Physics3D/World: Add more control on materials
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@ -13,7 +13,9 @@
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#include <Nazara/Physics3D/Config.hpp>
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#include <unordered_map>
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class NewtonBody;
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class NewtonJoint;
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class NewtonMaterial;
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class NewtonWorld;
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namespace Nz
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@ -23,6 +25,7 @@ namespace Nz
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class NAZARA_PHYSICS3D_API PhysWorld3D
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{
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public:
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using AABBOverlapCallback = std::function<bool(const RigidBody3D& firstBody, const RigidBody3D& secondBody)>;
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using CollisionCallback = std::function<bool(const RigidBody3D& firstBody, const RigidBody3D& secondBody)>;
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PhysWorld3D();
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@ -41,7 +44,12 @@ namespace Nz
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void SetSolverModel(unsigned int model);
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void SetStepSize(float stepSize);
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void SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, CollisionCallback callback);
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void SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, AABBOverlapCallback aabbOverlapCallback, CollisionCallback collisionCallback);
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void SetMaterialDefaultCollidable(int firstMaterial, int secondMaterial, bool collidable);
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void SetMaterialDefaultElasticity(int firstMaterial, int secondMaterial, float elasticCoef);
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void SetMaterialDefaultFriction(int firstMaterial, int secondMaterial, float staticFriction, float kineticFriction);
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void SetMaterialDefaultSoftness(int firstMaterial, int secondMaterial, float softness);
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void SetMaterialSurfaceThickness(int firstMaterial, int secondMaterial, float thickness);
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void Step(float timestep);
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@ -51,9 +59,11 @@ namespace Nz
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private:
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struct Callback
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{
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AABBOverlapCallback aabbOverlapCallback;
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CollisionCallback collisionCallback;
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};
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static int OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex);
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static void ProcessContact(const NewtonJoint* const contact, float timestep, int threadIndex);
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std::unordered_map<Nz::UInt64, std::unique_ptr<Callback>> m_callbacks;
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@ -74,14 +74,15 @@ namespace Nz
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m_stepSize = stepSize;
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}
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void PhysWorld3D::SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, CollisionCallback callback)
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void PhysWorld3D::SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, AABBOverlapCallback aabbOverlapCallback, CollisionCallback collisionCallback)
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{
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static_assert(sizeof(Nz::UInt64) >= 2 * sizeof(int), "Oops");
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auto callbackPtr = std::make_unique<Callback>();
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callbackPtr->collisionCallback = std::move(callback);
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callbackPtr->aabbOverlapCallback = std::move(aabbOverlapCallback);
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callbackPtr->collisionCallback = std::move(collisionCallback);
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NewtonMaterialSetCollisionCallback(m_world, firstMaterial, secondMaterial, callbackPtr.get(), nullptr, ProcessContact);
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NewtonMaterialSetCollisionCallback(m_world, firstMaterial, secondMaterial, callbackPtr.get(), (callbackPtr->aabbOverlapCallback) ? OnAABBOverlap : nullptr, (callbackPtr->collisionCallback) ? ProcessContact : nullptr);
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Nz::UInt64 firstMaterialId(firstMaterial);
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Nz::UInt64 secondMaterialId(secondMaterial);
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@ -90,6 +91,31 @@ namespace Nz
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m_callbacks[callbackIndex] = std::move(callbackPtr);
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}
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void PhysWorld3D::SetMaterialDefaultCollidable(int firstMaterial, int secondMaterial, bool collidable)
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{
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NewtonMaterialSetDefaultCollidable(m_world, firstMaterial, secondMaterial, collidable);
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}
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void PhysWorld3D::SetMaterialDefaultElasticity(int firstMaterial, int secondMaterial, float elasticCoef)
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{
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NewtonMaterialSetDefaultElasticity(m_world, firstMaterial, secondMaterial, elasticCoef);
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}
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void PhysWorld3D::SetMaterialDefaultFriction(int firstMaterial, int secondMaterial, float staticFriction, float kineticFriction)
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{
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NewtonMaterialSetDefaultFriction(m_world, firstMaterial, secondMaterial, staticFriction, kineticFriction);
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}
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void PhysWorld3D::SetMaterialDefaultSoftness(int firstMaterial, int secondMaterial, float softness)
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{
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NewtonMaterialSetDefaultSoftness(m_world, firstMaterial, secondMaterial, softness);
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}
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void PhysWorld3D::SetMaterialSurfaceThickness(int firstMaterial, int secondMaterial, float thickness)
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{
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NewtonMaterialSetSurfaceThickness(m_world, firstMaterial, secondMaterial, thickness);
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}
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void PhysWorld3D::Step(float timestep)
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{
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m_timestepAccumulator += timestep;
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@ -101,6 +127,19 @@ namespace Nz
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}
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}
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int PhysWorld3D::OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex)
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{
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Nz::RigidBody3D* bodyA = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(body0));
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Nz::RigidBody3D* bodyB = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(body1));
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assert(bodyA && bodyB);
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Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material));
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assert(callbackData);
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assert(callbackData->aabbOverlapCallback);
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return callbackData->aabbOverlapCallback(*bodyA, *bodyB);
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}
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void PhysWorld3D::ProcessContact(const NewtonJoint* const contactJoint, float timestep, int threadIndex)
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{
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Nz::RigidBody3D* bodyA = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(NewtonJointGetBody0(contactJoint)));
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@ -123,6 +162,7 @@ namespace Nz
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NewtonMaterial* material = NewtonContactGetMaterial(contact);
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Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material));
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assert(callbackData);
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assert(callbackData->collisionCallback);
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if (!callbackData->collisionCallback(*bodyA, *bodyB))
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NewtonContactJointRemoveContact(contactJoint, contact);
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