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rigid-body/rigidbody.py

77 lines
2.9 KiB
Python

from dataclasses import dataclass
from itertools import combinations
import pygame as pg
from collider 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
@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
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
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.angular_velocity, r_a.x * a.angular_velocity) #omega is not encoded as a vector, so we pretend it is
w_cross_r_b = pg.Vector2(-r_b.y * b.angular_velocity, r_b.x * b.angular_velocity)
v_rel = a.velocity + w_cross_r_a - b.velocity - w_cross_r_b
restitution = a.restitution * b.restitution
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.velocity += collision.normal*impulse*a.inv_mass
b.velocity -= collision.normal*impulse*b.inv_mass
a.angular_velocity += (r_a.cross(impulse*collision.normal)) * a.inv_moment_of_inertia
b.angular_velocity -= (r_b.cross(impulse*collision.normal)) * b.inv_moment_of_inertia