Files
Destrum/destrum/src/Physics/SimplePhysicsWorld.cpp
T
2026-06-23 05:04:17 +02:00

278 lines
7.8 KiB
C++

#include <destrum/Physics/SimplePhysicsWorld.h>
#include <algorithm>
#include <cmath>
#include <limits>
#include <destrum/Components/Physics/Rigidbody.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/ObjectModel/Transform.h>
SimplePhysicsWorld::SimplePhysicsWorld(const glm::vec3& gravity)
: m_Gravity(gravity) {
}
PhysicsBodyHandle SimplePhysicsWorld::CreateBody(const PhysicsBodyDesc& desc) {
BodyRecord record{};
record.alive = true;
record.handle = PhysicsBodyHandle{m_NextId++};
record.desc = desc;
record.previousTransform = desc.transform;
record.currentTransform = desc.transform;
if (desc.owner) {
record.rigidbody = desc.owner->GetComponent<Rigidbody>();
}
m_Bodies.emplace_back(record);
return record.handle;
}
void SimplePhysicsWorld::DestroyBody(PhysicsBodyHandle body) {
if (BodyRecord* record = FindBody(body)) {
record->alive = false;
record->rigidbody = nullptr;
}
}
void SimplePhysicsWorld::SetBodyTransform(PhysicsBodyHandle body, const PhysicsTransform& transform) {
BodyRecord* record = FindBody(body);
if (!record) {
return;
}
record->previousTransform = record->currentTransform;
record->currentTransform = transform;
}
PhysicsTransform SimplePhysicsWorld::GetBodyTransform(PhysicsBodyHandle body) const {
const BodyRecord* record = FindBody(body);
if (!record) {
return {};
}
return record->currentTransform;
}
void SimplePhysicsWorld::SetLinearVelocity(PhysicsBodyHandle body, const glm::vec3& velocity) {
BodyRecord* record = FindBody(body);
if (!record) {
return;
}
record->linearVelocity = velocity;
}
glm::vec3 SimplePhysicsWorld::GetLinearVelocity(PhysicsBodyHandle body) const {
const BodyRecord* record = FindBody(body);
if (!record) {
return glm::vec3{0.0f};
}
return record->linearVelocity;
}
void SimplePhysicsWorld::AddForce(PhysicsBodyHandle body, const glm::vec3& force) {
BodyRecord* record = FindBody(body);
if (!record || record->desc.type != RigidbodyType::Dynamic) {
return;
}
record->accumulatedForce += force;
}
void SimplePhysicsWorld::AddImpulse(PhysicsBodyHandle body, const glm::vec3& impulse) {
BodyRecord* record = FindBody(body);
if (!record || record->desc.type != RigidbodyType::Dynamic) {
return;
}
const float invMass = record->desc.mass > 0.0f ? 1.0f / record->desc.mass : 0.0f;
record->linearVelocity += impulse * invMass;
}
void SimplePhysicsWorld::Step(float fixedDt) {
if (fixedDt <= 0.0f) {
return;
}
for (BodyRecord& body : m_Bodies) {
if (!body.alive) {
continue;
}
body.previousTransform = body.currentTransform;
if (body.desc.type != RigidbodyType::Dynamic) {
continue;
}
const float invMass = body.desc.mass > 0.0f ? 1.0f / body.desc.mass : 0.0f;
glm::vec3 acceleration{0.0f};
if (body.desc.useGravity) {
acceleration += m_Gravity;
}
acceleration += body.accumulatedForce * invMass;
// Semi-implicit Euler.
body.linearVelocity += acceleration * fixedDt;
body.currentTransform.position += body.linearVelocity * fixedDt;
body.accumulatedForce = glm::vec3{0.0f};
}
// Compact dead records occasionally.
