assaultfish/engine/src/physics.c
2026-02-01 08:09:18 +09:00

139 lines
3.3 KiB
C

#include <GearSrc/Physics.h>
#include <GearSrc/Log.h>
#include <ode/ode.h>
void GSPhysicsInit(void) {
dInitODE2(0);
}
GSPhysics GSPhysicsCreate(GSServer server) {
GSPhysics physics = malloc(sizeof(*physics));
memset(physics, 0, sizeof(*physics));
physics->engine = server->engine;
physics->world = dWorldCreate();
physics->space = dHashSpaceCreate(0);
physics->contact_group = dJointGroupCreate(0);
dWorldSetGravity(physics->world, 0, 0, -9.81);
dCreatePlane(physics->space, 0, 0, 1, 0);
GSLog(server->engine, GSLogInfo, "Created physics engine");
return physics;
}
void GSPhysicsDestroy(GSPhysics physics) {
dJointGroupDestroy(physics->contact_group);
dSpaceDestroy(physics->space);
dWorldDestroy(physics->world);
GSLog(physics->engine, GSLogInfo, "Destroyed physics engine");
free(physics);
}
static void near_callback(void* data, dGeomID o1, dGeomID o2) {
const int N = 256;
dContact contact[256];
GSPhysics physics = data;
if(dGeomIsSpace(o1) || dGeomIsSpace(o2)) {
dSpaceCollide2(o1, o2, data, near_callback);
if(dGeomIsSpace(o1)) dSpaceCollide((dSpaceID)o1, data, near_callback);
if(dGeomIsSpace(o2)) dSpaceCollide((dSpaceID)o2, data, near_callback);
} else {
int how_many = dCollide(o1, o2, N, &contact[0].geom, sizeof(dContact));
int i;
for(i = 0; i < how_many; i++) {
dJointID joint;
contact[i].surface.mode = dContactApprox1;
contact[i].surface.mu = 2;
joint = dJointCreateContact(physics->world, physics->contact_group, &contact[i]);
dJointAttach(joint, dGeomGetBody(contact[i].geom.g1), dGeomGetBody(contact[i].geom.g2));
}
}
}
void GSPhysicsStep(GSPhysics physics) {
dSpaceCollide(physics->space, physics, near_callback);
dWorldStep(physics->world, 1.0 / physics->engine->tps);
dJointGroupEmpty(physics->contact_group);
}
GSPhysicsObject GSPhysicsCreateBox(GSPhysics physics, GSNumber mass, GSVector3 size) {
dMass m;
GSPhysicsObject obj = malloc(sizeof(*obj));
dMatrix3 mat;
memset(obj, 0, sizeof(*obj));
obj->geom = dCreateBox(physics->space, size[0], size[2], size[1]);
obj->body = dBodyCreate(physics->world);
dMassSetBox(&m, 1, size[0], size[2], size[1]);
dMassAdjust(&m, mass);
dBodySetMass(obj->body, &m);
dGeomSetBody(obj->geom, obj->body);
dRSetIdentity(mat);
dBodySetRotation(obj->body, mat);
return obj;
}
GSPhysicsObject GSPhysicsCreateSphere(GSPhysics physics, GSNumber mass, GSNumber radius) {
dMass m;
GSPhysicsObject obj = malloc(sizeof(*obj));
memset(obj, 0, sizeof(*obj));
obj->geom = dCreateSphere(physics->space, radius);
obj->body = dBodyCreate(physics->world);
dMassSetSphere(&m, 1, radius);
dMassAdjust(&m, mass);
dBodySetMass(obj->body, &m);
dGeomSetBody(obj->geom, obj->body);
return obj;
}
void GSPhysicsSetPosition(GSPhysicsObject obj, GSVector3 vec) {
dBodySetPosition(obj->body, vec[0], -vec[2], vec[1]);
}
void GSPhysicsGetPosition(GSPhysicsObject obj, GSVector3 vec) {
const dReal* r = dBodyGetPosition(obj->body);
vec[0] = r[0];
vec[1] = r[2];
vec[2] = -r[1];
}
void GSPhysicsGetRotation(GSPhysicsObject obj, GSMatrix3x3 mat) {
const dReal* r = dBodyGetRotation(obj->body);
int y, x;
for(y = 0; y < 3; y++) {
for(x = 0; x < 3; x++) mat[3 * y + x] = r[4 * y + x];
}
}
void GSPhysicsDestroyObject(GSPhysicsObject obj) {
dBodyDestroy(obj->body);
dGeomDestroy(obj->geom);
free(obj);
}