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- #include "asim.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
- #define GRAVITY -9.81f
- #define MAX_BVH_DEPTH 20
- typedef struct {
- vec4_t min;
- vec4_t max;
- } aabb_t;
- typedef struct {
- vec4_t position;
- vec4_t velocity;
- float radius;
- float mass;
- } sphere_t;
- typedef struct {
- vec4_t v0;
- vec4_t v1;
- vec4_t v2;
- vec4_t normal;
- aabb_t bounds;
- } triangle_t;
- typedef struct bvh_node {
- aabb_t bounds;
- struct bvh_node *left, *right;
- triangle_t *triangles;
- int num_tris;
- int is_leaf;
- } bvh_node_t;
- typedef struct {
- bvh_node_t *root;
- } mesh_t;
- sphere_t sphere = {
- .position = {0, 0, 0},
- .velocity = {0, 0, 0},
- // .radius = 1.0f,
- .radius = 0.2f,
- .mass = 1.0f
- };
- mesh_t mesh;
- aabb_t root_bounds = {
- {-10, -10, -10},
- {10, 10, 10}
- };
- physics_pair_t ppair;
- static inline aabb_t merge_aabbs(aabb_t a, aabb_t b) {
- return (aabb_t){
- .min = {fminf(a.min.x, b.min.x), fminf(a.min.y, b.min.y), fminf(a.min.z, b.min.z)},
- .max = {fmaxf(a.max.x, b.max.x), fmaxf(a.max.y, b.max.y), fmaxf(a.max.z, b.max.z)}
- };
- }
- static inline int sphere_aabb_intersect(sphere_t *s, aabb_t *a) {
- float x = fmaxf(a->min.x, fminf(s->position.x, a->max.x));
- float y = fmaxf(a->min.y, fminf(s->position.y, a->max.y));
- float z = fmaxf(a->min.z, fminf(s->position.z, a->max.z));
- float dx = x - s->position.x, dy = y - s->position.y, dz = z - s->position.z;
- return dx * dx + dy * dy + dz * dz <= s->radius * s->radius;
- }
- // Comparison function for sorting triangles by x-coordinate of centroid
- static int compare_triangles(const void *a, const void *b) {
- triangle_t *ta = (triangle_t *)a;
- triangle_t *tb = (triangle_t *)b;
- vec4_t ca = vec4_mult(vec4_add(vec4_add(ta->v0, ta->v1), ta->v2), 1.0f / 3.0f);
- vec4_t cb = vec4_mult(vec4_add(vec4_add(tb->v0, tb->v1), tb->v2), 1.0f / 3.0f);
- return (ca.x > cb.x) - (ca.x < cb.x);
- }
- static bvh_node_t *create_bvh_node(triangle_t *tris, int num_tris, int depth) {
- bvh_node_t *node = (bvh_node_t *)malloc(sizeof(bvh_node_t));
- *node = (bvh_node_t){
- .left = NULL,
- .right = NULL,
- .triangles = NULL,
- .num_tris = 0,
- .is_leaf = 1
- };
- if (num_tris <= 1 || depth >= MAX_BVH_DEPTH) {
- node->num_tris = num_tris;
- if (num_tris) {
- node->triangles = (triangle_t *)malloc(num_tris * sizeof(triangle_t));
- memcpy(node->triangles, tris, num_tris * sizeof(triangle_t));
- node->bounds = tris[0].bounds;
- }
- else {
- node->bounds = root_bounds;
- }
- return node;
- }
- qsort(tris, num_tris, sizeof(triangle_t), compare_triangles);
- int mid = num_tris / 2;
- node->is_leaf = 0;
- node->left = create_bvh_node(tris, mid, depth + 1);
- node->right = create_bvh_node(tris + mid, num_tris - mid, depth + 1);
- node->bounds = merge_aabbs(node->left->bounds, node->right->bounds);
- return node;
- }
- static void collide_sphere_triangle(sphere_t *s, triangle_t *t) {
- if (!sphere_aabb_intersect(s, &t->bounds)) {
- return;
- }
- vec4_t to_sphere = vec4_sub(s->position, t->v0);
- float dist = vec4_dot(to_sphere, t->normal);
- if (fabsf(dist) > s->radius) {
- return;
- }
- vec4_t p = vec4_sub(s->position, vec4_mult(t->normal, dist));
- vec4_t e0 = vec4_sub(t->v1, t->v0), e1 = vec4_sub(t->v2, t->v1), e2 = vec4_sub(t->v0, t->v2);
- vec4_t c0 = vec4_sub(p, t->v0), c1 = vec4_sub(p, t->v1), c2 = vec4_sub(p, t->v2);
- if (vec4_dot(t->normal, vec4_cross(e0, c0)) >= 0 &&
- vec4_dot(t->normal, vec4_cross(e1, c1)) >= 0 &&
- vec4_dot(t->normal, vec4_cross(e2, c2)) >= 0) {
- float penetration = s->radius - dist;
- if (dist < 0) {
- penetration = -penetration;
- }
- s->position = vec4_add(s->position, vec4_mult(t->normal, penetration));
- float v_dot_n = vec4_dot(s->velocity, t->normal);
