from dataclasses import dataclass from itertools import combinations import pygame as pg from tools import debug from collider.system import intersect from collider.types import * from transform import Transform @dataclass class RigidBody: transform: Transform collider: BaseCollider velocity: pg.Vector2 angular_velocity: float = 0 mass: float = 1.0 restitution: float = 0.5 coef_friction: float = 0.6 def apply_impulse(self, j: pg.Vector2, point: pg.Vector2) -> None: moment_arm = point - self.transform.global_position self.velocity += j * self.inv_mass self.angular_velocity += moment_arm.cross(j) * self.inv_moment_of_inertia @property def inv_mass(self) -> float: return 0.0 if self.mass == 0.0 else 1/self.mass @property def moment_of_inertia(self) -> float: return 0.0 if self.mass == 0.0 else self.collider.moment_of_inertia(self.mass) @property def inv_moment_of_inertia(self) -> float: return 0.0 if self.mass == 0.0 else 1/self.moment_of_inertia class PhysicsSystem: def __init__(self, gravity: int = 250): self.bodies: list[RigidBody] = [] self.gravity = pg.Vector2(0,gravity) 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) 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) def resolve_collision(self, a: RigidBody, b: RigidBody, collision: ColliderContact) -> None: SLACK=0.2 correction = collision.penetration / (a.inv_mass + b.inv_mass) * SLACK * collision.normal if a.mass != 0.0: a.transform.position += correction if b.mass != 0.0: b.transform.position -= correction restitution = a.restitution * b.restitution friction = a.coef_friction * b.coef_friction tangent = collision.normal.rotate(90) v_rel_linear = pg.Vector2(a.velocity - b.velocity) a_w = a.angular_velocity b_w = b.angular_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) 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(collision.normal*collision_impulse + friction_impulse * tangent, point) b.apply_impulse(-1 * collision.normal*collision_impulse - friction_impulse * tangent, point)