diff --git a/packages/ludic.physics/README.md b/packages/ludic.physics/README.md index 642128f7..97c49abb 100644 --- a/packages/ludic.physics/README.md +++ b/packages/ludic.physics/README.md @@ -39,6 +39,8 @@ import "ludic.physics" | `phys_ray(st, o, d, mask) -> PhysHit` | the first thing along a ray | | `phys_top_at(st, x, z, r, from_y, depth, mask) -> float` | what a foot would land on (`CharacterGround.top_at`), `PHYS_NONE` if nothing | | `phys_push(st, x, z, r, y0, y1, mask) -> PhysPush` | the move that stands an upright body clear (`CharacterGround.push`) | +| `phys_resolve(st, x, z, r, y0, y1, mask) -> bool`, `phys_resolved_x` / `_z` | pushed clear in two passes, the place kept (`CharacterGround.push`, `pushed_x` / `_z`); a contact more up than across is ground under the feet, not a wall | +| `phys_step_top(st, x, z, r, feet, reach, mask) -> float` | the highest top a foot could step up to, anything taller than `feet + reach` left out as a wall | | `phys_overlap(st, x, y, z, r, mask) -> []int` | the bodies a ball touches | | `phys_float(st, id, buoyancy, linear_drag, angular_drag)`, `phys_sink`, `phys_floating` | a body buoyed each step against `PhysWater` and carried by its current | | `phys_facts(st)` | `PhysFact`: `PHYS_HIT` (two bodies met at `ph_hard` m/s or more), `PHYS_SPLASH` (a floating body reached water) | diff --git a/packages/ludic.physics/lib/macos-arm64/libludicjolt.dylib b/packages/ludic.physics/lib/macos-arm64/libludicjolt.dylib index 47888bcc..ab8757a4 100755 --- a/packages/ludic.physics/lib/macos-arm64/libludicjolt.dylib +++ b/packages/ludic.physics/lib/macos-arm64/libludicjolt.dylib @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7e7360edbd7cdec8cb8a7084914ddac37fcbb6d34c89947db0959477b25fbec5 +oid sha256:c84347121c46557ad468b6a4a86d9d7590e305c3982cd2f2d17d7b9747b0fe3a size 1099936 diff --git a/packages/ludic.physics/native/shim/jph_queries.inl b/packages/ludic.physics/native/shim/jph_queries.inl index e4ef2c75..180781c7 100644 --- a/packages/ludic.physics/native/shim/jph_queries.inl +++ b/packages/ludic.physics/native/shim/jph_queries.inl @@ -53,7 +53,7 @@ JPH_SHIM int jph_overlap(void *w, float x, float y, float z, float r, int mask, } // an upright body r wide, from y0 to y1, at (x, z): how far to move it in x and z to stand clear -// of what it overlaps in mask, into out[2]; returns how many things it overlapped +// of what it overlaps in mask, into out[2]; returns how many things were in the way JPH_SHIM int jph_push(void *w, float x, float z, float r, float y0, float y1, int mask, float *out) { World *ww = static_cast(w); float half = (y1 - y0) * 0.5f; @@ -66,18 +66,23 @@ JPH_SHIM int jph_push(void *w, float x, float z, float r, float y0, float y1, in ww->sys.GetNarrowPhaseQuery().CollideShape(&body, Vec3::sOne(), RMat44::sTranslation(RVec3(x, y0 + half, z)), cs, RVec3::sZero(), hits, {}, f); hits.Sort(); + // a contact more up than across is what the feet stand on (a rock's top, a dome under them), + // not a wall, and a touch with nothing in it is no contact float px = 0.0f, pz = 0.0f; + int n = 0; for (const CollideShapeResult &h : hits.mHits) { - Vec3 a = h.mPenetrationAxis; + if (h.mPenetrationDepth <= 1.0e-4f) continue; + Vec3 a = h.mPenetrationAxis.NormalizedOr(Vec3::sAxisY()); Vec3 flat(a.GetX(), 0.0f, a.GetZ()); - if (flat.LengthSq() < 1.0e-8f) continue; + if (flat.Length() < 0.5f) continue; flat = flat.Normalized() * h.mPenetrationDepth; px -= flat.GetX(); pz -= flat.GetZ(); + n++; } out[0] = px; out[1] = pz; - return