demo: add sailboat

This commit is contained in:
Zack Buhman 2025-07-22 17:50:42 -05:00
parent d54ae4bd94
commit edeeec34b6
8 changed files with 366 additions and 2 deletions

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@ -20,9 +20,12 @@ DEMO_OBJ = \
src/platform/font.o \
src/demo/ballistics.o \
src/demo/bridge.o \
src/demo/sailboat.o \
src/physics/particle.o \
src/physics/particle_link.o \
src/physics/particle_contact.o
src/physics/particle_contact.o \
src/physics/body.o \
src/physics/force_generator.o
demo.elf: LDSCRIPT = $(LIB)/main.lds
demo.elf: $(START_OBJ) $(DEMO_OBJ) $(FONT_OBJ) $(LIBGCC)

134
src/demo/sailboat.cpp Normal file
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@ -0,0 +1,134 @@
#include "math/float_types.hpp"
#include "math/transform.hpp"
#include "platform/graphics_primitive.hpp"
#include "platform/font.hpp"
#include "demo/sailboat.hpp"
#include "assert.h"
namespace demo {
static inline mat3x3 inertia_tensor_coeffs(float ix, float iy, float iz,
float ixy = 0, float ixz = 0, float iyz = 0)
{
return mat3x3( ix, -ixy, -ixz,
-ixy, iy, -iyz,
-ixz, -iyz, iz);
}
static inline mat3x3 block_inertia_tensor(const vec3& half_sizes, float mass)
{
vec3 squares = half_sizes * half_sizes;
return inertia_tensor_coeffs(0.3f * mass * (squares.y + squares.z),
0.3f * mass * (squares.x + squares.z),
0.3f * mass * (squares.x + squares.y));
}
mat4x4 sailboat::init()
{
buoyancy.center_of_buoyancy = vec3(0.0f, 0.5f, 0.0f);
buoyancy.max_depth = 1.0f;
buoyancy.volume = 3.0f;
buoyancy.water_height = 1.6f;
buoyancy.liquid_density = 1000.0f;
body.position = vec3(0, 1.6f, 0);
body.orientation = vec4(0, 0, 0, 1);
body.velocity = vec3(0, 0, 0);
body.rotation = vec3(0, 0, 0);
body.inverse_mass = 1.0f / 200.0f;
mat3x3 inertia_tensor = block_inertia_tensor(vec3(2, 1, 1), 100.0f);
body.set_inertia_tensor(inertia_tensor);
body.linear_damping = 0.9963f;
body.angular_damping = 0.9963f;
body.acceleration = vec3(0, -9.81, 0);
body.calculate_derived_data();
mat4x4 view_trans
= translate(vec3(0.0, 0.1, 0.5))
* rotate_x(pi / 4)
* rotate_y(pi / 4)
* scale(vec3(-2, -2, 2));
return view_trans;
}
void sailboat::update()
{
body.clear_accumulators();
float duration = 1.0f / 60.0f;
buoyancy.update_force(&body, duration);
body.integrate(duration);
}
void sailboat::draw_hud(ta_parameter_writer& writer)
{
const int title_length = 16;
const int title_width_2 = (font::ter_u12n.hori_advance * title_length) >> 1;
const int framebuffer_width_2 = framebuffer::framebuffer.px_width >> 1;
const int x = framebuffer_width_2 - title_width_2;
vec3 center_p = vec3(x, 5, 10);
font::ter_u12n.global(writer);
font::ter_u12n.draw_string(writer, center_p, "demo: sailboat", 0xffffffff);
}
void sailboat::draw_boat(ta_parameter_writer& writer, const mat4x4& trans)
{
vec3 color = vec3(1.0, 0.5, 0.0);
// left hull
const mat4x4 tl
= translate(vec3(0, 0, -1.0f))
* scale(vec3(2.f, 0.4f, 0.4f))
* scale(0.5f);
draw_cube(writer, trans * tl, color);
// right hull
const mat4x4 tr
= translate(vec3(0, 0, 1.0f))
* scale(vec3(2.f, 0.4f, 0.4f))
* scale(0.5f);
draw_cube(writer, trans * tr, color);
// deck
vec3 deck_color = vec3(1.0, 0.0, 1.0);
const mat4x4 td
= translate(vec3(0, 0.3f, 0.0f))
* scale(vec3(1.0f, 0.1f, 2.0f))
* scale(0.5f);
draw_cube(writer, trans * td, deck_color);
// mast
vec3 mast_color = vec3(0.0, 1.0, 1.0);
const mat4x4 tm
= translate(vec3(0, 1.8f, 0))
* scale(vec3(0.1f, 3.0f, 0.1f))
* scale(0.5f);
draw_cube(writer, trans * tm, mast_color);
}
void sailboat::draw(ta_parameter_writer& writer, const mat4x4& trans)
{
// punch through
draw_hud(writer);
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
// opaque
draw_axis(writer, trans);
draw_boat(writer, trans * body.transform_matrix);
writer.append<ta_global_parameter::end_of_list>() =
ta_global_parameter::end_of_list(para_control::para_type::end_of_list);
}
}

