#include "asim.h" #include #include #include #include #define GRAVITY -9.81f #define MAX_BVH_DEPTH 20 typedef struct { vec4_t min; vec4_t max; } aabb_t; typedef struct { vec4_t position; vec4_t velocity; float radius; float mass; } sphere_t; typedef struct { vec4_t v0; vec4_t v1; vec4_t v2; vec4_t normal; aabb_t bounds; } triangle_t; typedef struct bvh_node { aabb_t bounds; struct bvh_node *left, *right; triangle_t *triangles; int num_tris; int is_leaf; } bvh_node_t; typedef struct { bvh_node_t *root; } mesh_t; sphere_t sphere = {.position = {0, 0, 0}, .velocity = {0, 0, 0}, // .radius = 1.0f, .radius = 0.2f, .mass = 1.0f}; mesh_t mesh; aabb_t root_bounds = {{-10, -10, -10}, {10, 10, 10}}; physics_pair_t ppair; static inline aabb_t merge_aabbs(aabb_t a, aabb_t b) { return (aabb_t){.min = {fminf(a.min.x, b.min.x), fminf(a.min.y, b.min.y), fminf(a.min.z, b.min.z)}, .max = {fmaxf(a.max.x, b.max.x), fmaxf(a.max.y, b.max.y), fmaxf(a.max.z, b.max.z)}}; } static inline int sphere_aabb_intersect(sphere_t *s, aabb_t *a) { float x = fmaxf(a->min.x, fminf(s->position.x, a->max.x)); float y = fmaxf(a->min.y, fminf(s->position.y, a->max.y)); float z = fmaxf(a->min.z, fminf(s->position.z, a->max.z)); float dx = x - s->position.x, dy = y - s->position.y, dz = z - s->position.z; return dx * dx + dy * dy + dz * dz <= s->radius * s->radius; } // Comparison function for sorting triangles by x-coordinate of centroid static int compare_triangles(const void *a, const void *b) { triangle_t *ta = (triangle_t *)a; triangle_t *tb = (triangle_t *)b; vec4_t ca = vec4_mult(vec4_add(vec4_add(ta->v0, ta->v1), ta->v2), 1.0f / 3.0f); vec4_t cb = vec4_mult(vec4_add(vec4_add(tb->v0, tb->v1), tb->v2), 1.0f / 3.0f); return (ca.x > cb.x) - (ca.x < cb.x); } static bvh_node_t *create_bvh_node(triangle_t *tris, int num_tris, int depth) { bvh_node_t *node = (bvh_node_t *)malloc(sizeof(bvh_node_t)); *node = (bvh_node_t){.left = NULL, .right = NULL, .triangles = NULL, .num_tris = 0, .is_leaf = 1}; if (num_tris <= 1 || depth >= MAX_BVH_DEPTH) { node->num_tris = num_tris; if (num_tris) { node->triangles = (triangle_t *)malloc(num_tris * sizeof(triangle_t)); memcpy(node->triangles, tris, num_tris * sizeof(triangle_t)); node->bounds = tris[0].bounds; } else { node->bounds = root_bounds; } return node; } qsort(tris, num_tris, sizeof(triangle_t), compare_triangles); int mid = num_tris / 2; node->is_leaf = 0; node->left = create_bvh_node(tris, mid, depth + 1); node->right = create_bvh_node(tris + mid, num_tris - mid, depth + 1); node->bounds = merge_aabbs(node->left->bounds, node->right->bounds); return node; } static void collide_sphere_triangle(sphere_t *s, triangle_t *t) { if (!sphere_aabb_intersect(s, &t->bounds)) { return; } vec4_t to_sphere = vec4_sub(s->position, t->v0); float dist = vec4_dot(to_sphere, t->normal); if (fabsf(dist) > s->radius) { return; } vec4_t p = vec4_sub(s->position, vec4_mult(t->normal, dist)); vec4_t e0 = vec4_sub(t->v1, t->v0), e1 = vec4_sub(t->v2, t->v1), e2 = vec4_sub(t->v0, t->v2); vec4_t c0 = vec4_sub(p, t->v0), c1 = vec4_sub(p, t->v1), c2 = vec4_sub(p, t->v2); if (vec4_dot(t->normal, vec4_cross(e0, c0)) >= 0 && vec4_dot(t->normal, vec4_cross(e1, c1)) >= 0 && vec4_dot(t->normal, vec4_cross(e2, c2)) >= 0) { float penetration = s->radius - dist; if (dist < 0) { penetration = -penetration; } s->position = vec4_add(s->position, vec4_mult(t->normal, penetration)); float v_dot_n = vec4_dot(s->velocity, t->normal); vec4_t n_vel = vec4_mult(t->normal, v_dot_n); s->velocity = vec4_add(vec4_sub(s->velocity, n_vel), vec4_mult(n_vel, -0.01f)); vec4_t contact_point = vec4_sub(s->position, vec4_mult(t->normal, s->radius)); ppair.pos_a_x = contact_point.x; ppair.pos_a_y = contact_point.y; ppair.pos_a_z = contact_point.z; } } static void query_bvh(sphere_t *s, bvh_node_t *n) { if (!n || !sphere_aabb_intersect(s, &n->bounds)) { return; } if (n->is_leaf) { for (int i = 0; i < n->num_tris; i++) { collide_sphere_triangle(s, &n->triangles[i]); } } else { query_bvh(s, n->left); query_bvh(s, n->right); } } static void free_bvh(bvh_node_t *n) { if (!n) { return; } if (n->is_leaf) { free(n->triangles); } else { free_bvh(n->left); free_bvh(n->right); } free(n); } void asim_world_create() {} void asim_world_destroy() { free_bvh(mesh.root); mesh.root = NULL; } void asim_world_update(float time_step) { ppair.pos_a_x = 0; ppair.pos_a_y = 0; ppair.pos_a_z = 0; const int sub_steps = 2; float dt = time_step / sub_steps; for (int i = 0; i < sub_steps; i++) { sphere.velocity.z += GRAVITY * dt; sphere.position = vec4_add(sphere.position, vec4_mult(sphere.velocity, dt)); query_bvh(&sphere, mesh.root); } } physics_pair_t *asim_world_get_contact() { return &ppair; } void *asim_body_create(int shape, float mass, float dimx, float dimy, float dimz, float x, float y, float z, void *posa, void *inda, float scale_pos) { if (shape == 1) { // SPHERE sphere.position.x = x; sphere.position.y = y; sphere.position.z = z; sphere.velocity.x = 0; sphere.velocity.y = 0; sphere.velocity.z = 0; return NULL; } i16_array_t *pa = posa; u32_array_t *ia = inda; int num_tris = ia->length / 3; triangle_t *tris = (triangle_t *)malloc(num_tris * sizeof(triangle_t)); float scale = (1.0 / 32767.0) * scale_pos; for (int i = 0; i < num_tris; i++) { tris[i].v0 = (vec4_t){pa->buffer[ia->buffer[i * 3] * 4] * scale, pa->buffer[ia->buffer[i * 3] * 4 + 1] * scale, pa->buffer[ia->buffer[i * 3] * 4 + 2] * scale}; tris[i].v1 = (vec4_t){pa->buffer[ia->buffer[i * 3 + 1] * 4] * scale, pa->buffer[ia->buffer[i * 3 + 1] * 4 + 1] * scale, pa->buffer[ia->buffer[i * 3 + 1] * 4 + 2] * scale}; tris[i].v2 = (vec4_t){pa->buffer[ia->buffer[i * 3 + 2] * 4] * scale, pa->buffer[ia->buffer[i * 3 + 2] * 4 + 1] * scale, pa->buffer[ia->buffer[i * 3 + 2] * 4 + 2] * scale}; vec4_t edge1 = vec4_sub(tris[i].v1, tris[i].v0); vec4_t edge2 = vec4_sub(tris[i].v2, tris[i].v0); tris[i].normal = vec4_mult(vec4_cross(edge1, edge2), 1.0f / vec4_len(vec4_cross(edge1, edge2))); tris[i].bounds = (aabb_t){.min = {fminf(fminf(tris[i].v0.x, tris[i].v1.x), tris[i].v2.x), fminf(fminf(tris[i].v0.y, tris[i].v1.y), tris[i].v2.y), fminf(fminf(tris[i].v0.z, tris[i].v1.z), tris[i].v2.z)}, .max = {fmaxf(fmaxf(tris[i].v0.x, tris[i].v1.x), tris[i].v2.x), fmaxf(fmaxf(tris[i].v0.y, tris[i].v1.y), tris[i].v2.y), fmaxf(fmaxf(tris[i].v0.z, tris[i].v1.z), tris[i].v2.z)}}; } mesh.root = create_bvh_node(tris, num_tris, 0); free(tris); return NULL; } void asim_body_apply_impulse(void *body, float x, float y, float z) { sphere.velocity.x += x; sphere.velocity.y += y; sphere.velocity.z += z; } void asim_body_get_pos(void *body, vec4_t *pos) { pos->x = sphere.position.x; pos->y = sphere.position.y; pos->z = sphere.position.z; } void asim_body_get_rot(void *body, quat_t *rot) {} void asim_body_sync_transform(void *body, vec4_t pos, quat_t rot) { sphere.position.x = pos.x; sphere.position.y = pos.y; sphere.position.z = pos.z; } void asim_body_remove(void *body) {}