Created
June 19, 2013 20:03
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#include "space.h" | |
#include "shapes.h" | |
void Space::add_object(const Object& obj) | |
{ | |
objects.push_back(obj); | |
shapes.push_back(std::unique_ptr<Shape>(obj.shape)); | |
} | |
void Space::update(float dt) | |
{ | |
accumulator += dt; | |
accumulator = glm::min(accumulator, 0.3f); | |
while (accumulator > timestep) { | |
accumulator -= timestep; | |
for (auto& object : objects) { | |
object.last_transform = object.transform; | |
} | |
physics_step(); | |
} | |
} | |
void Space::render() | |
{ | |
float alpha = accumulator / timestep; | |
for (const auto& object : objects) { | |
Transform t = Transform::lerp(object.last_transform, object.transform, alpha); | |
object.shape->render(t); | |
} | |
} | |
void Space::physics_step() | |
{ | |
std::vector<ObjectPair> pairs; | |
// ### Pre collision ### | |
for (auto& object : objects) { | |
// Reset force | |
object.force = glm::vec2(0.0f); | |
// If the object is not infinitely heavy apply gravity | |
if (object.inv_mass != 0.0f) | |
object.force = timestep * gravity / object.inv_mass; | |
} | |
// ### Broad phase ### | |
// Update AABBs | |
for (auto& object : objects) { | |
object.aabb = object.shape->aabb(object.transform); | |
} | |
// Create pairs | |
for (auto it = objects.begin(); it != objects.end(); ++it) { | |
for (auto jt = it + 1; jt != objects.end(); ++jt) { | |
if (it->groups & jt->groups && t_AABB_AABB(it->aabb, jt->aabb)) | |
pairs.push_back(ObjectPair(&*it, &*jt)); | |
} | |
} | |
// ### Narrow phase ### | |
for (auto& pair : pairs) { | |
Manifold m(pair.A, pair.B); | |
// Test for collision (function table) | |
bool collided = c_shape_shape[m.A->shape->shape_id << 2 | m.B->shape->shape_id](&m); | |
if (collided) { | |
glm::vec2 relative_vel = m.B->velocity - m.A->velocity; | |
glm::vec2 normal = glm::normalize(m.normal); | |
float normal_vel = glm::dot(relative_vel, normal); | |
// Physics magic | |
float e = glm::min(m.A->material.restitution, m.B->material.restitution); | |
float j = -(1 + e) * normal_vel; | |
j /= m.A->inv_mass + m.B->inv_mass; | |
glm::vec2 impulse = j * normal; | |
m.A->velocity -= m.A->inv_mass * impulse; | |
m.B->velocity += m.B->inv_mass * impulse; | |
glm::vec2 correction = normal * glm::max(m.penetration, 0.0f) / (m.A->inv_mass + m.B->inv_mass) * 0.5f; | |
m.A->transform.position -= m.A->inv_mass * correction; | |
m.B->transform.position += m.B->inv_mass * correction; | |
} | |
} | |
// ### Integration ### | |
for (auto& object : objects) { | |
object.velocity += object.inv_mass * object.force * timestep; | |
object.transform.position += object.velocity * timestep; | |
} | |
} |
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