Remove BulletPhysics3D module

Having two physics engine seems redundant, Bullet3 development seems to have halted and JoltPhysics seems to be a better fit to Nazara
This commit is contained in:
Lynix
2024-02-06 20:45:06 +01:00
committed by Jérôme Leclercq
parent cb484a2432
commit 139bed2b0a
40 changed files with 31 additions and 2503 deletions

View File

@@ -1,15 +1,7 @@
// Sources pour https://github.com/NazaraEngine/NazaraEngine/wiki/(FR)-Tutoriel:-%5B01%5D-Hello-World
#define USE_JOLT 1
#include <Nazara/Core.hpp>
#include <Nazara/Graphics.hpp>
#include <Nazara/Platform/WindowingAppComponent.hpp>
#if USE_JOLT
#include <Nazara/JoltPhysics3D.hpp>
#else
#include <Nazara/BulletPhysics3D.hpp>
#endif
#include <Nazara/Renderer.hpp>
#include <Nazara/Utility.hpp>
#include <iostream>
@@ -24,11 +16,7 @@ int main(int argc, char* argv[])
Nz::Renderer::Config renderConfig;
renderConfig.validationLevel = Nz::RenderAPIValidationLevel::None;
#if USE_JOLT
Nz::Application<Nz::Graphics, Nz::JoltPhysics3D> app(argc, argv, renderConfig);
#else
Nz::Application<Nz::Graphics, Nz::BulletPhysics3D> app(argc, argv, renderConfig);
#endif
auto& windowing = app.AddComponent<Nz::WindowingAppComponent>();
Nz::Window& mainWindow = windowing.CreateWindow(Nz::VideoMode(1280, 720), "Physics playground");
@@ -45,11 +33,7 @@ int main(int argc, char* argv[])
auto& ecs = app.AddComponent<Nz::EntitySystemAppComponent>();
auto& world = ecs.AddWorld<Nz::EnttWorld>();
#if USE_JOLT
auto& physSystem = world.AddSystem<Nz::JoltPhysics3DSystem>();
#else
auto& physSystem = world.AddSystem<Nz::BulletPhysics3DSystem>();
#endif
physSystem.GetPhysWorld().SetMaxStepCount(1);
physSystem.GetPhysWorld().SetStepSize(Nz::Time::TickDuration(30));
physSystem.GetPhysWorld().SetGravity(Nz::Vector3f::Down() * 9.81f);
@@ -96,46 +80,24 @@ int main(int argc, char* argv[])
boxColliderEntity.emplace<Nz::NodeComponent>();
#if USE_JOLT
float thickness = 1.f;
std::shared_ptr<Nz::JoltBoxCollider3D> wallCollider = std::make_shared<Nz::JoltBoxCollider3D>(Nz::Vector3f(BoxDims + thickness * 2.f, BoxDims + thickness * 2.f, thickness));
#else
std::shared_ptr<Nz::BulletBoxCollider3D> wallCollider = std::make_shared<Nz::BulletBoxCollider3D>(Nz::Vector3f(BoxDims, BoxDims, 1.f));
#endif
#if USE_JOLT
std::vector<Nz::JoltCompoundCollider3D::ChildCollider> colliders;
#else
std::vector<Nz::BulletCompoundCollider3D::ChildCollider> colliders;
#endif
for (Nz::Vector3f normal : { Nz::Vector3f::Forward(), Nz::Vector3f::Backward(), Nz::Vector3f::Left(), Nz::Vector3f::Right(), Nz::Vector3f::Up(), Nz::Vector3f::Down() })
{
auto& colliderEntry = colliders.emplace_back();
colliderEntry.collider = wallCollider;
#if USE_JOLT
colliderEntry.rotation = Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), normal);
colliderEntry.offset = normal * BoxDims * 0.5f + normal * 0.5f;
#else
colliderEntry.offsetMatrix = Nz::Matrix4f::Transform(normal * BoxDims * 0.5f + normal * 0.5f, Nz::Quaternionf::RotationBetween(Nz::Vector3f::Forward(), normal));
#endif
}
#if USE_JOLT
std::shared_ptr<Nz::JoltCompoundCollider3D> boxCollider = std::make_shared<Nz::JoltCompoundCollider3D>(std::move(colliders));
#else
std::shared_ptr<Nz::BulletCompoundCollider3D> boxCollider = std::make_shared<Nz::BulletCompoundCollider3D>(std::move(colliders));
#endif
#if USE_JOLT
Nz::JoltRigidBody3D::StaticSettings settings;
settings.geom = boxCollider;
boxColliderEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
#else
auto& boxBody = boxColliderEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(boxCollider));
boxBody.SetMass(0.f);
#endif
std::shared_ptr<Nz::Model> colliderModel;
{
@@ -163,11 +125,7 @@ int main(int argc, char* argv[])
float radius = radiusDis(rd);
std::uniform_real_distribution<float> positionRandom(-BoxDims * 0.5f + radius, BoxDims * 0.5f - radius);
#if USE_JOLT
std::shared_ptr<Nz::JoltSphereCollider3D> sphereCollider = std::make_shared<Nz::JoltSphereCollider3D>(radius);
#else
std::shared_ptr<Nz::BulletSphereCollider3D> sphereCollider = std::make_shared<Nz::BulletSphereCollider3D>(radius);
#endif
entt::handle ballEntity = world.CreateEntity();
@@ -184,15 +142,11 @@ int main(int argc, char* argv[])
ballNode.SetPosition(positionRandom(rd), positionRandom(rd), positionRandom(rd));
ballNode.SetScale(radius);
#if USE_JOLT
Nz::JoltRigidBody3D::DynamicSettings settings;
