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everything.go
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everything.go
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package cp
import (
"fmt"
"math"
)
const (
INFINITY = math.MaxFloat64
MAGIC_EPSILON = 1e-5
RadianConst = math.Pi / 180
DegreeConst = 180 / math.Pi
POOLED_BUFFER_SIZE = 1024
)
// Arbiter states
const (
// Arbiter is active and its the first collision.
CP_ARBITER_STATE_FIRST_COLLISION = iota
// Arbiter is active and its not the first collision.
CP_ARBITER_STATE_NORMAL
// Collision has been explicitly ignored.
// Either by returning false from a begin collision handler or calling cpArbiterIgnore().
CP_ARBITER_STATE_IGNORE
// Collison is no longer active. A space will cache an arbiter for up to cpSpace.collisionPersistence more steps.
CP_ARBITER_STATE_CACHED
// Collison arbiter is invalid because one of the shapes was removed.
CP_ARBITER_STATE_INVALIDATED
)
var (
NO_GROUP uint = 0 // Value for group signifying that a shape is in no group.
ALL_CATEGORIES uint = ^uint(0) // Value for Shape layers signifying that a shape is in every layer.
)
// SHAPE_FILTER_ALL is s collision filter value for a shape that will collide with anything except SHAPE_FILTER_NONE.
var SHAPE_FILTER_ALL = ShapeFilter{NO_GROUP, ALL_CATEGORIES, ALL_CATEGORIES}
// SHAPE_FILTER_NONE is a collision filter value for a shape that does not collide with anything.
var SHAPE_FILTER_NONE = ShapeFilter{NO_GROUP, ^ALL_CATEGORIES, ^ALL_CATEGORIES}
// CollisionBeginFunc is collision begin event function callback type.
//
// Returning false from a begin callback causes the collision to be ignored until the the separate callback is called when the objects stop colliding.
type CollisionBeginFunc func(arb *Arbiter, space *Space, userData interface{}) bool
// CollisionPreSolveFunc is collision pre-solve event function callback type.
//
// Returning false from a pre-step callback causes the collision to be ignored until the next step.
type CollisionPreSolveFunc func(arb *Arbiter, space *Space, userData interface{}) bool
// CollisionPostSolveFunc is collision post-solve event function callback type.
type CollisionPostSolveFunc func(arb *Arbiter, space *Space, userData interface{})
// CollisionSeparateFunc is collision separate event function callback type.
type CollisionSeparateFunc func(arb *Arbiter, space *Space, userData interface{})
type CollisionType uintptr
// CollisionHandler is struct that holds function callback pointers to configure custom collision handling.
// Collision handlers have a pair of types; when a collision occurs between two shapes that have these types, the collision handler functions are triggered.
type CollisionHandler struct {
// Collision type identifier of the first shape that this handler recognizes.
// In the collision handler callback, the shape with this type will be the first argument. Read only.
TypeA CollisionType
// Collision type identifier of the second shape that this handler recognizes.
// In the collision handler callback, the shape with this type will be the second argument. Read only.
TypeB CollisionType
// This function is called when two shapes with types that match this collision handler begin colliding.
BeginFunc CollisionBeginFunc
// This function is called each step when two shapes with types that match this collision handler are colliding.
// It's called before the collision solver runs so that you can affect a collision's outcome.
PreSolveFunc CollisionPreSolveFunc
// This function is called each step when two shapes with types that match this collision handler are colliding.
// It's called after the collision solver runs so that you can read back information about the collision to trigger events in your game.
PostSolveFunc CollisionPostSolveFunc
// This function is called when two shapes with types that match this collision handler stop colliding.
SeparateFunc CollisionSeparateFunc
// This is a user definable context pointer that is passed to all of the collision handler functions.
UserData interface{}
}
type Contact struct {
r1, r2 Vector
nMass, tMass float64
bounce float64 // TODO: look for an alternate bounce solution
jnAcc, jtAcc, jBias float64
bias float64
hash HashValue
}
func (c *Contact) Clone() Contact {
return Contact{
r1: c.r1,
r2: c.r2,
nMass: c.nMass,
tMass: c.tMass,
bounce: c.bounce,
jnAcc: c.jnAcc,
jtAcc: c.jtAcc,
jBias: c.jBias,
bias: c.bias,
hash: c.hash,
}
}
// CollisionInfo collision info struct
type CollisionInfo struct {
a, b *Shape
collisionId uint32
n Vector
count int
arr []Contact
}
func (info *CollisionInfo) PushContact(p1, p2 Vector, hash HashValue) {
assert(info.count < MAX_CONTACTS_PER_ARBITER, "Internal error: Tried to push too many contacts.")
con := &info.arr[info.count]
con.r1 = p1
con.r2 = p2
con.hash = hash
info.count++
}
// ShapeMassInfo is mass info struct
type ShapeMassInfo struct {
m, i, area float64
cog Vector
}
// PointQueryInfo is point query info struct.
type PointQueryInfo struct {
// The nearest shape, NULL if no shape was within range.
