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);
state.pos.block += f.position * dt;
state.velocity += f.velocity * dt;
+ CollisionFix(entity, state);
state.AdjustPosition();
entity.SetState(state);
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()) {
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(
}
-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(