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58 changes: 58 additions & 0 deletions core/driver/src/physics_world.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -358,6 +358,64 @@ void PhysicsWorld::step() {
ball.setState(s);
}

// Resolve ball <-> ball collisions (pairwise) so gamepieces interact with each
// other. We only consider airborne gamepieces here to match rigid-body
// collision handling.
for (std::size_t i = 0; i < gamepieces_.size(); ++i) {
for (std::size_t j = i + 1; j < gamepieces_.size(); ++j) {
auto& a = gamepieces_[i];
auto& b = gamepieces_[j];

if (a.getGamepieceState() != Gamepiece::State::kAirborne ||
b.getGamepieceState() != Gamepiece::State::kAirborne) {
continue;
}

auto sa = a.state();
auto sb = b.state();

const auto& ap = a.ballProperties();
const auto& bp = b.ballProperties();
const double ra = std::max(0.0, ap.radius_m);
const double rb = std::max(0.0, bp.radius_m);
const double ma = std::max(1e-9, ap.mass_kg);
const double mb = std::max(1e-9, bp.mass_kg);
const double inv_ma = 1.0 / ma;
const double inv_mb = 1.0 / mb;

Vector3 rel = sa.position_m - sb.position_m;
const double dist = rel.norm();
const double contact_dist = ra + rb;
if (dist <= contact_dist) {
Vector3 normal = dist > 1e-9 ? rel / dist : Vector3::unitZ();

// positional correction: separate proportionally to mass
const double penetration = contact_dist - dist;
const double total_m = ma + mb;
if (total_m > 0.0) {
sa.position_m += normal * (penetration * (mb / total_m));
sb.position_m -= normal * (penetration * (ma / total_m));
}

const Vector3 rel_vel = sa.velocity_mps - sb.velocity_mps;
const double vn = rel_vel.dot(normal);
if (vn < 0.0) {
const double ea = ap.restitution;
const double eb = bp.restitution;
const double e = std::clamp(0.5 * (ea + eb), 0.0, 1.0);
const double j = -(1.0 + e) * vn / (inv_ma + inv_mb);
const Vector3 impulse = normal * j;

sa.velocity_mps += impulse * inv_ma;
sb.velocity_mps -= impulse * inv_mb;
}

a.setState(sa);
b.setState(sb);
}
}
}

++step_count_;
accumulated_sim_time_s_ += dt_s;
}
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