int(hits.mHits.size()); + return n; } // the highest top under an upright body r wide at (x, z) that a foot at `feet` could stand on or diff --git a/packages/ludic.physics/queries.ludic b/packages/ludic.physics/queries.ludic index 42e251da..7c2ce493 100644 --- a/packages/ludic.physics/queries.ludic +++ b/packages/ludic.physics/queries.ludic @@ -72,3 +72,25 @@ export function phys_push(physics_st: mut PhysicsState, x: float, z: float, r: f p.z = physics_st.ph_vals[1] return p } + +# a body r wide from y0 to y1 at (x, z) moved clear of what it stands in, two passes over (a push out +# of one thing can put it into another); true when it moved, the place in phys_resolved_x / _z - +# what CharacterGround.push and pushed_x / _z ask +export function phys_resolve(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int) -> bool { + var px = x + var pz = z + var moved = false + for pass in 0 .. 2 { + let p = phys_push(physics_st, px, pz, r, y0, y1, mask) + if p.n > 0 { + px += p.x + pz += p.z + moved = true + } + } + physics_st.ph_rx = px + physics_st.ph_rz = pz + return moved +} +export function phys_resolved_x(physics_st: PhysicsState) -> float { return physics_st.ph_rx } +export function phys_resolved_z(physics_st: PhysicsState) -> float { return physics_st.ph_rz } diff --git a/packages/ludic.physics/state.ludic b/packages/ludic.physics/state.ludic index b53b6a65..6d291dd1 100644 --- a/packages/ludic.physics/state.ludic +++ b/packages/ludic.physics/state.ludic @@ -45,6 +45,8 @@ export state PhysicsState { ph_hard: float = 2.0 # metres a second: a contact under this is not a fact ph_floats: []int = null # buoyant bodies' ids ph_float_k: []float = null # and theirs: buoyancy, linear drag, angular drag, wet + ph_rx: float = 0.0 # where the last phys_resolve put a body + ph_rz: float = 0.0 ph_ids: []int = null ph_vals: []float = null ph_facts: Queue = null diff --git a/packages/ludic.physics/tests/physics_test.ludic b/packages/ludic.physics/tests/physics_test.ludic index c183bdf7..ab19eab4 100644 --- a/packages/ludic.physics/tests/physics_test.ludic +++ b/packages/ludic.physics/tests/physics_test.ludic @@ -110,4 +110,26 @@ program PhysicsTest { expect(Math.abs(phys_step_top(physics_st, 5.0, 0.0, 0.35, 2.9, 0.55, PHYS_M_STATIC) - 3.0) < 0.02) phys_close(physics_st) } + + test "a body is resolved clear of a post, and standing on a rock is not being in it" (physics_st: mut PhysicsState) { + ground(physics_st) + let post = phys_offset(physics_st, phys_cylinder(physics_st, 1.0, 0.3), 0.0, 1.0, 0.0, 0.0) + phys_static_add(physics_st, post, 0.0, 0.0, 0.0, 0.0) + let rock = phys_offset(physics_st, phys_cylinder(physics_st, 0.2, 1.0), 0.0, 0.2, 0.0, 0.0) + phys_static_add(physics_st, rock, 5.0, 0.0, 0.0, 0.0) + phys_static_add(physics_st, phys_dome(physics_st, 1.5, 0.6), -5.0, 0.0, 0.0, 0.0) + phys_settle(physics_st) + expect(phys_resolve(physics_st, 0.4, 0.1, 0.35, 0.0, 1.8, PHYS_M_STATIC)) + let dx = phys_resolved_x(physics_st) + let dz = phys_resolved_z(physics_st) + expect(Math.sqrt(dx * dx + dz * dz) > 0.64) + expect(not phys_resolve(physics_st, 5.2, 0.0, 0.35, 0.4, 2.2, PHYS_M_STATIC)) + expect_eq(phys_resolved_x(physics_st), 5.2) + expect(phys_resolve(physics_st, 6.3, 0.0, 0.35, 0.0, 1.8, PHYS_M_STATIC)) + expect(phys_resolved_x(physics_st) > 6.34) + let top = phys_step_top(physics_st, -5.3, 0.0, 0.35, 0.0, 0.7, PHYS_M_STATIC) + expect(top > 0.4) + expect(not phys_resolve(physics_st, -5.3, 0.0, 0.35, top, top + 1.8, PHYS_M_STATIC)) + phys_close(physics_st) + } }