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Add playfield boundaries to Bassteroids
[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.velocity = body->get_velocity();
79         }
80 }
81
82 template<bool is_fixture>
83 void Physics::copy_out(SimulatedEntity &entity)
84 {
85         Game::Handle<Game::Transform> transform = entity.entity->get_transform();
86         transform->set_position(compose(entity.position, 0.0f));
87         transform->set_rotation(Geometry::Quaternion<float>::rotation(entity.rotation, LinAl::Vector<float, 3>(0, 0, 1)));
88
89         if constexpr(!is_fixture)
90         {
91                 Game::Handle<RigidBody> body = entity.entity->get_body();
92                 body->set_velocity(entity.velocity);
93         }
94 }
95
96 void Physics::step(float dt_secs)
97 {
98         for(unsigned i=fixture_count; i<entities.size(); ++i)
99         {
100                 SimulatedEntity &entity = entities[i];
101
102                 LinAl::Vector<float, 2> new_velocity = entity.velocity+entity.external_force*dt_secs*entity.inverse_mass;
103                 entity.position += (entity.velocity+new_velocity)*(dt_secs/2);
104                 entity.velocity = new_velocity;
105         }
106 }
107
108 void Physics::detect_collisions()
109 {
110         for(auto &c: collisions)
111                 c.depth = 0.0f;
112
113         for(unsigned i=fixture_count; i<entities.size(); ++i)
114         {
115                 Game::Handle<PhysicalEntity> entity1 = entities[i].entity;
116                 ColliderType type1 = entity1->get_collider()->get_type();
117                 for(unsigned j=0; j<i; ++j)
118                 {
119                         Game::Handle<PhysicalEntity> entity2 = entities[j].entity;
120                         ColliderType type2 = entity2->get_collider()->get_type();
121                         if(type1==ColliderType::CIRCLE && type2==ColliderType::CIRCLE)
122                                 collide_circle_circle(i, j);
123                         else if(type1==ColliderType::CIRCLE && type2==ColliderType::BOX)
124                                 collide_circle_box(i, j);
125                         else if(type1==ColliderType::BOX && type2==ColliderType::CIRCLE)
126                                 collide_circle_box(j, i);
127                 }
128         }
129 }
130
131 void Physics::solve_collisions()
132 {
133         for(auto &e: entities)
134         {
135                 e.position_adjust = LinAl::Vector<float, 2>();
136                 e.collision_count = 0;
137         }
138
139         for(const auto &c: collisions)
140         {
141                 if(!c.depth)
142                         continue;
143
144                 SimulatedEntity &entity1 = entities[c.body1];
145                 SimulatedEntity &entity2 = entities[c.body2];
146                 float inv_mass_sum = 1.0f/(entity1.inverse_mass+entity2.inverse_mass);
147                 LinAl::Vector<float, 2> delta = c.normal*c.depth*inv_mass_sum;
148                 if(c.body1>=fixture_count)
149                 {
150                         entity1.position_adjust += delta*entity1.inverse_mass;
151                         ++entity1.collision_count;
152                 }
153                 if(c.body2>=fixture_count)
154                 {
155                         entity2.position_adjust -= delta*entity1.inverse_mass;
156                         ++entity2.collision_count;
157                 }
158         }
159
160         for(auto &e: entities)
161                 if(e.collision_count)
162                         e.position += e.position_adjust/static_cast<float>(e.collision_count);
163 }
164
165 void Physics::apply_impulses()
166 {
167         for(const auto &c: collisions)
168         {
169                 SimulatedEntity &entity1 = entities[c.body1];
170                 SimulatedEntity &entity2 = entities[c.body2];
171                 LinAl::Vector<float, 2> v_rel = entity2.velocity-entity1.velocity;
172                 float restitution = 1.0f;
173                 float inv_mass_sum = entity1.inverse_mass+entity2.inverse_mass;
174                 float impulse = (1+restitution)*inner_product(v_rel, c.normal)/inv_mass_sum;
175                 entity1.velocity += c.normal*(impulse*entity1.inverse_mass);
176                 entity2.velocity -= c.normal*(impulse*entity2.inverse_mass);
177         }
178 }
179
180 Physics::Collision &Physics::get_collision(unsigned i, unsigned j)
181 {
182         for(auto &c: collisions)
183                 if((c.body1==i && c.body2==j) || (c.body1==j && c.body2==i))
184                         return c;
185
186         Collision &c = collisions.emplace_back();
187         c.body1 = i;
188         c.body2 = j;
189         return c;
190 }
191
192 void Physics::collide_circle_circle(unsigned i, unsigned j)
193 {
194         const LinAl::Vector<float, 2> &pos1 = entities[i].position;
195         const LinAl::Vector<float, 2> &pos2 = entities[j].position;
196         float r1 = entities[i].entity->get_collider()->get_radius();
197         float r2 = entities[j].entity->get_collider()->get_radius();
198
199         /* Points in the direction the first body needs to move in to clear the
200         penetration */
201         LinAl::Vector<float, 2> delta = pos1-pos2;
202         float d_sq = inner_product(delta, delta);
203         float r_sum = r1+r2;
204         if(d_sq<r_sum*r_sum)
205         {
206                 Collision &collision = get_collision(i, j);
207                 collision.normal = normalize(delta);
208                 collision.depth = r1+r2-sqrt(d_sq);
209                 collision.point = pos1-collision.normal*(r1-collision.depth/2);
210                 if(collision.body1!=i)
211                         collision.normal = -collision.normal;
212         }
213 }
214
215 void Physics::collide_circle_box(unsigned i, unsigned j)
216 {
217         const LinAl::Vector<float, 2> &pos1 = entities[i].position;
218         const LinAl::Vector<float, 2> &pos2 = entities[j].position;
219         float radius = entities[i].entity->get_collider()->get_radius();
220         LinAl::Vector<float, 2> half_size = entities[j].entity->get_collider()->get_size()/2.0f;
221
222         LinAl::Vector<float, 2> delta = pos1-pos2;
223         float c = cos(entities[j].rotation);
224         float s = sin(entities[j].rotation);
225         LinAl::Vector<float, 2> local_delta(c*delta.x+s*delta.y, c*delta.y-s*delta.x);
226         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));
227         LinAl::Vector<float, 2> local_cdelta = local_delta-local_closest;
228         float d_sq = inner_product(local_cdelta, local_cdelta);
229         if(d_sq<radius*radius)
230         {
231                 Collision &collision = get_collision(i, j);
232                 collision.normal = normalize(LinAl::Vector<float, 2>(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x));
233                 collision.depth = radius-sqrt(d_sq);
234                 collision.point = pos1-collision.normal*(radius-collision.depth/2);
235                 if(collision.body1!=i)
236                         collision.normal = -collision.normal;
237         }
238 }