Add JoltPhysics3D for a performance test

This commit is contained in:
SirLynix
2023-03-15 13:44:58 +01:00
committed by Jérôme Leclercq
parent bd4c2d6ee7
commit c5ac142888
40 changed files with 2555 additions and 95 deletions

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// 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();
}
}