)
102         {
103                 SimulatedEntity &entity = entities[i];
104
105                 LinAl::Vector<float, 2> new_velocity = entity.velocity+entity.external_force*dt_secs*entity.inverse_mass;
106                 entity.position += (entity.velocity+new_velocity)*(dt_secs/2);
107                 entity.velocity = new_velocity;
108
109                 Geometry::Angle<float> new_angular_velocity = entity.angular_velocity+Geometry::Angle<float>::from_radians(entity.external_torque*(dt_secs/entity.moment_of_inertia));
110                 entity.rotation = wrap_positive(entity.rotation+(entity.angular_velocity+new_angular_velocity)*(dt_secs/2));
111                 entity.angular_velocity = new_angular_velocity;
112         }
113 }
114
115 void Physics::detect_collisions()
116 {
117         for(auto &c: collisions)
118                 c.depth = 0.0f;
119
120         for(unsigned i=fixture_count; i<entities.size(); ++i)
121         {
122                 Game::Handle<PhysicalEntity> entity1 = entities[i].entity;
123                 ColliderType type1 = entity1->get_collider()->get_type();
124                 for(unsigned j=0; j<i; ++j)
125                 {
126                         Game::Handle<PhysicalEntity> entity2 = entities[j].entity;
127                         ColliderType type2 = entity2->get_collider()->get_type();
128                         if(type1==ColliderType::CIRCLE && type2==ColliderType::CIRCLE)
129                                 collide_circle_circle(i, j);
130                         else if(type1==ColliderType::CIRCLE && type2==ColliderType::BOX)
131                                 collide_circle_box(i, j);
132                         else if(type1==ColliderType::BOX && type2==ColliderType::CIRCLE)
133                                 collide_circle_box(j, i);
134                 }
135         }
136 }
137
138 void Physics::solve_collisions()
139 {
140         for(auto &e: entities)
141         {
142                 e.position_adjust = LinAl::Vector<float, 2>();
143                 e.collision_count = 0;
144         }
145
146         for(const auto &c: collisions)
147         {
148                 if(!c.depth)
149                         continue;
150
151                 SimulatedEntity &entity1 = entities[c.body1];
152                 SimulatedEntity &entity2 = entities[c.body2];
153                 float inv_mass_sum = 1.0f/(entity1.inverse_mass+entity2.inverse_mass);
154                 LinAl::Vector<float, 2> delta = c.normal*c.depth*inv_mass_sum;
155                 if(c.body1>=fixture_count)
156                 {
157                         entity1.position_adjust += delta*entity1.inverse_mass;
158                         ++entity1.collision_count;
159                 }
160                 if(c.body2>=fixture_count)
161                 {
162                         entity2.position_adjust -= delta*entity1.inverse_mass;
163                         ++entity2.collision_count;
164                 }
165         }
166
167         for(auto &e: entities)
168                 if(e.collision_count)
169                         e.position += e.position_adjust/static_cast<float>(e.collision_count);
170 }
171
172 void Physics::apply_impulses()
173 {
174         for(const auto &c: collisions)
175         {
176                 SimulatedEntity &entity1 = entities[c.body1];
177                 SimulatedEntity &entity2 = entities[c.body2];
178                 LinAl::Vector<float, 2> v_rel = entity2.velocity-entity1.velocity;
179                 float restitution = 1.0f;
180                 float inv_mass_sum = entity1.inverse_mass+entity2.inverse_mass;
181                 float impulse = (1+restitution)*inner_product(v_rel, c.normal)/inv_mass_sum;
182                 entity1.velocity += c.normal*(impulse*entity1.inverse_mass);
183                 entity2.velocity -= c.normal*(impulse*entity2.inverse_mass);
184         }
185 }
186
187 Physics::Collision &Physics::get_collision(unsigned i, unsigned j)
188 {
189         for(auto &c: collisions)
190                 if((c.body1==i && c.body2==j) || (c.body1==j && c.body2==i))
191                         return c;
192
193         Collision &c = collisions.emplace_back();
194         c.body1 = i;
195         c.body2 = j;
196         return c;
197 }
198
199 void Physics::collide_circle_circle(unsigned i, unsigned j)
200 {
201         const LinAl::Vector<float, 2> &pos1 = entities[i].position;
202         const LinAl::Vector<float, 2> &pos2 = entities[j].position;
203         float r1 = entities[i].entity->get_collider()->get_radius();
204         float r2 = entities[j].entity->get_collider()->get_radius();
205
206         /* Points in the direction the first body needs to move in to clear the
207         penetration */
208         LinAl::Vector<float, 2> delta = pos1-pos2;
209         float d_sq = inner_product(delta, delta);
210         float r_sum = r1+r2;
211         if(d_sq<r_sum*r_sum)
212         {
213                 Collision &collision = get_collision(i, j);
214                 collision.normal = normalize(delta);
215                 collision.depth = r1+r2-sqrt(d_sq);
216                 collision.point = pos1-collision.normal*(r1-collision.depth/2);
217                 if(collision.body1!=i)
218                         collision.normal = -collision.normal;
219         }
220 }
221
222 void Physics::collide_circle_box(unsigned i, unsigned j)
223 {
224         const LinAl::Vector<float, 2> &pos1 = entities[i].position;
225         const LinAl::Vector<float, 2> &pos2 = entities[j].position;
226         float radius = entities[i].entity->get_collider()->get_radius();
227         LinAl::Vector<float, 2> half_size = entities[j].entity->get_collider()->get_size()/2.0f;
228
229         LinAl::Vector<float, 2> delta = pos1-pos2;
230         float c = cos(entities[j].rotation);
231         float s = sin(entities[j].rotation);
232         LinAl::Vector<float, 2> local_delta(c*delta.x+s*delta.y, c*delta.y-s*delta.x);
233         LinAl::Vector<float, 2> local_closest(clamp(local_delta.x, -half_size.x, half_size.x), clamp(local_delta.y, -half_size.y, half_size.y));
234         LinAl::Vector<float, 2> local_cdelta = local_delta-local_closest;
235         float d_sq = inner_product(local_cdelta, local_cdelta);
236         if(d_sq<radius*radius)
237         {
238                 Collision &collision = get_collision(i, j);
239                 collision.normal = normalize(LinAl::Vector<float, 2>(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x));
240                 collision.depth = radius-sqrt(d_sq);
241                 collision.point = pos1-collision.normal*(radius-collision.depth/2);
242                 if(collision.body1!=i)
243                         collision.normal = -collision.normal;
244         }
245 }