settings.geom = sphereCollider;
settings.mass = 4.f / 3.f * Nz::Pi<float> * Nz::IntegralPow(radius, 3);
ballEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
#else
ballEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(sphereCollider));
#endif
}
std::uniform_real_distribution<float> lengthDis(0.2f, 1.5f);
@@ -223,21 +177,13 @@ int main(int argc, char* argv[])
ballNode.SetPosition(xRandom(rd), yRandom(rd), zRandom(rd));
ballNode.SetScale(width, height, depth);
#if USE_JOLT
std::shared_ptr<Nz::JoltBoxCollider3D> boxCollider = std::make_shared<Nz::JoltBoxCollider3D>(Nz::Vector3f(width, height, depth));
#else
std::shared_ptr<Nz::BulletBoxCollider3D> boxCollider = std::make_shared<Nz::BulletBoxCollider3D>(Nz::Vector3f(width, height, depth));
#endif
#if USE_JOLT
Nz::JoltRigidBody3D::DynamicSettings settings;
settings.geom = boxCollider;
settings.mass = width * height * depth;
boxEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
#else
boxEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(boxCollider));
#endif
}
// Spaceships
@@ -281,11 +227,7 @@ int main(int argc, char* argv[])
Nz::VertexMapper vertexMapper(*spaceshipMesh->GetSubMesh(0));
Nz::SparsePtr<Nz::Vector3f> vertices = vertexMapper.GetComponentPtr<Nz::Vector3f>(Nz::VertexComponent::Position);
#if USE_JOLT
auto shipCollider = std::make_shared<Nz::JoltConvexHullCollider3D>(vertices, vertexMapper.GetVertexCount(), 0.1f);
#else
auto shipCollider = std::make_shared<Nz::BulletConvexCollider3D>(vertices, vertexMapper.GetVertexCount());
#endif
std::shared_ptr<Nz::Model> colliderModel;
{
@@ -307,15 +249,11 @@ int main(int argc, char* argv[])
auto& shipNode = shipEntity.emplace<Nz::NodeComponent>();
shipNode.SetPosition(xRandom(rd), yRandom(rd), zRandom(rd));
#if USE_JOLT
Nz::JoltRigidBody3D::DynamicSettings settings;
settings.geom = shipCollider;
settings.mass = 100.f;
shipEntity.emplace<Nz::JoltRigidBody3DComponent>(settings);
#else
shipEntity.emplace<Nz::BulletRigidBody3DComponent>(physSystem.CreateRigidBody(shipCollider));
#endif
//shipEntity.get<Nz::GraphicsComponent>().AttachRenderable(colliderModel);
}
@@ -363,7 +301,7 @@ int main(int argc, char* argv[])
NazaraSlot(Nz::WindowEventHandler, OnMouseMoved, cameraMove);
NazaraSlot(Nz::WindowEventHandler, OnMouseMoved, grabbedObjectMove);
#if USE_JOLT
struct GrabConstraint
{
GrabConstraint(Nz::JoltRigidBody3D& body, const Nz::Vector3f& grabPos) :
@@ -401,9 +339,6 @@ int main(int argc, char* argv[])
};
std::optional<GrabConstraint> grabConstraint;
#else
std::optional<Nz::BulletPivotConstraint3D> grabConstraint;
#endif
auto mouseMoveCallback = [&](const Nz::WindowEventHandler*, const Nz::WindowEvent::MouseMoveEvent& event)
{
@@ -430,11 +365,7 @@ int main(int argc, char* argv[])
Nz::Vector3f from = cameraComponent.Unproject({ float(event.x), float(event.y), 0.f });
Nz::Vector3f to = cameraComponent.Unproject({ float(event.x), float(event.y), 1.f });
#if USE_JOLT
Nz::JoltPhysics3DSystem::RaycastHit lastHitInfo;
#else
Nz::BulletPhysics3DSystem::RaycastHit lastHitInfo;
#endif
auto callback = [&](const decltype(lastHitInfo)& hitInfo) -> std::optional<float>
{
if (hitInfo.hitEntity == boxColliderEntity)
@@ -455,12 +386,7 @@ int main(int argc, char* argv[])
{
if (lastHitInfo.hitBody && lastHitInfo.hitEntity != boxColliderEntity)
{
#if USE_JOLT
grabConstraint.emplace(static_cast<Nz::JoltRigidBody3D&>(*lastHitInfo.hitBody), lastHitInfo.hitPosition);
#else
grabConstraint.emplace(*lastHitInfo.hitBody, lastHitInfo.hitPosition);
grabConstraint->SetImpulseClamp(30.f);
#endif
grabbedObjectMove.Connect(eventHandler.OnMouseMoved, [&, distance = Nz::Vector3f::Distance(from, lastHitInfo.hitPosition)](const Nz::WindowEventHandler*, const Nz::WindowEvent::MouseMoveEvent& event)
{
@@ -468,11 +394,7 @@ int main(int argc, char* argv[])
Nz::Vector3f to = cameraComponent.Unproject({ float(event.x), float(event.y), 1.f });
Nz::Vector3f newPosition = from + (to - from).Normalize() * distance;
#if USE_JOLT
grabConstraint->SetPosition(newPosition);
#else
grabConstraint->SetSecondAnchor(newPosition);
#endif
});
}
else

View File

@@ -1,5 +1,5 @@
target("PhysicsPlayground")
add_deps("NazaraGraphics", "NazaraBulletPhysics3D", "NazaraJoltPhysics3D")
add_deps("NazaraGraphics", "NazaraJoltPhysics3D")
add_packages("entt")
add_files("main.cpp")
add_defines("NAZARA_ENTT")