492 lines
14 KiB
C++
492 lines
14 KiB
C++
// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics 3D module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics3D/Collider3D.hpp>
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#include <Nazara/Core/PrimitiveList.hpp>
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#include <Nazara/Physics3D/PhysWorld3D.hpp>
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#include <Nazara/Utility/IndexBuffer.hpp>
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#include <Nazara/Utility/StaticMesh.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <newton/Newton.h>
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#include <Nazara/Physics3D/Debug.hpp>
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namespace Nz
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{
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namespace
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{
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std::shared_ptr<Collider3D> CreateGeomFromPrimitive(const Primitive& primitive)
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{
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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, primitive.matrix);
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case PrimitiveType::Cone:
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return std::make_shared<ConeCollider3D>(primitive.cone.length, primitive.cone.radius, primitive.matrix);
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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), primitive.matrix);
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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, primitive.matrix.GetTranslation());
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}
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NazaraError("Primitive type not handled (0x" + NumberToString(UnderlyingCast(primitive.type), 16) + ')');
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return std::shared_ptr<Collider3D>();
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}
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}
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Collider3D::~Collider3D()
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{
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for (auto& pair : m_handles)
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NewtonDestroyCollision(pair.second);
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}
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Boxf Collider3D::ComputeAABB(const Vector3f& translation, const Quaternionf& rotation, const Vector3f& scale) const
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{
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return ComputeAABB(Matrix4f::Transform(translation, rotation), scale);
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}
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Boxf Collider3D::ComputeAABB(const Matrix4f& offsetMatrix, const Vector3f& scale) const
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{
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Vector3f min, max;
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// Check for existing collision handles, and create a temporary one if none is available
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if (m_handles.empty())
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{
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PhysWorld3D world;
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NewtonCollision* collision = CreateHandle(&world);
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{
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NewtonCollisionCalculateAABB(collision, offsetMatrix, &min.x, &max.x);
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}
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NewtonDestroyCollision(collision);
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}
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else
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NewtonCollisionCalculateAABB(m_handles.begin()->second, offsetMatrix, &min.x, &max.x);
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return Boxf(scale * min, scale * max);
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}
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void Collider3D::ComputeInertialMatrix(Vector3f* inertia, Vector3f* center) const
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{
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float inertiaMatrix[3];
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float origin[3];
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// Check for existing collision handles, and create a temporary one if none is available
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if (m_handles.empty())
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{
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PhysWorld3D world;
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NewtonCollision* collision = CreateHandle(&world);
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{
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NewtonConvexCollisionCalculateInertialMatrix(collision, inertiaMatrix, origin);
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}
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NewtonDestroyCollision(collision);
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}
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else
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NewtonConvexCollisionCalculateInertialMatrix(m_handles.begin()->second, inertiaMatrix, origin);
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if (inertia)
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inertia->Set(inertiaMatrix);
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if (center)
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center->Set(origin);
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}
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float Collider3D::ComputeVolume() const
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{
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float volume;
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// Check for existing collision handles, and create a temporary one if none is available
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if (m_handles.empty())
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{
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PhysWorld3D world;
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NewtonCollision* collision = CreateHandle(&world);
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{
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volume = NewtonConvexCollisionCalculateVolume(collision);
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}
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NewtonDestroyCollision(collision);
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}
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else
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volume = NewtonConvexCollisionCalculateVolume(m_handles.begin()->second);
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return volume;
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}
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void Collider3D::ForEachPolygon(const std::function<void(const Vector3f* vertices, std::size_t vertexCount)>& callback) const
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{
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auto newtCallback = [](void* const userData, int vertexCount, const dFloat* const faceArray, int /*faceId*/)
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{
