Physics3D: Switch from Newton Dynamics to Bullet3

This commit is contained in:
SirLynix
2023-03-07 19:17:49 +01:00
committed by Jérôme Leclercq
parent ec1efb5e56
commit 795efae3a0
13 changed files with 625 additions and 935 deletions

View File

@@ -18,40 +18,38 @@
#include <NazaraUtils/SparsePtr.hpp>
#include <unordered_map>
class NewtonCollision;
class btBoxShape;
class btCapsuleShape;
class btCompoundShape;
class btCollisionShape;
class btConeShape;
class btConvexHullShape;
class btCylinderShape;
class btSphereShape;
namespace Nz
{
///TODO: CollisionModifier
///TODO: HeightfieldGeom
///TODO: PlaneGeom ?
///TODO: SceneGeom
///TODO: TreeGeom
class PrimitiveList;
class PhysWorld3D;
class StaticMesh;
struct Primitive;
class NAZARA_PHYSICS3D_API Collider3D
{
friend class Physics3D;
public:
Collider3D() = default;
Collider3D(const Collider3D&) = delete;
Collider3D(Collider3D&&) = delete;
virtual ~Collider3D();
virtual void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix = Matrix4f::Identity()) const = 0;
Boxf ComputeAABB(const Vector3f& translation, const Quaternionf& rotation, const Vector3f& scale) const;
virtual Boxf ComputeAABB(const Matrix4f& offsetMatrix = Matrix4f::Identity(), const Vector3f& scale = Vector3f::Unit()) const;
virtual void ComputeInertialMatrix(Vector3f* inertia, Vector3f* center) const;
virtual float ComputeVolume() const;
virtual void ComputeInertia(float mass, Vector3f* inertia) const;
virtual void ForEachPolygon(const std::function<void(const Vector3f* vertices, std::size_t vertexCount)>& callback) const;
virtual std::shared_ptr<StaticMesh> GenerateDebugMesh() const;
virtual std::shared_ptr<StaticMesh> GenerateMesh() const;
NewtonCollision* GetHandle(PhysWorld3D* world) const;
virtual btCollisionShape* GetShape() const = 0;
virtual ColliderType3D GetType() const = 0;
Collider3D& operator=(const Collider3D&) = delete;
@@ -59,146 +57,153 @@ namespace Nz
static std::shared_ptr<Collider3D> Build(const PrimitiveList& list);
// Signals:
NazaraSignal(OnColliderRelease, const Collider3D* /*collider*/);
protected:
virtual NewtonCollision* CreateHandle(PhysWorld3D* world) const = 0;
mutable std::unordered_map<PhysWorld3D*, NewtonCollision*> m_handles;
private:
static std::shared_ptr<Collider3D> CreateGeomFromPrimitive(const Primitive& primitive);
};
class NAZARA_PHYSICS3D_API BoxCollider3D : public Collider3D
class NAZARA_PHYSICS3D_API BoxCollider3D final : public Collider3D
{
public:
BoxCollider3D(const Vector3f& lengths, const Matrix4f& transformMatrix = Matrix4f::Identity());
BoxCollider3D(const Vector3f& lengths, const Vector3f& translation, const Quaternionf& rotation = Quaternionf::Identity());
BoxCollider3D(const Vector3f& lengths);
~BoxCollider3D();
Boxf ComputeAABB(const Matrix4f& offsetMatrix = Matrix4f::Identity(), const Vector3f& scale = Vector3f::Unit()) const override;
float ComputeVolume() const override;
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
Vector3f GetLengths() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
Matrix4f m_matrix;
std::unique_ptr<btBoxShape> m_shape;
Vector3f m_lengths;
};
class NAZARA_PHYSICS3D_API CapsuleCollider3D : public Collider3D
class NAZARA_PHYSICS3D_API CapsuleCollider3D final : public Collider3D
{
public:
CapsuleCollider3D(float length, float radius, const Matrix4f& transformMatrix = Matrix4f::Identity());
CapsuleCollider3D(float length, float radius, const Vector3f& translation, const Quaternionf& rotation = Quaternionf::Identity());
CapsuleCollider3D(float length, float radius);
~CapsuleCollider3D();
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
float GetLength() const;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
std::unique_ptr<btCapsuleShape> m_shape;
float m_length;
float m_radius;
};
class NAZARA_PHYSICS3D_API CompoundCollider3D final : public Collider3D
{
public:
struct ChildCollider;
CompoundCollider3D(std::vector<ChildCollider> childs);
~CompoundCollider3D();
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
const std::vector<ChildCollider>& GetGeoms() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
struct ChildCollider
{
std::shared_ptr<Collider3D> collider;
Matrix4f offsetMatrix;
};
private:
