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verlet physics
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discard """ | |
http://www.gamedev.net/page/resources/_/technical/math-and-physics/a-verlet-based-approach-for-2d-game-physics-r2714 | |
This is a small implementation of the verlet physics approach presented in the article. | |
The left mouse button will attach the closest vertex to the mouse, | |
which allows objects to be dragged around. Another mouse click will | |
release it. The right mouse will spawn new boxes. | |
The code is released under the ZLib/LibPNG license. | |
It basically means that you can treat the source in any way you like (including commercial applications), | |
but you may not claim that you wrote it. | |
Copyright (c) 2009 Benedikt Bitterli | |
This software is provided 'as-is', without any express or implied | |
warranty. In no event will the authors be held liable for any damages | |
arising from the use of this software. | |
Permission is granted to anyone to use this software for any purpose, | |
including commercial applications, and to alter it and redistribute it | |
freely, subject to the following restrictions: | |
1. The origin of this software must not be misrepresented; you must not | |
claim that you wrote the original software. If you use this software | |
in a product, an acknowledgment in the product documentation would be | |
appreciated but is not required. | |
2. Altered source versions must be plainly marked as such, and must not be | |
misrepresented as being the original software. | |
3. This notice may not be removed or altered from any source | |
distribution. | |
""" | |
## defines: | |
## UseWorldBoundaries - adds width/height fields to TPhysics for global boundaries | |
import basic2d, math | |
type | |
PVertex = ref TVertex | |
TVertex = object | |
position, oldPosition, acceleration: TVector2d | |
parent: PBody | |
PPhysics = var TPhysics | |
TPhysics = object | |
vertices: seq[PVertex] | |
edges: seq[PEdge] | |
bodies: seq[PBody] | |
gravity: TVector2d | |
iterations: int | |
when defined(UseWorldBoundaries): | |
width*, height*: int | |
TCollisionInfo = object | |
depth: float | |
normal: TVector2d | |
edge: PEdge | |
vert: PVertex | |
PBody = ref TBody | |
TBody = object | |
center: TVector2d | |
vertices: seq[PVertex] | |
edges: seq[PEdge] | |
minX, minY, maxX, maxY: int | |
PEdge = ref TEdge | |
TEdge = object | |
v1, v2: PVertex | |
length: float | |
boundary: bool | |
parent: PBody | |
proc initPhysics ( | |
gravity = vector2d(0,0); | |
iterations = 1): TPhysics = | |
TPhysics( | |
gravity: gravity, | |
iterations: iterations, | |
vertices: @[], edges: @[], bodies: @[]) | |
iterator mitems[T] (some: var seq[T]): var T {.inline.} = | |
for i in 0 .. < some.len: | |
yield some[i] | |
proc updateForces (phys: PPhysics) = | |
for v in phys.vertices.mitems: | |
v.acceleration = phys.gravity | |
proc updateVerlet (phys: PPhysics; step: float) = | |
for p in phys.vertices.mitems: | |
let temp = p.position | |
p.position += p.position - p.oldPosition + p.acceleration * | |
step * step | |
p.oldPosition = temp | |
proc updateEdges (phys: PPhysics) = | |
for E in phys.edges.mitems: | |
var | |
v1v2 = e.v2.position - e.v1.position | |
let | |
diff = v1v2.len - e.length | |
v1v2.normalize | |
e.v1.position += v1v2 * diff * 0.5 | |
e.v2.position -= v1v2 * diff * 0.5 | |
proc calculateCenter (body: PBody) = | |
body.center.reset | |
body.minX = 10000 | |
body.minY = 10000 | |
body.maxX = -10000 | |
body.maxY = -10000 | |
for V in body.vertices.mitems: | |
body.center += V.position | |
body.minX = min(body.minX.float, V.position.x).int | |
body.minY = min(body.minY.float, V.position.y).int | |
body.maxX = max(body.maxX.float, V.position.x).int | |
body.maxY = max(body.maxY.float, v.position.y).int | |
