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/// AAA Constraint Solver — Sequential Impulses (SI) with:
/// - Warm-starting (önceki frame'in impulslarını uygula)
/// - Accumulated-impulse clamping (negatif normal impulse engeli)
/// - Coulomb friction cone (statik + dinamik)
/// - Speculative contacts (penetrasyon öncesi temas)
/// - 2-boyutlu sürtünme (iki tangent yönü)
/// - Restitution threshold (micro-bounce önleme)
/// - Solver iteration sayısı konfigüre edilebilir
use gizmo_physics_core::ContactManifold;
use gizmo_physics_core::components::Transform;
use crate::components::{RigidBody, Velocity};
use gizmo_math::{Mat3, Vec3};
// ─────────────────────────────────────────────────────────────────────────────
// Konfigürasyon
// ─────────────────────────────────────────────────────────────────────────────
pub struct ConstraintSolver {
/// PGS iterasyon sayısı (daha fazla = daha stabil, daha yavaş)
pub iterations: usize,
/// Baumgarte stabilizasyon faktörü (0.1..0.3 arası ideal)
/// Split Impulse kapalıyken fallback olarak kullanılır.
pub baumgarte: f32,
/// Penetrasyon toleransı — bu kadar penetrasyon normal kabul edilir
pub slop: f32,
/// Warm-start faktörü (0.8 = önceki frame impulsunun %80'ini uygula)
pub warm_start_factor: f32,
/// Bu hızın altındaki çarpışmalarda restitution sıfır yapılır (dinlenme teması)
pub restitution_velocity_threshold: f32,
/// Maksimum pozisyon düzeltme miktarı (metre/step) - Patlamaları önler
pub max_linear_correction: f32,
/// Split Impulse (Pseudo-Velocity) — pozisyon düzeltmesini ayrı bir
/// pseudo-velocity kanalında yapar, velocity'yi kirletmez.
/// Stacking stabilitesi ve resting contact jitter'ını önler.
pub split_impulse_enabled: bool,
/// Split Impulse penetrasyon düzeltme oranı (0.1..0.4 arası ideal)
pub split_impulse_erp: f32,
}
impl Default for ConstraintSolver {
fn default() -> Self {
Self {
iterations: 20,
baumgarte: 0.15,
slop: 0.005,
warm_start_factor: 0.85,
restitution_velocity_threshold: 1.0,
max_linear_correction: 0.02,
split_impulse_enabled: true,
split_impulse_erp: 0.1,
}
}
}
impl ConstraintSolver {
pub fn new(iterations: usize) -> Self {
Self {
iterations,
..Default::default()
}
}
// ─────────────────────────────────────────────────────────────────────────
// ANA SOLVER: Manifold listesi üzerinde PGS (Projected Gauss-Seidel)
// ─────────────────────────────────────────────────────────────────────────
pub fn solve_contacts(
&self,
manifolds: &mut [ContactManifold],
rigid_bodies: &[RigidBody],
transforms: &[Transform],
velocities: &mut [Velocity],
entity_index_map: &std::collections::HashMap<u32, usize>,
dt: f32,
) {
if manifolds.is_empty() {
return;
}
// ── Split Impulse: pseudo-velocity buffers ────────────────────────
// Pozisyon düzeltmesi asıl velocity'den ayrılır, böylece resting
// contact'larda jitter engellenir ve stacking stabilitesi artar.
