Add JoltPhysics3D for a performance test
This commit is contained in:
committed by
Jérôme Leclercq
parent
bd4c2d6ee7
commit
c5ac142888
@@ -72,7 +72,7 @@ namespace Nz
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std::size_t primitiveCount = list.GetSize();
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if (primitiveCount > 1)
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{
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std::vector<CompoundCollider3D::ChildCollider> childColliders(primitiveCount);
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std::vector<BulletCompoundCollider3D::ChildCollider> childColliders(primitiveCount);
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for (unsigned int i = 0; i < primitiveCount; ++i)
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{
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@@ -81,12 +81,12 @@ namespace Nz
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childColliders[i].offsetMatrix = primitive.matrix;
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}
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return std::make_shared<CompoundCollider3D>(std::move(childColliders));
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return std::make_shared<BulletCompoundCollider3D>(std::move(childColliders));
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}
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else if (primitiveCount > 0)
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return CreateGeomFromPrimitive(list.GetPrimitive(0));
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else
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return std::make_shared<NullCollider3D>();
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return std::make_shared<BulletNullCollider3D>();
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}
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std::shared_ptr<BulletCollider3D> BulletCollider3D::CreateGeomFromPrimitive(const Primitive& primitive)
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@@ -94,17 +94,17 @@ namespace Nz
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switch (primitive.type)
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{
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case PrimitiveType::Box:
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return std::make_shared<BoxCollider3D>(primitive.box.lengths);
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return std::make_shared<BulletBoxCollider3D>(primitive.box.lengths);
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case PrimitiveType::Cone:
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return std::make_shared<ConeCollider3D>(primitive.cone.length, primitive.cone.radius);
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return std::make_shared<BulletConeCollider3D>(primitive.cone.length, primitive.cone.radius);
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case PrimitiveType::Plane:
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return std::make_shared<BoxCollider3D>(Vector3f(primitive.plane.size.x, 0.01f, primitive.plane.size.y));
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return std::make_shared<BulletBoxCollider3D>(Vector3f(primitive.plane.size.x, 0.01f, primitive.plane.size.y));
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///TODO: PlaneGeom?
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case PrimitiveType::Sphere:
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return std::make_shared<SphereCollider3D>(primitive.sphere.size);
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return std::make_shared<BulletSphereCollider3D>(primitive.sphere.size);
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}
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NazaraError("Primitive type not handled (0x" + NumberToString(UnderlyingCast(primitive.type), 16) + ')');
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@@ -113,15 +113,15 @@ namespace Nz
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/********************************** BoxCollider3D **********************************/
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BoxCollider3D::BoxCollider3D(const Vector3f& lengths) :
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BulletBoxCollider3D::BulletBoxCollider3D(const Vector3f& lengths) :
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m_lengths(lengths)
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{
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m_shape = std::make_unique<btBoxShape>(ToBullet(m_lengths * 0.5f));
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}
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BoxCollider3D::~BoxCollider3D() = default;
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BulletBoxCollider3D::~BulletBoxCollider3D() = default;
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void BoxCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletBoxCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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auto InsertVertex = [&](float x, float y, float z) -> UInt16
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{
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@@ -163,59 +163,59 @@ namespace Nz
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InsertEdge(v3, v7);
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}
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btCollisionShape* BoxCollider3D::GetShape() const
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btCollisionShape* BulletBoxCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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Vector3f BoxCollider3D::GetLengths() const
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Vector3f BulletBoxCollider3D::GetLengths() const
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{
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return m_lengths;
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}
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ColliderType3D BoxCollider3D::GetType() const
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ColliderType3D BulletBoxCollider3D::GetType() const
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{
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return ColliderType3D::Box;
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}
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/******************************** CapsuleCollider3D ********************************/
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CapsuleCollider3D::CapsuleCollider3D(float length, float radius) :
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BulletCapsuleCollider3D::BulletCapsuleCollider3D(float length, float radius) :
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m_length(length),
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m_radius(radius)
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{
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m_shape = std::make_unique<btCapsuleShape>(radius, length);
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}
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CapsuleCollider3D::~CapsuleCollider3D() = default;
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BulletCapsuleCollider3D::~BulletCapsuleCollider3D() = default;
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void CapsuleCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletCapsuleCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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}
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float CapsuleCollider3D::GetLength() const
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float BulletCapsuleCollider3D::GetLength() const
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{
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return m_length;
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}
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float CapsuleCollider3D::GetRadius() const
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float BulletCapsuleCollider3D::GetRadius() const
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{
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return m_radius;
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}
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btCollisionShape* CapsuleCollider3D::GetShape() const
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btCollisionShape* BulletCapsuleCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D CapsuleCollider3D::GetType() const
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ColliderType3D BulletCapsuleCollider3D::GetType() const
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{
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return ColliderType3D::Capsule;
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}
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/******************************* CompoundCollider3D ********************************/
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CompoundCollider3D::CompoundCollider3D(std::vector<ChildCollider> childs) :
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BulletCompoundCollider3D::BulletCompoundCollider3D(std::vector<ChildCollider> childs) :
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m_childs(std::move(childs))
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{
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m_shape = std::make_unique<btCompoundShape>();
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@@ -226,67 +226,67 @@ namespace Nz
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}
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}
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CompoundCollider3D::~CompoundCollider3D() = default;
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BulletCompoundCollider3D::~BulletCompoundCollider3D() = default;
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void CompoundCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletCompoundCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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for (const auto& child : m_childs)
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child.collider->BuildDebugMesh(vertices, indices, offsetMatrix * child.offsetMatrix);
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}