body.center /= body.vertices.len.float | |
proc overlaps (b1, b2: PBody): bool = | |
(b1.minX <= b2.maxX and | |
b1.minY <= b2.maxY and | |
b1.maxX >= b2.minX and | |
b2.maxY >= b2.minY) | |
proc projectToAxis (body: PBody; axis: TVector2d): tuple[min, max: float] = | |
var dotP = axis.dot(body.vertices[0].position) | |
result.min = dotP | |
result.max = dotP | |
for v in body.vertices.mitems: | |
dotP = axis.dot(v.position) | |
result.min = min(dotP, result.min) | |
result.max = max(dotP, result.max) | |
proc detectCollision (b1, b2: PBody; collision: var TCollisionInfo): bool = | |
var | |
minDistance = 10_000.0 | |
let | |
b1_edgeCount = b1.edges.len | |
for I in 0 .. < (b1_edgeCount + b2.edges.len): | |
let E = (if I < b1_edgeCount: b1.edges[I] else: b2.edges[I - b1_edgeCount]) | |
if not E.boundary: continue | |
var axis = vector2d( | |
E.v1.position.y - e.v2.position.y, | |
E.v2.position.x - e.v1.position.x) | |
axis.normalize | |
var | |
(minA, maxA) = b1.projectToAxis(axis) | |
(minB, maxB) = b2.projectToAxis(axis) | |
proc intervalDistance(minA,maxA, minB,maxB: float): float = | |
if minA < minB: minB - maxA else: minA - maxB | |
let distance = intervalDistance(minA, maxA, minB, maxB) | |
if distance > 0: | |
return false | |
elif distance.abs < minDistance: | |
minDistance = distance.abs | |
collision.normal = axis | |
collision.edge = E | |
collision.depth = minDistance | |
var | |
b1 = b1 | |
b2 = b2 | |
if collision.edge.parent != b2: | |
swap b1, b2 | |
template SGN (a): expr = (if a < 0 : -1 else: 1) | |
let sign = sgn( collision.normal.dot(b1.center - b2.center)) | |
if sign != 1: | |
collision.normal = - collision.normal | |
let collisionV = collision.normal * collision.depth | |
var smallestD = 10_000.0 | |
for v in b1.vertices.mitems: | |
let dist = collision.normal.dot(v.position - b2.center) | |
if dist < smallestD: | |
smallestD = dist | |
collision.vert = v | |
return true | |
proc processCollision (phys: PPhysics; collision: var TCollisionInfo) = | |
template e1 : expr = collision.edge.v1 | |
template e2 : expr = collision.edge.v2 | |
let collVector = collision.normal * collision.depth | |
var T: float | |
if abs(e1.position.x - e2.position.x) > abs(e1.position.y - e2.position.y): | |
T = (collision.vert.position.x - collVector.X - e1.position.x) / | |
(e2.position.x - e1.position.x) | |
else: | |
T = (collision.vert.position.y - collVector.y - e1.position.y) / | |
(e2.position.y - e1.position.y) | |
let lmbda = 1.0 / (T * T + (1.0 - T) * (1.0 - T)) | |
e1.position -= collVector * (1.0 - T) * 0.5 * lmbda | |
e2.position -= collVector * T * 0.5 * lmbda | |
collision.vert.position += collVector * 0.5 | |
proc iterateCollisions (phys: PPhysics) = | |
var collision: TCollisionInfo | |
for i in 0 .. <phys.iterations: | |
when defined(UseWorldBoundaries): | |
for V in phys.vertices.mitems: | |
V.position.x = max(min(v.position.x, phys.width.float), 0.0) | |
V.position.y = max(min(v.position.y, phys.height.float),0.0) | |
phys.updateEdges | |
let nBodies = < phys.bodies.len | |
for I in 0 .. nbodies: | |
phys.bodies[I].calculateCenter | |
for b1 in 0 .. nbodies: | |
for b2 in 0 .. nbodies: | |
if b1 != b2: | |
if phys.bodies[b1].overlaps(phys.bodies[b2]): | |
if phys.bodies[b1].detectCollision(phys.bodies[b2], collision): | |
phys.processCollision collision | |
proc update* (phys: PPhysics; step: float) = | |
phys.updateForces | |
phys.updateVerlet step | |
phys.iterateCollisions | |
proc add (body: PBody; edge: PEdge) {.inline.} = body.edges.add edge | |
proc add (body: PBody; vert: PVertex){.inline.}= body.vertices.add vert | |
proc add (phys: PPhysics; edge: PEdge) {.inline.} = phys.edges.add edge | |
proc add (phys: PPhysics; body: PBody) {.inline.} = phys.bodies.add body | |
