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NazaraEngine/src/Nazara/BulletPhysics3D/BulletRigidBody3D.cpp
2023-06-21 20:14:11 +02:00

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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - BulletPhysics3D module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/BulletPhysics3D/BulletRigidBody3D.hpp>
#include <Nazara/BulletPhysics3D/BulletHelper.hpp>
#include <Nazara/BulletPhysics3D/BulletPhysWorld3D.hpp>
#include <NazaraUtils/MemoryHelper.hpp>
#include <BulletDynamics/Dynamics/btDynamicsWorld.h>
#include <BulletDynamics/Dynamics/btRigidBody.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <Nazara/BulletPhysics3D/Debug.hpp>
namespace Nz
{
BulletRigidBody3D::BulletRigidBody3D(BulletPhysWorld3D* world, const Matrix4f& mat) :
BulletRigidBody3D(world, nullptr, mat)
{
}
BulletRigidBody3D::BulletRigidBody3D(BulletPhysWorld3D* world, std::shared_ptr<BulletCollider3D> 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<BulletNullCollider3D>();
Vector3f inertia;
m_geom->ComputeInertia(1.f, &inertia);
btRigidBody::btRigidBodyConstructionInfo constructionInfo(1.f, nullptr, m_geom->GetShape(), ToBullet(inertia));
constructionInfo.m_startWorldTransform = ToBullet(mat);
m_body = m_world->AddRigidBody(m_bodyPoolIndex, [&](btRigidBody* body)
{
PlacementNew(body, constructionInfo);
});
m_body->setUserPointer(this);
}
BulletRigidBody3D::BulletRigidBody3D(BulletRigidBody3D&& object) noexcept :
m_geom(std::move(object.m_geom)),
m_bodyPoolIndex(object.m_bodyPoolIndex),
m_body(object.m_body),
m_world(object.m_world)
{
if (m_body)
m_body->setUserPointer(this);
object.m_body = nullptr;
}
BulletRigidBody3D::~BulletRigidBody3D()
{
Destroy();
}
void BulletRigidBody3D::AddForce(const Vector3f& force, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys::Global:
WakeUp();
m_body->applyCentralForce(ToBullet(force));
break;
case CoordSys::Local:
WakeUp();
m_body->applyCentralForce(ToBullet(GetRotation() * force));
break;
}
}
void BulletRigidBody3D::AddForce(const Vector3f& force, const Vector3f& point, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys::Global:
WakeUp();
m_body->applyForce(ToBullet(force), ToBullet(point));
break;
case CoordSys::Local:
{
Matrix4f transformMatrix = GetMatrix();
return AddForce(transformMatrix.Transform(force, 0.f), point, CoordSys::Global);
}
}
}
void BulletRigidBody3D::AddTorque(const Vector3f& torque, CoordSys coordSys)
{
switch (coordSys)
{
case CoordSys::Global:
WakeUp();
m_body->applyTorque(ToBullet(torque));
break;
case CoordSys::Local:
Matrix4f transformMatrix = GetMatrix();
WakeUp();
m_body->applyTorque(ToBullet(transformMatrix.Transform(torque, 0.f)));
break;
}
}
void BulletRigidBody3D::EnableSleeping(bool enable)
{
if (enable)
{
if (m_body->getActivationState() == DISABLE_DEACTIVATION)
m_body->setActivationState(ACTIVE_TAG);
}
else
{
if (m_body->getActivationState() != DISABLE_DEACTIVATION)
m_body->setActivationState(DISABLE_DEACTIVATION);
}
}
void BulletRigidBody3D::FallAsleep()
{
if (m_body->getActivationState() != DISABLE_DEACTIVATION)
m_body->setActivationState(ISLAND_SLEEPING);
}
Boxf BulletRigidBody3D::GetAABB() const
{
btVector3 min, max;
m_body->getAabb(min, max);
return Boxf(FromBullet(min), FromBullet(max));
}
float BulletRigidBody3D::GetAngularDamping() const
{
return m_body->getAngularDamping();
}
Vector3f BulletRigidBody3D::GetAngularVelocity() const
{
return FromBullet(m_body->getAngularVelocity());
}
float BulletRigidBody3D::GetLinearDamping() const
{
return m_body->getLinearDamping();
}
Vector3f BulletRigidBody3D::GetLinearVelocity() const
{
return FromBullet(m_body->getLinearVelocity());
}
float BulletRigidBody3D::GetMass() const
{
return m_body->getMass();
}
Vector3f BulletRigidBody3D::GetMassCenter(CoordSys coordSys) const
