: chunk_pos(0)
, block_pos(0.0f)
, velocity(0.0f)
-, orient(1.0f, 0.0f, 0.0f, 0.0f)
-, ang_vel(0.0f) {
+, orient(1.0f, 0.0f, 0.0f, 0.0f) {
}
}
}
-namespace {
-
-glm::quat delta_rot(const glm::vec3 &av, float dt) {
- glm::vec3 half(av * dt * 0.5f);
- float mag = length(half);
- if (mag > 0.0f) {
- float smag = std::sin(mag) / mag;
- return glm::quat(std::cos(mag), half * smag);
- } else {
- return glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
- }
-}
-
-}
-
void World::Update(Entity &entity, float dt) {
EntityState state(entity.GetState());
constexpr float sixth = 1.0f / 6.0f;
f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position);
f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity);
- f.orient = sixth * ((a.orient + 2.0f * (b.orient + c.orient)) + d.orient);
state.block_pos += f.position * dt;
state.velocity += f.velocity * dt;
- state.orient = delta_rot(f.orient, dt) * state.orient;
state.AdjustPosition();
entity.SetState(state);
EntityState next(cur);
next.block_pos += delta.position * dt;
next.velocity += delta.velocity * dt;
- next.orient = delta_rot(cur.ang_vel, dt) * cur.orient;
next.AdjustPosition();
EntityDerivative out;
min_pen = min(min_pen, local_pen);
max_pen = max(max_pen, local_pen);
}
- glm::vec3 penetration(min_pen + max_pen);
- glm::vec3 normal(normalize(penetration) * -1.0f);
+ glm::vec3 correction(0.0f);
+ // only apply correction for axes where penetration is only in one direction
+ for (std::size_t i = 0; i < 3; ++i) {
+ if (min_pen[i] < -std::numeric_limits<float>::epsilon()) {
+ if (max_pen[i] < std::numeric_limits<float>::epsilon()) {
+ correction[i] = -min_pen[i];
+ }
+ } else {
+ correction[i] = -max_pen[i];
+ }
+ }
+ // correction may be zero in which case normalize() returns NaNs
+ if (dot(correction, correction) < std::numeric_limits<float>::epsilon()) {
+ return glm::vec3(0.0f);
+ }
+ glm::vec3 normal(normalize(correction));
glm::vec3 normal_velocity(normal * dot(state.velocity, normal));
// apply force proportional to penetration
// use velocity projected onto normal as damper
constexpr float k = 1000.0f; // spring constant
- constexpr float b = 100.0f; // damper constant
- const glm::vec3 x(penetration); // endpoint displacement from equilibrium in m
+ 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 {