- vec4_t n_vel = vec4_mult(t->normal, v_dot_n);
- s->velocity = vec4_add(vec4_sub(s->velocity, n_vel), vec4_mult(n_vel, -0.01f));
- vec4_t contact_point = vec4_sub(s->position, vec4_mult(t->normal, s->radius));
- ppair.pos_a_x = contact_point.x;
- ppair.pos_a_y = contact_point.y;
- ppair.pos_a_z = contact_point.z;
- }
- }
- static void query_bvh(sphere_t *s, bvh_node_t *n) {
- if (!n || !sphere_aabb_intersect(s, &n->bounds)) {
- return;
- }
- if (n->is_leaf) {
- for (int i = 0; i < n->num_tris; i++) {
- collide_sphere_triangle(s, &n->triangles[i]);
- }
- }
- else {
- query_bvh(s, n->left);
- query_bvh(s, n->right);
- }
- }
- static void free_bvh(bvh_node_t *n) {
- if (!n) {
- return;
- }
- if (n->is_leaf) {
- free(n->triangles);
- }
- else {
- free_bvh(n->left);
- free_bvh(n->right);
- }
- free(n);
- }
- void asim_world_create() {
- }
- void asim_world_destroy() {
- free_bvh(mesh.root);
- mesh.root = NULL;
- }
- void asim_world_update(float time_step) {
- ppair.pos_a_x = 0;
- ppair.pos_a_y = 0;
- ppair.pos_a_z = 0;
- const int sub_steps = 2;
- float dt = time_step / sub_steps;
- for (int i = 0; i < sub_steps; i++) {
- sphere.velocity.z += GRAVITY * dt;
- sphere.position = vec4_add(sphere.position, vec4_mult(sphere.velocity, dt));
- query_bvh(&sphere, mesh.root);
- }
- }
- physics_pair_t *asim_world_get_contact() {
- return &ppair;
- }
- void *asim_body_create(int shape, float mass, float dimx, float dimy, float dimz, float x, float y, float z, void *posa, void *inda, float scale_pos) {
- if (shape == 1) { // SPHERE
- sphere.position.x = x;
- sphere.position.y = y;
- sphere.position.z = z;
- sphere.velocity.x = 0;
- sphere.velocity.y = 0;
- sphere.velocity.z = 0;
- return NULL;
- }
- i16_array_t *pa = posa;
- u32_array_t *ia = inda;
- int num_tris = ia->length / 3;
- triangle_t *tris = (triangle_t *)malloc(num_tris * sizeof(triangle_t));
- float scale = (1.0 / 32767.0) * scale_pos;
- for (int i = 0; i < num_tris; i++) {
- tris[i].v0 = (vec4_t){pa->buffer[ia->buffer[i * 3 ] * 4 ] * scale,
- pa->buffer[ia->buffer[i * 3 ] * 4 + 1] * scale,
- pa->buffer[ia->buffer[i * 3 ] * 4 + 2] * scale};
- tris[i].v1 = (vec4_t){pa->buffer[ia->buffer[i * 3 + 1] * 4 ] * scale,
- pa->buffer[ia->buffer[i * 3 + 1] * 4 + 1] * scale,
- pa->buffer[ia->buffer[i * 3 + 1] * 4 + 2] * scale};
- tris[i].v2 = (vec4_t){pa->buffer[ia->buffer[i * 3 + 2] * 4 ] * scale,
- pa->buffer[ia->buffer[i * 3 + 2] * 4 + 1] * scale,
- pa->buffer[ia->buffer[i * 3 + 2] * 4 + 2] * scale};
- vec4_t edge1 = vec4_sub(tris[i].v1, tris[i].v0);
- vec4_t edge2 = vec4_sub(tris[i].v2, tris[i].v0);
- tris[i].normal = vec4_mult(vec4_cross(edge1, edge2), 1.0f / vec4_len(vec4_cross(edge1, edge2)));
- tris[i].bounds = (aabb_t){
- .min = {fminf(fminf(tris[i].v0.x, tris[i].v1.x), tris[i].v2.x),
- fminf(fminf(tris[i].v0.y, tris[i].v1.y), tris[i].v2.y),
- fminf(fminf(tris[i].v0.z, tris[i].v1.z), tris[i].v2.z)},
- .max = {fmaxf(fmaxf(tris[i].v0.x, tris[i].v1.x), tris[i].v2.x),
- fmaxf(fmaxf(tris[i].v0.y, tris[i].v1.y), tris[i].v2.y),
- fmaxf(fmaxf(tris[i].v0.z, tris[i].v1.z), tris[i].v2.z)}
- };
- }
- mesh.root = create_bvh_node(tris, num_tris, 0);
- free(tris);
- return NULL;
- }
- void asim_body_apply_impulse(void *body, float x, float y, float z) {
- sphere.velocity.x += x;
- sphere.velocity.y += y;
- sphere.velocity.z += z;
- }
- void asim_body_get_pos(void *body, vec4_t *pos) {
- pos->x = sphere.position.x;
- pos->y = sphere.position.y;
- pos->z = sphere.position.z;
- }
- void asim_body_get_rot(void *body, quat_t *rot) {
- }
- void asim_body_sync_transform(void *body, vec4_t pos, quat_t rot) {
- sphere.position.x = pos.x;
- sphere.position.y = pos.y;
- sphere.position.z = pos.z;
- }
- void asim_body_remove(void *body) {
- }
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