let mut pseudo_vel: Vec<(Vec3, Vec3)> = vec![(Vec3::ZERO, Vec3::ZERO); velocities.len()];
// ── Warm-starting ────────────────────────────────────────────────────
for mid in 0..manifolds.len() {
let entity_a_id = manifolds[mid].entity_a.id();
let entity_b_id = manifolds[mid].entity_b.id();
let idx_a = match entity_index_map.get(&entity_a_id) {
Some(&i) => i,
None => continue,
};
let idx_b = match entity_index_map.get(&entity_b_id) {
Some(&i) => i,
None => continue,
};
let inv_m_a = rigid_bodies[idx_a].inv_mass();
let inv_m_b = rigid_bodies[idx_b].inv_mass();
let inv_i_a = rigid_bodies[idx_a].inv_world_inertia_tensor(transforms[idx_a].rotation);
let inv_i_b = rigid_bodies[idx_b].inv_world_inertia_tensor(transforms[idx_b].rotation);
let dyn_a = rigid_bodies[idx_a].is_dynamic();
let dyn_b = rigid_bodies[idx_b].is_dynamic();
let com_a = transforms[idx_a].position
+ transforms[idx_a]
.rotation
.mul_vec3(rigid_bodies[idx_a].center_of_mass);
let com_b = transforms[idx_b].position
+ transforms[idx_b]
.rotation
.mul_vec3(rigid_bodies[idx_b].center_of_mass);
for contact in &manifolds[mid].contacts {
let r_a = contact.point - com_a;
let r_b = contact.point - com_b;
let wn = contact.normal * (contact.normal_impulse * self.warm_start_factor);
let wt = contact.tangent_impulse * self.warm_start_factor;
if dyn_a {
velocities[idx_a].linear -= wn * inv_m_a;
velocities[idx_a].linear -= wt * inv_m_a;
velocities[idx_a].angular -= inv_i_a * (r_a.cross(wn) + r_a.cross(wt));
}
if dyn_b {
velocities[idx_b].linear += wn * inv_m_b;
velocities[idx_b].linear += wt * inv_m_b;
velocities[idx_b].angular += inv_i_b * (r_b.cross(wn) + r_b.cross(wt));
}
}
}
// ── İteratif PGS ─────────────────────────────────────────────────────
let inv_dt = if dt > 0.0 { 1.0 / dt } else { 0.0 };
for _ in 0..self.iterations {
for mid in 0..manifolds.len() {
let entity_a_id = manifolds[mid].entity_a.id();
let entity_b_id = manifolds[mid].entity_b.id();
let idx_a = match entity_index_map.get(&entity_a_id) {
Some(&i) => i,
None => continue,
};
let idx_b = match entity_index_map.get(&entity_b_id) {
Some(&i) => i,
None => continue,
};
let friction = manifolds[mid].friction;
let restitution = manifolds[mid].restitution;
for cid in 0..manifolds[mid].contacts.len() {
let contact_pt = manifolds[mid].contacts[cid].point;
let normal = manifolds[mid].contacts[cid].normal;
let penetration = manifolds[mid].contacts[cid].penetration;
let acc_n = manifolds[mid].contacts[cid].normal_impulse;
let acc_t = manifolds[mid].contacts[cid].tangent_impulse;
let com_a = transforms[idx_a].position
+ transforms[idx_a]
.rotation
.mul_vec3(rigid_bodies[idx_a].center_of_mass);
let com_b = transforms[idx_b].position
+ transforms[idx_b]
.rotation
.mul_vec3(rigid_bodies[idx_b].center_of_mass);
let r_a = contact_pt - com_a;
let r_b = contact_pt - com_b;
let inv_m_a = rigid_bodies[idx_a].inv_mass();
let inv_m_b = rigid_bodies[idx_b].inv_mass();
let inv_i_a =
rigid_bodies[idx_a].inv_world_inertia_tensor(transforms[idx_a].rotation);
let inv_i_b =
rigid_bodies[idx_b].inv_world_inertia_tensor(transforms[idx_b].rotation);
let dyn_a = rigid_bodies[idx_a].is_dynamic();
let dyn_b = rigid_bodies[idx_b].is_dynamic();
if !dyn_a && !dyn_b {
continue;
}
// Temas noktasındaki göreli hız
let va = velocities[idx_a].linear + velocities[idx_a].angular.cross(r_a);
let vb = velocities[idx_b].linear + velocities[idx_b].angular.cross(r_b);
let rel_vel = vb - va;
let vel_norm = rel_vel.dot(normal);
// ── Normal İmpuls ────────────────────────────────────────
