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collision.go
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230 lines (191 loc) · 5.31 KB
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package feather
import (
"sync"
"github.com/akmonengine/feather/actor"
"github.com/akmonengine/feather/constraint"
"github.com/akmonengine/feather/epa"
"github.com/akmonengine/feather/gjk"
"github.com/go-gl/mathgl/mgl64"
)
const STIFF_COMPLIANCE = CONCRETE_COMPLIANCE
const (
CONCRETE_COMPLIANCE = 0.04e-9
WOOD_COMPLIANCE = 0.16e-9
LEATHER_COMPLIANCE = 14e-8
TENDON_COMPLIANCE = 0.2e-7
RUBBER_COMPLIANCE = 1e-6
MUSCLE_COMPLIANCE = 0.2e-3
FAT_COMPLIANCE = 1e-3
)
// CollisionPair represents a pair of rigid bodies that potentially collide
type CollisionPair struct {
BodyA *actor.RigidBody
BodyB *actor.RigidBody
simplex *gjk.Simplex
}
// BroadPhase performs broad-phase collision detection using AABB overlap tests
// It returns pairs of bodies whose AABBs overlap and might be colliding
// This is an O(n²) brute-force approach suitable for small numbers of bodies
func BroadPhase(spatialGrid *SpatialGrid, bodies []*actor.RigidBody, workersCount int) <-chan Pair {
spatialGrid.Clear()
for i, body := range bodies {
spatialGrid.Insert(i, body)
}
spatialGrid.SortCells()
checkingPairs := spatialGrid.FindPairsParallel(bodies, workersCount)
return checkingPairs
}
func NarrowPhase(pairs <-chan Pair, workersCount int) []*constraint.ContactConstraint {
// Dispatcher: separate pairs with planes, and normal convex objects
planePairs := make(chan Pair, workersCount)
gjkPairs := make(chan Pair, workersCount)
go func() {
defer close(planePairs)
defer close(gjkPairs)
for pair := range pairs {
_, aIsPlane := pair.BodyA.Shape.(*actor.Plane)
_, bIsPlane := pair.BodyB.Shape.(*actor.Plane)
if aIsPlane || bIsPlane {
planePairs <- pair
} else {
gjkPairs <- pair
}
}
}()
// Canal pour collecter tous les contacts
allContacts := make(chan *constraint.ContactConstraint, workersCount*2)
var wg sync.WaitGroup
// Path 1: GJK/EPA for convex objects
wg.Add(1)
go func() {
defer wg.Done()
collisionPairs := GJK(gjkPairs, workersCount)
contactsChan := EPA(collisionPairs, workersCount)
for contact := range contactsChan {
allContacts <- contact
}
}()
// Path 2: analytic collisions with planes
wg.Add(1)
go func() {
defer wg.Done()
contactsChan := collidePlane(planePairs, workersCount)
for contact := range contactsChan {
allContacts <- contact
}
}()
// Fermer le canal de sortie quand tout est fini
go func() {
wg.Wait()
close(allContacts)
}()
// Collecter tous les contacts
contacts := make([]*constraint.ContactConstraint, 0)
for c := range allContacts {
contacts = append(contacts, c)
}
//fmt.Println("COUNT PAIRS", len(contacts))
return contacts
}
func GJK(pairChan <-chan Pair, workersCount int) <-chan CollisionPair {
collisionChan := make(chan CollisionPair, workersCount)
go func() {
var wg sync.WaitGroup
defer close(collisionChan)
for range workersCount {
wg.Add(1)
go func() {
defer wg.Done()
for p := range pairChan {
simplex := gjk.SimplexPool.Get().(*gjk.Simplex)
simplex.Reset()
if collision := gjk.GJK(p.BodyA, p.BodyB, simplex); collision {
collisionChan <- CollisionPair{
BodyA: p.BodyA,
BodyB: p.BodyB,
simplex: simplex,
}
} else {
gjk.SimplexPool.Put(simplex)
}
}
}()
}
wg.Wait()
}()
return collisionChan
}
func EPA(p <-chan CollisionPair, workersCount int) <-chan *constraint.ContactConstraint {
ch := make(chan *constraint.ContactConstraint, workersCount)
go func() {
var wg sync.WaitGroup
defer close(ch)
for range workersCount {
wg.Add(1)
go func() {
defer wg.Done()
for pair := range p {
contact, err := epa.EPA(pair.BodyA, pair.BodyB, pair.simplex)
gjk.SimplexPool.Put(pair.simplex)
if err != nil {
continue
}
ch <- &contact
}
}()
}
wg.Wait()
}()
return ch
}
func collidePlane(pairs <-chan Pair, workersCount int) <-chan *constraint.ContactConstraint {
ch := make(chan *constraint.ContactConstraint, workersCount)
go func() {
var wg sync.WaitGroup
defer close(ch)
for range workersCount {
wg.Add(1)
go func() {
defer wg.Done()
for pair := range pairs {
// Identifier quel body est le plan
var plane *actor.Plane
var object *actor.RigidBody
var planeBody *actor.RigidBody
var contactNormal mgl64.Vec3
if p, ok := pair.BodyA.Shape.(*actor.Plane); ok {
plane = p
planeBody = pair.BodyA
object = pair.BodyB
contactNormal = plane.Normal
} else if p, ok := pair.BodyB.Shape.(*actor.Plane); ok {
plane = p
planeBody = pair.BodyB
object = pair.BodyA
contactNormal = plane.Normal.Mul(-1)
} else {
continue // No plane (should not happen, the data is prefiltered in NarrowPhase)
}
collision, result := object.Shape.CollideWithPlane(plane.Normal, plane.Distance, object.Transform)
if !collision {
continue
}
var points []constraint.ContactPoint
for _, point := range result {
points = append(points, constraint.ContactPoint{Position: point.Position, Penetration: point.Penetration})
}
// Créer la contrainte
contact := &constraint.ContactConstraint{
BodyA: planeBody,
BodyB: object,
Normal: contactNormal,
Points: points,
}
ch <- contact
}
}()
}
wg.Wait()
}()
return ch
}