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authorskal <pascal.massimino@gmail.com>2026-02-05 16:40:27 +0100
committerskal <pascal.massimino@gmail.com>2026-02-05 16:40:27 +0100
commitf6f3c13fcd287774a458730722854baab8a17366 (patch)
tree44420eecdd2e2dd84d68be12cb12641064eb1c5a /src/3d/physics.h
parent93a65b43094641b4c188b4fc260b8ed44c883728 (diff)
feat(physics): Implement SDF-based physics engine and BVH
Completed Task #49. - Implemented CPU-side SDF library (sphere, box, torus, plane). - Implemented Dynamic BVH construction (rebuilt every frame). - Implemented PhysicsSystem with semi-implicit Euler integration and collision resolution. - Added visual debugging for BVH nodes. - Created test_3d_physics interactive test and test_physics unit tests. - Updated project docs and triaged new tasks.
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diff --git a/src/3d/physics.h b/src/3d/physics.h
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+// This file is part of the 64k demo project.
+// It implements a lightweight SDF-based physics engine.
+
+#pragma once
+
+#include "3d/scene.h"
+#include "util/mini_math.h"
+
+class PhysicsSystem {
+ public:
+ vec3 gravity = {0.0f, -9.81f, 0.0f};
+
+ void update(Scene& scene, float dt);
+
+ private:
+ void resolve_collision(Object3D& a, Object3D& b);
+ float sample_sdf(const Object3D& obj, vec3 world_p);
+};