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auto CompoundCollider3D::GetGeoms() const -> const std::vector<ChildCollider>&
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auto BulletCompoundCollider3D::GetGeoms() const -> const std::vector<ChildCollider>&
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{
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return m_childs;
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}
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btCollisionShape* CompoundCollider3D::GetShape() const
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btCollisionShape* BulletCompoundCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D CompoundCollider3D::GetType() const
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ColliderType3D BulletCompoundCollider3D::GetType() const
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{
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return ColliderType3D::Compound;
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}
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/********************************* ConeCollider3D **********************************/
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ConeCollider3D::ConeCollider3D(float length, float radius) :
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BulletConeCollider3D::BulletConeCollider3D(float length, float radius) :
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m_length(length),
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m_radius(radius)
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{
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m_shape = std::make_unique<btConeShape>(radius, length);
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}
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ConeCollider3D::~ConeCollider3D() = default;
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BulletConeCollider3D::~BulletConeCollider3D() = default;
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void ConeCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletConeCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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}
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float ConeCollider3D::GetLength() const
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float BulletConeCollider3D::GetLength() const
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{
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return m_length;
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}
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float ConeCollider3D::GetRadius() const
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float BulletConeCollider3D::GetRadius() const
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{
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return m_radius;
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}
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btCollisionShape* ConeCollider3D::GetShape() const
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btCollisionShape* BulletConeCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D ConeCollider3D::GetType() const
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ColliderType3D BulletConeCollider3D::GetType() const
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{
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return ColliderType3D::Cone;
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}
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/****************************** ConvexCollider3D *******************************/
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ConvexCollider3D::ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount)
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BulletConvexCollider3D::BulletConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount)
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{
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static_assert(std::is_same_v<btScalar, float>);
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@@ -294,9 +294,9 @@ namespace Nz
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m_shape->optimizeConvexHull();
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}
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ConvexCollider3D::~ConvexCollider3D() = default;
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BulletConvexCollider3D::~BulletConvexCollider3D() = default;
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void ConvexCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletConvexCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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tsl::ordered_map<Vector3f, UInt16> vertexCache;
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auto InsertVertex = [&](const Vector3f& position) -> UInt16
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@@ -324,19 +324,19 @@ namespace Nz
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}
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}
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btCollisionShape* ConvexCollider3D::GetShape() const
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btCollisionShape* BulletConvexCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D ConvexCollider3D::GetType() const
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ColliderType3D BulletConvexCollider3D::GetType() const
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{
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return ColliderType3D::ConvexHull;
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}
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/******************************* CylinderCollider3D ********************************/
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CylinderCollider3D::CylinderCollider3D(float length, float radius) :
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BulletCylinderCollider3D::BulletCylinderCollider3D(float length, float radius) :
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m_length(length),
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m_radius(radius)
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{
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@@ -344,85 +344,85 @@ namespace Nz
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m_shape = std::make_unique<btCylinderShape>(btVector3{ radius, length, radius });
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}
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CylinderCollider3D::~CylinderCollider3D() = default;
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BulletCylinderCollider3D::~BulletCylinderCollider3D() = default;
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void CylinderCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletCylinderCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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}
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float CylinderCollider3D::GetLength() const
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float BulletCylinderCollider3D::GetLength() const
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{
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return m_length;
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}
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float CylinderCollider3D::GetRadius() const
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float BulletCylinderCollider3D::GetRadius() const
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{
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return m_radius;
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}
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btCollisionShape* CylinderCollider3D::GetShape() const
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btCollisionShape* BulletCylinderCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D CylinderCollider3D::GetType() const
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ColliderType3D BulletCylinderCollider3D::GetType() const
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{
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return ColliderType3D::Cylinder;
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}
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/********************************* NullCollider3D **********************************/
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NullCollider3D::NullCollider3D()
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BulletNullCollider3D::BulletNullCollider3D()
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{
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m_shape = std::make_unique<btEmptyShape>();
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}
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NullCollider3D::~NullCollider3D() = default;
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BulletNullCollider3D::~BulletNullCollider3D() = default;
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void NullCollider3D::BuildDebugMesh(std::vector<Vector3f>& /*vertices*/, std::vector<UInt16>& /*indices*/, const Matrix4f& /*offsetMatrix*/) const
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void BulletNullCollider3D::BuildDebugMesh(std::vector<Vector3f>& /*vertices*/, std::vector<UInt16>& /*indices*/, const Matrix4f& /*offsetMatrix*/) const
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{
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}
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void NullCollider3D::ComputeInertia(float /*mass*/, Vector3f* inertia) const
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void BulletNullCollider3D::ComputeInertia(float /*mass*/, Vector3f* inertia) const
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{
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inertia->Set(1.f, 1.f, 1.f);
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}
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btCollisionShape* NullCollider3D::GetShape() const
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btCollisionShape* BulletNullCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D NullCollider3D::GetType() const
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ColliderType3D BulletNullCollider3D::GetType() const
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{
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return ColliderType3D::Null;
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}