let r_a_x_n = r_a.cross(normal);
let r_b_x_n = r_b.cross(normal);
let k_n = inv_m_a
+ inv_m_b
+ (inv_i_a.mul_vec3(r_a_x_n)).dot(r_a_x_n)
+ (inv_i_b.mul_vec3(r_b_x_n)).dot(r_b_x_n);
if k_n < 1e-8 {
continue;
}
// Pozisyon düzeltme stratejisi:
// Split Impulse: bias=0 (pozisyon düzeltmesi ayrı pseudo-velocity kanalında)
// Fallback: Baumgarte bias velocity'ye karıştırılır
let bias = if penetration < 0.0 {
// Speculative contact: nesne henüz teması yapmadı
penetration * inv_dt
} else if self.split_impulse_enabled {
// Split Impulse: pozisyon düzeltme tamamen pseudo-velocity pass'te
// Velocity kanalı temiz kalır → resting jitter yok
0.0
} else {
// Fallback Baumgarte
let correction = (penetration - self.slop)
.max(0.0)
.min(self.max_linear_correction);
self.baumgarte * inv_dt * correction
};
// Restitution: sadece yüksek hızlı çarpışmalarda
let e = if -vel_norm > self.restitution_velocity_threshold {
restitution
} else {
0.0
};
let delta_n = (-(1.0 + e) * vel_norm + bias) / k_n;
let new_acc_n = (acc_n + delta_n).max(0.0); // Clamp: çekme yok
let actual_n = new_acc_n - acc_n;
manifolds[mid].contacts[cid].normal_impulse = new_acc_n;
let imp_n = normal * actual_n;
if dyn_a {
velocities[idx_a].linear -= imp_n * inv_m_a;
velocities[idx_a].angular -= inv_i_a.mul_vec3(r_a.cross(imp_n));
}
if dyn_b {
velocities[idx_b].linear += imp_n * inv_m_b;
velocities[idx_b].angular += inv_i_b.mul_vec3(r_b.cross(imp_n));
}
// ── Sürtünme İmpulsu (2D Coulomb Cone) ──────────────────
// Güncel hızları al (normal impuls uygulandıktan sonra)
let va2 = velocities[idx_a].linear + velocities[idx_a].angular.cross(r_a);
let vb2 = velocities[idx_b].linear + velocities[idx_b].angular.cross(r_b);
let rel2 = vb2 - va2;
let tang_v = rel2 - normal * rel2.dot(normal);
let tang_mag = tang_v.length();
if tang_mag < 1e-8 && acc_t.length_squared() < 1e-8 {
continue;
}
let tangent = if acc_t.length_squared() > 1e-8 {
acc_t.normalize()
} else if tang_mag > 1e-8 {
tang_v / tang_mag
} else {
if normal.x.abs() > 0.9 {
gizmo_math::Vec3::new(0.0, 1.0, 0.0)
.cross(normal)
.normalize()
} else {
gizmo_math::Vec3::new(1.0, 0.0, 0.0)
.cross(normal)
.normalize()
}
};
let r_a_x_t = r_a.cross(tangent);
let r_b_x_t = r_b.cross(tangent);
let k_t = inv_m_a
+ inv_m_b
+ (inv_i_a.mul_vec3(r_a_x_t)).dot(r_a_x_t)
+ (inv_i_b.mul_vec3(r_b_x_t)).dot(r_b_x_t);
if k_t < 1e-8 {
continue;
}
let rel_t = rel2.dot(tangent);
let delta_t = -rel_t / k_t;
// Coulomb cone: statik ≤ μ_s * N, dinamik = μ_d * N
let static_mu = manifolds[mid].static_friction;
let dynamic_mu = friction;
let max_static = static_mu * new_acc_n.abs();
let max_dynamic = dynamic_mu * new_acc_n.abs();
// Önceki birikimli tanjant (aynı yön boyunca projeksiyon)
let old_t_along = acc_t.dot(tangent);
let new_t_along = old_t_along + delta_t;
let clamped_t = if new_t_along.abs() <= max_static {
new_t_along // Statik sürtünme koni içinde
} else {
new_t_along.signum() * max_dynamic // Dinamik sürtünmeye geç
};
let actual_t = clamped_t - old_t_along;
manifolds[mid].contacts[cid].tangent_impulse = tangent * clamped_t;
let imp_t = tangent * actual_t;
if dyn_a {
velocities[idx_a].linear -= imp_t * inv_m_a;
velocities[idx_a].angular -= inv_i_a.mul_vec3(r_a.cross(imp_t));
}
if dyn_b {
velocities[idx_b].linear += imp_t * inv_m_b;
velocities[idx_b].angular += inv_i_b.mul_vec3(r_b.cross(imp_t));
}
}
}
}
// ── Split Impulse: Pozisyon Düzeltme Pass ────────────────────────────
// Asıl velocity'den bağımsız olarak pseudo-velocity hesaplar.
// Bu pass penetrasyon düzeltmesini velocity kanalından ayırır.
