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@ -1,265 +1,276 @@
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#include "world.h"
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#include "datatypes/variant.h"
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#include "datatypes/vector.h"
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#include "objects/joint/jointinstance.h"
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#include "enum/part.h"
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#include "logger.h"
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#include "objects/part/basepart.h"
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#include "objects/part/part.h"
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#include "physics/convert.h"
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#include <reactphysics3d/constraint/FixedJoint.h>
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#include <reactphysics3d/constraint/HingeJoint.h>
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#include <reactphysics3d/body/RigidBody.h>
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#include "timeutil.h"
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#include <memory>
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#include "objects/service/workspace.h"
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#include "physics/convert.h"
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#include "timeutil.h"
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rp::PhysicsCommon physicsCommon;
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#include <Jolt/Jolt.h>
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#include <Jolt/Core/JobSystemThreadPool.h>
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#include <Jolt/Core/TempAllocator.h>
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#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
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#include <Jolt/Physics/Collision/ObjectLayer.h>
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#include <Jolt/Core/Factory.h>
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#include <Jolt/Core/Memory.h>
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#include <Jolt/Physics/Body/BodyCreationSettings.h>
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#include <Jolt/Physics/Body/BodyInterface.h>
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#include <Jolt/Physics/Body/MotionType.h>
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#include <Jolt/Physics/Collision/RayCast.h>
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#include <Jolt/Physics/Collision/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/EActivation.h>
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#include <Jolt/Physics/PhysicsSettings.h>
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#include <Jolt/RegisterTypes.h>
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#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
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#include <Jolt/Physics/Collision/CastResult.h>
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#include <Jolt/Physics/Collision/Shape/SubShapeID.h>
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#include <Jolt/Physics/Body/BodyFilter.h>
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#include <Jolt/Physics/Body/BodyLockInterface.h>
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#include <Jolt/Physics/Collision/NarrowPhaseQuery.h>
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#include <Jolt/Physics/Constraints/FixedConstraint.h>
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#include <memory>
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PhysWorld::PhysWorld() : physicsEventListener(this) {
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worldImpl = physicsCommon.createPhysicsWorld();
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static JPH::TempAllocator* allocator;
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static JPH::JobSystem* jobSystem;
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worldImpl->setGravity(rp::Vector3(0, -196.2, 0));
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// world->setContactsPositionCorrectionTechnique(rp::ContactsPositionCorrectionTechnique::BAUMGARTE_CONTACTS);
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// physicsWorld->setNbIterationsPositionSolver(2000);
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// physicsWorld->setNbIterationsVelocitySolver(2000);
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// physicsWorld->setSleepLinearVelocity(10);
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// physicsWorld->setSleepAngularVelocity(5);
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worldImpl->setEventListener(&physicsEventListener);
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namespace Layers
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{
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static constexpr JPH::ObjectLayer DYNAMIC = 0;
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static constexpr JPH::ObjectLayer ANCHORED = 1;
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static constexpr JPH::ObjectLayer NUM_LAYERS = 2;
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};
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namespace BPLayers
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{
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static constexpr JPH::BroadPhaseLayer ANCHORED(0);
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static constexpr JPH::BroadPhaseLayer DYNAMIC(1);
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static constexpr uint NUM_LAYERS(2);
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};
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PhysWorld::PhysWorld() {
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worldImpl.Init(4096, 0, 4096, 4096, broadPhaseLayerInterface, objectBroadPhasefilter, objectLayerPairFilter);
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worldImpl.SetGravity(JPH::Vec3(0, -196, 0));
