Files
Destrum/destrum/include/destrum/Physics/SimplePhysicsWorld.h
T

90 lines
2.9 KiB
C++

#pragma once
#include <vector>
#include <optional>
#include <destrum/Physics/PhysicsWorld.h>
class Rigidbody;
// Simple CPU placeholder backend.
//
// This is NOT a replacement for Jolt/PhysX/Bullet.
// It exists so your component/scene/render sync can be implemented and tested
// before the real backend is added.
//
// It supports:
// - static, dynamic, kinematic bodies
// - gravity
// - force/impulse integration
// - very simple sphere/box/capsule raycasts using bounding spheres
//
// It does NOT support:
// - collision response
// - contacts
// - friction
// - constraints
// - real character controllers
class SimplePhysicsWorld final : public PhysicsWorld {
public:
explicit SimplePhysicsWorld(const glm::vec3& gravity = glm::vec3{0.0f, -9.81f, 0.0f});
void Step(float fixedDt) override;
PhysicsBodyHandle CreateBody(const PhysicsBodyDesc& desc) override;
void DestroyBody(PhysicsBodyHandle body) override;
void SetBodyTransform(PhysicsBodyHandle body, const PhysicsTransform& transform) override;
PhysicsTransform GetBodyTransform(PhysicsBodyHandle body) const override;
void SetLinearVelocity(PhysicsBodyHandle body, const glm::vec3& velocity) override;
glm::vec3 GetLinearVelocity(PhysicsBodyHandle body) const override;
void AddForce(PhysicsBodyHandle body, const glm::vec3& force) override;
void AddImpulse(PhysicsBodyHandle body, const glm::vec3& impulse) override;
bool Raycast(const glm::vec3& origin,
const glm::vec3& direction,
float maxDistance,
PhysicsRaycastHit& hit,
PhysicsBodyHandle ignoreBody = {}) const override;
void SyncKinematicBodiesToPhysics(float fixedDt) override;
void SyncDynamicBodiesToTransforms();
[[nodiscard]] const glm::vec3& GetGravity() const { return m_Gravity; }
void SetGravity(const glm::vec3& gravity) { m_Gravity = gravity; }
private:
struct BodyRecord {
bool alive{false};
PhysicsBodyHandle handle{};
PhysicsBodyDesc desc{};
PhysicsTransform previousTransform{};
PhysicsTransform currentTransform{};
glm::vec3 linearVelocity{0.0f};
glm::vec3 accumulatedForce{0.0f};
Rigidbody* rigidbody{nullptr};
};
[[nodiscard]] BodyRecord* FindBody(PhysicsBodyHandle body);
[[nodiscard]] const BodyRecord* FindBody(PhysicsBodyHandle body) const;
[[nodiscard]] float GetApproxBoundingRadius(const BodyRecord& body) const;
[[nodiscard]] static bool RaySphere(const glm::vec3& origin,
const glm::vec3& dirNormalized,
const glm::vec3& center,
float radius,
float maxDistance,
float& outDistance);
glm::vec3 m_Gravity{0.0f, -9.81f, 0.0f};
std::vector<BodyRecord> m_Bodies;
std::uint32_t m_NextId{0};
};