Files
simple_physics/objects.c
2025-12-24 14:24:07 +01:00

102 lines
2.8 KiB
C

#include "objects.h"
#include <math.h>
#include <raymath.h>
#define min(a, b) (a>b?b:a);
#define max(a, b) (a>b?a:b);
object *newobj(Vector3 pos, double r, Color c, double rest, double m)
{
object *obj = (object*)malloc(sizeof(object));
obj->r = r;
obj->pos = pos;
obj->color = c;
obj->vel = (Vector3){0, 0, 0};
obj->restitution = rest;
obj->mass = m;
return obj;
}
Vector3 gravitation_force(object *obj1, object *obj2)
{
const double GRAVITY_FACTOR = 1;
Vector3 force;
double dist, mass, total_g;
mass = obj1->mass * obj2->mass;
force = Vector3Subtract(obj2->pos, obj1->pos);
dist = Vector3Length(force);
force = Vector3Normalize(force);
dist = max(dist, obj1->r+obj2->r);
total_g = GRAVITY_FACTOR * mass / (dist * dist);
force = Vector3Scale(force, total_g);
return force;
}
void integrate_g(object *obj1, object *obj2, Vector3 force)
{
Vector3 acc;
double f, a;
f = Vector3Length(force);
//acc = Vector3Scale(Vector3Subtract(obj1->pos, obj2->pos), f);
acc = force;
a = f / obj1->mass;
acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
obj1->vel = Vector3Add(obj1->vel, acc);
a = f / obj2->mass;
acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
obj2->vel = Vector3Add(obj2->vel, acc);
}
void resolve_collision(object *obj1, object *obj2)
{
Vector3 normal = Vector3Subtract(obj1->pos, obj2->pos);
float distsq = Vector3LengthSqr(normal);
float sumrad = obj1->r+obj2->r;
float mindistsq = sumrad*sumrad;
if (distsq < mindistsq) {
float dist = sqrtf(distsq);
if (dist == 0) {
normal = Vector3RotateByAxisAngle(Vector3One(), (Vector3){0, 1, 1}, rand()*360);
dist = sumrad;
} else {
normal = Vector3Scale(normal, 1.0f / dist);
}
float overlap = sumrad - dist;
Vector3 separation = Vector3Scale(normal, overlap / 2.0f);
obj1->pos = Vector3Subtract(obj1->pos, separation);
obj2->pos = Vector3Add(obj2->pos, separation);
} else {
normal = Vector3Normalize(normal);
}
float vel1_normal = Vector3DotProduct(obj1->vel, normal);
float vel2_normal = Vector3DotProduct(obj2->vel, normal);
if (vel1_normal - vel2_normal > 0) return;
float totalmass = obj1->mass + obj2->mass;
float vel1_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj2->restitution * (vel1_normal - vel2_normal)) / totalmass;
float vel2_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj1->restitution * (vel2_normal - vel1_normal)) / totalmass;
Vector3 vel1_tang = Vector3Subtract(obj1->vel, Vector3Scale(normal, vel1_normal));
Vector3 vel2_tang = Vector3Subtract(obj2->vel, Vector3Scale(normal, vel2_normal));
obj1->vel = Vector3Add(Vector3Scale(normal, vel1_normal_final), vel1_tang);
obj2->vel = Vector3Add(Vector3Scale(normal, vel2_normal_final), vel2_tang);
}