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/******************************** SphereCollider3D *********************************/
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SphereCollider3D::SphereCollider3D(float radius) :
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BulletSphereCollider3D::BulletSphereCollider3D(float radius) :
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m_radius(radius)
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{
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m_shape = std::make_unique<btSphereShape>(radius);
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}
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SphereCollider3D::~SphereCollider3D() = default;
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BulletSphereCollider3D::~BulletSphereCollider3D() = default;
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void SphereCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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void BulletSphereCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
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{
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}
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float SphereCollider3D::GetRadius() const
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float BulletSphereCollider3D::GetRadius() const
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{
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return m_radius;
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}
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btCollisionShape* SphereCollider3D::GetShape() const
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btCollisionShape* BulletSphereCollider3D::GetShape() const
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{
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return m_shape.get();
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}
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ColliderType3D SphereCollider3D::GetType() const
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ColliderType3D BulletSphereCollider3D::GetType() const
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{
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return ColliderType3D::Sphere;
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}
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@@ -121,11 +121,19 @@ namespace Nz
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}
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}
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#define HACK 0
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btRigidBody* BulletPhysWorld3D::AddRigidBody(std::size_t& rigidBodyIndex, FunctionRef<void(btRigidBody* body)> constructor)
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{
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#if HACK
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static std::size_t index = 0;
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rigidBodyIndex = index++;
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btRigidBody* rigidBody = (btRigidBody*) ::operator new(sizeof(btRigidBody));
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constructor(rigidBody);
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m_world->dynamicWorld.addRigidBody(rigidBody);
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#else
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btRigidBody* rigidBody = m_world->rigidBodyPool.Allocate(m_world->rigidBodyPool.DeferConstruct, rigidBodyIndex);
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constructor(rigidBody);
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m_world->dynamicWorld.addRigidBody(rigidBody);
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// Small hack to order rigid bodies to make it cache friendly
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@@ -144,6 +152,7 @@ namespace Nz
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*it = rigidBody;
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}
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}
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#endif
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return rigidBody;
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}
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@@ -152,6 +161,10 @@ namespace Nz
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{
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// TODO: Improve deletion (since rigid bodies are sorted)
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m_world->dynamicWorld.removeRigidBody(rigidBody); //< this does a linear search
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#if HACK
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::operator delete(rigidBody);
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#else
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m_world->rigidBodyPool.Free(rigidBodyIndex);
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#endif
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}
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}
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@@ -27,7 +27,7 @@ namespace Nz
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NazaraAssert(m_world, "Invalid world");
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if (!m_geom)
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m_geom = std::make_shared<NullCollider3D>();
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m_geom = std::make_shared<BulletNullCollider3D>();
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Vector3f inertia;
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m_geom->ComputeInertia(1.f, &inertia);
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@@ -214,7 +214,7 @@ namespace Nz
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if (geom)
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m_geom = std::move(geom);
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else
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m_geom = std::make_shared<NullCollider3D>();
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m_geom = std::make_shared<BulletNullCollider3D>();
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m_body->setCollisionShape(m_geom->GetShape());
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if (recomputeInertia)
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@@ -267,6 +267,15 @@ namespace Nz
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m_body->setWorldTransform(worldTransform);
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}
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void BulletRigidBody3D::SetPositionAndRotation(const Vector3f& position, const Quaternionf& rotation)
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{
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btTransform worldTransform;
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worldTransform.setOrigin(ToBullet(position));
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worldTransform.setRotation(ToBullet(rotation));
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m_body->setWorldTransform(worldTransform);
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}
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void BulletRigidBody3D::SetRotation(const Quaternionf& rotation)
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{
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btTransform worldTransform = m_body->getWorldTransform();
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@@ -4,6 +4,7 @@
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#include <Nazara/BulletPhysics3D/Systems/BulletPhysics3DSystem.hpp>
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#include <Nazara/Utility/Components/NodeComponent.hpp>
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#include <iostream>
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#include <Nazara/BulletPhysics3D/Debug.hpp>
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namespace Nz
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@@ -14,6 +15,10 @@ namespace Nz
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{
|
||||
m_constructConnection = registry.on_construct<BulletRigidBody3DComponent>().connect<&BulletPhysics3DSystem::OnConstruct>(this);
|
||||
m_destructConnection = registry.on_destroy<BulletRigidBody3DComponent>().connect<&BulletPhysics3DSystem::OnDestruct>(this);
|
||||
|
||||
m_stepCount = 0;
|
||||
m_physicsTime = Time::Zero();
|
||||
m_updateTime = Time::Zero();
|
||||
}
|
||||
|
||||
BulletPhysics3DSystem::~BulletPhysics3DSystem()
|
||||
@@ -26,6 +31,20 @@ namespace Nz
|
||||
rigidBodyComponent.Destroy();
|
||||
}
|
||||
|
||||
void BulletPhysics3DSystem::Dump()
|
||||
{
|
||||
if (m_stepCount == 0)
|
||||
m_stepCount = 1;
|
||||
|
||||
std::cout << "Physics time: " << (m_physicsTime / Time::Nanoseconds(m_stepCount)) << std::endl;
|
||||
std::cout << "Update time: " << (m_updateTime / Time::Nanoseconds(m_stepCount)) << std::endl;
|
||||
std::cout << "--" << std::endl;
|
||||
|
||||
m_stepCount = 0;
|
||||
m_physicsTime = Time::Zero();
|
||||
m_updateTime = Time::Zero();
|
||||
}
|
||||
|
||||
bool BulletPhysics3DSystem::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo)
|
||||
{
|
||||
if (!m_physWorld.RaycastQueryFirst(from, to, hitInfo))
|
||||
@@ -49,12 +68,16 @@ namespace Nz
|
||||
BulletRigidBody3DComponent& entityPhysics = m_registry.get<BulletRigidBody3DComponent>(entity);
|
||||
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
|
||||
|
||||
entityPhysics.SetPosition(entityNode.GetPosition(CoordSys::Global));
|
||||
entityPhysics.SetRotation(entityNode.GetRotation(CoordSys::Global));
|
||||
entityPhysics.SetPositionAndRotation(entityNode.GetPosition(CoordSys::Global), entityNode.GetRotation(CoordSys::Global));
|
||||
});
|
||||
|
||||
Time t1 = GetElapsedNanoseconds();
|
||||
|
||||
// Update the physics world
|
||||
m_physWorld.Step(elapsedTime);
|
||||
m_stepCount++;
|
||||
|
||||
Time t2 = GetElapsedNanoseconds();
|
||||
|
||||
// Replicate rigid body position to their node components
|
||||
// TODO: Only replicate active entities
|
||||
@@ -67,6 +90,11 @@ namespace Nz
|
||||
nodeComponent.SetPosition(rigidBodyComponent.GetPosition(), CoordSys::Global);
|
||||
nodeComponent.SetRotation(rigidBodyComponent.GetRotation(), CoordSys::Global);
|
||||
}
|
||||
|
||||
Time t3 = GetElapsedNanoseconds();