m_Bodies.erase(
std::remove_if(m_Bodies.begin(), m_Bodies.end(),
[](const BodyRecord& body) { return !body.alive; }),
m_Bodies.end());
}
void SimplePhysicsWorld::SyncKinematicBodiesToPhysics() {
for (BodyRecord& body : m_Bodies) {
if (!body.alive || body.desc.type != RigidbodyType::Kinematic || !body.desc.owner) {
continue;
}
Transform& transform = body.desc.owner->GetTransform();
body.previousTransform = body.currentTransform;
body.currentTransform.position = transform.GetWorldPosition();
body.currentTransform.rotation = transform.GetWorldRotation();
}
}
void SimplePhysicsWorld::SyncDynamicBodiesToTransforms() {
for (BodyRecord& body : m_Bodies) {
if (!body.alive || body.desc.type != RigidbodyType::Dynamic || !body.desc.owner) {
continue;
}
Transform& transform = body.desc.owner->GetTransform();
transform.SetWorldPosition(body.currentTransform.position);
transform.SetWorldRotation(body.currentTransform.rotation);
}
}
bool SimplePhysicsWorld::Raycast(const glm::vec3& origin,
const glm::vec3& direction,
float maxDistance,
PhysicsRaycastHit& hit) const {
if (maxDistance <= 0.0f) {
return false;
}
const float len = glm::length(direction);
if (len <= 0.00001f) {
return false;
}
const glm::vec3 dir = direction / len;
bool found = false;
float bestDistance = std::numeric_limits<float>::max();
for (const BodyRecord& body : m_Bodies) {
if (!body.alive || body.desc.shape.type == PhysicsShapeType::None) {
continue;
}
float distance = 0.0f;
const float radius = GetApproxBoundingRadius(body);
const glm::vec3 center = body.currentTransform.position + body.desc.shape.centerOffset;
if (RaySphere(origin, dir, center, radius, maxDistance, distance)) {
if (distance < bestDistance) {
bestDistance = distance;
found = true;
hit.object = body.desc.owner;
hit.body = body.handle;
hit.distance = distance;
hit.point = origin + dir * distance;
const glm::vec3 n = hit.point - center;
hit.normal = glm::length(n) > 0.00001f ? glm::normalize(n) : glm::vec3{0.0f, 1.0f, 0.0f};
}
}
}
return found;
}
SimplePhysicsWorld::BodyRecord* SimplePhysicsWorld::FindBody(PhysicsBodyHandle body) {
for (BodyRecord& record : m_Bodies) {
if (record.alive && record.handle == body) {
return &record;
}
}
return nullptr;
}
const SimplePhysicsWorld::BodyRecord* SimplePhysicsWorld::FindBody(PhysicsBodyHandle body) const {
for (const BodyRecord& record : m_Bodies) {
if (record.alive && record.handle == body) {
return &record;
}
}
return nullptr;
}
float SimplePhysicsWorld::GetApproxBoundingRadius(const BodyRecord& body) const {
const PhysicsShapeDesc& shape = body.desc.shape;
switch (shape.type) {
case PhysicsShapeType::Box:
return glm::length(shape.halfExtents);
case PhysicsShapeType::Sphere:
return shape.radius;
case PhysicsShapeType::Capsule:
return shape.height * 0.5f;
case PhysicsShapeType::None:
default:
return 0.0f;
}
}
bool SimplePhysicsWorld::RaySphere(const glm::vec3& origin,
const glm::vec3& dirNormalized,
const glm::vec3& center,
float radius,
float maxDistance,
float& outDistance) {
const glm::vec3 oc = origin - center;
const float a = glm::dot(dirNormalized, dirNormalized);
const float b = 2.0f * glm::dot(oc, dirNormalized);
const float c = glm::dot(oc, oc) - radius * radius;
const float discriminant = b * b - 4.0f * a * c;
if (discriminant < 0.0f) {
return false;
}
const float sqrtDisc = std::sqrt(discriminant);
const float t0 = (-b - sqrtDisc) / (2.0f * a);
const float t1 = (-b + sqrtDisc) / (2.0f * a);
float t = t0;
if (t < 0.0f) {
t = t1;
}
if (t < 0.0f || t > maxDistance) {
return false;
}
outDistance = t;
return true;
}