// Birikimli pseudo-impulse takibi ile over-correction engellenir.
if self.split_impulse_enabled {
// Per-contact birikimli pseudo-impulse (PGS clamping için)
let mut acc_pseudo: Vec<Vec<f32>> = manifolds
.iter()
.map(|m| vec![0.0f32; m.contacts.len()])
.collect();
let pos_iterations = (self.iterations / 2).max(4);
for _ in 0..pos_iterations {
for mid in 0..manifolds.len() {
let entity_a_id = manifolds[mid].entity_a.id();
let entity_b_id = manifolds[mid].entity_b.id();
let idx_a = match entity_index_map.get(&entity_a_id) {
Some(&i) => i,
None => continue,
};
let idx_b = match entity_index_map.get(&entity_b_id) {
Some(&i) => i,
None => continue,
};
let inv_m_a = rigid_bodies[idx_a].inv_mass();
let inv_m_b = rigid_bodies[idx_b].inv_mass();
let inv_i_a =
rigid_bodies[idx_a].inv_world_inertia_tensor(transforms[idx_a].rotation);
let inv_i_b =
rigid_bodies[idx_b].inv_world_inertia_tensor(transforms[idx_b].rotation);
let dyn_a = rigid_bodies[idx_a].is_dynamic();
let dyn_b = rigid_bodies[idx_b].is_dynamic();
if !dyn_a && !dyn_b {
continue;
}
let com_a = transforms[idx_a].position
+ transforms[idx_a]
.rotation
.mul_vec3(rigid_bodies[idx_a].center_of_mass);
let com_b = transforms[idx_b].position
+ transforms[idx_b]
.rotation
.mul_vec3(rigid_bodies[idx_b].center_of_mass);
for cid in 0..manifolds[mid].contacts.len() {
let contact_pt = manifolds[mid].contacts[cid].point;
let normal = manifolds[mid].contacts[cid].normal;
let penetration = manifolds[mid].contacts[cid].penetration;
let correction = (penetration - self.slop)
.max(0.0)
.min(self.max_linear_correction);
if correction < 1e-6 {
continue;
}
let r_a = contact_pt - com_a;
let r_b = contact_pt - com_b;
let r_a_x_n = r_a.cross(normal);
let r_b_x_n = r_b.cross(normal);
let k_n = inv_m_a
+ inv_m_b
+ (inv_i_a.mul_vec3(r_a_x_n)).dot(r_a_x_n)
+ (inv_i_b.mul_vec3(r_b_x_n)).dot(r_b_x_n);
if k_n < 1e-8 {
continue;
}
// Pseudo-velocity relative to contact normal
let pv_a = pseudo_vel[idx_a].0 + pseudo_vel[idx_a].1.cross(r_a);
let pv_b = pseudo_vel[idx_b].0 + pseudo_vel[idx_b].1.cross(r_b);
let pv_rel = pv_b.dot(normal) - pv_a.dot(normal);
let bias = self.split_impulse_erp * inv_dt * correction;
// Velocity solver ile aynı konvansiyon: delta = (-pv_rel + bias) / k
// pv_rel > 0 → nesneler zaten ayrılıyor → düzeltme azalır
// pv_rel ≈ bias → yakınsadı → delta ≈ 0
let delta_p = (-pv_rel + bias) / k_n;
// Birikimli clamp: toplam pseudo-impulse ≥ 0 (çekme yok)
let old_acc = acc_pseudo[mid][cid];
let new_acc = (old_acc + delta_p).max(0.0);
let actual_delta = new_acc - old_acc;
acc_pseudo[mid][cid] = new_acc;
let imp_p = normal * actual_delta;
if dyn_a {
pseudo_vel[idx_a].0 -= imp_p * inv_m_a;
pseudo_vel[idx_a].1 -= inv_i_a.mul_vec3(r_a.cross(imp_p));
}
if dyn_b {
pseudo_vel[idx_b].0 += imp_p * inv_m_b;
pseudo_vel[idx_b].1 += inv_i_b.mul_vec3(r_b.cross(imp_p));
}
}
}
}
// Pseudo-velocity'yi gerçek velocity'ye ekle (sadece pozisyon düzeltme bileşeni)
for i in 0..velocities.len() {
velocities[i].linear += pseudo_vel[i].0;
velocities[i].angular += pseudo_vel[i].1;
}
}
}
// ─────────────────────────────────────────────────────────────────────────
// Tek temas noktası için standalone solver (geriye dönük uyum)