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static_assert(sizeof(Vector3f) == 3 * sizeof(float), "Vector3 is expected to contain 3 floats without padding");
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const auto& cb = *static_cast<std::add_pointer_t<decltype(callback)>>(userData);
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cb(reinterpret_cast<const Vector3f*>(faceArray), vertexCount);
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};
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// Check for existing collision handles, and create a temporary one if none is available
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if (m_handles.empty())
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{
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PhysWorld3D world;
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NewtonCollision* collision = CreateHandle(&world);
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{
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NewtonCollisionForEachPolygonDo(collision, Nz::Matrix4f::Identity(), newtCallback, const_cast<void*>(static_cast<const void*>(&callback))); //< This isn't that bad; pointer will not be used for writing
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}
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NewtonDestroyCollision(collision);
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}
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else
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NewtonCollisionForEachPolygonDo(m_handles.begin()->second, Nz::Matrix4f::Identity(), newtCallback, const_cast<void*>(static_cast<const void*>(&callback))); //< This isn't that bad; pointer will not be used for writing
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}
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std::shared_ptr<StaticMesh> Collider3D::GenerateMesh() const
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{
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std::vector<Nz::Vector3f> colliderVertices;
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std::vector<Nz::UInt16> colliderIndices;
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// Generate a line list
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ForEachPolygon([&](const Nz::Vector3f* vertices, std::size_t vertexCount)
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{
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Nz::UInt16 firstIndex = colliderVertices.size();
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for (std::size_t i = 0; i < vertexCount; ++i)
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colliderVertices.push_back(vertices[i]);
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for (std::size_t i = 1; i < vertexCount; ++i)
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{
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colliderIndices.push_back(firstIndex + i - 1);
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colliderIndices.push_back(firstIndex + i);
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}
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if (vertexCount > 2)
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{
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colliderIndices.push_back(firstIndex + vertexCount - 1);
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colliderIndices.push_back(firstIndex);
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}
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});
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std::shared_ptr<Nz::VertexBuffer> colliderVB = std::make_shared<Nz::VertexBuffer>(Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ), colliderVertices.size(), Nz::DataStorage::Software, 0);
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colliderVB->Fill(colliderVertices.data(), 0, colliderVertices.size());
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std::shared_ptr<Nz::IndexBuffer> colliderIB = std::make_shared<Nz::IndexBuffer>(false, colliderIndices.size(), Nz::DataStorage::Software, 0);
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colliderIB->Fill(colliderIndices.data(), 0, colliderIndices.size());
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std::shared_ptr<Nz::StaticMesh> colliderSubMesh = std::make_shared<Nz::StaticMesh>(std::move(colliderVB), std::move(colliderIB));
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colliderSubMesh->GenerateAABB();
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colliderSubMesh->SetPrimitiveMode(Nz::PrimitiveMode::LineList);
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return colliderSubMesh;
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}
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NewtonCollision* Collider3D::GetHandle(PhysWorld3D* world) const
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{
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auto it = m_handles.find(world);
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if (it == m_handles.end())
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it = m_handles.insert(std::make_pair(world, CreateHandle(world))).first;
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return it->second;
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}
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std::shared_ptr<Collider3D> Collider3D::Build(const PrimitiveList& list)
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{
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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<std::shared_ptr<Collider3D>> geoms(primitiveCount);
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for (unsigned int i = 0; i < primitiveCount; ++i)
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geoms[i] = CreateGeomFromPrimitive(list.GetPrimitive(i));
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return std::make_shared<CompoundCollider3D>(std::move(geoms));
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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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}
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/********************************** BoxCollider3D **********************************/
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BoxCollider3D::BoxCollider3D(const Vector3f& lengths, const Matrix4f& transformMatrix) :
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m_matrix(transformMatrix),
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m_lengths(lengths)
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{
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}
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BoxCollider3D::BoxCollider3D(const Vector3f& lengths, const Vector3f& translation, const Quaternionf& rotation) :
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BoxCollider3D(lengths, Matrix4f::Transform(translation, rotation))
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{
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}
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Boxf BoxCollider3D::ComputeAABB(const Matrix4f& offsetMatrix, const Vector3f& scale) const
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{
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Vector3f halfLengths(m_lengths * 0.5f);
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Boxf aabb(-halfLengths.x, -halfLengths.y, -halfLengths.z, m_lengths.x, m_lengths.y, m_lengths.z);
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aabb.Transform(offsetMatrix, true);
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aabb *= scale;
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return aabb;
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}
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float BoxCollider3D::ComputeVolume() const
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{