Shape *Shape
// The closest point on the shape's surface. (in world space coordinates)
Point Vector
// The distance to the point. The distance is negative if the point is inside the shape.
Distance float64
// The gradient of the signed distance function.
// The value should be similar to info.p/info.d, but accurate even for very small values of info.d.
Gradient Vector
}
// SegmentQueryInfo is segment query info struct.
type SegmentQueryInfo struct {
// The shape that was hit, or NULL if no collision occurred.
Shape *Shape
// The point of impact.
Point Vector
// The normal of the surface hit.
Normal Vector
// The normalized distance along the query segment in the range [0, 1].
Alpha float64
}
type SplittingPlane struct {
v0, n Vector
}
// ShapeFilter is fast collision filtering type that is used to determine if two objects collide before calling collision or query callbacks.
type ShapeFilter struct {
// Two objects with the same non-zero group value do not collide.
// This is generally used to group objects in a composite object together to disable self collisions.
Group uint
// A bitmask of user definable categories that this object belongs to.
// The category/mask combinations of both objects in a collision must agree for a collision to occur.
Categories uint
// A bitmask of user definable category types that this object object collides with.
// The category/mask combinations of both objects in a collision must agree for a collision to occur.
Mask uint
}
// NewShapeFilter creates a new collision filter.
func NewShapeFilter(group, categories, mask uint) ShapeFilter {
return ShapeFilter{group, categories, mask}
}
func (a ShapeFilter) Reject(b ShapeFilter) bool {
// Reject the collision if:
return (a.Group != 0 && a.Group == b.Group) ||
// One of the category/mask combinations fails.
(a.Categories&b.Mask) == 0 ||
(b.Categories&a.Mask) == 0
}
// Mat2x2 is a 2x2 matrix type used for tensors and such.
type Mat2x2 struct {
a, b, c, d float64
}
// Transform transforms Vector v
func (m *Mat2x2) Transform(v Vector) Vector {
return Vector{v.X*m.a + v.Y*m.b, v.X*m.c + v.Y*m.d}
}
// MomentForBox calculates the moment of inertia for a solid box.
func MomentForBox(mass, width, height float64) float64 {
return mass * (width*width + height*height) / 12.0
}
// MomentForBox2 calculates the moment of inertia for a solid box.
func MomentForBox2(mass float64, box BB) float64 {
width := box.R - box.L
height := box.T - box.B
offset := Vector{box.L + box.R, box.B + box.T}.Mult(0.5)
// TODO: NaN when offset is 0 and m is INFINITY
return MomentForBox(mass, width, height) + mass*offset.LengthSq()
}
// MomentForCircle calculates the moment of inertia for a circle.
//
// r1 and r2 are the inner and outer diameters. A solid circle has an inner diameter of 0.
func MomentForCircle(mass, r1, r2 float64, offset Vector) float64 {
return mass * (0.5*(r1*r1+r2*r2) + offset.LengthSq())
}
// MomentForSegment calculates the moment of inertia for a line segment.
//
// Beveling radius is not supported.
func MomentForSegment(mass float64, a, b Vector, r float64) float64 {
offset := a.Lerp(b, 0.5)
length := b.Distance(a) + 2.0*r
return mass * ((length*length+4.0*r*r)/12.0 + offset.LengthSq())
}
// MomentForPoly calculates the moment of inertia for a solid polygon shape assuming it's center of gravity is at it's centroid.
// The offset is added to each vertex.
func MomentForPoly(mass float64, count int, verts []Vector, offset Vector, r float64) float64 {
if count == 2 {
return MomentForSegment(mass, verts[0], verts[1], 0)
}
var sum1 float64
var sum2 float64
for i := 0; i < count; i++ {
v1 := verts[i].Add(offset)
v2 := verts[(i+1)%count].Add(offset)
a := v2.Cross(v1)
b := v1.Dot(v1) + v1.Dot(v2) + v2.Dot(v2)
sum1 += a * b
sum2 += a
}
return (mass * sum1) / (6.0 * sum2)
}
// AreaForCircle returns area of a hollow circle.