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JPH::PhysicsSettings settings = worldImpl.GetPhysicsSettings();
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// settings.mPointVelocitySleepThreshold = 0.04f; // Fix parts not sleeping
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// settings.mNumVelocitySteps *= 20;
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// settings.mNumPositionSteps *= 20;
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worldImpl.SetPhysicsSettings(settings);
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}
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PhysWorld::~PhysWorld() {
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physicsCommon.destroyPhysicsWorld(worldImpl);
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}
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PhysicsEventListener::PhysicsEventListener(PhysWorld* world) : world(world) {}
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void PhysicsEventListener::onContact(const rp::CollisionCallback::CallbackData& data) {
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for (size_t i = 0; i < data.getNbContactPairs(); i++) {
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auto pair = data.getContactPair(i);
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auto type = pair.getEventType();
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if (type == rp::CollisionCallback::ContactPair::EventType::ContactStay) continue;
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auto part0 = reinterpret_cast<BasePart*>(pair.getBody1()->getUserData())->shared<BasePart>();
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auto part1 = reinterpret_cast<BasePart*>(pair.getBody2()->getUserData())->shared<BasePart>();
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if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactStart) {
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part0->Touched->Fire({ (Variant)InstanceRef(part1) });
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part1->Touched->Fire({ (Variant)InstanceRef(part0) });
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} else if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactExit) {
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part0->TouchEnded->Fire({ (Variant)InstanceRef(part1) });
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part1->TouchEnded->Fire({ (Variant)InstanceRef(part0) });
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}
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}
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void PhysWorld::addBody(std::shared_ptr<BasePart> part) {
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syncBodyProperties(part);
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}
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void PhysicsEventListener::onTrigger(const rp::OverlapCallback::CallbackData& data) {
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for (size_t i = 0; i < data.getNbOverlappingPairs(); i++) {
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auto pair = data.getOverlappingPair(i);
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auto type = pair.getEventType();
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if (type == rp::OverlapCallback::OverlapPair::EventType::OverlapStay) continue;
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void PhysWorld::removeBody(std::shared_ptr<BasePart> part) {
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// TODO:
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}
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auto part0 = reinterpret_cast<BasePart*>(pair.getBody1()->getUserData())->shared<BasePart>();
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auto part1 = reinterpret_cast<BasePart*>(pair.getBody2()->getUserData())->shared<BasePart>();
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if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapStart) {
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part0->Touched->Fire({ (Variant)InstanceRef(part1) });
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part1->Touched->Fire({ (Variant)InstanceRef(part0) });
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} else if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapExit) {
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part0->TouchEnded->Fire({ (Variant)InstanceRef(part1) });
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part1->TouchEnded->Fire({ (Variant)InstanceRef(part0) });
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JPH::Shape* makeShape(std::shared_ptr<BasePart> basePart) {
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if (std::shared_ptr<Part> part = std::dynamic_pointer_cast<Part>(basePart)) {
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switch (part->shape) {
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case PartType::Block:
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return new JPH::BoxShape(convert<JPH::Vec3>(part->size / 2.f), JPH::cDefaultConvexRadius);
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case PartType::Ball:
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return new JPH::SphereShape(glm::min(part->size.X(), part->size.Y(), part->size.Z()) / 2.f);
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break;
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}
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}
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return nullptr;
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}
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void PhysWorld::syncBodyProperties(std::shared_ptr<BasePart> part) {
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JPH::BodyInterface& interface = worldImpl.GetBodyInterface();
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JPH::EMotionType motionType = part->anchored ? JPH::EMotionType::Static : JPH::EMotionType::Dynamic;
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JPH::EActivation activationMode = part->anchored ? JPH::EActivation::DontActivate : JPH::EActivation::Activate;