20
src/demo/sailboat.hpp Normal file
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@ -0,0 +1,20 @@
#pragma once
#include "demo/scene.hpp"
#include "physics/force_generator.hpp"
namespace demo {
struct sailboat : scene {
physics::buoyancy buoyancy;
physics::rigid_body body;
mat4x4 init() override;
void update() override;
void draw_hud(ta_parameter_writer& writer);
void draw_boat(ta_parameter_writer& writer, const mat4x4& trans);
void draw(ta_parameter_writer& writer, const mat4x4& trans) override;
};
}

69
src/physics/body.cpp Normal file
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#include "math/float_types.hpp"
#include "math/transform.hpp"
#include "body.hpp"
namespace physics {
void rigid_body::calculate_derived_data()
{
orientation = normalize(orientation);
transform_matrix = translate(position) * rotate_quaternion(orientation);
mat3x3 t = submatrix(transform_matrix, 3, 3);
inverse_inertia_tensor_world = t * inverse_inertia_tensor * transpose(t);
}
void rigid_body::set_inertia_tensor(const mat3x3& inertia_tensor)
{
inverse_inertia_tensor = inverse(inertia_tensor);
}
void rigid_body::clear_accumulators()
{
force_accum = vec3(0, 0, 0);
torque_accum = vec3(0, 0, 0);
}
void rigid_body::add_force_at_local_point(const vec3& force,
const vec3& point)
{
vec3 pt = transform_matrix * point;
add_force_at_point(force, pt);
}
void rigid_body::add_force_at_point(const vec3& force,
const vec3& point)
{
// relative to center of mass
vec3 pt = point - position;
force_accum += force;
torque_accum += cross(pt, force);
}
void rigid_body::integrate(float duration)
{
last_frame_acceleration = acceleration;
last_frame_acceleration += force_accum * inverse_mass;
vec3 angular_acceleration = inverse_inertia_tensor_world * torque_accum;
velocity += last_frame_acceleration * duration;
rotation += angular_acceleration * duration;
// drag
velocity *= linear_damping;
rotation *= angular_damping;
position += velocity * duration;
orientation += rotation * duration;
calculate_derived_data();
clear_accumulators();
}
}

45
src/physics/body.hpp Normal file
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@ -0,0 +1,45 @@
#pragma once
#include "math/float_types.hpp"
namespace physics {
struct rigid_body
{
float inverse_mass;
vec3 position;
vec4 orientation;
vec3 velocity;
vec3 rotation;
mat4x4 transform_matrix;
mat3x3 inverse_inertia_tensor;
mat3x3 inverse_inertia_tensor_world;
vec3 force_accum;
vec3 torque_accum;
float linear_damping;
float angular_damping;
vec3 acceleration;
vec3 last_frame_acceleration;
void calculate_derived_data();
void set_inertia_tensor(const mat3x3& inertia_tensor);
void clear_accumulators();
void add_force_at_local_point(const vec3& force,
const vec3& point);
void add_force_at_point(const vec3& force,
const vec3& point);
void integrate(float duration);
inline float get_mass() const
{
float sqrt_mass = 1.0f / sqrt<float>(inverse_mass);
return sqrt_mass * sqrt_mass;
}
};
}

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@ -0,0 +1,42 @@
#include "force_generator.hpp"
namespace physics {
void gravity::update_force(rigid_body * body, float duration)
{
body->force_accum += gravity * body->get_mass();
}
void spring::update_force(rigid_body * body, float duration)
{
vec3 pa = body->transform_matrix * connection_point;
vec3 pb = other->transform_matrix * other_connection_point;
vec3 force = pa - pb;
float mag = magnitude(force);
float intensity = abs(mag - rest_length) * spring_constant;
body->add_force_at_point(normalize(force) * -intensity, pa);
}
void buoyancy::update_force(rigid_body * body, float duration)
{
vec3 center_of_buoyancy_world = body->transform_matrix * center_of_buoyancy;
float depth = center_of_buoyancy_world.y;
if (depth >= water_height + max_depth)
return; // not inside the water
vec3 force(0, 0, 0);
if (depth <= water_height - max_depth) {
// fully submerged
force.y = liquid_density * volume;
} else {
// partially submerged
force.y = liquid_density * volume * (depth - max_depth - water_height) / 2.0f * max_depth;
}
body->add_force_at_point(force, center_of_buoyancy);
}
}

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@ -0,0 +1,49 @@
#pragma once
#include "body.hpp"
namespace physics {
struct force_generator
{
virtual void update_force(rigid_body * body, float duration) = 0;
};
struct gravity : force_generator
{
vec3 gravity;
void update_force(rigid_body * body, float duration) override;
};
struct spring : force_generator
{
// local coordinates
vec3 connection_point;
// other local coordinates
vec3 other_connection_point;
rigid_body * other;
float spring_constant;
float rest_length;
void update_force(rigid_body * body, float duration) override;
};
struct buoyancy : force_generator
{
float max_depth;
float volume;
float water_height;
float liquid_density;
vec3 center_of_buoyancy;
void update_force(rigid_body * body, float duration) override;
};
}

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@ -25,6 +25,7 @@
#include "demo/ballistics.hpp"
#include "demo/bridge.hpp"
#include "demo/sailboat.hpp"
#include "maple/maple_bus_bits.hpp"
@ -94,7 +95,8 @@ namespace graphics {
demo::ballistics _ballistics;
demo::bridge _bridge;
demo::scene * current_scene = &_bridge;
demo::sailboat _sailboat;
demo::scene * current_scene = &_sailboat;
void draw()
{