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physics.cpp
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145 lines (117 loc) · 4.23 KB
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#include "prism/physics.h"
#include <string.h>
#include <math.h>
#include "prism/log.h"
#include "prism/system.h"
#ifdef _WIN32
#include <imgui/imgui.h>
#include "prism/windows/debugimgui_win.h"
#endif
namespace prism {
static struct {
Velocity mMaxVelocity;
double mMaxVelocityDouble = INFINITY;
Gravity mGravity;
int mIsPaused;
Vector3D mOneMinusDragCoefficient;
} gPrismPhysicsData;
#ifdef _WIN32
void imguiPhysics()
{
static bool isWindowShown = false;
imguiPrismAddTab("Prism", "Physics", &isWindowShown);
if (isWindowShown)
{
ImGui::Begin("Physics", &isWindowShown);
ImGui::Text("MaxVelocity = %f %f %f", gPrismPhysicsData.mMaxVelocity.x, gPrismPhysicsData.mMaxVelocity.y, gPrismPhysicsData.mMaxVelocity.z);
ImGui::Text("MaxVelocityDouble = %f", gPrismPhysicsData.mMaxVelocityDouble);
ImGui::Text("Gravity = %f %f %f", gPrismPhysicsData.mGravity.x, gPrismPhysicsData.mGravity.y, gPrismPhysicsData.mGravity.z);
ImGui::Text("IsPaused = %d", gPrismPhysicsData.mIsPaused);
ImGui::Text("OneMinusDragCoefficient = %f %f %f", gPrismPhysicsData.mOneMinusDragCoefficient.x, gPrismPhysicsData.mOneMinusDragCoefficient.y, gPrismPhysicsData.mOneMinusDragCoefficient.z);
ImGui::End();
}
}
#endif
void setMaxVelocity(const Velocity& tVelocity) {
gPrismPhysicsData.mMaxVelocity = tVelocity;
}
void setMaxVelocityDouble(double tVelocity) {
gPrismPhysicsData.mMaxVelocityDouble = tVelocity;
}
void resetMaxVelocity() {
Velocity maxVelocity;
maxVelocity.x = INFINITY;
maxVelocity.y = INFINITY;
maxVelocity.z = INFINITY;
setMaxVelocity(maxVelocity);
setMaxVelocityDouble(INFINITY);
}
void setDragCoefficient(const Vector3D& tDragCoefficient) {
gPrismPhysicsData.mOneMinusDragCoefficient = vecAdd(Vector3D(1, 1, 1), vecScale(tDragCoefficient, -1));
}
void resetDragCoefficient() {
gPrismPhysicsData.mOneMinusDragCoefficient = Vector3D(1, 1, 1);
}
void setGravity(const Gravity& tGravity) {
gPrismPhysicsData.mGravity = tGravity;
}
Gravity getGravity() {
return gPrismPhysicsData.mGravity;
}
static double f_min(double a, double b) {
return (a < b) ? a : b;
}
static double f_max(double a, double b) {
return (a > b) ? a : b;
}
void handlePhysics(PhysicsObject* tObject) {
if (gPrismPhysicsData.mIsPaused) return;
tObject->mPosition.x += tObject->mVelocity.x;
tObject->mPosition.y += tObject->mVelocity.y;
tObject->mPosition.z += tObject->mVelocity.z;
tObject->mVelocity.x *= gPrismPhysicsData.mOneMinusDragCoefficient.x;
tObject->mVelocity.y *= gPrismPhysicsData.mOneMinusDragCoefficient.y;
tObject->mVelocity.z *= gPrismPhysicsData.mOneMinusDragCoefficient.z;
double f = getFramerateFactor();
tObject->mVelocity.x += tObject->mAcceleration.x * f;
tObject->mVelocity.y += tObject->mAcceleration.y * f;
tObject->mVelocity.z += tObject->mAcceleration.z * f;
tObject->mVelocity.x = f_max(-gPrismPhysicsData.mMaxVelocity.x * f, f_min(gPrismPhysicsData.mMaxVelocity.x * f, tObject->mVelocity.x));
tObject->mVelocity.y = f_max(-gPrismPhysicsData.mMaxVelocity.y, f_min(gPrismPhysicsData.mMaxVelocity.y, tObject->mVelocity.y));
tObject->mVelocity.z = f_max(-gPrismPhysicsData.mMaxVelocity.x, f_min(gPrismPhysicsData.mMaxVelocity.z, tObject->mVelocity.z));
if (vecLength(tObject->mVelocity) > gPrismPhysicsData.mMaxVelocityDouble) {
tObject->mVelocity = vecNormalize(tObject->mVelocity) * gPrismPhysicsData.mMaxVelocityDouble * f;
}
tObject->mAcceleration.x = gPrismPhysicsData.mGravity.x;
tObject->mAcceleration.y = gPrismPhysicsData.mGravity.y;
tObject->mAcceleration.z = gPrismPhysicsData.mGravity.z;
}
void resetPhysicsObject(PhysicsObject* tObject) {
memset((void*)tObject, 0, sizeof(PhysicsObject));
}
void resetPhysics() {
resetMaxVelocity();
resetDragCoefficient();
Gravity gravity;
gravity.x = 0;
gravity.y = 0;
gravity.z = 0;
setGravity(gravity);
gPrismPhysicsData.mIsPaused = 0;
}
void initPhysics() {
resetPhysics();
}
void pausePhysics() {
gPrismPhysicsData.mIsPaused = 1;
}
void resumePhysics() {
gPrismPhysicsData.mIsPaused = 0;
}
int isEmptyVelocity(const Velocity& tVelocity) {
return tVelocity.x == 0 && tVelocity.y == 0 && tVelocity.z == 0;
}
Velocity normalizeVelocity(const Velocity& tVelocity) {
return vecNormalize(tVelocity);
}
}