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JPH::ObjectLayer objectLayer = part->anchored ? Layers::ANCHORED : Layers::DYNAMIC;
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JPH::Body* body = part->rigidBody.bodyImpl;
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// Generate a new rigidBody
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if (body == nullptr) {
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JPH::Shape* shape = makeShape(part);
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JPH::BodyCreationSettings settings(shape, convert<JPH::Vec3>(part->position()), convert<JPH::Quat>((glm::quat)part->cframe.RotMatrix()), motionType, objectLayer);
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settings.mRestitution = 0.5;
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body = interface.CreateBody(settings);
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body->SetUserData((JPH::uint64)part.get());
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part->rigidBody.bodyImpl = body;
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interface.AddBody(body->GetID(), activationMode);
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interface.SetLinearVelocity(body->GetID(), convert<JPH::Vec3>(part->velocity));
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} else {
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std::shared_ptr<Part> part2 = std::dynamic_pointer_cast<Part>(part);
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bool shouldUpdateShape = (part2 != nullptr && part->rigidBody._lastShape != part2->shape) || part->rigidBody._lastSize == part->size;
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if (shouldUpdateShape) {
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// const JPH::Shape* oldShape = body->GetShape();
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JPH::Shape* newShape = makeShape(part);
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interface.SetShape(body->GetID(), newShape, true, activationMode);
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// Seems like Jolt manages its memory for us, so we don't need the below
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// delete oldShape;
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}
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interface.SetObjectLayer(body->GetID(), objectLayer);
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interface.SetMotionType(body->GetID(), motionType, activationMode);
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interface.SetPositionRotationAndVelocity(body->GetID(), convert<JPH::Vec3>(part->position()), convert<JPH::Quat>((glm::quat)part->cframe.RotMatrix()), convert<JPH::Vec3>(part->velocity), /* Angular velocity is NYI: */ body->GetAngularVelocity());
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}
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}
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void physicsInit() {
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JPH::RegisterDefaultAllocator();
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JPH::Factory::sInstance = new JPH::Factory();
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JPH::RegisterTypes();
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allocator = new JPH::TempAllocatorImpl(10 * 1024 * 1024);
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jobSystem = new JPH::JobSystemThreadPool(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, std::thread::hardware_concurrency() - 1);
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}
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void physicsDeinit() {
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JPH::UnregisterTypes();
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delete JPH::Factory::sInstance;
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JPH::Factory::sInstance = nullptr;
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}
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tu_time_t physTime;
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void PhysWorld::step(float deltaTime) {
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tu_time_t startTime = tu_clock_micros();
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// Depending on the load, it may be necessary to call this with a differing collision step count
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// 5 seems to be a good number supporting the high gravity
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worldImpl.Update(deltaTime, 5, allocator, jobSystem);
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worldImpl->update(std::min(deltaTime / 2, (1/60.f)));
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// TODO: Add list of tracked parts in workspace based on their ancestry using inWorkspace property of Instance
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for (std::shared_ptr<BasePart> part : simulatedBodies) {
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if (!part->rigidBody.rigidBody) continue;
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// Sync properties
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const rp::Transform& transform = part->rigidBody.rigidBody->getTransform();
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part->cframe = convert<CFrame>(transform);
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part->velocity = convert<Vector3>(part->rigidBody.rigidBody->getLinearVelocity());
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// part->rigidBody->enableGravity(true);
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// RotateV/Motor joint
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for (auto& joint : part->secondaryJoints) {
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if (joint.expired() || !joint.lock()->IsA("RotateV")) continue;
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std::shared_ptr<JointInstance> motor = joint.lock()->CastTo<JointInstance>().expect();