// ─────────────────────────────────────────────────────────────────────────
#[allow(clippy::too_many_arguments)]
pub fn solve_contact_constraint(
&self,
rb_a: &mut RigidBody,
transform_a: &Transform,
vel_a: &mut Velocity,
rb_b: &mut RigidBody,
transform_b: &Transform,
vel_b: &mut Velocity,
contact_point: Vec3,
normal: Vec3,
penetration: f32,
static_friction: f32,
dynamic_friction: f32,
restitution: f32,
dt: f32,
) {
if !rb_a.is_dynamic() && !rb_b.is_dynamic() {
return;
}
let com_a = transform_a.position + transform_a.rotation.mul_vec3(rb_a.center_of_mass);
let com_b = transform_b.position + transform_b.rotation.mul_vec3(rb_b.center_of_mass);
let r_a = contact_point - com_a;
let r_b = contact_point - com_b;
let va = vel_a.linear + vel_a.angular.cross(r_a);
let vb = vel_b.linear + vel_b.angular.cross(r_b);
let rel_vel = vb - va;
let vel_norm = rel_vel.dot(normal);
if vel_norm > 0.0 {
return;
} // Ayrılıyor, işlem yapma
let inv_m_a = rb_a.inv_mass();
let inv_m_b = rb_b.inv_mass();
let inv_i_a = rb_a.inv_world_inertia_tensor(transform_a.rotation);
let inv_i_b = rb_b.inv_world_inertia_tensor(transform_b.rotation);
let r_a_x_n = r_a.cross(normal);
let r_b_x_n = r_b.cross(normal);
let k =
inv_m_a + inv_m_b + (inv_i_a.mul_vec3(r_a_x_n)).dot(r_a_x_n) + (inv_i_b.mul_vec3(r_b_x_n)).dot(r_b_x_n);
if k < 1e-8 {
return;
}
let inv_dt = if dt > 0.0 { 1.0 / dt } else { 0.0 };
let bias = self.baumgarte * inv_dt * (penetration - self.slop).max(0.0);
let e = if -vel_norm > self.restitution_velocity_threshold {
restitution
} else {
0.0
};
let j = ((-(1.0 + e) * vel_norm + bias) / k).max(0.0);
let impulse = normal * j;
if rb_a.is_dynamic() {
vel_a.linear -= impulse * inv_m_a;
vel_a.angular -= inv_i_a.mul_vec3(r_a.cross(impulse));
}
if rb_b.is_dynamic() {
vel_b.linear += impulse * inv_m_b;
vel_b.angular += inv_i_b.mul_vec3(r_b.cross(impulse));
}
// Sürtünme
self.apply_friction_standalone(
rb_a,
vel_a,
rb_b,
vel_b,
r_a,
r_b,
normal,
static_friction,
dynamic_friction,
j,
&inv_i_a,
&inv_i_b,
);
}
#[allow(clippy::too_many_arguments)]
fn apply_friction_standalone(
&self,
rb_a: &RigidBody,
vel_a: &mut Velocity,
rb_b: &RigidBody,
vel_b: &mut Velocity,
r_a: Vec3,
r_b: Vec3,
normal: Vec3,
static_friction: f32,
dynamic_friction: f32,
normal_impulse: f32,
inv_i_a: &Mat3,
inv_i_b: &Mat3,
) {
let va = vel_a.linear + vel_a.angular.cross(r_a);
let vb = vel_b.linear + vel_b.angular.cross(r_b);
let rel = vb - va;
let tang_v = rel - normal * rel.dot(normal);
let tang_mag = tang_v.length();
if tang_mag < 1e-8 {
return;
}
let tangent = tang_v / tang_mag;
let inv_m_a = rb_a.inv_mass();
let inv_m_b = rb_b.inv_mass();
let r_a_x_t = r_a.cross(tangent);
let r_b_x_t = r_b.cross(tangent);
let k = inv_m_a
+ inv_m_b
+ (inv_i_a.mul_vec3(r_a_x_t)).dot(r_a_x_t)
+ (inv_i_b.mul_vec3(r_b_x_t)).dot(r_b_x_t);
if k < 1e-8 {
return;
}
let max_static = static_friction * normal_impulse.abs();
let max_dynamic = dynamic_friction * normal_impulse.abs();
let delta_t = -tang_mag / k;
let jt = if delta_t.abs() <= max_static {
delta_t
} else {
delta_t.signum() * max_dynamic
};
let ft = tangent * jt;
if rb_a.is_dynamic() {
vel_a.linear -= ft * inv_m_a;
