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NazaraEngine/src/Nazara/BulletPhysics3D/BulletPhysWorld3D.cpp
2023-04-10 17:12:23 +02:00

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6.6 KiB
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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/BulletPhysWorld3D.hpp>
#include <Nazara/BulletPhysics3D/BulletHelper.hpp>
#include <NazaraUtils/MemoryPool.hpp>
#include <NazaraUtils/StackVector.hpp>
#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
#include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
#include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
#include <cassert>
#include <Nazara/BulletPhysics3D/Debug.hpp>
namespace Nz
{
namespace NAZARA_ANONYMOUS_NAMESPACE
{
class CallbackHitResult : public btCollisionWorld::RayResultCallback
{
public:
CallbackHitResult(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const BulletPhysWorld3D::RaycastHit& hitInfo)>& callback) :
m_callback(callback),
m_from(from),
m_to(to)
{
}
btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) override
{
m_collisionObject = rayResult.m_collisionObject;
BulletPhysWorld3D::RaycastHit hitInfo;
hitInfo.fraction = rayResult.m_hitFraction;
hitInfo.hitPosition = Lerp(m_from, m_to, rayResult.m_hitFraction);
hitInfo.hitNormal = FromBullet((normalInWorldSpace) ? rayResult.m_hitNormalLocal : m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal);
if (const btRigidBody* body = btRigidBody::upcast(m_collisionObject))
hitInfo.hitBody = static_cast<BulletRigidBody3D*>(body->getUserPointer());
m_closestHitFraction = std::max(m_callback(hitInfo).value_or(m_closestHitFraction), 0.f);
return m_closestHitFraction;
}
private:
const FunctionRef<std::optional<float>(const BulletPhysWorld3D::RaycastHit& hitInfo)>& m_callback;
Vector3f m_from;
Vector3f m_to;
};
}
struct BulletPhysWorld3D::BulletWorld
{
btDefaultCollisionConfiguration collisionConfiguration;
btCollisionDispatcher dispatcher;
btDbvtBroadphase broadphase;
btSequentialImpulseConstraintSolver constraintSolver;
btDiscreteDynamicsWorld dynamicWorld;
MemoryPool<btRigidBody> rigidBodyPool;
BulletWorld() :
dispatcher(&collisionConfiguration),
dynamicWorld(&dispatcher, &broadphase, &constraintSolver, &collisionConfiguration),
rigidBodyPool(256)
{
}
BulletWorld(const BulletWorld&) = delete;
BulletWorld(BulletWorld&&) = delete;
BulletWorld& operator=(const BulletWorld&) = delete;
BulletWorld& operator=(BulletWorld&&) = delete;
};
BulletPhysWorld3D::BulletPhysWorld3D() :
m_maxStepCount(50),
m_gravity(Vector3f::Zero()),
m_stepSize(Time::TickDuration(120)),
m_timestepAccumulator(Time::Zero())
{
m_world = std::make_unique<BulletWorld>();
}
BulletPhysWorld3D::~BulletPhysWorld3D() = default;
btDynamicsWorld* BulletPhysWorld3D::GetDynamicsWorld()
{
return &m_world->dynamicWorld;
}
Vector3f BulletPhysWorld3D::GetGravity() const
{
return FromBullet(m_world->dynamicWorld.getGravity());
}
std::size_t BulletPhysWorld3D::GetMaxStepCount() const
{
return m_maxStepCount;
}
Time BulletPhysWorld3D::GetStepSize() const
{
return m_stepSize;
}
bool BulletPhysWorld3D::RaycastQuery(const Vector3f& from, const Vector3f& to, const FunctionRef<std::optional<float>(const RaycastHit& hitInfo)>& callback)
{
NAZARA_USE_ANONYMOUS_NAMESPACE
CallbackHitResult resultHandler(from, to, callback);
m_world->dynamicWorld.rayTest(ToBullet(from), ToBullet(to), resultHandler);
return resultHandler.hasHit();
}
bool BulletPhysWorld3D::RaycastQueryFirst(const Vector3f& from, const Vector3f& to, RaycastHit* hitInfo)
{
btCollisionWorld::ClosestRayResultCallback resultHandler(ToBullet(from), ToBullet(to));
m_world->dynamicWorld.rayTest(ToBullet(from), ToBullet(to), resultHandler);
if (!resultHandler.hasHit())
return false;
if (hitInfo)
{
hitInfo->fraction = resultHandler.m_closestHitFraction;
hitInfo->hitNormal = FromBullet(resultHandler.m_hitNormalWorld);
hitInfo->hitPosition = FromBullet(resultHandler.m_hitPointWorld);
if (const btRigidBody* body = btRigidBody::upcast(resultHandler.m_collisionObject))
hitInfo->hitBody = static_cast<BulletRigidBody3D*>(body->getUserPointer());
}
return true;
}
void BulletPhysWorld3D::SetGravity(const Vector3f& gravity)
{
m_world->dynamicWorld.setGravity(ToBullet(gravity));
}
void BulletPhysWorld3D::SetMaxStepCount(std::size_t maxStepCount)
{
m_maxStepCount = maxStepCount;
}
void BulletPhysWorld3D::SetStepSize(Time stepSize)
{
m_stepSize = stepSize;
}
void BulletPhysWorld3D::Step(Time timestep)
{
m_timestepAccumulator += timestep;
btScalar stepSize = m_stepSize.AsSeconds<btScalar>();
std::size_t stepCount = 0;
while (m_timestepAccumulator >= m_stepSize && stepCount < m_maxStepCount)
{
m_world->dynamicWorld.stepSimulation(stepSize, 0, stepSize);
m_timestepAccumulator -= m_stepSize;
stepCount++;
}
}
#define HACK 0
btRigidBody* BulletPhysWorld3D::AddRigidBody(std::size_t& rigidBodyIndex, FunctionRef<void(btRigidBody* body)> constructor)
{
#if HACK
static std::size_t index = 0;
rigidBodyIndex = index++;
btRigidBody* rigidBody = (btRigidBody*) ::operator new(sizeof(btRigidBody));
constructor(rigidBody);
m_world->dynamicWorld.addRigidBody(rigidBody);
#else
btRigidBody* rigidBody = m_world->rigidBodyPool.Allocate(m_world->rigidBodyPool.DeferConstruct, rigidBodyIndex);
constructor(rigidBody);
m_world->dynamicWorld.addRigidBody(rigidBody);
// Small hack to order rigid bodies to make it cache friendly
auto& rigidBodies = m_world->dynamicWorld.getNonStaticRigidBodies();
if (rigidBodies.size() >= 2 && rigidBodies[rigidBodies.size() - 1] == rigidBody)
{
// Sort rigid bodies
btRigidBody** startPtr = &rigidBodies[0];
btRigidBody** endPtr = startPtr + rigidBodies.size();
btRigidBody** lastPtr = endPtr - 1;
auto it = std::lower_bound(startPtr, endPtr, rigidBody);
if (it != lastPtr)
{
std::move_backward(it, lastPtr, endPtr);
*it = rigidBody;
}
}
#endif
return rigidBody;
}
void BulletPhysWorld3D::RemoveRigidBody(btRigidBody* rigidBody, std::size_t rigidBodyIndex)
{
// TODO: Improve deletion (since rigid bodies are sorted)
m_world->dynamicWorld.removeRigidBody(rigidBody); //< this does a linear search
#if HACK
::operator delete(rigidBody);
#else
m_world->rigidBodyPool.Free(rigidBodyIndex);
#endif
}
}