354 lines
8.4 KiB
C++
354 lines
8.4 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Physics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Physics/PhysObject.hpp>
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#include <Nazara/Physics/Config.hpp>
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#include <Nazara/Physics/PhysWorld.hpp>
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#include <Newton/Newton.h>
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#include <algorithm>
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#include <Nazara/Physics/Debug.hpp>
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NzPhysObject::NzPhysObject(NzPhysWorld* world, const NzMatrix4f& mat) :
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NzPhysObject(world, NzNullGeom::New(), mat)
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{
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}
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NzPhysObject::NzPhysObject(NzPhysWorld* world, NzPhysGeomRef geom, const NzMatrix4f& mat) :
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m_matrix(mat),
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m_geom(std::move(geom)),
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m_forceAccumulator(NzVector3f::Zero()),
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m_torqueAccumulator(NzVector3f::Zero()),
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m_world(world),
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m_gravityFactor(1.f),
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m_mass(0.f)
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{
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NazaraAssert(m_world, "Invalid world");
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if (!m_geom)
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m_geom = NzNullGeom::New();
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m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), m_matrix);
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NewtonBodySetUserData(m_body, this);
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}
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NzPhysObject::NzPhysObject(const NzPhysObject& object) :
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m_matrix(object.m_matrix),
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m_geom(object.m_geom),
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m_forceAccumulator(NzVector3f::Zero()),
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m_torqueAccumulator(NzVector3f::Zero()),
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m_world(object.m_world),
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m_gravityFactor(object.m_gravityFactor),
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m_mass(0.f)
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{
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NazaraAssert(m_world, "Invalid world");
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NazaraAssert(m_geom, "Invalid geometry");
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m_body = NewtonCreateDynamicBody(m_world->GetHandle(), m_geom->GetHandle(m_world), m_matrix);
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NewtonBodySetUserData(m_body, this);
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SetMass(object.m_mass);
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}
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NzPhysObject::NzPhysObject(NzPhysObject&& object) :
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m_matrix(std::move(object.m_matrix)),
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m_forceAccumulator(std::move(object.m_forceAccumulator)),
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m_torqueAccumulator(std::move(object.m_torqueAccumulator)),
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m_body(object.m_body),
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m_geom(std::move(object.m_geom)),
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m_world(object.m_world),
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m_gravityFactor(object.m_gravityFactor),
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m_mass(object.m_mass)
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{
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object.m_body = nullptr;
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}
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NzPhysObject::~NzPhysObject()
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{
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if (m_body)
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NewtonDestroyBody(m_world->GetHandle(), m_body);
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}
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void NzPhysObject::AddForce(const NzVector3f& force, nzCoordSys coordSys)
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{
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switch (coordSys)
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{
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case nzCoordSys_Global:
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m_forceAccumulator += force;
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break;
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case nzCoordSys_Local:
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m_forceAccumulator += GetRotation()*force;
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break;
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}
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// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
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NewtonBodySetSleepState(m_body, 0);
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}
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void NzPhysObject::AddForce(const NzVector3f& force, const NzVector3f& point, nzCoordSys coordSys)
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{
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switch (coordSys)
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{
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case nzCoordSys_Global:
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m_forceAccumulator += force;
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m_torqueAccumulator += NzVector3f::CrossProduct(point - GetMassCenter(nzCoordSys_Global), force);
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break;
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case nzCoordSys_Local:
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AddForce(m_matrix.Transform(force, 0.f), m_matrix.Transform(point));
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return;
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}
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// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
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NewtonBodySetSleepState(m_body, 0);
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}
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void NzPhysObject::AddTorque(const NzVector3f& torque, nzCoordSys coordSys)
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{
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switch (coordSys)
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{
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case nzCoordSys_Global:
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m_torqueAccumulator += torque;
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break;
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case nzCoordSys_Local:
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m_torqueAccumulator += m_matrix.Transform(torque, 0.f);
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break;
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}
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// On réveille le corps pour que le callback soit appelé et que les forces soient appliquées
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NewtonBodySetSleepState(m_body, 0);
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}
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void NzPhysObject::EnableAutoSleep(bool autoSleep)
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{
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NewtonBodySetAutoSleep(m_body, autoSleep);
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}
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NzBoxf NzPhysObject::GetAABB() const
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{
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NzVector3f min, max;
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NewtonBodyGetAABB(m_body, min, max);
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return NzBoxf(min, max);
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}
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NzVector3f NzPhysObject::GetAngularVelocity() const
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{
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NzVector3f angularVelocity;
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NewtonBodyGetOmega(m_body, angularVelocity);
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return angularVelocity;
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}
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const NzPhysGeomRef& NzPhysObject::GetGeom() const
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{
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return m_geom;
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}
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float NzPhysObject::GetGravityFactor() const
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{
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return m_gravityFactor;
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}
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NewtonBody* NzPhysObject::GetHandle() const
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{
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return m_body;
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}
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float NzPhysObject::GetMass() const
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{
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return m_mass;
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}
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NzVector3f NzPhysObject::GetMassCenter(nzCoordSys coordSys) const
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{
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NzVector3f center;
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NewtonBodyGetCentreOfMass(m_body, center);
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switch (coordSys)
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{
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case nzCoordSys_Global:
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center = m_matrix.Transform(center);
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break;
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case nzCoordSys_Local:
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break; // Aucune opération à effectuer sur le centre de rotation