vel_a.angular -= inv_i_a.mul_vec3(r_a.cross(ft));
}
if rb_b.is_dynamic() {
vel_b.linear += ft * inv_m_b;
vel_b.angular += inv_i_b.mul_vec3(r_b.cross(ft));
}
}
}
// ─────────────────────────────────────────────────────────────────────────────
// Testler
// ─────────────────────────────────────────────────────────────────────────────
#[cfg(test)]
mod tests {
use super::*;
use gizmo_math::Vec3;
#[test]
fn test_solver_creation() {
let solver = ConstraintSolver::new(20);
assert_eq!(solver.iterations, 20);
}
#[test]
fn test_collision_response() {
let mut rb_a = RigidBody::default();
let mut rb_b = RigidBody::default();
rb_a.wake_up();
rb_b.wake_up();
let transform_a = Transform::new(Vec3::new(0.0, 0.0, 0.0));
let transform_b = Transform::new(Vec3::new(0.0, 2.0, 0.0));
let mut vel_a = Velocity::new(Vec3::new(0.0, 1.0, 0.0));
let mut vel_b = Velocity::new(Vec3::new(0.0, -1.0, 0.0));
let solver = ConstraintSolver::default();
solver.solve_contact_constraint(
&mut rb_a,
&transform_a,
&mut vel_a,
&mut rb_b,
&transform_b,
&mut vel_b,
Vec3::new(0.0, 1.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
0.1,
0.6,
0.5,
0.5,
0.016,
);
assert!(vel_a.linear.y < 1.0);
assert!(vel_b.linear.y > -1.0);
}
#[test]
fn test_normal_impulse_non_negative() {
let mut rb_a = RigidBody::default();
let mut rb_b = RigidBody::default();
rb_a.wake_up();
rb_b.wake_up();
let transform_a = Transform::new(Vec3::ZERO);
let transform_b = Transform::new(Vec3::new(0.0, 1.0, 0.0));
let mut vel_a = Velocity::new(Vec3::new(0.0, 5.0, 0.0));
let mut vel_b = Velocity::new(Vec3::new(0.0, -5.0, 0.0));
let before_a = vel_a.linear.y;
let before_b = vel_b.linear.y;
let solver = ConstraintSolver::default();
solver.solve_contact_constraint(
&mut rb_a,
&transform_a,
&mut vel_a,
&mut rb_b,
&transform_b,
&mut vel_b,
Vec3::new(0.0, 0.5, 0.0),
Vec3::new(0.0, 1.0, 0.0),
0.05,
0.4,
0.3,
0.0,
0.016,
);
assert!(vel_a.linear.y < before_a);
assert!(vel_b.linear.y > before_b);
}
#[test]
fn test_resting_contact_no_bounce() {
// Çok yavaş çarpışma → restitution sıfır olmalı
let mut rb_a = RigidBody::default();
let mut rb_b = RigidBody::default();
rb_b.body_type = crate::components::rigid_body::BodyType::Static;
rb_a.wake_up();
let transform_a = Transform::new(Vec3::new(0.0, 1.05, 0.0));
let transform_b = Transform::new(Vec3::ZERO);
let mut vel_a = Velocity::new(Vec3::new(0.0, -0.1, 0.0)); // Çok yavaş düşüyor
let mut vel_b = Velocity::default();
let solver = ConstraintSolver::default();
// Solver convention: rel_vel = vb - va, vel_norm = rel_vel.dot(normal)
// A(y=1.05) düşüyor, B(y=0) duruyor. Normal A→B yönünde = (0,-1,0)
// rel_vel = (0,0,0) - (0,-0.1,0) = (0,0.1,0)
// vel_norm = (0,0.1,0).dot(0,-1,0) = -0.1 < 0 → yaklaşıyor ✓
solver.solve_contact_constraint(
&mut rb_a,
&transform_a,
&mut vel_a,
&mut rb_b,
&transform_b,
&mut vel_b,
Vec3::new(0.0, 0.525, 0.0), // temas noktası (iki cismin arası)
Vec3::new(0.0, -1.0, 0.0), // normal: A'dan B'ye (aşağı)
0.05,
0.6,
0.5,
0.0,
0.016, // restitution=0.0 (resting contact)
);
assert!(
vel_a.linear.y >= -0.01,
"A should not bounce or sink significantly: {}",
vel_a.linear.y
);
assert!(
vel_b.linear.y <= 0.01,
"B (static) should remain still: {}",
vel_b.linear.y
);
}
}