std::unique_ptr<btCompoundShape> m_shape;
std::vector<ChildCollider> m_childs;
};
class NAZARA_PHYSICS3D_API ConeCollider3D final : public Collider3D
{
public:
ConeCollider3D(float length, float radius);
~ConeCollider3D();
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
float GetLength() const;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
std::unique_ptr<btConeShape> m_shape;
float m_length;
float m_radius;
};
class NAZARA_PHYSICS3D_API ConvexCollider3D final : public Collider3D
{
public:
ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount);
~ConvexCollider3D();
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
std::unique_ptr<btConvexHullShape> m_shape;
};
class NAZARA_PHYSICS3D_API CylinderCollider3D final : public Collider3D
{
public:
CylinderCollider3D(float length, float radius);
~CylinderCollider3D();
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
float GetLength() const;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
std::unique_ptr<btCylinderShape> m_shape;
Matrix4f m_matrix;
float m_length;
float m_radius;
};
class NAZARA_PHYSICS3D_API CompoundCollider3D : public Collider3D
class NAZARA_PHYSICS3D_API NullCollider3D final : public Collider3D
{
public:
CompoundCollider3D(std::vector<std::shared_ptr<Collider3D>> geoms);
NullCollider3D() = default;
~NullCollider3D() = default;
const std::vector<std::shared_ptr<Collider3D>>& GetGeoms() const;
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
void ComputeInertia(float mass, Vector3f* inertia) const override;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
std::vector<std::shared_ptr<Collider3D>> m_geoms;
};
class NAZARA_PHYSICS3D_API ConeCollider3D : public Collider3D
class NAZARA_PHYSICS3D_API SphereCollider3D final : public Collider3D
{
public:
ConeCollider3D(float length, float radius, const Matrix4f& transformMatrix = Matrix4f::Identity());
ConeCollider3D(float length, float radius, const Vector3f& translation, const Quaternionf& rotation = Quaternionf::Identity());
SphereCollider3D(float radius);
~SphereCollider3D();
float GetLength() const;
float GetRadius() const;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
Matrix4f m_matrix;
float m_length;
float m_radius;
};
class NAZARA_PHYSICS3D_API ConvexCollider3D : public Collider3D
{
public:
ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount, float tolerance = 0.002f, const Matrix4f& transformMatrix = Matrix4f::Identity());
ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount, float tolerance, const Vector3f& translation, const Quaternionf& rotation = Quaternionf::Identity());
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
std::vector<Vector3f> m_vertices;
Matrix4f m_matrix;
float m_tolerance;
};
class NAZARA_PHYSICS3D_API CylinderCollider3D : public Collider3D
{
public:
CylinderCollider3D(float length, float radius, const Matrix4f& transformMatrix = Matrix4f::Identity());
CylinderCollider3D(float length, float radius, const Vector3f& translation, const Quaternionf& rotation = Quaternionf::Identity());
float GetLength() const;
float GetRadius() const;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
Matrix4f m_matrix;
float m_length;
float m_radius;
};
class NAZARA_PHYSICS3D_API NullCollider3D : public Collider3D
{
public:
NullCollider3D();
void ComputeInertialMatrix(Vector3f* inertia, Vector3f* center) const override;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
};
class NAZARA_PHYSICS3D_API SphereCollider3D : public Collider3D
{
public:
SphereCollider3D(float radius, const Matrix4f& transformMatrix = Matrix4f::Identity());
SphereCollider3D(float radius, const Vector3f& translation, const Quaternionf& rotation = Quaternionf::Identity());
Boxf ComputeAABB(const Matrix4f& offsetMatrix = Matrix4f::Identity(), const Vector3f& scale = Vector3f::Unit()) const override;
float ComputeVolume() const override;
void BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const override;
float GetRadius() const;
btCollisionShape* GetShape() const override;
ColliderType3D GetType() const override;
private:
NewtonCollision* CreateHandle(PhysWorld3D* world) const override;
std::unique_ptr<btSphereShape> m_shape;
Vector3f m_position;
float m_radius;
};