//
// r1 and r2 are the inner and outer diameters. A solid circle has an inner diameter of 0.
func AreaForCircle(r1, r2 float64) float64 {
return math.Pi * math.Abs(r1*r1-r2*r2)
}
// AreaForSegment calculates the area of a fattened (capsule shaped) line segment.
func AreaForSegment(a, b Vector, r float64) float64 {
return r * (math.Pi*r + 2.0*a.Distance(b))
}
// AreaForPoly calculates the signed area of a polygon.
//
// A Clockwise winding gives positive area. This is probably backwards from what you expect, but matches Chipmunk's the winding for poly shapes.
func AreaForPoly(count int, verts []Vector, r float64) float64 {
var area float64
var perimeter float64
for i := 0; i < count; i++ {
v1 := verts[i]
v2 := verts[(i+1)%count]
area += v1.Cross(v2)
perimeter += v1.Distance(v2)
}
return r*(math.Pi*math.Abs(r)+perimeter) + area/2.0
}
// CentroidForPoly calculates the natural centroid of a polygon.
func CentroidForPoly(count int, verts []Vector) Vector {
var sum float64
vsum := Vector{}
for i := 0; i < count; i++ {
v1 := verts[i]
v2 := verts[(i+1)%count]
cross := v1.Cross(v2)
sum += cross
vsum = vsum.Add(v1.Add(v2).Mult(cross))
}
return vsum.Mult(1.0 / (3.0 * sum))
}
// DebugInfo returns info of space
func DebugInfo(space *Space) string {
arbiters := len(space.arbiters)
points := 0
for i := 0; i < arbiters; i++ {
points += int(space.arbiters[i].count)
}
constraints := len(space.constraints) + points*int(space.Iterations)
if arbiters > maxArbiters {
maxArbiters = arbiters
}
if points > maxPoints {
maxPoints = points
}
if constraints > maxConstraints {
maxConstraints = constraints
}
var ke float64
for _, body := range space.dynamicBodies {
if body.m == INFINITY || body.i == INFINITY {
continue
}
ke += body.m*body.v.Dot(body.v) + body.i*body.w*body.w
}
return fmt.Sprintf(`Arbiters: %d (%d) - Contact Points: %d (%d)
Other Constraints: %d, Iterations: %d
Constraints x Iterations: %d (%d)
KE: %e`, arbiters, maxArbiters,
points, maxPoints, len(space.constraints), space.Iterations, constraints, maxConstraints, ke)
}
func k_scalar_body(body *Body, r, n Vector) float64 {
rcn := r.Cross(n)
return body.m_inv + body.i_inv*rcn*rcn
}
func k_scalar(a, b *Body, r1, r2, n Vector) float64 {
return k_scalar_body(a, r1, n) + k_scalar_body(b, r2, n)
}
func normal_relative_velocity(a, b *Body, r1, r2, n Vector) float64 {
return relative_velocity(a, b, r1, r2).Dot(n)
}
func k_tensor(a, b *Body, r1, r2 Vector) Mat2x2 {
m_sum := a.m_inv + b.m_inv
// start with Identity*m_sum
k11 := m_sum
k12 := 0.0
k21 := 0.0
k22 := m_sum
// add the influence from r1
a_i_inv := a.i_inv
r1xsq := r1.X * r1.X * a_i_inv
r1ysq := r1.Y * r1.Y * a_i_inv
r1nxy := -r1.X * r1.Y * a_i_inv
k11 += r1ysq
k12 += r1nxy
k21 += r1nxy
k22 += r1xsq
// add the influence from r2
b_i_inv := b.i_inv
r2xsq := r2.X * r2.X * b_i_inv
r2ysq := r2.Y * r2.Y * b_i_inv
r2nxy := -r2.X * r2.Y * b_i_inv
k11 += r2ysq
k12 += r2nxy
k21 += r2nxy
k22 += r2xsq
// invert
det := k11*k22 - k12*k21
assert(det != 0.0, "Unsolvable constraint")
det_inv := 1.0 / det
return Mat2x2{
k22 * det_inv, -k12 * det_inv,
-k21 * det_inv, k11 * det_inv,
}
}
func bias_coef(errorBias, dt float64) float64 {
return 1.0 - math.Pow(errorBias, dt)
}
var maxArbiters, maxPoints, maxConstraints int