Physics3D/World: Add more control on materials

This commit is contained in:
Lynix 2017-12-17 19:08:45 +01:00
parent 9b431e54c9
commit 84a3fc1a91
2 changed files with 54 additions and 4 deletions

View File

@ -13,7 +13,9 @@
#include <Nazara/Physics3D/Config.hpp>
#include <unordered_map>
class NewtonBody;
class NewtonJoint;
class NewtonMaterial;
class NewtonWorld;
namespace Nz
@ -23,6 +25,7 @@ namespace Nz
class NAZARA_PHYSICS3D_API PhysWorld3D
{
public:
using AABBOverlapCallback = std::function<bool(const RigidBody3D& firstBody, const RigidBody3D& secondBody)>;
using CollisionCallback = std::function<bool(const RigidBody3D& firstBody, const RigidBody3D& secondBody)>;
PhysWorld3D();
@ -41,7 +44,12 @@ namespace Nz
void SetSolverModel(unsigned int model);
void SetStepSize(float stepSize);
void SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, CollisionCallback callback);
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(float timestep);
@ -51,9 +59,11 @@ namespace Nz
private:
struct Callback
{
AABBOverlapCallback aabbOverlapCallback;
CollisionCallback collisionCallback;
};
static int OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex);
static void ProcessContact(const NewtonJoint* const contact, float timestep, int threadIndex);
std::unordered_map<Nz::UInt64, std::unique_ptr<Callback>> m_callbacks;

View File

@ -74,14 +74,15 @@ namespace Nz
m_stepSize = stepSize;
}
void PhysWorld3D::SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, CollisionCallback callback)
void PhysWorld3D::SetMaterialCollisionCallback(int firstMaterial, int secondMaterial, AABBOverlapCallback aabbOverlapCallback, CollisionCallback collisionCallback)
{
static_assert(sizeof(Nz::UInt64) >= 2 * sizeof(int), "Oops");
auto callbackPtr = std::make_unique<Callback>();
callbackPtr->collisionCallback = std::move(callback);
callbackPtr->aabbOverlapCallback = std::move(aabbOverlapCallback);
callbackPtr->collisionCallback = std::move(collisionCallback);
NewtonMaterialSetCollisionCallback(m_world, firstMaterial, secondMaterial, callbackPtr.get(), nullptr, ProcessContact);
NewtonMaterialSetCollisionCallback(m_world, firstMaterial, secondMaterial, callbackPtr.get(), (callbackPtr->aabbOverlapCallback) ? OnAABBOverlap : nullptr, (callbackPtr->collisionCallback) ? ProcessContact : nullptr);
Nz::UInt64 firstMaterialId(firstMaterial);
Nz::UInt64 secondMaterialId(secondMaterial);
@ -90,6 +91,31 @@ namespace Nz
m_callbacks[callbackIndex] = std::move(callbackPtr);
}
void PhysWorld3D::SetMaterialDefaultCollidable(int firstMaterial, int secondMaterial, bool collidable)
{
NewtonMaterialSetDefaultCollidable(m_world, firstMaterial, secondMaterial, collidable);
}
void PhysWorld3D::SetMaterialDefaultElasticity(int firstMaterial, int secondMaterial, float elasticCoef)
{
NewtonMaterialSetDefaultElasticity(m_world, firstMaterial, secondMaterial, elasticCoef);
}
void PhysWorld3D::SetMaterialDefaultFriction(int firstMaterial, int secondMaterial, float staticFriction, float kineticFriction)
{
NewtonMaterialSetDefaultFriction(m_world, firstMaterial, secondMaterial, staticFriction, kineticFriction);
}
void PhysWorld3D::SetMaterialDefaultSoftness(int firstMaterial, int secondMaterial, float softness)
{
NewtonMaterialSetDefaultSoftness(m_world, firstMaterial, secondMaterial, softness);
}
void PhysWorld3D::SetMaterialSurfaceThickness(int firstMaterial, int secondMaterial, float thickness)
{
NewtonMaterialSetSurfaceThickness(m_world, firstMaterial, secondMaterial, thickness);
}
void PhysWorld3D::Step(float timestep)
{
m_timestepAccumulator += timestep;
@ -101,6 +127,19 @@ namespace Nz
}
}
int PhysWorld3D::OnAABBOverlap(const NewtonMaterial* const material, const NewtonBody* const body0, const NewtonBody* const body1, int threadIndex)
{
Nz::RigidBody3D* bodyA = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(body0));
Nz::RigidBody3D* bodyB = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(body1));
assert(bodyA && bodyB);
Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material));
assert(callbackData);
assert(callbackData->aabbOverlapCallback);
return callbackData->aabbOverlapCallback(*bodyA, *bodyB);
}
void PhysWorld3D::ProcessContact(const NewtonJoint* const contactJoint, float timestep, int threadIndex)
{
Nz::RigidBody3D* bodyA = static_cast<Nz::RigidBody3D*>(NewtonBodyGetUserData(NewtonJointGetBody0(contactJoint)));
@ -123,6 +162,7 @@ namespace Nz
NewtonMaterial* material = NewtonContactGetMaterial(contact);
Callback* callbackData = static_cast<Callback*>(NewtonMaterialGetMaterialPairUserData(material));
assert(callbackData);
assert(callbackData->collisionCallback);
if (!callbackData->collisionCallback(*bodyA, *bodyB))
NewtonContactJointRemoveContact(contactJoint, contact);