View File

@@ -13,52 +13,27 @@
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Physics3D/Config.hpp>
#include <NazaraUtils/MovablePtr.hpp>
#include <string>
#include <unordered_map>
class NewtonBody;
class NewtonJoint;
class NewtonMaterial;
class NewtonWorld;
class btDynamicsWorld;
namespace Nz
{
class RigidBody3D;
class NAZARA_PHYSICS3D_API PhysWorld3D
{
public:
using BodyIterator = std::function<bool(RigidBody3D& body)>;
using AABBOverlapCallback = std::function<bool(const RigidBody3D& firstBody, const RigidBody3D& secondBody)>;
using CollisionCallback = std::function<bool(const RigidBody3D& firstBody, const RigidBody3D& secondBody)>;
PhysWorld3D();
PhysWorld3D(const PhysWorld3D&) = delete;
PhysWorld3D(PhysWorld3D&& ph) noexcept;
~PhysWorld3D();
int CreateMaterial(std::string name = {});
void ForEachBodyInAABB(const Boxf& box, const BodyIterator& iterator);
btDynamicsWorld* GetDynamicsWorld();
Vector3f GetGravity() const;
NewtonWorld* GetHandle() const;
int GetMaterial(const std::string& name);
std::size_t GetMaxStepCount() const;
Time GetStepSize() const;
unsigned int GetThreadCount() const;
void SetGravity(const Vector3f& gravity);
void SetMaxStepCount(std::size_t maxStepCount);
void SetStepSize(Time stepSize);
void SetThreadCount(unsigned int threadCount);
void SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, AABBOverlapCallback aabbOverlapCallback, CollisionCallback collisionCallback);
void SetMaterialDefaultCollidable(int firstMaterial, int secondMaterial, bool collidable);
void SetMaterialDefaultElasticity(int firstMaterial, int secondMaterial, float elasticCoef);
void SetMaterialDefaultFriction(int firstMaterial, int secondMaterial, float staticFriction, float kineticFriction);
void SetMaterialDefaultSoftness(int firstMaterial, int secondMaterial, float softness);
void SetMaterialSurfaceThickness(int firstMaterial, int secondMaterial, float thickness);
void Step(Time timestep);
@@ -66,19 +41,10 @@ namespace Nz
PhysWorld3D& operator=(PhysWorld3D&&) noexcept;
private:
struct Callback
{
AABBOverlapCallback aabbOverlapCallback;
CollisionCallback collisionCallback;
};
struct BulletWorld;
static int OnAABBOverlap(const NewtonJoint* const contact, float timestep, int threadIndex);
static void ProcessContact(const NewtonJoint* const contact, float timestep, int threadIndex);
std::unordered_map<Nz::UInt64, std::unique_ptr<Callback>> m_callbacks;
std::unordered_map<std::string, int> m_materialIds;
std::size_t m_maxStepCount;
MovablePtr<NewtonWorld> m_world;
std::unique_ptr<BulletWorld> m_world;
Vector3f m_gravity;
Time m_stepSize;
Time m_timestepAccumulator;

View File

@@ -25,8 +25,6 @@ namespace Nz
Physics3D(Config /*config*/);
~Physics3D() = default;
unsigned int GetMemoryUsed();
private:
static Physics3D* s_instance;
};

