From 63e9bcbd2db058858777f5db96f24f02548115c7 Mon Sep 17 00:00:00 2001 From: Daniel Karbach Date: Fri, 20 Nov 2015 16:32:06 +0100 Subject: [PATCH] direct fix collision response yeah, springs just didn't work out --- doc/todo | 6 ----- src/world/World.hpp | 4 +-- src/world/world.cpp | 61 ++++++++++++++++++++++++--------------------- 3 files changed, 35 insertions(+), 36 deletions(-) diff --git a/doc/todo b/doc/todo index f716091..bbf432c 100644 --- a/doc/todo +++ b/doc/todo @@ -105,12 +105,6 @@ world generator that is not boring biomes seem too small, maybe that will become easier to tune when there's a little more diversity between them -entity/world collision - - I don't like the force/spring based collision response, maybe revert - back to impulses - also, it fails in some cases - spawning need a way to find a suitable location to spawn new players in diff --git a/src/world/World.hpp b/src/world/World.hpp index e285873..d17cba6 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -124,9 +124,9 @@ private: const Entity &, const EntityState & ); - glm::vec3 CollisionForce( + void CollisionFix( const Entity &, - const EntityState & + EntityState & ); glm::vec3 Gravity( const Entity &, diff --git a/src/world/world.cpp b/src/world/world.cpp index 199343c..d30ef5a 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -210,7 +210,7 @@ void Entity::OrientBody(float dt) noexcept { std::cout << "direction: " << direction << std::endl; std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl; std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl; - std::cout << std::endl; + std::cout << std::endl; } // now rotate body by correction and head by -correction state.orient = rotate(state.orient, correction, up); @@ -610,6 +610,7 @@ void World::Update(Entity &entity, float dt) { state.pos.block += f.position * dt; state.velocity += f.velocity * dt; + CollisionFix(entity, state); state.AdjustPosition(); entity.SetState(state); @@ -624,6 +625,7 @@ EntityDerivative World::CalculateStep( EntityState next(cur); next.pos.block += delta.position * dt; next.velocity += delta.velocity * dt; + CollisionFix(entity, next); next.AdjustPosition(); if (dot(next.velocity, next.velocity) > entity.MaxVelocity() * entity.MaxVelocity()) { @@ -640,12 +642,11 @@ glm::vec3 World::CalculateForce( const Entity &entity, const EntityState &state ) { - glm::vec3 force(ControlForce(entity, state) + CollisionForce(entity, state) + Gravity(entity, state)); + glm::vec3 force(ControlForce(entity, state)); if (dot(force, force) > entity.MaxControlForce() * entity.MaxControlForce()) { - return normalize(force) * entity.MaxControlForce(); - } else { - return force; + force = normalize(force) * entity.MaxControlForce(); } + return force + Gravity(entity, state); } glm::vec3 World::ControlForce( @@ -661,33 +662,37 @@ std::vector col; } -glm::vec3 World::CollisionForce( +void World::CollisionFix( const Entity &entity, - const EntityState &state + EntityState &state ) { col.clear(); - if (entity.WorldCollidable() && Intersection(entity, state, col)) { - glm::vec3 correction = -CombinedInterpenetration(state, col); - // correction may be zero in which case normalize() returns NaNs - if (iszero(correction)) { - return glm::vec3(0.0f); - } - // if entity is already going in the direction of correction, - // let the problem resolve itself - if (dot(state.velocity, correction) >= 0.0f) { - return glm::vec3(0.0f); - } - glm::vec3 normal_velocity(proj(state.velocity, correction)); - // apply force proportional to penetration - // use velocity projected onto correction as damper - constexpr float k = 1000.0f; // spring constant - constexpr float b = 10.0f; // damper constant - const glm::vec3 x(-correction); // endpoint displacement from equilibrium in m - const glm::vec3 v(normal_velocity); // relative velocity between endpoints in m/s - return (((-k) * x) - (b * v)); // times 1kg/s, in kg*m/s² - } else { - return glm::vec3(0.0f); + if (!entity.WorldCollidable() || !Intersection(entity, state, col)) { + // no collision, no fix + return; + } + glm::vec3 correction = CombinedInterpenetration(state, col); + // correction may be zero in which case normalize() returns NaNs + if (iszero(correction)) { + return; + } + // if entity is already going in the direction of correction, + // let the problem resolve itself + if (dot(state.velocity, correction) >= 0.0f) { + return; } + // apply correction, maybe could use some damping, gotta test + state.pos.block += correction; + // kill velocity? + glm::vec3 normal_velocity(proj(state.velocity, correction)); + state.velocity -= normal_velocity; + // apply force proportional to penetration + // use velocity projected onto correction as damper + //constexpr float k = 1000.0f; // spring constant + //constexpr float b = 10.0f; // damper constant + //const glm::vec3 x(-correction); // endpoint displacement from equilibrium in m + //const glm::vec3 v(normal_velocity); // relative velocity between endpoints in m/s + //return (((-k) * x) - (b * v)); // times 1kg/s, in kg*m/s² } glm::vec3 World::CombinedInterpenetration( -- 2.39.2