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return m_lengths.x * m_lengths.y * m_lengths.z;
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}
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Vector3f BoxCollider3D::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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{
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return ColliderType3D::Box;
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}
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NewtonCollision* BoxCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateBox(world->GetHandle(), m_lengths.x, m_lengths.y, m_lengths.z, 0, m_matrix);
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}
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/******************************** CapsuleCollider3D ********************************/
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CapsuleCollider3D::CapsuleCollider3D(float length, float radius, const Matrix4f& transformMatrix) :
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m_matrix(transformMatrix),
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m_length(length),
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m_radius(radius)
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{
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}
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CapsuleCollider3D::CapsuleCollider3D(float length, float radius, const Vector3f& translation, const Quaternionf& rotation) :
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CapsuleCollider3D(length, radius, Matrix4f::Transform(translation, rotation))
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{
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}
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float CapsuleCollider3D::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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{
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return m_radius;
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}
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ColliderType3D CapsuleCollider3D::GetType() const
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{
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return ColliderType3D::Capsule;
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}
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NewtonCollision* CapsuleCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateCapsule(world->GetHandle(), m_radius, m_radius, m_length, 0, m_matrix);
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}
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/******************************* CompoundCollider3D ********************************/
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CompoundCollider3D::CompoundCollider3D(std::vector<std::shared_ptr<Collider3D>> geoms) :
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m_geoms(std::move(geoms))
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{
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}
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const std::vector<std::shared_ptr<Collider3D>>& CompoundCollider3D::GetGeoms() const
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{
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return m_geoms;
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}
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ColliderType3D CompoundCollider3D::GetType() const
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{
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return ColliderType3D::Compound;
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}
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NewtonCollision* CompoundCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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NewtonCollision* compoundCollision = NewtonCreateCompoundCollision(world->GetHandle(), 0);
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NewtonCompoundCollisionBeginAddRemove(compoundCollision);
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for (const std::shared_ptr<Collider3D>& geom : m_geoms)
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{
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if (geom->GetType() == ColliderType3D::Compound)
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{
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CompoundCollider3D& compoundGeom = static_cast<CompoundCollider3D&>(*geom);
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for (const std::shared_ptr<Collider3D>& piece : compoundGeom.GetGeoms())
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NewtonCompoundCollisionAddSubCollision(compoundCollision, piece->GetHandle(world));
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}
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else
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NewtonCompoundCollisionAddSubCollision(compoundCollision, geom->GetHandle(world));
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}
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NewtonCompoundCollisionEndAddRemove(compoundCollision);
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return compoundCollision;
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}
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/********************************* ConeCollider3D **********************************/
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ConeCollider3D::ConeCollider3D(float length, float radius, const Matrix4f& transformMatrix) :
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m_matrix(transformMatrix),
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m_length(length),
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m_radius(radius)
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{
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}
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ConeCollider3D::ConeCollider3D(float length, float radius, const Vector3f& translation, const Quaternionf& rotation) :
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ConeCollider3D(length, radius, Matrix4f::Transform(translation, rotation))
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{
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}
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float ConeCollider3D::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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{
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return m_radius;
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}
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ColliderType3D ConeCollider3D::GetType() const
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{
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return ColliderType3D::Cone;
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}
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NewtonCollision* ConeCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateCone(world->GetHandle(), m_radius, m_length, 0, m_matrix);
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}
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/****************************** ConvexCollider3D *******************************/
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ConvexCollider3D::ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount, float tolerance, const Matrix4f& transformMatrix) :
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m_matrix(transformMatrix),
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m_tolerance(tolerance)
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{
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m_vertices.resize(vertexCount);
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if (vertices.GetStride() != sizeof(Vector3f))