View File

@@ -16,7 +16,7 @@
#include <Nazara/Physics3D/Config.hpp>
#include <NazaraUtils/MovablePtr.hpp>
class NewtonBody;
class btRigidBody;
namespace Nz
{
@@ -27,7 +27,7 @@ namespace Nz
public:
RigidBody3D(PhysWorld3D* world, const Matrix4f& mat = Matrix4f::Identity());
RigidBody3D(PhysWorld3D* world, std::shared_ptr<Collider3D> geom, const Matrix4f& mat = Matrix4f::Identity());
RigidBody3D(const RigidBody3D& object);
RigidBody3D(const RigidBody3D& object) = delete;
RigidBody3D(RigidBody3D&& object) noexcept;
~RigidBody3D();
@@ -35,64 +35,54 @@ namespace Nz
void AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys = CoordSys::Global);
void AddTorque(const Vector3f& torque, CoordSys coordSys = CoordSys::Global);
void EnableAutoSleep(bool autoSleep);
void EnableSimulation(bool simulation);
inline void DisableSleeping();
void EnableSleeping(bool enable);
void FallAsleep();
Boxf GetAABB() const;
Vector3f GetAngularDamping() const;
float GetAngularDamping() const;
Vector3f GetAngularVelocity() const;
const std::shared_ptr<Collider3D>& GetGeom() const;
float GetGravityFactor() const;
NewtonBody* GetHandle() const;
float GetLinearDamping() const;
Vector3f GetLinearVelocity() const;
float GetMass() const;
Vector3f GetMassCenter(CoordSys coordSys = CoordSys::Local) const;
int GetMaterial() const;
Matrix4f GetMatrix() const;
Vector3f GetPosition() const;
btRigidBody* GetRigidBody() const;
Quaternionf GetRotation() const;
void* GetUserdata() const;
PhysWorld3D* GetWorld() const;
bool IsAutoSleepEnabled() const;
bool IsMoveable() const;
bool IsSimulationEnabled() const;
bool IsSleeping() const;
bool IsSleepingEnabled() const;
void SetAngularDamping(const Vector3f& angularDamping);
void SetAngularDamping(float angularDamping);
void SetAngularVelocity(const Vector3f& angularVelocity);
void SetGeom(std::shared_ptr<Collider3D> geom);
void SetGravityFactor(float gravityFactor);
void SetGeom(std::shared_ptr<Collider3D> geom, bool recomputeInertia = true);
void SetLinearDamping(float damping);
void SetLinearVelocity(const Vector3f& velocity);
void SetMass(float mass);
void SetMassCenter(const Vector3f& center);
void SetMaterial(const std::string& materialName);
void SetMaterial(int materialIndex);
void SetPosition(const Vector3f& position);
void SetRotation(const Quaternionf& rotation);
void SetUserdata(void* ud);
RigidBody3D& operator=(const RigidBody3D& object);
void WakeUp();
RigidBody3D& operator=(const RigidBody3D& object) = delete;
RigidBody3D& operator=(RigidBody3D&& object) noexcept;
protected:
void Destroy();
private:
void UpdateBody(const Matrix4f& transformMatrix);
static void ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex);
std::shared_ptr<Collider3D> m_geom;
MovablePtr<NewtonBody> m_body;
Vector3f m_forceAccumulator;
Vector3f m_torqueAccumulator;
std::unique_ptr<btRigidBody> m_body;
PhysWorld3D* m_world;
void* m_userdata;
float m_gravityFactor;
float m_mass;
};
}
#include <Nazara/Physics3D/RigidBody3D.inl>
#endif // NAZARA_PHYSICS3D_RIGIDBODY3D_HPP

View File

@@ -0,0 +1,16 @@
// 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/RigidBody3D.hpp>
#include <Nazara/Physics3D/Debug.hpp>
namespace Nz
{
inline void RigidBody3D::DisableSleeping()
{
return EnableSleeping(false);
}
}
#include <Nazara/Physics3D/DebugOff.hpp>