|
||||
|
||||
m_physicsTime += (t2 - t1);
|
||||
m_updateTime += (t3 - t2);
|
||||
}
|
||||
|
||||
void BulletPhysics3DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/Components/JoltRigidBody3DComponent.hpp>
|
||||
#include <Nazara/BulletPhysics3D/Components/BulletRigidBody3DComponent.hpp>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
}
|
||||
214
src/Nazara/JoltPhysics3D/JoltCollider3D.cpp
Normal file
214
src/Nazara/JoltPhysics3D/JoltCollider3D.cpp
Normal file
@@ -0,0 +1,214 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltCollider3D.hpp>
|
||||
#include <Nazara/Core/PrimitiveList.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
|
||||
#include <Nazara/Utility/Algorithm.hpp>
|
||||
#include <Nazara/Utility/IndexBuffer.hpp>
|
||||
#include <Nazara/Utility/SoftwareBuffer.hpp>
|
||||
#include <Nazara/Utility/StaticMesh.hpp>
|
||||
#include <Nazara/Utility/VertexBuffer.hpp>
|
||||
#include <Nazara/Utils/MemoryHelper.hpp>
|
||||
#include <Jolt/Core/Core.h>
|
||||
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
|
||||
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
JoltCollider3D::~JoltCollider3D() = default;
|
||||
|
||||
std::shared_ptr<StaticMesh> JoltCollider3D::GenerateDebugMesh() const
|
||||
{
|
||||
std::vector<Vector3f> colliderVertices;
|
||||
std::vector<UInt16> colliderIndices;
|
||||
BuildDebugMesh(colliderVertices, colliderIndices);
|
||||
|
||||
std::shared_ptr<VertexBuffer> colliderVB = std::make_shared<VertexBuffer>(VertexDeclaration::Get(VertexLayout::XYZ), SafeCast<UInt32>(colliderVertices.size()), BufferUsage::Write, SoftwareBufferFactory, colliderVertices.data());
|
||||
std::shared_ptr<IndexBuffer> colliderIB = std::make_shared<IndexBuffer>(IndexType::U16, colliderIndices.size(), BufferUsage::Write, SoftwareBufferFactory, colliderIndices.data());
|
||||
|
||||
std::shared_ptr<StaticMesh> colliderSubMesh = std::make_shared<StaticMesh>(std::move(colliderVB), std::move(colliderIB));
|
||||
colliderSubMesh->GenerateAABB();
|
||||
colliderSubMesh->SetPrimitiveMode(PrimitiveMode::LineList);
|
||||
|
||||
return colliderSubMesh;
|
||||
}
|
||||
|
||||
std::shared_ptr<JoltCollider3D> JoltCollider3D::Build(const PrimitiveList& list)
|
||||
{
|
||||
std::size_t primitiveCount = list.GetSize();
|
||||
if (primitiveCount > 1)
|
||||
{
|
||||
std::vector<JoltCompoundCollider3D::ChildCollider> childColliders(primitiveCount);
|
||||
|
||||
for (unsigned int i = 0; i < primitiveCount; ++i)
|
||||
{
|
||||
const Primitive& primitive = list.GetPrimitive(i);
|
||||
childColliders[i].collider = CreateGeomFromPrimitive(primitive);
|
||||
childColliders[i].offset = primitive.matrix.GetTranslation();
|
||||
childColliders[i].rotation = primitive.matrix.GetRotation();
|
||||
}
|
||||
|
||||
return std::make_shared<JoltCompoundCollider3D>(std::move(childColliders));
|
||||
}
|
||||
else if (primitiveCount > 0)
|
||||
return CreateGeomFromPrimitive(list.GetPrimitive(0));
|
||||
else
|
||||
return nullptr;// std::make_shared<NullCollider3D>(); //< TODO
|
||||
}
|
||||
|
||||
std::shared_ptr<JoltCollider3D> JoltCollider3D::CreateGeomFromPrimitive(const Primitive& primitive)
|
||||
{
|
||||
switch (primitive.type)
|
||||
{
|
||||
case PrimitiveType::Box:
|
||||
return std::make_shared<JoltBoxCollider3D>(primitive.box.lengths);
|
||||
|
||||
case PrimitiveType::Cone:
|
||||
return nullptr; //< TODO
|
||||
//return std::make_shared<ConeCollider3D>(primitive.cone.length, primitive.cone.radius);
|
||||
|
||||
case PrimitiveType::Plane:
|
||||
return std::make_shared<JoltBoxCollider3D>(Vector3f(primitive.plane.size.x, 0.01f, primitive.plane.size.y));
|
||||
///TODO: PlaneGeom?
|
||||
|
||||
case PrimitiveType::Sphere:
|
||||
return std::make_shared<JoltSphereCollider3D>(primitive.sphere.size);
|
||||
}
|
||||
|
||||
NazaraError("Primitive type not handled (0x" + NumberToString(UnderlyingCast(primitive.type), 16) + ')');
|
||||
return std::shared_ptr<JoltCollider3D>();
|
||||
}
|
||||
|
||||
/********************************** BoxCollider3D **********************************/
|
||||
|
||||
JoltBoxCollider3D::JoltBoxCollider3D(const Vector3f& lengths, float convexRadius) :
|
||||
m_lengths(lengths)
|
||||
{
|
||||
m_shapeSettings = std::make_unique<JPH::BoxShapeSettings>(ToJolt(m_lengths * 0.5f), convexRadius);
|
||||
}
|
||||
|
||||
JoltBoxCollider3D::~JoltBoxCollider3D() = default;
|
||||
|
||||
void JoltBoxCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
|
||||
{
|
||||
auto InsertVertex = [&](float x, float y, float z) -> UInt16
|
||||
{
|
||||
UInt16 index = SafeCast<UInt16>(vertices.size());
|
||||
vertices.push_back(offsetMatrix * Vector3f(x, y, z));
|
||||
return index;
|
||||
};
|
||||
|
||||
Vector3f halfLengths = m_lengths * 0.5f;
|
||||
|
||||
UInt16 v0 = InsertVertex(-halfLengths.x, -halfLengths.y, -halfLengths.z);
|
||||
UInt16 v1 = InsertVertex(halfLengths.x, -halfLengths.y, -halfLengths.z);
|
||||
UInt16 v2 = InsertVertex(halfLengths.x, -halfLengths.y, halfLengths.z);
|
||||
UInt16 v3 = InsertVertex(-halfLengths.x, -halfLengths.y, halfLengths.z);
|
||||
|
||||
UInt16 v4 = InsertVertex(-halfLengths.x, halfLengths.y, -halfLengths.z);
|
||||
UInt16 v5 = InsertVertex(halfLengths.x, halfLengths.y, -halfLengths.z);
|
||||
UInt16 v6 = InsertVertex(halfLengths.x, halfLengths.y, halfLengths.z);
|
||||
UInt16 v7 = InsertVertex(-halfLengths.x, halfLengths.y, halfLengths.z);
|
||||
|
||||
auto InsertEdge = [&](UInt16 from, UInt16 to)
|
||||
{
|
||||
indices.push_back(from);
|
||||
indices.push_back(to);
|
||||
};
|
||||
InsertEdge(v0, v1);
|
||||
InsertEdge(v1, v2);
|
||||
InsertEdge(v2, v3);
|
||||
InsertEdge(v3, v0);
|
||||
|
||||
InsertEdge(v4, v5);
|
||||
InsertEdge(v5, v6);
|
||||
InsertEdge(v6, v7);
|
||||
InsertEdge(v7, v4);
|
||||
|
||||
InsertEdge(v0, v4);
|
||||
InsertEdge(v1, v5);
|
||||
InsertEdge(v2, v6);
|
||||
InsertEdge(v3, v7);
|
||||
}
|
||||
|
||||
JPH::ShapeSettings* JoltBoxCollider3D::GetShapeSettings() const
|
||||
{
|
||||
return m_shapeSettings.get();
|
||||
}
|
||||
|
||||
Vector3f JoltBoxCollider3D::GetLengths() const
|
||||
{
|
||||
return m_lengths;
|
||||
}
|
||||
|
||||
JoltColliderType3D JoltBoxCollider3D::GetType() const
|
||||
{
|
||||
return JoltColliderType3D::Box;
|
||||
}
|
||||
|
||||
/******************************* JoltCompoundCollider3D ********************************/
|
||||
|
||||
JoltCompoundCollider3D::JoltCompoundCollider3D(std::vector<ChildCollider> childs) :
|
||||
m_childs(std::move(childs))
|
||||
{
|
||||
m_shapeSettings = std::make_unique<JPH::StaticCompoundShapeSettings>();
|
||||
for (const auto& child : m_childs)
|
||||
m_shapeSettings->AddShape(ToJolt(child.offset), ToJolt(child.rotation), child.collider->GetShapeSettings());
|
||||
}
|
||||
|
||||
JoltCompoundCollider3D::~JoltCompoundCollider3D() = default;
|
||||
|
||||
void JoltCompoundCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
|
||||
{
|
||||
for (const auto& child : m_childs)
|
||||
child.collider->BuildDebugMesh(vertices, indices, offsetMatrix * Matrix4f::Transform(child.offset, child.rotation));
|
||||
}
|
||||
|
||||
auto JoltCompoundCollider3D::GetGeoms() const -> const std::vector<ChildCollider>&
|
||||
{
|
||||
return m_childs;
|
||||
}
|
||||
|
||||
JPH::ShapeSettings* JoltCompoundCollider3D::GetShapeSettings() const
|
||||
{
|
||||
return m_shapeSettings.get();
|
||||
}
|
||||
|
||||
JoltColliderType3D JoltCompoundCollider3D::GetType() const
|
||||
{
|
||||
return JoltColliderType3D::Compound;
|
||||
}
|
||||
|
||||
/******************************** JoltSphereCollider3D *********************************/
|
||||
|
||||
JoltSphereCollider3D::JoltSphereCollider3D(float radius) :
|
||||
m_radius(radius)
|
||||
{
|
||||
m_shapeSettings = std::make_unique<JPH::SphereShapeSettings>(radius);
|
||||
}
|
||||
|
||||
JoltSphereCollider3D::~JoltSphereCollider3D() = default;
|
||||
|
||||
void JoltSphereCollider3D::BuildDebugMesh(std::vector<Vector3f>& vertices, std::vector<UInt16>& indices, const Matrix4f& offsetMatrix) const
|
||||
{
|
||||
}
|
||||
|
||||
float JoltSphereCollider3D::GetRadius() const
|
||||
{
|
||||
return m_radius;
|
||||
}
|
||||
|
||||
JPH::ShapeSettings* JoltSphereCollider3D::GetShapeSettings() const
|
||||
{
|
||||
return m_shapeSettings.get();
|
||||
}
|
||||
|
||||
JoltColliderType3D JoltSphereCollider3D::GetType() const
|
||||
{
|
||||
return JoltColliderType3D::Sphere;
|
||||
}
|
||||
}
|
||||
125
src/Nazara/JoltPhysics3D/JoltConstraint3D.cpp
Normal file
125
src/Nazara/JoltPhysics3D/JoltConstraint3D.cpp
Normal file
@@ -0,0 +1,125 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
#if 0
|
||||
#include <Nazara/JoltPhysics3D/JoltConstraint3D.hpp>
|
||||
#include <Nazara/BulletPhysics3D/BulletConstraint3D.hpp>
|
||||
#include <Nazara/BulletPhysics3D/BulletHelper.hpp>
|
||||
#include <BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h>
|
||||
#include <BulletDynamics/Dynamics/btDynamicsWorld.h>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
BulletConstraint3D::BulletConstraint3D(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);
|
||||
}
|
||||
|
||||
BulletConstraint3D::BulletConstraint3D(BulletConstraint3D&& constraint) noexcept :
|
||||
m_constraint(std::move(constraint.m_constraint)),
|
||||
m_bodyCollisionEnabled(constraint.m_bodyCollisionEnabled)
|
||||
{
|
||||
if (m_constraint)
|
||||
m_constraint->setUserConstraintPtr(this);
|
||||
}
|
||||
|
||||
BulletConstraint3D::~BulletConstraint3D()
|
||||
{
|
||||
if (m_constraint)
|
||||
{
|
||||
btDynamicsWorld* world = GetWorld().GetDynamicsWorld();
|
||||
world->removeConstraint(m_constraint.get());
|
||||
}
|
||||
}
|
||||
|
||||
BulletRigidBody3D& BulletConstraint3D::GetBodyA()
|
||||
{
|
||||
return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyA().getUserPointer());
|
||||
}
|
||||
|
||||
const BulletRigidBody3D& BulletConstraint3D::GetBodyA() const
|
||||
{
|
||||
return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyA().getUserPointer());
|
||||
}
|
||||
|
||||
BulletRigidBody3D& BulletConstraint3D::GetBodyB()
|
||||
{
|
||||
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
|
||||
return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyB().getUserPointer());
|
||||
}
|
||||
|
||||
const BulletRigidBody3D& BulletConstraint3D::GetBodyB() const
|
||||
{
|
||||
NazaraAssert(!IsSingleBody(), "constraint is not attached to a second body");
|
||||
return *static_cast<BulletRigidBody3D*>(m_constraint->getRigidBodyB().getUserPointer());
|
||||
}
|
||||
|
||||
BulletPhysWorld3D& BulletConstraint3D::GetWorld()
|
||||
{
|
||||
return *GetBodyA().GetWorld();