proc add (phys: PPhysics; vert: PVertex){.inline.}= phys.vertices.add vert | |
proc newEdge* ( | |
phys: PPhysics; body: PBody; | |
v1, v2: PVertex; boundary = true): PEdge {.discardable.} = | |
result = PEdge( | |
v1: v1, v2: v2, | |
length: (v2.position - v1.position).len, | |
boundary: boundary, | |
parent: body) | |
body.add result | |
phys.add result | |
proc newBody (phys: PPhysics): PBody {.discardable.} = | |
result = PBody(edges: @[], vertices: @[]) | |
phys.add result | |
proc newVertex (phys: PPhysics; body: PBody; X,Y: float): PVertex {.discardable.}= | |
let pos = vector2d(x, y) | |
result = PVertex( | |
position: pos, oldPosition: pos, | |
parent: body) | |
body.add result | |
phys.add result | |
proc createBox* (phys: PPhysics; X,Y, W,H: float): PBody {.discardable.} = | |
result = phys.newBody() | |
var | |
v1 = phys.newVertex(result, X, Y) | |
v2 = phys.newVertex(result, X+W, Y) | |
v3 = phys.newVertex(result, X+W, Y+H) | |
v4 = phys.newVertex(result, X, Y+H) | |
phys.newEdge(result, v1, v2, true) | |
phys.newEdge(result, v2, v3, true) | |
phys.newEdge(result, v3, v4, true) | |
phys.newEdge(result, v4, v1, true) | |
phys.newEdge(result, v1, v3, false) | |
phys.newEdge(result, v2, v4, false) | |
proc findVertex* (phys: PPhysics; coord: TVector2d): PVertex = | |
var minDist = 1_000.0 | |
for v in phys.vertices: | |
let dist = (v.position - coord).sqrLen | |
if dist < minDist: | |
result = v | |
minDist = dist | |
when isMainModule: | |
import fowltek/sdl2/engine2 | |
import_all_sdl2_things | |
const | |
width = 800 | |
height= 600 | |
var | |
ng: TGameEngine | |
gs: PGameState | |
draggingVertex: PVertex | |
mousePos: TPoint2d | |
world = initPhysics(gravity = vector2d(0, 9.8), iterations = 10) | |
when defined(UseWorldBoundaries): | |
world.width = width | |
world.height= height | |
block setupScene: | |
for x in countup(20, <width, 100): | |
for y in countup(50, <height, 100): | |
discard world.createBox(X.float, Y.float, 50, 50) | |
for x in countup(50, < (width - 50), 130): | |
let | |
body = world.newBody | |
v1 = world.newVertex(body, x.float, 45) | |
v2 = world.newVertex(body, (x+50).float, 0) | |
v3 = world.newVertex(body, (x+100).float, 45) | |
world.newEdge body, v1, v2 | |
world.newEdge body, v2, v3 | |
world.newEdge body, v3, v1 | |
proc draw (E: PGameEngine) = | |
E.setDrawColor 255,0,0,255 | |
for edge in world.edges: | |
E.drawLine( | |
edge.v1.position.x.cint, edge.v1.position.y.cint, | |
edge.v2.position.x.cint, edge.v2.position.y.cint | |
) | |
E.setDrawColor 255,255,255,255 | |
for vert in world.vertices: | |
E.drawPoint( | |
vert.position.x.cint, vert.position.y.cint | |
) | |
E.stringRGBA 100,100, "Hello, Nimrods.", | |
0,240,50,255 | |
proc update(E: PGameEngine; dt: float) = | |
if not draggingVertex.isNil: | |
draggingVertex.position.x = mousePos.x | |
draggingVertex.position.y = mousePOs.y | |
world.update dt | |
gs = newGameState(update, draw) | |
gs.addHandler closeOnQuitEventOrKey(K_ESCAPE) | |
gs.addHandler do(E: PGameEngine; evt: var TEvent)->bool: | |
result = evt.kind in {MouseButtonDown, MouseButtonUp} | |
if result: | |
let m = evt.evMouseButton | |
case m.button | |
of BUTTON_LEFT: | |
if evt.kind == mouseButtonDown and draggingVertex.isNil: | |
draggingVertex = world.findVertex(vector2d(m.x.float, m.y.float)) | |
elif evt.kind == mouseButtonUp: | |
draggingVertex = nil | |
of BUTTON_RIGHT: | |
if evt.kind == mouseButtonDown: | |
world.createBox(m.x.float, m.y.float, 50,50) | |
else: nil | |
gs.addHandler do(E: PGameEngine; evt: var TEvent)->bool: | |
result = evt.kind == MouseMotion | |
if result: | |
let m = evt.evMouseMotion | |
mousePos.x = m.x.float | |
mousePos.y = m.y.float | |
ng = newGameEngine(gs, | |
sizeX = width, sizeY = height, | |
imageRoot = ".") | |
ng.run |
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