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float rate = motor->part0.lock()->GetSurfaceParamB(-motor->c0.LookVector().Unit()) * 30;
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// part->rigidBody->enableGravity(false);
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part->rigidBody.rigidBody->setAngularVelocity(convert<rp::Vector3>(-(motor->part0.lock()->cframe * motor->c0).LookVector() * rate));
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}
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JPH::BodyInterface& interface = worldImpl.GetBodyInterface();
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JPH::BodyIDVector bodyIDs;
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worldImpl.GetBodies(bodyIDs);
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for (JPH::BodyID bodyID : bodyIDs) {
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std::shared_ptr<BasePart> part = ((Instance*)interface.GetUserData(bodyID))->shared<BasePart>();
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part->cframe = CFrame(convert<Vector3>(interface.GetPosition(bodyID)), convert<glm::quat>(interface.GetRotation(bodyID)));
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}
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physTime = tu_clock_micros() - startTime;
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}
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void PhysWorld::addBody(std::shared_ptr<BasePart> part) {
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simulatedBodies.push_back(part);
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}
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void PhysWorld::removeBody(std::shared_ptr<BasePart> part) {
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auto it = std::find(simulatedBodies.begin(), simulatedBodies.end(), part);
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simulatedBodies.erase(it);
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}
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void PhysWorld::syncBodyProperties(std::shared_ptr<BasePart> part) {
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rp::Transform transform = convert<rp::Transform>(part->cframe);
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if (!part->rigidBody.rigidBody) {
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part->rigidBody.rigidBody = worldImpl->createRigidBody(transform);
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} else {
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part->rigidBody.rigidBody->setTransform(transform);
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}
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part->rigidBody.updateCollider(part);
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part->rigidBody.rigidBody->setType(part->anchored ? rp::BodyType::STATIC : rp::BodyType::DYNAMIC);
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part->rigidBody.rigidBody->getCollider(0)->setCollisionCategoryBits(0b11);
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part->rigidBody.rigidBody->getCollider(0)->setIsSimulationCollider(part->canCollide);
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part->rigidBody.rigidBody->getCollider(0)->setIsTrigger(!part->canCollide);
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rp::Material& material = part->rigidBody.rigidBody->getCollider(0)->getMaterial();
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material.setFrictionCoefficient(0.35);
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material.setMassDensity(1.f);
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//https://github.com/DanielChappuis/reactphysics3d/issues/170#issuecomment-691514860
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part->rigidBody.rigidBody->updateMassFromColliders();
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part->rigidBody.rigidBody->updateLocalInertiaTensorFromColliders();
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part->rigidBody.rigidBody->setLinearVelocity(convert<rp::Vector3>(part->velocity));
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// part->rigidBody->setMass(density * part->size.x * part->size.y * part->size.z);
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part->rigidBody.rigidBody->setUserData(&*part);
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}
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// Ray-casting
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RaycastResult::RaycastResult(const rp::RaycastInfo& raycastInfo)
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: worldPoint(convert<Vector3>(raycastInfo.worldPoint))
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, worldNormal(convert<Vector3>(raycastInfo.worldNormal))
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// , hitFraction(raycastInfo.hitFraction)
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, triangleIndex(raycastInfo.triangleIndex)
|
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|
|
, body(dynamic_cast<rp::RigidBody*>(raycastInfo.body))
|
|
|
|
|
// , collider(raycastInfo.collider)
|
|
|
|
|
{
|
|
|
|
|
if (body.rigidBody && body.rigidBody->getUserData() != nullptr)
|
|
|
|
|
hitPart = reinterpret_cast<BasePart*>(body.rigidBody->getUserData())->shared<BasePart>();
|
|
|
|
|
}
|
|
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|
|
|
class NearestRayHit : public rp::RaycastCallback {
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|
|
rp::Vector3 startPos;
|
|
|
|
|
std::optional<RaycastFilter> filter;
|
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|
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|
|
std::optional<RaycastResult> nearestHit;
|
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|
|
|
float nearestHitDistance = -1;
|
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|
|
|
|
|
|
|
// Order is not guaranteed, so we have to figure out the nearest object using a more sophisticated algorith,
|
|
|
|
|
rp::decimal notifyRaycastHit(const rp::RaycastInfo& raycastInfo) override {
|
|
|
|
|
// If the detected object is further away than the nearest object, continue.