|
||||
}
|
||||
|
||||
const BulletPhysWorld3D& BulletConstraint3D::GetWorld() const
|
||||
{
|
||||
return *GetBodyA().GetWorld();
|
||||
}
|
||||
|
||||
bool BulletConstraint3D::IsSingleBody() const
|
||||
{
|
||||
return &m_constraint->getRigidBodyB() == &btTypedConstraint::getFixedBody();
|
||||
}
|
||||
|
||||
BulletConstraint3D& BulletConstraint3D::operator=(BulletConstraint3D&& 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;
|
||||
}
|
||||
|
||||
|
||||
BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, const Vector3f& pivot) :
|
||||
BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), ToBullet(first.ToLocal(pivot))))
|
||||
{
|
||||
}
|
||||
|
||||
BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, BulletRigidBody3D& second, const Vector3f& pivot, bool disableCollisions) :
|
||||
BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), *second.GetRigidBody(), ToBullet(first.ToLocal(pivot)), ToBullet(second.ToLocal(pivot))), disableCollisions)
|
||||
{
|
||||
}
|
||||
|
||||
BulletPivotConstraint3D::BulletPivotConstraint3D(BulletRigidBody3D& first, BulletRigidBody3D& second, const Vector3f& firstAnchor, const Vector3f& secondAnchor, bool disableCollisions) :
|
||||
BulletConstraint3D(std::make_unique<btPoint2PointConstraint>(*first.GetRigidBody(), *second.GetRigidBody(), ToBullet(firstAnchor), ToBullet(secondAnchor)), disableCollisions)
|
||||
{
|
||||
}
|
||||
|
||||
Vector3f BulletPivotConstraint3D::GetFirstAnchor() const
|
||||
{
|
||||
return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInA());
|
||||
}
|
||||
|
||||
Vector3f BulletPivotConstraint3D::GetSecondAnchor() const
|
||||
{
|
||||
return FromBullet(GetConstraint<btPoint2PointConstraint>()->getPivotInB());
|
||||
}
|
||||
|
||||
void BulletPivotConstraint3D::SetFirstAnchor(const Vector3f& firstAnchor)
|
||||
{
|
||||
GetConstraint<btPoint2PointConstraint>()->setPivotA(ToBullet(firstAnchor));
|
||||
}
|
||||
|
||||
void BulletPivotConstraint3D::SetSecondAnchor(const Vector3f& secondAnchor)
|
||||
{
|
||||
GetConstraint<btPoint2PointConstraint>()->setPivotB(ToBullet(secondAnchor));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
31
src/Nazara/JoltPhysics3D/JoltHelper.hpp
Normal file
31
src/Nazara/JoltPhysics3D/JoltHelper.hpp
Normal file
@@ -0,0 +1,31 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef NAZARA_JOLTPHYSICS3D_JOLTHELPER_HPP
|
||||
#define NAZARA_JOLTPHYSICS3D_JOLTHELPER_HPP
|
||||
|
||||
#include <Nazara/Prerequisites.hpp>
|
||||
#include <Nazara/BulletPhysics3D/Config.hpp>
|
||||
#include <Nazara/Math/Matrix4.hpp>
|
||||
#include <Nazara/Math/Quaternion.hpp>
|
||||
#include <Nazara/Math/Vector3.hpp>
|
||||
#include <Jolt/Jolt.h>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
inline Quaternionf FromJolt(const JPH::Quat& quat);
|
||||
inline Matrix4f FromJolt(const JPH::Mat44& matrix);
|
||||
inline Vector3f FromJolt(const JPH::Vec3& vec);
|
||||
|
||||
inline JPH::Mat44 ToJolt(const Matrix4f& transformMatrix);
|
||||
inline JPH::Quat ToJolt(const Quaternionf& quaternion);
|
||||
inline JPH::Vec3 ToJolt(const Vector3f& vec);
|
||||
inline JPH::Vec4 ToJolt(const Vector4f& vec);
|
||||
}
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltHelper.inl>
|
||||
|
||||
#endif // NAZARA_JOLTPHYSICS3D_JOLTHELPER_HPP
|
||||
60
src/Nazara/JoltPhysics3D/JoltHelper.inl
Normal file
60
src/Nazara/JoltPhysics3D/JoltHelper.inl
Normal file
@@ -0,0 +1,60 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
Quaternionf FromJolt(const JPH::Quat& quat)
|
||||
{
|
||||
return Quaternionf(quat.GetW(), quat.GetX(), quat.GetY(), quat.GetZ());
|
||||
}
|
||||
|
||||
Matrix4f FromJolt(const JPH::Mat44& transform)
|
||||
{
|
||||
const JPH::Vec4& row1 = transform.GetColumn4(0);
|
||||
const JPH::Vec4& row2 = transform.GetColumn4(1);
|
||||
const JPH::Vec4& row3 = transform.GetColumn4(2);
|
||||
const JPH::Vec4& row4 = transform.GetColumn4(3);
|
||||
|
||||
return Matrix4f(
|
||||
row1.GetX(), row1.GetY(), row1.GetZ(), row1.GetW(),
|
||||
row2.GetX(), row2.GetY(), row2.GetZ(), row2.GetW(),
|
||||
row3.GetX(), row3.GetY(), row3.GetZ(), row3.GetW(),
|
||||
row4.GetX(), row4.GetY(), row4.GetZ(), row4.GetW());
|
||||
}
|
||||
|
||||
inline Vector3f FromJolt(const JPH::Vec3& vec)
|
||||
{
|
||||
return Vector3f(vec.GetX(), vec.GetY(), vec.GetZ());
|
||||
}
|
||||
|
||||
inline JPH::Mat44 ToJolt(const Matrix4f& transformMatrix)
|
||||
{
|
||||
JPH::Mat44 transform;
|
||||
transform.SetColumn4(0, JPH::Vec4{ transformMatrix.m11, transformMatrix.m12, transformMatrix.m13, transformMatrix.m14 });
|
||||
transform.SetColumn4(1, JPH::Vec4{ transformMatrix.m21, transformMatrix.m22, transformMatrix.m23, transformMatrix.m24 });
|
||||
transform.SetColumn4(2, JPH::Vec4{ transformMatrix.m31, transformMatrix.m32, transformMatrix.m33, transformMatrix.m34 });
|
||||
transform.SetColumn4(3, JPH::Vec4{ transformMatrix.m41, transformMatrix.m42, transformMatrix.m43, transformMatrix.m44 });
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
inline JPH::Quat ToJolt(const Quaternionf& quaternion)
|
||||
{
|
||||
return JPH::Quat(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
|
||||
}
|
||||
|
||||
inline JPH::Vec3 ToJolt(const Vector3f& vec)
|
||||
{
|
||||
return JPH::Vec3(vec.x, vec.y, vec.z);
|
||||
}
|
||||
|
||||
inline JPH::Vec4 ToJolt(const Vector4f& vec)
|
||||
{
|
||||
return JPH::Vec4(vec.x, vec.y, vec.z, vec.w);
|
||||
}
|
||||
}
|
||||
|
||||
#include <Nazara/JoltPhysics3D/DebugOff.hpp>
|
||||
284
src/Nazara/JoltPhysics3D/JoltPhysWorld3D.cpp
Normal file
284
src/Nazara/JoltPhysics3D/JoltPhysWorld3D.cpp
Normal file
@@ -0,0 +1,284 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysics3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
|
||||
#include <Nazara/Utils/MemoryPool.hpp>
|
||||
#include <Nazara/Utils/StackVector.hpp>
|
||||
#include <Jolt/Jolt.h>
|
||||
#include <Jolt/Core/TempAllocator.h>
|
||||
#include <Jolt/Physics/Collision/ObjectLayer.h>
|
||||
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
|
||||
#include <Jolt/Physics/PhysicsSettings.h>
|
||||
#include <Jolt/Physics/PhysicsSystem.h>
|
||||
#include <Jolt/Physics/Body/BodyActivationListener.h>
|
||||
#include <cassert>
|
||||
#include <iostream>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace DitchMeAsap
|
||||
{
|
||||
using namespace JPH;
|
||||
using std::cout;
|
||||
using std::endl;
|
||||
|
||||
// Layer that objects can be in, determines which other objects it can collide with
|
||||
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
|
||||
// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation
|
||||
// but only if you do collision testing).
|
||||
namespace Layers
|
||||
{
|
||||
static constexpr uint8 NON_MOVING = 0;
|
||||
static constexpr uint8 MOVING = 1;
|
||||
static constexpr uint8 NUM_LAYERS = 2;
|
||||
};
|
||||
|
||||
/// Class that determines if two object layers can collide
|
||||
class ObjectLayerPairFilterImpl : public ObjectLayerPairFilter
|
||||
{
|
||||
public:
|
||||
virtual bool ShouldCollide(ObjectLayer inObject1, ObjectLayer inObject2) const override
|
||||
{
|
||||
switch (inObject1)
|
||||
{
|
||||
case Layers::NON_MOVING:
|
||||
return inObject2 == Layers::MOVING; // Non moving only collides with moving
|
||||
case Layers::MOVING:
|
||||
return true; // Moving collides with everything
|
||||
default:
|
||||
JPH_ASSERT(false);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
|
||||
// a layer for non-moving and moving objects to avoid having to update a tree full of static objects every frame.
|
||||
// You can have a 1-on-1 mapping between object layers and broadphase layers (like in this case) but if you have
|
||||
// many object layers you'll be creating many broad phase trees, which is not efficient. If you want to fine tune
|
||||
// your broadphase layers define JPH_TRACK_BROADPHASE_STATS and look at the stats reported on the TTY.
|
||||
namespace BroadPhaseLayers
|
||||
{
|
||||
static constexpr BroadPhaseLayer NON_MOVING(0);
|
||||
static constexpr BroadPhaseLayer MOVING(1);
|
||||
static constexpr uint NUM_LAYERS(2);
|
||||
};
|
||||
|
||||
// BroadPhaseLayerInterface implementation
|
||||
// This defines a mapping between object and broadphase layers.
|
||||
class BPLayerInterfaceImpl final : public BroadPhaseLayerInterface
|
||||
{
|
||||
public:
|
||||
BPLayerInterfaceImpl()
|
||||
{
|
||||
// Create a mapping table from object to broad phase layer
|
||||
mObjectToBroadPhase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
|
||||
mObjectToBroadPhase[Layers::MOVING] = BroadPhaseLayers::MOVING;
|
||||
}
|
||||
|
||||
virtual uint GetNumBroadPhaseLayers() const override
|
||||
{
|
||||
return BroadPhaseLayers::NUM_LAYERS;
|
||||
}
|
||||
|
||||
virtual BroadPhaseLayer GetBroadPhaseLayer(ObjectLayer inLayer) const override
|
||||
{
|
||||
JPH_ASSERT(inLayer < Layers::NUM_LAYERS);
|
||||
return mObjectToBroadPhase[inLayer];
|
||||
}
|
||||
|
||||
#if defined(JPH_EXTERNAL_PROFILE) || defined(JPH_PROFILE_ENABLED)
|
||||
virtual const char* GetBroadPhaseLayerName(BroadPhaseLayer inLayer) const override
|
||||
{
|
||||
switch ((BroadPhaseLayer::Type)inLayer)
|
||||
{
|
||||
case (BroadPhaseLayer::Type)BroadPhaseLayers::NON_MOVING: return "NON_MOVING";
|
||||
case (BroadPhaseLayer::Type)BroadPhaseLayers::MOVING: return "MOVING";
|
||||
default: JPH_ASSERT(false); return "INVALID";
|
||||
}
|
||||
}
|
||||
#endif // JPH_EXTERNAL_PROFILE || JPH_PROFILE_ENABLED
|
||||
|
||||
private:
|
||||
BroadPhaseLayer mObjectToBroadPhase[Layers::NUM_LAYERS];
|
||||
};
|
||||
/// Class that determines if an object layer can collide with a broadphase layer
|
||||
class ObjectVsBroadPhaseLayerFilterImpl : public ObjectVsBroadPhaseLayerFilter
|
||||
{
|
||||
public:
|
||||
virtual bool ShouldCollide(ObjectLayer inLayer1, BroadPhaseLayer inLayer2) const override
|
||||
{
|
||||
switch (inLayer1)
|
||||
{
|
||||
case Layers::NON_MOVING:
|
||||
return inLayer2 == BroadPhaseLayers::MOVING;
|
||||
case Layers::MOVING:
|
||||
return true;
|
||||
default:
|
||||
JPH_ASSERT(false);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// An example contact listener
|
||||
class MyContactListener : public ContactListener
|
||||
{
|
||||
public:
|
||||
// See: ContactListener
|
||||
virtual ValidateResult OnContactValidate(const Body& inBody1, const Body& inBody2, RVec3Arg inBaseOffset, const CollideShapeResult& inCollisionResult) override
|
||||
{
|
||||
cout << "Contact validate callback" << endl;
|
||||
|
||||
// Allows you to ignore a contact before it is created (using layers to not make objects collide is cheaper!)
