Physics3D: Add PivotConstraint3D

This commit is contained in:
SirLynix 2023-03-14 18:04:26 +01:00 committed by Jérôme Leclercq
parent 522315dbca
commit 5cbc435e1a
8 changed files with 277 additions and 23 deletions

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@ -31,6 +31,7 @@
#include <Nazara/Physics3D/Collider3D.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <Nazara/Physics3D/Constraint3D.hpp>
#include <Nazara/Physics3D/Enums.hpp>
#include <Nazara/Physics3D/Physics3D.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>

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@ -0,0 +1,74 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_PHYSICS3D_CONSTRAINT3D_HPP
#define NAZARA_PHYSICS3D_CONSTRAINT3D_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Core/HandledObject.hpp>
#include <Nazara/Core/ObjectHandle.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <Nazara/Physics3D/RigidBody3D.hpp>
class btTypedConstraint;
namespace Nz
{
class Constraint3D;
using Constraint3DHandle = ObjectHandle<Constraint3D>;
class NAZARA_PHYSICS3D_API Constraint3D : public HandledObject<Constraint3D>
{
public:
Constraint3D(const Constraint3D&) = delete;
Constraint3D(Constraint3D&& constraint) noexcept;
virtual ~Constraint3D();
RigidBody3D& GetBodyA();
const RigidBody3D& GetBodyA() const;
RigidBody3D& GetBodyB();
const RigidBody3D& GetBodyB() const;
PhysWorld3D& GetWorld();
const PhysWorld3D& GetWorld() const;
inline bool IsBodyCollisionEnabled() const;
bool IsSingleBody() const;
Constraint3D& operator=(const Constraint3D&) = delete;
Constraint3D& operator=(Constraint3D&& constraint) noexcept;
protected:
Constraint3D(std::unique_ptr<btTypedConstraint> constraint, bool disableCollisions = false);
template<typename T> T* GetConstraint();
template<typename T> const T* GetConstraint() const;
private:
std::unique_ptr<btTypedConstraint> m_constraint;
bool m_bodyCollisionEnabled;
};
class NAZARA_PHYSICS3D_API PivotConstraint3D : public Constraint3D
{
public:
PivotConstraint3D(RigidBody3D& first, const Vector3f& pivot);
PivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& pivot, bool disableCollisions = false);
PivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, bool disableCollisions = false);
~PivotConstraint3D() = default;
Vector3f GetFirstAnchor() const;
Vector3f GetSecondAnchor() const;
void SetFirstAnchor(const Vector3f& firstAnchor);
void SetSecondAnchor(const Vector3f& secondAnchor);
};
}
#include <Nazara/Physics3D/Constraint3D.inl>
#endif // NAZARA_PHYSICS3D_CONSTRAINT3D_HPP

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@ -0,0 +1,29 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Constraint3D.hpp>
#include <Nazara/Physics3D/Debug.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
inline bool Constraint3D::IsBodyCollisionEnabled() const
{
return m_bodyCollisionEnabled;
}
template<typename T>
T* Constraint3D::GetConstraint()
{
return SafeCast<T*>(m_constraint.get());
}
template<typename T>
const T* Constraint3D::GetConstraint() const
{
return SafeCast<const T*>(m_constraint.get());
}
}
#include <Nazara/Physics3D/DebugOff.hpp>

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@ -43,16 +43,17 @@ namespace Nz
Boxf GetAABB() const;
float GetAngularDamping() const;
Vector3f GetAngularVelocity() const;
const std::shared_ptr<Collider3D>& GetGeom() const;
inline const std::shared_ptr<Collider3D>& GetGeom() const;
float GetLinearDamping() const;
Vector3f GetLinearVelocity() const;
float GetMass() const;
Vector3f GetMassCenter(CoordSys coordSys = CoordSys::Local) const;
Matrix4f GetMatrix() const;
Vector3f GetPosition() const;
btRigidBody* GetRigidBody() const;
inline btRigidBody* GetRigidBody() const;
Quaternionf GetRotation() const;
PhysWorld3D* GetWorld() const;
inline std::size_t GetUniqueIndex() const;
inline PhysWorld3D* GetWorld() const;
bool IsSimulationEnabled() const;
bool IsSleeping() const;
@ -68,6 +69,11 @@ namespace Nz
void SetPosition(const Vector3f& position);
void SetRotation(const Quaternionf& rotation);
Quaternionf ToLocal(const Quaternionf& worldRotation);
Vector3f ToLocal(const Vector3f& worldPosition);
Quaternionf ToWorld(const Quaternionf& localRotation);
Vector3f ToWorld(const Vector3f& localPosition);
void WakeUp();
RigidBody3D& operator=(const RigidBody3D& object) = delete;

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@ -10,6 +10,25 @@ namespace Nz
{
return EnableSleeping(false);
}
inline const std::shared_ptr<Collider3D>& RigidBody3D::GetGeom() const
{
return m_geom;
}
inline btRigidBody* RigidBody3D::GetRigidBody() const
{
return m_body;
}
inline std::size_t RigidBody3D::GetUniqueIndex() const
{
return m_bodyPoolIndex;
}
inline PhysWorld3D* RigidBody3D::GetWorld() const
{
return m_world;
}
}
#include <Nazara/Physics3D/DebugOff.hpp>

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@ -2,7 +2,6 @@
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/BulletHelper.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz

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@ -0,0 +1,123 @@
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Physics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Physics3D/Constraint3D.hpp>
#include <Nazara/Physics3D/BulletHelper.hpp>
#include <BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h>
#include <BulletDynamics/Dynamics/btDynamicsWorld.h>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
Constraint3D::Constraint3D(std::unique_ptr<btTypedConstraint> constraint, bool disableCollisions) :
m_constraint(std::move(constraint)),
m_bodyCollisionEnabled(!disableCollisions)
{
btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
world->addConstraint(m_constraint.get(), disableCollisions);
}
Constraint3D::Constraint3D(Constraint3D&& constraint) noexcept :
m_constraint(std::move(constraint.m_constraint)),
m_bodyCollisionEnabled(constraint.m_bodyCollisionEnabled)
{
if (m_constraint)
m_constraint->setUserConstraintPtr(this);
}
Constraint3D::~Constraint3D()
{
if (m_constraint)
{
btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
world->removeConstraint(m_constraint.get());
}
}
RigidBody3D& Constraint3D::GetBodyA()
{
return *static_cast<RigidBody3D*>(m_constraint->getRigidBodyA().getUserPointer());
}
const RigidBody3D& Constraint3D::GetBodyA() const
{
return *static_cast<RigidBody3D*>(m_constraint->getRigidBodyA().getUserPointer());
}
RigidBody3D& Constraint3D::GetBodyB()
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<RigidBody3D*>(m_constraint->getRigidBodyB().getUserPointer());
}
const RigidBody3D& Constraint3D::GetBodyB() const
{
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
return *static_cast<RigidBody3D*>(m_constraint->getRigidBodyB().getUserPointer());
}
PhysWorld3D& Constraint3D::GetWorld()
{
return *GetBodyA().GetWorld();
}
const PhysWorld3D& Constraint3D::GetWorld() const
{
return *GetBodyA().GetWorld();
}
bool Constraint3D::IsSingleBody() const
{
return &m_constraint->getRigidBodyB() == &btTypedConstraint::getFixedBody();
}
Constraint3D& Constraint3D::operator=(Constraint3D&& constraint) noexcept
{
m_constraint.reset();
m_constraint = std::move(constraint.m_constraint);
m_bodyCollisionEnabled = constraint.m_bodyCollisionEnabled;
if (m_constraint)
m_constraint->setUserConstraintPtr(this);
return *this;
}
PivotConstraint3D::PivotConstraint3D(RigidBody3D& first, const Vector3f& pivot) :
Constraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), ToBullet(first.ToLocal(pivot))))
{
}
PivotConstraint3D::PivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& pivot, bool disableCollisions) :
Constraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), *second.GetRigidBody(), ToBullet(first.ToLocal(pivot)), ToBullet(second.ToLocal(pivot))), disableCollisions)
{
}
PivotConstraint3D::PivotConstraint3D(RigidBody3D& first, RigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, bool disableCollisions) :
Constraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), *second.GetRigidBody(), ToBullet(firstAnchor), ToBullet(secondAnchor)), disableCollisions)
{
}
Vector3f PivotConstraint3D::GetFirstAnchor() const
{
return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInA());
}
Vector3f PivotConstraint3D::GetSecondAnchor() const
{
return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInB());
}
void PivotConstraint3D::SetFirstAnchor(const Vector3f& firstAnchor)
{
GetConstraint<btPoint2PointConstraint>()->setPivotA(ToBullet(firstAnchor));
}
void PivotConstraint3D::SetSecondAnchor(const Vector3f& secondAnchor)
{
GetConstraint<btPoint2PointConstraint>()->setPivotB(ToBullet(secondAnchor));
}
}

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@ -147,11 +147,6 @@ namespace Nz
return FromBullet(m_body->getAngularVelocity());
}
const std::shared_ptr<Collider3D>& RigidBody3D::GetGeom() const
{
return m_geom;
}
float RigidBody3D::GetLinearDamping() const
{
return m_body->getLinearDamping();
@ -182,21 +177,11 @@ namespace Nz
return FromBullet(m_body->getWorldTransform().getOrigin());
}
btRigidBody* RigidBody3D::GetRigidBody() const
{
return m_body;
}
Quaternionf RigidBody3D::GetRotation() const
{
return FromBullet(m_body->getWorldTransform().getRotation());
}
PhysWorld3D* RigidBody3D::GetWorld() const
{
return m_world;
}
bool RigidBody3D::IsSimulationEnabled() const
{
return m_body->isActive();
@ -290,12 +275,30 @@ namespace Nz
m_body->setWorldTransform(worldTransform);
}
Quaternionf RigidBody3D::ToLocal(const Quaternionf& worldRotation)
{
return GetRotation().Conjugate() * worldRotation;
}
Vector3f RigidBody3D::ToLocal(const Vector3f& worldPosition)
{
btTransform worldTransform = m_body->getWorldTransform();
return GetMatrix().InverseTransform() * worldPosition;
}
Quaternionf RigidBody3D::ToWorld(const Quaternionf& localRotation)
{
return GetRotation() * localRotation;
}
Vector3f RigidBody3D::ToWorld(const Vector3f& localPosition)
{
return GetMatrix() * localPosition;
}
void RigidBody3D::WakeUp()
{
m_body->setDeactivationTime(0);
if (m_body->getActivationState() == ISLAND_SLEEPING)
m_body->setActivationState(ACTIVE_TAG);
m_body->activate();
}
RigidBody3D& RigidBody3D::operator=(RigidBody3D&& object) noexcept