|
|
|
|
|
int distance = (raycastInfo.worldPoint - startPos).length();
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|
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|
|
if (nearestHitDistance != -1 && distance >= nearestHitDistance)
|
|
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|
|
return 1;
|
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|
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|
|
|
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|
|
if (!filter) {
|
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|
|
nearestHit = raycastInfo;
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|
|
nearestHitDistance = distance;
|
|
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|
|
return 1;
|
|
|
|
|
}
|
|
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|
|
std::shared_ptr<BasePart> part = (raycastInfo.body && raycastInfo.body->getUserData() != nullptr) ? reinterpret_cast<BasePart*>(raycastInfo.body->getUserData())->shared<BasePart>() : nullptr;
|
|
|
|
|
FilterResult result = filter.value()(part);
|
|
|
|
|
if (result == FilterResult::BLOCK) {
|
|
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|
|
nearestHit = std::nullopt;
|
|
|
|
|
nearestHitDistance = distance;
|
|
|
|
|
return 1;
|
|
|
|
|
} else if (result == FilterResult::TARGET) {
|
|
|
|
|
nearestHit = raycastInfo;
|
|
|
|
|
nearestHitDistance = distance;
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
return 1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
NearestRayHit(rp::Vector3 startPos, std::optional<RaycastFilter> filter = std::nullopt) : startPos(startPos), filter(filter) {}
|
|
|
|
|
std::optional<const RaycastResult> getNearestHit() { return nearestHit; };
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
std::optional<const RaycastResult> PhysWorld::castRay(Vector3 point, Vector3 rotation, float maxLength, std::optional<RaycastFilter> filter, unsigned short categoryMaskBits) {
|
|
|
|
|
// std::scoped_lock lock(globalPhysicsLock);
|
|
|
|
|
rp::Ray ray(convert<rp::Vector3>(point), convert<rp::Vector3>(glm::normalize((glm::vec3)rotation)) * maxLength);
|
|
|
|
|
NearestRayHit rayHit(convert<rp::Vector3>(point), filter);
|
|
|
|
|
worldImpl->raycast(ray, &rayHit, categoryMaskBits);
|
|
|
|
|
return rayHit.getNearestHit();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PhysJoint PhysWorld::createJoint(PhysJointInfo& type, std::shared_ptr<BasePart> part0, std::shared_ptr<BasePart> part1) {
|
|
|
|
|
// error checking
|
|
|
|
|
if (part0->rigidBody.rigidBody == nullptr
|
|
|
|
|
|| part1->rigidBody.rigidBody == nullptr
|
|
|
|
|
if (part0->rigidBody.bodyImpl == nullptr
|
|
|
|
|
|| part1->rigidBody.bodyImpl == nullptr
|
|
|
|
|
|| !part0->workspace()
|
|
|
|
|
|| !part1->workspace()
|
|
|
|
|
|| part0->workspace()->physicsWorld != shared_from_this()
|
|
|
|
|
|| part1->workspace()->physicsWorld != shared_from_this()
|
|
|
|
|
) { Logger::fatalError("Failed to create joint between two parts due to the call being invalid"); panic(); };
|
|
|
|
|
|
|
|
|
|
JPH::TwoBodyConstraint* constraint;
|
|
|
|
|
if (PhysJointGlueInfo* info = dynamic_cast<PhysJointGlueInfo*>(&type)) {
|
|
|
|
|
return worldImpl->createJoint(rp::FixedJointInfo(part0->rigidBody.rigidBody, part1->rigidBody.rigidBody, convert<rp::Vector3>(info->anchorPoint)));
|
|
|
|
|
JPH::FixedConstraintSettings settings;
|
|
|
|
|
settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point
|
|
|
|
|
constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl);
|
|
|
|
|
} else if (PhysJointWeldInfo* info = dynamic_cast<PhysJointWeldInfo*>(&type)) {
|
|