|
||||
return ValidateResult::AcceptAllContactsForThisBodyPair;
|
||||
}
|
||||
|
||||
virtual void OnContactAdded(const Body& inBody1, const Body& inBody2, const ContactManifold& inManifold, ContactSettings& ioSettings) override
|
||||
{
|
||||
cout << "A contact was added" << endl;
|
||||
}
|
||||
|
||||
virtual void OnContactPersisted(const Body& inBody1, const Body& inBody2, const ContactManifold& inManifold, ContactSettings& ioSettings) override
|
||||
{
|
||||
cout << "A contact was persisted" << endl;
|
||||
}
|
||||
|
||||
virtual void OnContactRemoved(const SubShapeIDPair& inSubShapePair) override
|
||||
{
|
||||
cout << "A contact was removed" << endl;
|
||||
}
|
||||
};
|
||||
|
||||
// An example activation listener
|
||||
class MyBodyActivationListener : public BodyActivationListener
|
||||
{
|
||||
public:
|
||||
virtual void OnBodyActivated(const BodyID& inBodyID, uint64 inBodyUserData) override
|
||||
{
|
||||
cout << "A body got activated" << endl;
|
||||
}
|
||||
|
||||
virtual void OnBodyDeactivated(const BodyID& inBodyID, uint64 inBodyUserData) override
|
||||
{
|
||||
cout << "A body went to sleep" << endl;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
struct JoltPhysWorld3D::JoltWorld
|
||||
{
|
||||
JPH::TempAllocatorMalloc tempAllocation;
|
||||
JPH::PhysicsSystem physicsSystem;
|
||||
|
||||
DitchMeAsap::BPLayerInterfaceImpl layerInterface;
|
||||
DitchMeAsap::ObjectLayerPairFilterImpl objectLayerFilter;
|
||||
DitchMeAsap::ObjectVsBroadPhaseLayerFilterImpl objectBroadphaseLayerFilter;
|
||||
|
||||
JoltWorld() = default;
|
||||
JoltWorld(const JoltWorld&) = delete;
|
||||
JoltWorld(JoltWorld&&) = delete;
|
||||
|
||||
JoltWorld& operator=(const JoltWorld&) = delete;
|
||||
JoltWorld& operator=(JoltWorld&&) = delete;
|
||||
};
|
||||
|
||||
JoltPhysWorld3D::JoltPhysWorld3D() :
|
||||
m_maxStepCount(50),
|
||||
m_gravity(Vector3f::Zero()),
|
||||
m_stepSize(Time::TickDuration(120)),
|
||||
m_timestepAccumulator(Time::Zero())
|
||||
{
|
||||
m_world = std::make_unique<JoltWorld>();
|
||||
m_world->physicsSystem.Init(0xFFFF, 0, 0xFFFF, 0xFFFF, m_world->layerInterface, m_world->objectBroadphaseLayerFilter, m_world->objectLayerFilter);
|
||||
}
|
||||
|
||||
JoltPhysWorld3D::~JoltPhysWorld3D() = default;
|
||||
|
||||
Vector3f JoltPhysWorld3D::GetGravity() const
|
||||
{
|
||||
return FromJolt(m_world->physicsSystem.GetGravity());
|
||||
}
|
||||
|
||||
std::size_t JoltPhysWorld3D::GetMaxStepCount() const
|
||||
{
|
||||
return m_maxStepCount;
|
||||
}
|
||||
|
||||
JPH::PhysicsSystem* JoltPhysWorld3D::GetPhysicsSystem()
|
||||
{
|
||||
return &m_world->physicsSystem;
|
||||
}
|
||||
|
||||
Time JoltPhysWorld3D::GetStepSize() const
|
||||
{
|
||||
return m_stepSize;
|
||||
}
|
||||
|
||||
bool JoltPhysWorld3D::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo)
|
||||
{
|
||||
return false;
|
||||
/*
|
||||
btCollisionWorld::ClosestRayResultCallback callback(ToBullet(from), ToBullet(to));
|
||||
m_world->dynamicWorld.rayTest(ToBullet(from), ToBullet(to), callback);
|
||||
|
||||
if (!callback.hasHit())
|
||||
return false;
|
||||
|
||||
if (hitInfo)
|
||||
{
|
||||
hitInfo->fraction = callback.m_closestHitFraction;
|
||||
hitInfo->hitNormal = FromBullet(callback.m_hitNormalWorld);
|
||||
hitInfo->hitPosition = FromBullet(callback.m_hitPointWorld);
|
||||
|
||||
if (const btRigidBody* body = btRigidBody::upcast(callback.m_collisionObject))
|
||||
hitInfo->hitBody = static_cast<BulletRigidBody3D*>(body->getUserPointer());
|
||||
}
|
||||
|
||||
return true;*/
|
||||
}
|
||||
|
||||
void JoltPhysWorld3D::SetGravity(const Vector3f& gravity)
|
||||
{
|
||||
m_world->physicsSystem.SetGravity(ToJolt(gravity));
|
||||
}
|
||||
|
||||
void JoltPhysWorld3D::SetMaxStepCount(std::size_t maxStepCount)
|
||||
{
|
||||
m_maxStepCount = maxStepCount;
|
||||
}
|
||||
|
||||
void JoltPhysWorld3D::SetStepSize(Time stepSize)
|
||||
{
|
||||
m_stepSize = stepSize;
|
||||
}
|
||||
|
||||
void JoltPhysWorld3D::Step(Time timestep)
|
||||
{
|
||||
JPH::JobSystem& jobSystem = JoltPhysics3D::Instance()->GetThreadPool();
|
||||
|
||||
m_timestepAccumulator += timestep;
|
||||
|
||||
float stepSize = m_stepSize.AsSeconds<float>();
|
||||
|
||||
static bool firstStep = true;
|
||||
if (firstStep)
|
||||
{
|
||||
m_world->physicsSystem.OptimizeBroadPhase();
|
||||
firstStep = false;
|
||||
}
|
||||
|
||||
std::size_t stepCount = 0;
|
||||
while (m_timestepAccumulator >= m_stepSize && stepCount < m_maxStepCount)
|
||||
{
|
||||
m_world->physicsSystem.Update(stepSize, 1, 1, &m_world->tempAllocation, &jobSystem);
|
||||
m_timestepAccumulator -= m_stepSize;
|
||||
stepCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
62
src/Nazara/JoltPhysics3D/JoltPhysics3D.cpp
Normal file
62
src/Nazara/JoltPhysics3D/JoltPhysics3D.cpp
Normal file
@@ -0,0 +1,62 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysics3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/Config.hpp>
|
||||
#include <Nazara/Core/Core.hpp>
|
||||
#include <Nazara/Core/Error.hpp>
|
||||
#include <Nazara/Core/Log.hpp>
|
||||
#include <Jolt/Jolt.h>
|
||||
#include <Jolt/RegisterTypes.h>
|
||||
#include <Jolt/Core/Factory.h>
|
||||
#include <Jolt/Core/JobSystemThreadPool.h>
|
||||
#include <Jolt/Physics/PhysicsSettings.h>
|
||||
#include <cstdarg>
|
||||
#include <iostream>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
// Callback for traces, connect this to your own trace function if you have one
|
||||
static void TraceImpl(const char* inFMT, ...)
