diff --git a/rigidbody.py b/rigidbody.py index 3e31c3b..b58428c 100644 --- a/rigidbody.py +++ b/rigidbody.py @@ -44,25 +44,32 @@ class PhysicsSystem: def add_body(self, body: RigidBody) -> None: self.bodies.append(body) - def update(self, dt: float): - g = self.gravity * dt - for body in self.bodies: - if body.mass != 0.0: - body.velocity += g - body.transform.position += dt * body.velocity - body.transform.rotation += dt * body.angular_velocity - debug.draw_collider(body.collider, body.transform) + def update(self, dtr: float): + substeps = 2 + for _ in range(substeps): + dt = dtr / substeps + g = self.gravity * dt + for body in self.bodies: + if body.mass != 0.0: + body.velocity += g + body.transform.position += dt * body.velocity + body.transform.rotation += dt * body.angular_velocity + debug.draw_collider(body.collider, body.transform) - for a, b in combinations(self.bodies, 2): - if collision := intersect(a.collider, b.collider, a.transform, b.transform): - self.resolve_collision(a, b, collision, dt) + for a, b in combinations(self.bodies, 2): + if collision := intersect(a.collider, b.collider, a.transform, b.transform): + self.resolve_collision(a, b, collision, dt) - def resolve_collision(self, a: RigidBody, b: RigidBody, collision: ColliderContact, dt: float) -> None: - v_rel_linear = pg.Vector2(a.velocity - b.velocity) + def resolve_collision(self, a: RigidBody, b: RigidBody, collision: ColliderContact, dt: float) -> None: #TODO: refactor this and clean up + if a.mass == 0.0 and b.mass == 0.0: return - SLACK=0.2 + SLACK=0.3 + SLOP = 0.001 + BAUMGARTE_CONSTANT = 0.3 correction = collision.penetration * SLACK * collision.normal + baumgarte_bias = BAUMGARTE_CONSTANT * (collision.penetration - SLOP / dt) + if a.mass != 0.0: a.transform.position += correction if b.mass != 0.0: @@ -73,27 +80,33 @@ class PhysicsSystem: tangent = collision.normal.rotate(90) a_w = a.angular_velocity b_w = b.angular_velocity + v_rel_linear = pg.Vector2(a.velocity - b.velocity) for point in collision.points: r_a = point - a.transform.position r_b = point - b.transform.position - w_cross_r_a = pg.Vector2(-r_a.y * a_w, r_a.x * a_w) #omega is not encoded as a vector, so we pretend it is w_cross_r_b = pg.Vector2(-r_b.y * b_w, r_b.x * b_w) + normal_mass = a.inv_mass + b.inv_mass + (a.inv_moment_of_inertia * r_a.cross(collision.normal)**2) +(b.inv_moment_of_inertia * r_b.cross(collision.normal) ** 2) v_rel = v_rel_linear + w_cross_r_a - w_cross_r_b v_rel_tangent = v_rel.dot(tangent) - - collision_impulse = -(1+restitution)*(v_rel.dot(collision.normal))\ - / (a.inv_mass + b.inv_mass + (r_a.cross(collision.normal)**2 * a.inv_moment_of_inertia)\ - + (r_b.cross(collision.normal)**2 * b.inv_moment_of_inertia)) / len(collision.points) - friction_impulse = (-v_rel_tangent / (a.inv_mass + b.inv_mass +\ - (r_a.cross(tangent))**2 * a.inv_moment_of_inertia +\ - (r_b.cross(tangent)**2 * b.inv_moment_of_inertia))) / len(collision.points) - friction_impulse = pg.math.clamp(friction_impulse, -abs(collision_impulse)*friction, abs(collision_impulse)*friction) - a.apply_impulse( friction_impulse * tangent, point) - b.apply_impulse( -1 * friction_impulse * tangent, point) if v_rel_linear.dot(collision.normal) < 0.0: + collision_impulse = -(1+restitution)*(v_rel.dot(collision.normal))\ + / (a.inv_mass + b.inv_mass + (r_a.cross(collision.normal)**2 * a.inv_moment_of_inertia)\ + + (r_b.cross(collision.normal)**2 * b.inv_moment_of_inertia)) / len(collision.points) a.apply_impulse(collision_impulse * collision.normal, point) b.apply_impulse(-1 * collision_impulse * collision.normal, point) + friction_impulse = (-v_rel_tangent / (a.inv_mass + b.inv_mass +\ + (r_a.cross(tangent))**2 * a.inv_moment_of_inertia +\ + (r_b.cross(tangent)**2 * b.inv_moment_of_inertia))) / len(collision.points) + friction_impulse = pg.math.clamp(friction_impulse, -abs(collision_impulse)*friction, abs(collision_impulse)*friction) + a.apply_impulse( friction_impulse * tangent, point) + b.apply_impulse( -1 * friction_impulse * tangent, point) + baumgarte_impulse = -normal_mass * (v_rel_linear.length() + baumgarte_bias) + baumgarte_impulse = max(baumgarte_impulse, 0) + a.apply_impulse(baumgarte_impulse * collision.normal, point) + b.apply_impulse(-1 * baumgarte_impulse * collision.normal, point) + +