|
|
|
return worldImpl->createJoint(rp::FixedJointInfo(part0->rigidBody.rigidBody, part1->rigidBody.rigidBody, convert<rp::Vector3>(info->anchorPoint)));
|
|
|
|
|
JPH::FixedConstraintSettings settings;
|
|
|
|
|
settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point
|
|
|
|
|
constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl);
|
|
|
|
|
} else if (PhysJointSnapInfo* info = dynamic_cast<PhysJointSnapInfo*>(&type)) {
|
|
|
|
|
return worldImpl->createJoint(rp::FixedJointInfo(part0->rigidBody.rigidBody, part1->rigidBody.rigidBody, convert<rp::Vector3>(info->anchorPoint)));
|
|
|
|
|
} else if (PhysJointHingeInfo* info = dynamic_cast<PhysJointHingeInfo*>(&type)) {
|
|
|
|
|
return worldImpl->createJoint(rp::HingeJointInfo(part0->rigidBody.rigidBody, part1->rigidBody.rigidBody, convert<rp::Vector3>(info->anchorPoint), convert<rp::Vector3>(info->rotationAxis)));
|
|
|
|
|
} else if (PhysJointMotorInfo* info = dynamic_cast<PhysJointMotorInfo*>(&type)) {
|
|
|
|
|
auto implInfo = rp::HingeJointInfo(part0->rigidBody.rigidBody, part1->rigidBody.rigidBody, convert<rp::Vector3>(info->anchorPoint), convert<rp::Vector3>((info->rotationAxis)));
|
|
|
|
|
implInfo.isCollisionEnabled = false;
|
|
|
|
|
return worldImpl->createJoint(implInfo);
|
|
|
|
|
|
|
|
|
|
// part1.lock()->rigidBody->getCollider(0)->setCollideWithMaskBits(0b10);
|
|
|
|
|
// part1.lock()->rigidBody->getCollider(0)->setCollisionCategoryBits(0b10);
|
|
|
|
|
// part0.lock()->rigidBody->getCollider(0)->setCollideWithMaskBits(0b01);
|
|
|
|
|
// part0.lock()->rigidBody->getCollider(0)->setCollisionCategoryBits(0b01);
|
|
|
|
|
JPH::FixedConstraintSettings settings;
|
|
|
|
|
settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point
|
|
|
|
|
constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl);
|
|
|
|
|
} else {
|
|
|
|
|
panic();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
panic(); // Unreachable
|
|
|
|
|
worldImpl.AddConstraint(constraint);
|
|
|
|
|
return { constraint };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PhysWorld::destroyJoint(PhysJoint joint) {
|
|
|
|
|
worldImpl->destroyJoint(joint.joint);
|
|
|
|
|
worldImpl.RemoveConstraint(joint.jointImpl);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PhysRigidBody::updateCollider(std::shared_ptr<BasePart> bPart) {
|
|
|
|
|
if (std::shared_ptr<Part> part = std::dynamic_pointer_cast<Part>(bPart)) {
|
|
|
|
|
rp::CollisionShape* physShape;
|
|
|
|
|
if (part->shape == PartType::Ball) {
|
|
|
|
|
physShape = physicsCommon.createSphereShape(glm::min(part->size.X(), part->size.Y(), part->size.Z()) * 0.5f);
|
|
|
|
|
} else if (part->shape == PartType::Block) {
|
|
|
|
|
physShape = physicsCommon.createBoxShape(convert<rp::Vector3>(part->size * glm::vec3(0.5f)));
|
|
|
|
|
class PhysRayCastBodyFilter : public JPH::BodyFilter {
|
|
|
|
|
bool ShouldCollideLocked(const JPH::Body &inBody) const override {
|
|
|
|
|
std::shared_ptr<BasePart> part = ((Instance*)inBody.GetUserData())->shared<BasePart>();
|
|
|
|
|
|
|
|
|
|
// Ignore specifically "hidden" parts from raycast
|
|
|
|
|
// TODO: Replace this with a better system... Please.
|
|
|
|
|
if (!part->rigidBody.isCollisionsEnabled()) return false;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
std::optional<const RaycastResult> PhysWorld::castRay(Vector3 point, Vector3 rotation, float maxLength, std::optional<RaycastFilter> filter, unsigned short categoryMaskBits) {
|
|
|
|
|
if (filter != std::nullopt) { Logger::fatalError("The filter property of PhysWorld::castRay is not yet implemented"); panic(); };
|
|
|
|
|
|
|
|
|
|