|
||||
{
|
||||
// Format the message
|
||||
va_list list;
|
||||
va_start(list, inFMT);
|
||||
char buffer[1024];
|
||||
vsnprintf(buffer, sizeof(buffer), inFMT, list);
|
||||
va_end(list);
|
||||
|
||||
// Print to the TTY
|
||||
std::cout << buffer << std::endl;
|
||||
}
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
JoltPhysics3D::JoltPhysics3D(Config /*config*/) :
|
||||
ModuleBase("JoltPhysics3D", this)
|
||||
{
|
||||
JPH::RegisterDefaultAllocator();
|
||||
JPH::Trace = TraceImpl;
|
||||
JPH::Factory::sInstance = new JPH::Factory;
|
||||
JPH::RegisterTypes();
|
||||
|
||||
m_threadPool = std::make_unique<JPH::JobSystemThreadPool>(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, Core::Instance()->GetHardwareInfo().GetCpuThreadCount());
|
||||
}
|
||||
|
||||
JoltPhysics3D::~JoltPhysics3D()
|
||||
{
|
||||
m_threadPool.reset();
|
||||
// FIXME: Uncomment when next version of Jolt gets released
|
||||
//JPH::UnregisterTypes();
|
||||
|
||||
delete JPH::Factory::sInstance;
|
||||
JPH::Factory::sInstance = nullptr;
|
||||
}
|
||||
|
||||
JPH::JobSystem& JoltPhysics3D::GetThreadPool()
|
||||
{
|
||||
return *m_threadPool;
|
||||
}
|
||||
|
||||
JoltPhysics3D* JoltPhysics3D::s_instance;
|
||||
}
|
||||
325
src/Nazara/JoltPhysics3D/JoltRigidBody3D.cpp
Normal file
325
src/Nazara/JoltPhysics3D/JoltRigidBody3D.cpp
Normal file
@@ -0,0 +1,325 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/JoltRigidBody3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltHelper.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltPhysWorld3D.hpp>
|
||||
#include <Nazara/JoltPhysics3D/JoltRigidBody3D.hpp>
|
||||
#include <Nazara/Utils/MemoryHelper.hpp>
|
||||
#include <Jolt/Jolt.h>
|
||||
#include <Jolt/Physics/PhysicsSystem.h>
|
||||
#include <Jolt/Physics/Body/BodyCreationSettings.h>
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
JoltRigidBody3D::JoltRigidBody3D(JoltPhysWorld3D* world, const Matrix4f& mat) :
|
||||
JoltRigidBody3D(world, nullptr, mat)
|
||||
{
|
||||
}
|
||||
|
||||
JoltRigidBody3D::JoltRigidBody3D(JoltPhysWorld3D* world, std::shared_ptr<JoltCollider3D> geom, const Matrix4f& mat) :
|
||||
m_geom(std::move(geom)),
|
||||
m_world(world)
|
||||
{
|
||||
NazaraAssert(m_world, "Invalid world");
|
||||
|
||||
if (!m_geom)
|
||||
m_geom = std::make_shared<JoltSphereCollider3D>(1.f);
|
||||
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
|
||||
JPH::Vec3 position = ToJolt(mat.GetTranslation());
|
||||
JPH::Quat rotation = ToJolt(mat.GetRotation().Normalize());
|
||||
|
||||
JPH::BodyCreationSettings settings(m_geom->GetShapeSettings(), position, rotation, JPH::EMotionType::Dynamic, 1);
|
||||
settings.mAllowSleeping = false;
|
||||
|
||||
JPH::Body* body = body_interface.CreateBody(settings);
|
||||
body->SetUserData(SafeCast<UInt64>(reinterpret_cast<std::uintptr_t>(this)));
|
||||
|
||||
body_interface.AddBody(body->GetID(), JPH::EActivation::Activate);
|
||||
m_bodyIndex = body->GetID().GetIndexAndSequenceNumber();
|
||||
}
|
||||
|
||||
JoltRigidBody3D::JoltRigidBody3D(JoltRigidBody3D&& object) noexcept :
|
||||
m_geom(std::move(object.m_geom)),
|
||||
m_bodyIndex(object.m_bodyIndex),
|
||||
m_world(object.m_world)
|
||||
{
|
||||
object.m_bodyIndex = JPH::BodyID::cInvalidBodyID;
|
||||
}
|
||||
|
||||
JoltRigidBody3D::~JoltRigidBody3D()
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
#if 0
|
||||
void JoltRigidBody3D::AddForce(const Vector3f& force, CoordSys coordSys)
|
||||
{
|
||||
switch (coordSys)
|
||||
{
|
||||
case CoordSys::Global:
|
||||
WakeUp();
|
||||
m_body->applyCentralForce(ToJolt(force));
|
||||
break;
|
||||
|
||||
case CoordSys::Local:
|
||||
WakeUp();
|
||||
m_body->applyCentralForce(ToJolt(GetRotation() * force));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
|
||||
{
|
||||
switch (coordSys)
|
||||
{
|
||||
case CoordSys::Global:
|
||||
WakeUp();
|
||||
m_body->applyForce(ToJolt(force), ToJolt(point));
|
||||
break;
|
||||
|
||||
case CoordSys::Local:
|
||||
{
|
||||
Matrix4f transformMatrix = GetMatrix();
|
||||
return AddForce(transformMatrix.Transform(force, 0.f), point, CoordSys::Global);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::AddTorque(const Vector3f& torque, CoordSys coordSys)
|
||||
{
|
||||
switch (coordSys)
|
||||
{
|
||||
case CoordSys::Global:
|
||||
WakeUp();
|
||||
m_body->applyTorque(ToJolt(torque));
|
||||
break;
|
||||
|
||||
case CoordSys::Local:
|
||||
Matrix4f transformMatrix = GetMatrix();
|
||||
WakeUp();
|
||||
m_body->applyTorque(ToJolt(transformMatrix.Transform(torque, 0.f)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
void JoltRigidBody3D::EnableSleeping(bool enable)
|
||||
{
|
||||
}
|
||||
|
||||
#if 0
|
||||
void JoltRigidBody3D::FallAsleep()
|
||||
{
|
||||
if (m_body->getActivationState() != DISABLE_DEACTIVATION)
|
||||
m_body->setActivationState(ISLAND_SLEEPING);
|
||||
}
|
||||
|
||||
Boxf JoltRigidBody3D::GetAABB() const
|
||||
{
|
||||
btVector3 min, max;
|
||||
m_body->getAabb(min, max);
|
||||
|
||||
return Boxf(FromJolt(min), FromJolt(max));
|
||||
}
|
||||
|
||||
float JoltRigidBody3D::GetAngularDamping() const
|
||||
{
|
||||
return m_body->getAngularDamping();
|
||||
}
|
||||
|
||||
Vector3f JoltRigidBody3D::GetAngularVelocity() const
|
||||
{
|
||||
return FromJolt(m_body->getAngularVelocity());
|
||||
}
|
||||
|
||||
float JoltRigidBody3D::GetLinearDamping() const
|
||||
{
|
||||
return m_body->getLinearDamping();
|
||||
}
|
||||
|
||||
Vector3f JoltRigidBody3D::GetLinearVelocity() const
|
||||
{
|
||||
return FromJolt(m_body->getLinearVelocity());
|
||||
}
|
||||
|
||||
float JoltRigidBody3D::GetMass() const
|
||||
{
|
||||
return m_body->getMass();
|
||||
}
|
||||
|
||||
Vector3f JoltRigidBody3D::GetMassCenter(CoordSys coordSys) const
|
||||
{
|
||||
return FromJolt(m_body->getCenterOfMassPosition());
|
||||
}
|
||||
|
||||
Matrix4f JoltRigidBody3D::GetMatrix() const
|
||||
{
|
||||
return FromJolt(m_body->getWorldTransform());
|
||||
}
|
||||
#endif
|
||||
|
||||
Vector3f JoltRigidBody3D::GetPosition() const
|
||||
{
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
return FromJolt(body_interface.GetPosition(JPH::BodyID(m_bodyIndex)));
|
||||
}
|
||||
|
||||
Quaternionf JoltRigidBody3D::GetRotation() const
|
||||
{
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
return FromJolt(body_interface.GetRotation(JPH::BodyID(m_bodyIndex)));
|
||||
}
|
||||
|
||||
#if 0
|
||||
bool JoltRigidBody3D::IsSimulationEnabled() const
|
||||
{
|
||||
return m_body->isActive();
|
||||
}
|
||||
#endif
|
||||
|
||||
bool JoltRigidBody3D::IsSleeping() const
|
||||
{
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
return !body_interface.IsActive(JPH::BodyID(m_bodyIndex));
|
||||
}
|
||||
|
||||
#if 0
|
||||
bool JoltRigidBody3D::IsSleepingEnabled() const
|
||||
{
|
||||
return m_body->getActivationState() != DISABLE_DEACTIVATION;
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::SetAngularDamping(float angularDamping)
|
||||
{
|
||||
m_body->setDamping(m_body->getLinearDamping(), angularDamping);
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
|
||||
{
|
||||
m_body->setAngularVelocity(ToJolt(angularVelocity));
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::SetGeom(std::shared_ptr<JoltCollider3D> geom, bool recomputeInertia)
|
||||
{
|
||||
if (m_geom != geom)
|
||||
{
|
||||
if (geom)
|
||||
m_geom = std::move(geom);
|
||||
else
|
||||
m_geom = std::make_shared<NullCollider3D>();
|
||||
|
||||
m_body->setCollisionShape(m_geom->GetShape());
|
||||
if (recomputeInertia)
|
||||
{
|
||||
float mass = GetMass();