{
return FromBullet(m_body->getCenterOfMassPosition());
}
Matrix4f BulletRigidBody3D::GetMatrix() const
{
return FromBullet(m_body->getWorldTransform());
}
Vector3f BulletRigidBody3D::GetPosition() const
{
return FromBullet(m_body->getWorldTransform().getOrigin());
}
Quaternionf BulletRigidBody3D::GetRotation() const
{
return FromBullet(m_body->getWorldTransform().getRotation());
}
bool BulletRigidBody3D::IsSimulationEnabled() const
{
return m_body->isActive();
}
bool BulletRigidBody3D::IsSleeping() const
{
return m_body->getActivationState() == ISLAND_SLEEPING;
}
bool BulletRigidBody3D::IsSleepingEnabled() const
{
return m_body->getActivationState() != DISABLE_DEACTIVATION;
}
void BulletRigidBody3D::SetAngularDamping(float angularDamping)
{
m_body->setDamping(m_body->getLinearDamping(), angularDamping);
}
void BulletRigidBody3D::SetAngularVelocity(const Vector3f& angularVelocity)
{
m_body->setAngularVelocity(ToBullet(angularVelocity));
}
void BulletRigidBody3D::SetGeom(std::shared_ptr<BulletCollider3D> geom, bool recomputeInertia)
{
if (m_geom != geom)
{
if (geom)
m_geom = std::move(geom);
else
m_geom = std::make_shared<BulletNullCollider3D>();
m_body->setCollisionShape(m_geom->GetShape());
if (recomputeInertia)
{
float mass = GetMass();
Vector3f inertia;
m_geom->ComputeInertia(mass, &inertia);
m_body->setMassProps(mass, ToBullet(inertia));
}
}
}
void BulletRigidBody3D::SetLinearDamping(float damping)
{
m_body->setDamping(damping, m_body->getAngularDamping());
}
void BulletRigidBody3D::SetLinearVelocity(const Vector3f& velocity)
{
m_body->setLinearVelocity(ToBullet(velocity));
}
void BulletRigidBody3D::SetMass(float mass)
{
NazaraAssert(mass >= 0.f, "Mass must be positive and finite");
NazaraAssert(std::isfinite(mass), "Mass must be positive and finite");
Vector3f inertia;
m_geom->ComputeInertia(mass, &inertia);
m_body->setMassProps(mass, ToBullet(inertia));
}
void BulletRigidBody3D::SetMassCenter(const Vector3f& center)
{
btTransform centerTransform;
centerTransform.setIdentity();
centerTransform.setOrigin(ToBullet(center));
m_body->setCenterOfMassTransform(centerTransform);
}
void BulletRigidBody3D::SetPosition(const Vector3f& position)
{
btTransform worldTransform = m_body->getWorldTransform();
worldTransform.setOrigin(ToBullet(position));
m_body->setWorldTransform(worldTransform);
}
void BulletRigidBody3D::SetPositionAndRotation(const Vector3f& position, const Quaternionf& rotation)
{
btTransform worldTransform;
worldTransform.setOrigin(ToBullet(position));
worldTransform.setRotation(ToBullet(rotation));
m_body->setWorldTransform(worldTransform);
}
void BulletRigidBody3D::SetRotation(const Quaternionf& rotation)
{
btTransform worldTransform = m_body->getWorldTransform();
worldTransform.setRotation(ToBullet(rotation));
m_body->setWorldTransform(worldTransform);
}
Quaternionf BulletRigidBody3D::ToLocal(const Quaternionf& worldRotation)
{
return GetRotation().Conjugate() * worldRotation;
}
Vector3f BulletRigidBody3D::ToLocal(const Vector3f& worldPosition)
{
return GetMatrix().InverseTransform() * worldPosition;
}
Quaternionf BulletRigidBody3D::ToWorld(const Quaternionf& localRotation)
{
return GetRotation() * localRotation;
}
Vector3f BulletRigidBody3D::ToWorld(const Vector3f& localPosition)
{
return GetMatrix() * localPosition;
}
void BulletRigidBody3D::WakeUp()
{
m_body->activate();
}
BulletRigidBody3D& BulletRigidBody3D::operator=(BulletRigidBody3D&& object) noexcept
{
Destroy();
m_body = object.m_body;
m_bodyPoolIndex = object.m_bodyPoolIndex;
m_geom = std::move(object.m_geom);
m_world = object.m_world;
if (m_body)
m_body->setUserPointer(this);
object.m_body = nullptr;
return *this;
}
void BulletRigidBody3D::Destroy()
{
if (m_body)
{
m_world->RemoveRigidBody(m_body, m_bodyPoolIndex);
m_body = nullptr;
}
m_geom.reset();
}
}