const JPH::BodyLockInterface& lockInterface = worldImpl.GetBodyLockInterfaceNoLock();
|
|
|
|
|
const JPH::BodyInterface& interface = worldImpl.GetBodyInterface();
|
|
|
|
|
const JPH::NarrowPhaseQuery& query = worldImpl.GetNarrowPhaseQuery();
|
|
|
|
|
|
|
|
|
|
// First we cast a ray to find a matching part
|
|
|
|
|
Vector3 end = point + rotation.Unit() * maxLength;
|
|
|
|
|
JPH::RRayCast ray { convert<JPH::Vec3>(point), convert<JPH::Vec3>(end) };
|
|
|
|
|
JPH::RayCastResult result;
|
|
|
|
|
PhysRayCastBodyFilter bodyFilter;
|
|
|
|
|
bool hitFound = query.CastRay(ray, result, {}, {}, bodyFilter);
|
|
|
|
|
|
|
|
|
|
// No matches found, return empty
|
|
|
|
|
if (!hitFound) return std::nullopt;
|
|
|
|
|
|
|
|
|
|
// Next we cast a ray to find the hit surface and its world position and normal
|
|
|
|
|
JPH::BodyID hitBodyId = result.mBodyID;
|
|
|
|
|
std::shared_ptr<BasePart> part = ((Instance*)interface.GetUserData(hitBodyId))->shared<BasePart>();
|
|
|
|
|
const JPH::Shape* shape = interface.GetShape(hitBodyId);
|
|
|
|
|
|
|
|
|
|
// Find the hit position and hence the surface normal of the shape at that specific point
|
|
|
|
|
Vector3 hitPosition = point + rotation.Unit() * (maxLength * result.mFraction);
|
|
|
|
|
JPH::Vec3 surfaceNormal = shape->GetSurfaceNormal(result.mSubShapeID2, convert<JPH::Vec3>(part->cframe.Inverse() * hitPosition));
|
|
|
|
|
Vector3 worldNormal = part->cframe.Rotation() * convert<Vector3>(surfaceNormal);
|
|
|
|
|
|
|
|
|
|
return RaycastResult {
|
|
|
|
|
.worldPoint = hitPosition,
|
|
|
|
|
.worldNormal = worldNormal,
|
|
|
|
|
.body = lockInterface.TryGetBody(hitBodyId),
|
|
|
|
|
.hitPart = part,
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Recreate the rigidbody if the shape changes
|
|
|
|
|
if (rigidBody->getNbColliders() > 0 && (_lastShape != part->shape || _lastSize != part->size)) {
|
|
|
|
|
// TODO: This causes Touched to get called twice. Fix this.
|
|
|
|
|
rigidBody->removeCollider(rigidBody->getCollider(0));
|
|
|
|
|
rigidBody->addCollider(physShape, rp::Transform());
|
|
|
|
|
uint BroadPhaseLayerInterface::GetNumBroadPhaseLayers() const {
|
|
|
|
|
return BPLayers::NUM_LAYERS;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (rigidBody->getNbColliders() == 0)
|
|
|
|
|
rigidBody->addCollider(physShape, rp::Transform());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
_lastShape = part->shape;
|
|
|
|
|
_lastSize = part->size;
|
|
|
|
|
JPH::BroadPhaseLayer BroadPhaseLayerInterface::GetBroadPhaseLayer(JPH::ObjectLayer inLayer) const {
|
|
|
|
|
switch (inLayer) {
|
|
|
|
|
case Layers::DYNAMIC: return BPLayers::DYNAMIC;
|
|
|
|
|
case Layers::ANCHORED: return BPLayers::ANCHORED;
|
|
|
|
|
default: panic();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char * BroadPhaseLayerInterface::GetBroadPhaseLayerName(JPH::BroadPhaseLayer inLayer) const {
|
|
|
|
|
using T = JPH::BroadPhaseLayer::Type;
|
|
|
|
|
switch ((T)inLayer) {
|
|
|
|
|
case (T)BPLayers::DYNAMIC: return "DYNAMIC";
|
|
|
|
|
case (T)BPLayers::ANCHORED: return "ANCHORED";
|
|
|
|
|
default: panic();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool ObjectBroadPhaseFilter::ShouldCollide(JPH::ObjectLayer inLayer1, JPH::BroadPhaseLayer inLayer2) const {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool ObjectLayerPairFilter::ShouldCollide(JPH::ObjectLayer inLayer1, JPH::ObjectLayer inLayer2) const {
|
|
|
|
|
switch (inLayer1) {
|
|
|
|
|
case Layers::DYNAMIC:
|
|
|
|
|
return true;
|
|
|
|
|
case Layers::ANCHORED:
|
|
|
|
|
return inLayer2 == Layers::DYNAMIC;
|
|
|
|
|
default:
|
|
|
|
|
panic();
|
|
|
|
|
}
|
|
|
|
|
}
|