|
||||
|
||||
Vector3f inertia;
|
||||
m_geom->ComputeInertia(mass, &inertia);
|
||||
|
||||
m_body->setMassProps(mass, ToJolt(inertia));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::SetLinearDamping(float damping)
|
||||
{
|
||||
m_body->setDamping(damping, m_body->getAngularDamping());
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::SetLinearVelocity(const Vector3f& velocity)
|
||||
{
|
||||
m_body->setLinearVelocity(ToJolt(velocity));
|
||||
}
|
||||
#endif 0
|
||||
void JoltRigidBody3D::SetMass(float mass)
|
||||
{
|
||||
NazaraAssert(mass >= 0.f, "Mass must be positive and finite");
|
||||
NazaraAssert(std::isfinite(mass), "Mass must be positive and finite");
|
||||
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
body_interface.SetMotionType(JPH::BodyID(m_bodyIndex), (mass > 0.f) ? JPH::EMotionType::Dynamic : JPH::EMotionType::Static, JPH::EActivation::Activate);
|
||||
}
|
||||
|
||||
#if 0
|
||||
void JoltRigidBody3D::SetMassCenter(const Vector3f& center)
|
||||
{
|
||||
btTransform centerTransform;
|
||||
centerTransform.setIdentity();
|
||||
centerTransform.setOrigin(ToJolt(center));
|
||||
|
||||
m_body->setCenterOfMassTransform(centerTransform);
|
||||
}
|
||||
#endif 0
|
||||
void JoltRigidBody3D::SetPosition(const Vector3f& position)
|
||||
{
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
body_interface.SetPosition(JPH::BodyID(m_bodyIndex), ToJolt(position), JPH::EActivation::Activate);
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::SetRotation(const Quaternionf& rotation)
|
||||
{
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
body_interface.SetRotation(JPH::BodyID(m_bodyIndex), ToJolt(rotation), JPH::EActivation::Activate);
|
||||
}
|
||||
|
||||
#if 0
|
||||
Quaternionf JoltRigidBody3D::ToLocal(const Quaternionf& worldRotation)
|
||||
{
|
||||
return GetRotation().Conjugate() * worldRotation;
|
||||
}
|
||||
|
||||
Vector3f JoltRigidBody3D::ToLocal(const Vector3f& worldPosition)
|
||||
{
|
||||
btTransform worldTransform = m_body->getWorldTransform();
|
||||
return GetMatrix().InverseTransform() * worldPosition;
|
||||
}
|
||||
|
||||
Quaternionf JoltRigidBody3D::ToWorld(const Quaternionf& localRotation)
|
||||
{
|
||||
return GetRotation() * localRotation;
|
||||
}
|
||||
|
||||
Vector3f JoltRigidBody3D::ToWorld(const Vector3f& localPosition)
|
||||
{
|
||||
return GetMatrix() * localPosition;
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::WakeUp()
|
||||
{
|
||||
m_body->activate();
|
||||
}
|
||||
#endif
|
||||
|
||||
JoltRigidBody3D& JoltRigidBody3D::operator=(JoltRigidBody3D&& object) noexcept
|
||||
{
|
||||
Destroy();
|
||||
|
||||
m_bodyIndex = object.m_bodyIndex;
|
||||
m_geom = std::move(object.m_geom);
|
||||
m_world = object.m_world;
|
||||
|
||||
object.m_bodyIndex = JPH::BodyID::cInvalidBodyID;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void JoltRigidBody3D::Destroy()
|
||||
{
|
||||
if (m_bodyIndex != JPH::BodyID::cInvalidBodyID)
|
||||
{
|
||||
JPH::BodyInterface& body_interface = m_world->GetPhysicsSystem()->GetBodyInterface();
|
||||
body_interface.RemoveBody(JPH::BodyID(m_bodyIndex));
|
||||
body_interface.DestroyBody(JPH::BodyID(m_bodyIndex));
|
||||
m_bodyIndex = JPH::BodyID::cInvalidBodyID;
|
||||
}
|
||||
|
||||
m_geom.reset();
|
||||
}
|
||||
}
|
||||
108
src/Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.cpp
Normal file
108
src/Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.cpp
Normal file
@@ -0,0 +1,108 @@
|
||||
// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||
// This file is part of the "Nazara Engine - JoltPhysics3D module"
|
||||
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||
|
||||
#include <Nazara/JoltPhysics3D/Systems/JoltPhysics3DSystem.hpp>
|
||||
#include <Nazara/Utility/Components/NodeComponent.hpp>
|
||||
#include <iostream>
|
||||
#include <Nazara/JoltPhysics3D/Debug.hpp>
|
||||
|
||||
namespace Nz
|
||||
{
|
||||
JoltPhysics3DSystem::JoltPhysics3DSystem(entt::registry& registry) :
|
||||
m_registry(registry),
|
||||
m_physicsConstructObserver(m_registry, entt::collector.group<JoltRigidBody3DComponent, NodeComponent>())
|
||||
{
|
||||
m_constructConnection = registry.on_construct<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnConstruct>(this);
|
||||
m_destructConnection = registry.on_destroy<JoltRigidBody3DComponent>().connect<&JoltPhysics3DSystem::OnDestruct>(this);
|
||||
|
||||
m_stepCount = 0;
|
||||
m_physicsTime = Time::Zero();
|
||||
m_updateTime = Time::Zero();
|
||||
}
|
||||
|
||||
JoltPhysics3DSystem::~JoltPhysics3DSystem()
|
||||
{
|
||||
m_physicsConstructObserver.disconnect();
|
||||
|
||||
// Ensure every RigidBody3D is destroyed before world is
|
||||
auto rigidBodyView = m_registry.view<JoltRigidBody3DComponent>();
|
||||
for (auto [entity, rigidBodyComponent] : rigidBodyView.each())
|
||||
rigidBodyComponent.Destroy();
|
||||
}
|
||||
|
||||
void JoltPhysics3DSystem::Dump()
|
||||
{
|
||||
if (m_stepCount == 0)
|
||||
m_stepCount = 1;
|
||||
|
||||
std::cout << "Physics time: " << (m_physicsTime / Time::Nanoseconds(m_stepCount)) << std::endl;
|
||||
std::cout << "Update time: " << (m_updateTime / Time::Nanoseconds(m_stepCount)) << std::endl;
|
||||
std::cout << "--" << std::endl;
|
||||
|
||||
m_stepCount = 0;
|
||||
m_physicsTime = Time::Zero();
|
||||
m_updateTime = Time::Zero();
|
||||
}
|
||||
|
||||
bool JoltPhysics3DSystem::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo)
|
||||
{
|
||||
if (!m_physWorld.RaycastQueryFirst(from, to, hitInfo))
|
||||
return false;
|
||||
|
||||
/*if (hitInfo->hitBody)
|
||||
{
|
||||
std::size_t uniqueIndex = hitInfo->hitBody->GetUniqueIndex();
|
||||
if (uniqueIndex < m_physicsEntities.size())
|
||||
hitInfo->hitEntity = entt::handle(m_registry, m_physicsEntities[uniqueIndex]);
|
||||
}*/
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void JoltPhysics3DSystem::Update(Time elapsedTime)
|
||||
{
|
||||
// Move newly-created physics entities to their node position/rotation
|
||||
m_physicsConstructObserver.each([&](entt::entity entity)
|
||||
{
|
||||
JoltRigidBody3DComponent& entityPhysics = m_registry.get<JoltRigidBody3DComponent>(entity);
|
||||
NodeComponent& entityNode = m_registry.get<NodeComponent>(entity);
|
||||
|
||||
entityPhysics.SetPosition(entityNode.GetPosition(CoordSys::Global));
|
||||
entityPhysics.SetRotation(entityNode.GetRotation(CoordSys::Global));
|
||||
});
|
||||
|
||||
Time t1 = GetElapsedNanoseconds();
|
||||
|
||||
// Update the physics world
|
||||
m_physWorld.Step(elapsedTime);
|
||||
m_stepCount++;
|
||||
|
||||
Time t2 = GetElapsedNanoseconds();
|
||||
|
||||
// Replicate rigid body position to their node components
|
||||
// TODO: Only replicate active entities
|
||||
auto view = m_registry.view<NodeComponent, const JoltRigidBody3DComponent>();
|
||||
for (auto [entity, nodeComponent, rigidBodyComponent] : view.each())
|
||||
{
|
||||
if (rigidBodyComponent.IsSleeping())
|
||||
continue;
|
||||
|
||||
nodeComponent.SetPosition(rigidBodyComponent.GetPosition(), CoordSys::Global);
|
||||
nodeComponent.SetRotation(rigidBodyComponent.GetRotation(), CoordSys::Global);
|
||||
}
|
||||
|
||||
Time t3 = GetElapsedNanoseconds();
|
||||
|
||||
m_physicsTime += (t2 - t1);
|
||||
m_updateTime += (t3 - t2);
|
||||
}
|
||||
|
||||
void JoltPhysics3DSystem::OnConstruct(entt::registry& registry, entt::entity entity)
|
||||
{
|
||||
}
|
||||
|
||||
void JoltPhysics3DSystem::OnDestruct(entt::registry& registry, entt::entity entity)
|
||||
{
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user