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}
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return center;
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}
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const NzMatrix4f& NzPhysObject::GetMatrix() const
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{
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return m_matrix;
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}
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NzVector3f NzPhysObject::GetPosition() const
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{
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return m_matrix.GetTranslation();
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}
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NzQuaternionf NzPhysObject::GetRotation() const
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{
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return m_matrix.GetRotation();
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}
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NzVector3f NzPhysObject::GetVelocity() const
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{
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NzVector3f velocity;
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NewtonBodyGetVelocity(m_body, velocity);
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return velocity;
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}
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bool NzPhysObject::IsAutoSleepEnabled() const
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{
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return NewtonBodyGetAutoSleep(m_body) != 0;
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}
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bool NzPhysObject::IsMoveable() const
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{
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return m_mass > 0.f;
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}
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bool NzPhysObject::IsSleeping() const
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{
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return NewtonBodyGetSleepState(m_body) != 0;
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}
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void NzPhysObject::SetAngularVelocity(const NzVector3f& angularVelocity)
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{
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NewtonBodySetOmega(m_body, angularVelocity);
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}
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void NzPhysObject::SetGeom(NzPhysGeomRef geom)
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{
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if (m_geom.Get() != geom)
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{
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if (geom)
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m_geom = geom;
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else
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m_geom = NzNullGeom::New();
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NewtonBodySetCollision(m_body, m_geom->GetHandle(m_world));
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}
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}
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void NzPhysObject::SetGravityFactor(float gravityFactor)
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{
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m_gravityFactor = gravityFactor;
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}
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void NzPhysObject::SetMass(float mass)
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{
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if (m_mass > 0.f)
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{
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float Ix, Iy, Iz;
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NewtonBodyGetMassMatrix(m_body, &m_mass, &Ix, &Iy, &Iz);
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float scale = mass/m_mass;
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NewtonBodySetMassMatrix(m_body, mass, Ix*scale, Iy*scale, Iz*scale);
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}
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else if (mass > 0.f)
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{
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NzVector3f inertia, origin;
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m_geom->ComputeInertialMatrix(&inertia, &origin);
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NewtonBodySetCentreOfMass(m_body, &origin.x);
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NewtonBodySetMassMatrix(m_body, mass, inertia.x*mass, inertia.y*mass, inertia.z*mass);
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NewtonBodySetForceAndTorqueCallback(m_body, &ForceAndTorqueCallback);
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NewtonBodySetTransformCallback(m_body, &TransformCallback);
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}
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m_mass = mass;
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}
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void NzPhysObject::SetMassCenter(const NzVector3f& center)
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{
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if (m_mass > 0.f)
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NewtonBodySetCentreOfMass(m_body, center);
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}
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void NzPhysObject::SetPosition(const NzVector3f& position)
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{
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m_matrix.SetTranslation(position);
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UpdateBody();
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}
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void NzPhysObject::SetRotation(const NzQuaternionf& rotation)
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{
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m_matrix.SetRotation(rotation);
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UpdateBody();
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}
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void NzPhysObject::SetVelocity(const NzVector3f& velocity)
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{
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NewtonBodySetVelocity(m_body, velocity);
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}
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NzPhysObject& NzPhysObject::operator=(const NzPhysObject& object)
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{
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NzPhysObject physObj(object);
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return operator=(std::move(physObj));
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}
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void NzPhysObject::UpdateBody()
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{
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NewtonBodySetMatrix(m_body, m_matrix);
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/*for (std::set<PhysObjectListener*>::iterator it = m_listeners.begin(); it != m_listeners.end(); ++it)
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(*it)->PhysObjectOnUpdate(this);*/
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}
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NzPhysObject& NzPhysObject::operator=(NzPhysObject&& object)
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{
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if (m_body)
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NewtonDestroyBody(m_world->GetHandle(), m_body);
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m_body = object.m_body;
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m_forceAccumulator = std::move(object.m_forceAccumulator);
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m_geom = std::move(object.m_geom);
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m_gravityFactor = object.m_gravityFactor;
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m_mass = object.m_mass;
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m_matrix = std::move(object.m_matrix);
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m_torqueAccumulator = std::move(object.m_torqueAccumulator);
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m_world = object.m_world;
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object.m_body = nullptr;
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return *this;
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}
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void NzPhysObject::ForceAndTorqueCallback(const NewtonBody* body, float timeStep, int threadIndex)
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{
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NazaraUnused(timeStep);
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NazaraUnused(threadIndex);
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NzPhysObject* me = static_cast<NzPhysObject*>(NewtonBodyGetUserData(body));
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if (!NzNumberEquals(me->m_gravityFactor, 0.f))
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me->m_forceAccumulator += me->m_world->GetGravity() * me->m_gravityFactor * me->m_mass;
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/*for (std::set<PhysObjectListener*>::iterator it = me->m_listeners.begin(); it != me->m_listeners.end(); ++it)
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(*it)->PhysObjectApplyForce(me);*/
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NewtonBodySetForce(body, me->m_forceAccumulator);
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NewtonBodySetTorque(body, me->m_torqueAccumulator);
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me->m_torqueAccumulator.Set(0.f);
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me->m_forceAccumulator.Set(0.f);
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///TODO: Implanter la force gyroscopique?
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}
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void NzPhysObject::TransformCallback(const NewtonBody* body, const float* matrix, int threadIndex)
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{
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NazaraUnused(threadIndex);
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NzPhysObject* me = static_cast<NzPhysObject*>(NewtonBodyGetUserData(body));
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me->m_matrix.Set(matrix);
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/*for (std::set<PhysObjectListener*>::iterator it = me->m_listeners.begin(); it != me->m_listeners.end(); ++it)
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(*it)->PhysObjectOnUpdate(me);*/
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}
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