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{
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for (unsigned int i = 0; i < vertexCount; ++i)
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m_vertices[i] = *vertices++;
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}
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else // Fast path
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std::memcpy(m_vertices.data(), vertices.GetPtr(), vertexCount*sizeof(Vector3f));
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}
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ConvexCollider3D::ConvexCollider3D(SparsePtr<const Vector3f> vertices, unsigned int vertexCount, float tolerance, const Vector3f& translation, const Quaternionf& rotation) :
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ConvexCollider3D(vertices, vertexCount, tolerance, Matrix4f::Transform(translation, rotation))
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{
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}
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ColliderType3D ConvexCollider3D::GetType() const
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{
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return ColliderType3D::ConvexHull;
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}
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NewtonCollision* ConvexCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateConvexHull(world->GetHandle(), static_cast<int>(m_vertices.size()), reinterpret_cast<const float*>(m_vertices.data()), sizeof(Vector3f), m_tolerance, 0, m_matrix);
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}
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/******************************* CylinderCollider3D ********************************/
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CylinderCollider3D::CylinderCollider3D(float length, float radius, const Matrix4f& transformMatrix) :
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m_matrix(transformMatrix),
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m_length(length),
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m_radius(radius)
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{
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}
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CylinderCollider3D::CylinderCollider3D(float length, float radius, const Vector3f& translation, const Quaternionf& rotation) :
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CylinderCollider3D(length, radius, Matrix4f::Transform(translation, rotation))
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{
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}
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float CylinderCollider3D::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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{
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return m_radius;
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}
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ColliderType3D CylinderCollider3D::GetType() const
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{
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return ColliderType3D::Cylinder;
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}
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NewtonCollision* CylinderCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateCylinder(world->GetHandle(), m_radius, m_radius, m_length, 0, m_matrix);
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}
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/********************************* NullCollider3D **********************************/
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NullCollider3D::NullCollider3D()
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{
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}
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ColliderType3D NullCollider3D::GetType() const
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{
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return ColliderType3D::Null;
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}
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void NullCollider3D::ComputeInertialMatrix(Vector3f* inertia, Vector3f* center) const
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{
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if (inertia)
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inertia->MakeUnit();
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if (center)
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center->MakeZero();
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}
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NewtonCollision* NullCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateNull(world->GetHandle());
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}
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/******************************** SphereCollider3D *********************************/
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SphereCollider3D::SphereCollider3D(float radius, const Matrix4f& transformMatrix) :
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SphereCollider3D(radius, transformMatrix.GetTranslation())
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{
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}
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SphereCollider3D::SphereCollider3D(float radius, const Vector3f& translation, const Quaternionf& rotation) :
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m_position(translation),
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m_radius(radius)
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{
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NazaraUnused(rotation);
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}
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Boxf SphereCollider3D::ComputeAABB(const Matrix4f& offsetMatrix, const Vector3f& scale) const
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{
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Vector3f size(m_radius * Sqrt5<float> * scale);
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Vector3f position(offsetMatrix.GetTranslation());
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return Boxf(position - size, position + size);
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}
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float SphereCollider3D::ComputeVolume() const
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{
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return Pi<float> * m_radius * m_radius * m_radius / 3.f;
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}
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float SphereCollider3D::GetRadius() const
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{
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return m_radius;
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}
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ColliderType3D SphereCollider3D::GetType() const
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{
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return ColliderType3D::Sphere;
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}
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NewtonCollision* SphereCollider3D::CreateHandle(PhysWorld3D* world) const
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{
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return NewtonCreateSphere(world->GetHandle(), m_radius, 0, Matrix4f::Translate(m_position));
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}
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}
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