Physics3D/RigidBody3D: Remove transform callback

This commit is contained in:
Jérôme Leclercq 2021-07-03 16:34:51 +02:00
parent 1c482bbde6
commit ffb28a9044
2 changed files with 40 additions and 33 deletions

View File

@ -49,7 +49,7 @@ namespace Nz
float GetMass() const;
Vector3f GetMassCenter(CoordSys coordSys = CoordSys::Local) const;
int GetMaterial() const;
const Matrix4f& GetMatrix() const;
Matrix4f GetMatrix() const;
Vector3f GetPosition() const;
Quaternionf GetRotation() const;
void* GetUserdata() const;
@ -78,12 +78,10 @@ namespace Nz
RigidBody3D& operator=(RigidBody3D&& object) noexcept;
private:
void UpdateBody();
void UpdateBody(const Matrix4f& transformMatrix);
static void ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex);
static void TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex);
std::shared_ptr<Collider3D> m_geom;
Matrix4f m_matrix;
MovablePtr<NewtonBody> m_body;
Vector3f m_forceAccumulator;
Vector3f m_torqueAccumulator;

View File

@ -6,6 +6,7 @@
#include <Nazara/Physics3D/PhysWorld3D.hpp>
#include <newton/Newton.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <Nazara/Physics3D/Debug.hpp>
@ -18,7 +19,6 @@ namespace Nz
RigidBody3D::RigidBody3D(PhysWorld3D* world, std::shared_ptr<Collider3D> geom, const Matrix4f& mat) :
m_geom(std::move(geom)),
m_matrix(mat),
m_forceAccumulator(Vector3f::Zero()),
m_torqueAccumulator(Vector3f::Zero()),
m_world(world),
@ -30,14 +30,12 @@ namespace Nz
if (!m_geom)
m_geom = std::make_shared<NullCollider3D>();
m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), m_matrix);
m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), &mat.m11);
NewtonBodySetUserData(m_body, this);
NewtonBodySetTransformCallback(m_body, &TransformCallback);
}
RigidBody3D::RigidBody3D(const RigidBody3D& object) :
m_geom(object.m_geom),
m_matrix(object.m_matrix),
m_forceAccumulator(Vector3f::Zero()),
m_torqueAccumulator(Vector3f::Zero()),
m_world(object.m_world),
@ -47,9 +45,11 @@ namespace Nz
NazaraAssert(m_world, "Invalid world");
NazaraAssert(m_geom, "Invalid geometry");
m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), m_matrix);
std::array<float, 16> transformMatrix;
NewtonBodyGetMatrix(object.GetHandle(), transformMatrix.data());
m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), transformMatrix.data());
NewtonBodySetUserData(m_body, this);
NewtonBodySetTransformCallback(m_body, &TransformCallback);
SetMass(object.m_mass);
SetAngularDamping(object.GetAngularDamping());
@ -63,7 +63,6 @@ namespace Nz
RigidBody3D::RigidBody3D(RigidBody3D&& object) noexcept :
m_geom(std::move(object.m_geom)),
m_matrix(std::move(object.m_matrix)),
m_forceAccumulator(std::move(object.m_forceAccumulator)),
m_torqueAccumulator(std::move(object.m_torqueAccumulator)),
m_body(std::move(object.m_body)),
@ -107,7 +106,10 @@ namespace Nz
break;
case CoordSys::Local:
return AddForce(m_matrix.Transform(force, 0.f), m_matrix.Transform(point), CoordSys::Global);
{
Matrix4f transformMatrix = GetMatrix();
return AddForce(transformMatrix.Transform(force, 0.f), transformMatrix.Transform(point), CoordSys::Global);
}
}
// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
@ -123,7 +125,8 @@ namespace Nz
break;
case CoordSys::Local:
m_torqueAccumulator += m_matrix.Transform(torque, 0.f);
Matrix4f transformMatrix = GetMatrix();
m_torqueAccumulator += transformMatrix.Transform(torque, 0.f);
break;
}
@ -206,8 +209,11 @@ namespace Nz
switch (coordSys)
{
case CoordSys::Global:
center = m_matrix.Transform(center);
{
Matrix4f transformMatrix = GetMatrix();
center = transformMatrix.Transform(center);
break;
}
case CoordSys::Local:
break; // Aucune opération à effectuer sur le centre de rotation
@ -221,19 +227,29 @@ namespace Nz
return NewtonBodyGetMaterialGroupID(m_body);
}
const Matrix4f& RigidBody3D::GetMatrix() const
Matrix4f RigidBody3D::GetMatrix() const
{
return m_matrix;
Matrix4f matrix;
NewtonBodyGetMatrix(m_body, &matrix.m11);
return matrix;
}
Vector3f RigidBody3D::GetPosition() const
{
return m_matrix.GetTranslation();
Vector3f pos;
NewtonBodyGetPosition(m_body, &pos.x);
return pos;
}
Quaternionf RigidBody3D::GetRotation() const
{
return m_matrix.GetRotation();
// NewtonBodyGetRotation output X, Y, Z, W and Nz::Quaternion stores W, X, Y, Z so we use a temporary array
std::array<float, 4> rot;
NewtonBodyGetRotation(m_body, rot.data());
return Quaternionf(rot[3], rot[0], rot[1], rot[2]);
}
void* RigidBody3D::GetUserdata() const
@ -357,16 +373,18 @@ namespace Nz
void RigidBody3D::SetPosition(const Vector3f& position)
{
m_matrix.SetTranslation(position);
Matrix4f transformMatrix = GetMatrix();
transformMatrix.SetTranslation(position);
UpdateBody();
UpdateBody(transformMatrix);
}
void RigidBody3D::SetRotation(const Quaternionf& rotation)
{
m_matrix.SetRotation(rotation);
Matrix4f transformMatrix = GetMatrix();
transformMatrix.SetRotation(rotation);
UpdateBody();
UpdateBody(transformMatrix);
}
void RigidBody3D::SetUserdata(void* ud)
@ -390,7 +408,6 @@ namespace Nz
m_geom = std::move(object.m_geom);
m_gravityFactor = object.m_gravityFactor;
m_mass = object.m_mass;
m_matrix = std::move(object.m_matrix);
m_torqueAccumulator = std::move(object.m_torqueAccumulator);
m_world = object.m_world;
@ -398,9 +415,9 @@ namespace Nz
return *this;
}
void RigidBody3D::UpdateBody()
void RigidBody3D::UpdateBody(const Matrix4f& transformMatrix)
{
NewtonBodySetMatrix(m_body, m_matrix);
NewtonBodySetMatrix(m_body, &transformMatrix.m11);
if (NumberEquals(m_mass, 0.f))
{
@ -437,12 +454,4 @@ namespace Nz
///TODO: Implement gyroscopic force?
}
void RigidBody3D::TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex)
{
NazaraUnused(threadIndex);
RigidBody3D* me = static_cast<RigidBody3D*>(NewtonBodyGetUserData(body));
me->m_matrix = matrix;
}
}