feat(physics): jolt physics implementation

This commit is contained in:
maelstrom 2025-08-27 22:55:35 +02:00
parent dac8d0f4bd
commit 187308be90
8 changed files with 277 additions and 273 deletions

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@ -3,6 +3,7 @@
#include "logger.h"
#include "objects/part/part.h"
#include "panic.h"
#include "physics/world.h"
#include "rendering/renderer.h"
#include "common.h"
#include "version.h"
@ -47,6 +48,7 @@ int main() {
Logger::debugf("Initialized GL context version %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version));
}
physicsInit();
gDataModel->Init();
renderInit(1200, 900);
@ -86,6 +88,7 @@ int main() {
glfwPollEvents();
} while(!glfwWindowShouldClose(window));
physicsDeinit();
glfwTerminate();
return 0;
}

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@ -57,7 +57,6 @@ set(SOURCES
src/rendering/font.h
src/rendering/defaultmeshes.h
src/rendering/texture3d.cpp
src/physics/util.h
src/physics/world.h
src/physics/world.cpp
src/logger.cpp
@ -199,8 +198,8 @@ list(APPEND SOURCES ${CMAKE_CURRENT_BINARY_DIR}/src/version.cpp)
add_library(openblocks STATIC ${SOURCES})
set_target_properties(openblocks PROPERTIES OUTPUT_NAME "openblocks")
target_link_directories(openblocks PUBLIC ${LUAJIT_LIBRARY_DIRS})
target_link_libraries(openblocks reactphysics3d pugixml::pugixml Freetype::Freetype glm::glm libluajit ${LuaJIT_LIBRARIES})
target_include_directories(openblocks PUBLIC "src" "../include" "${CMAKE_SOURCE_DIR}/external/glad" ${ReactPhysics3D_SOURCE_DIR}/include ${LUAJIT_INCLUDE_DIRS} ${stb_SOURCE_DIR})
target_link_libraries(openblocks Jolt pugixml::pugixml Freetype::Freetype glm::glm libluajit ${LuaJIT_LIBRARIES})
target_include_directories(openblocks PUBLIC "src" "../include" "${CMAKE_SOURCE_DIR}/external/glad" ${LUAJIT_INCLUDE_DIRS} ${stb_SOURCE_DIR})
add_dependencies(openblocks autogen_build autogen)
# Windows-specific dependencies

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@ -6,9 +6,7 @@ set (PREV_BIN_PATH ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
unset (CMAKE_RUNTIME_OUTPUT_DIRECTORY)
CPMAddPackage("gh:g-truc/glm#1.0.1")
CPMAddPackage(NAME reactphysics3d GITHUB_REPOSITORY "DanielChappuis/reactphysics3d" VERSION 0.10.2 PATCHES ${CMAKE_SOURCE_DIR}/patches/std_chrono.patch)
# https://github.com/StereoKit/StereoKit/blob/0be056efebcee5e58ad1438f4cf6dfdb942f6cf9/CMakeLists.txt#L205
set_property(TARGET reactphysics3d PROPERTY POSITION_INDEPENDENT_CODE ON)
CPMAddPackage(NAME Jolt GIT_REPOSITORY "https://github.com/jrouwe/JoltPhysics" VERSION 5.3.0 SOURCE_SUBDIR "Build")
CPMAddPackage("gh:zeux/pugixml@1.15")
CPMAddPackage(

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@ -2,12 +2,9 @@
#include "datatypes/cframe.h"
#include "datatypes/vector.h"
#include <glm/ext/vector_float3.hpp>
#include <reactphysics3d/body/Body.h>
#include <reactphysics3d/mathematics/Quaternion.h>
#include <reactphysics3d/mathematics/Vector3.h>
#include <glm/ext.hpp>
#define rp reactphysics3d
#include <Jolt/Jolt.h>
template <typename T, typename F>
T convert(F vec) = delete;
@ -15,47 +12,33 @@ T convert(F vec) = delete;
// Vector3
template <>
inline Vector3 convert<Vector3>(rp::Vector3 vec) {
return Vector3(vec.x, vec.y, vec.z);
inline Vector3 convert<Vector3>(JPH::Vec3 vec) {
return Vector3(vec.GetX(), vec.GetY(), vec.GetZ());
}
template <>
inline rp::Vector3 convert<rp::Vector3>(Vector3 vec) {
return rp::Vector3(vec.X(), vec.Y(), vec.Z());
inline JPH::Vec3 convert<JPH::Vec3>(Vector3 vec) {
return JPH::Vec3(vec.X(), vec.Y(), vec.Z());
}
template <>
inline glm::vec3 convert<glm::vec3>(rp::Vector3 vec) {
return glm::vec3(vec.x, vec.y, vec.z);
inline glm::vec3 convert<glm::vec3>(JPH::Vec3 vec) {
return glm::vec3(vec.GetX(), vec.GetY(), vec.GetZ());
}
template <>
inline rp::Vector3 convert<rp::Vector3>(glm::vec3 vec) {
return rp::Vector3(vec.x, vec.y, vec.z);
inline JPH::Vec3 convert<JPH::Vec3>(glm::vec3 vec) {
return JPH::Vec3(vec.x, vec.y, vec.z);
}
// Quaternion
template <>
inline glm::quat convert<glm::quat>(rp::Quaternion quat) {
return glm::quat(quat.w, quat.x, quat.y, quat.z);
inline glm::quat convert<glm::quat>(JPH::Quat quat) {
return glm::quat(quat.GetW(), quat.GetX(), quat.GetY(), quat.GetZ());
}
template <>
inline rp::Quaternion convert<rp::Quaternion>(glm::quat quat) {
return rp::Quaternion(quat.w, rp::Vector3(quat.x, quat.y, quat.z));
inline JPH::Quat convert<JPH::Quat>(glm::quat quat) {
return JPH::Quat(quat.x, quat.y, quat.z, quat.w);
}
// CFrame
template <>
inline rp::Transform convert<rp::Transform>(CFrame frame) {
return rp::Transform(convert<rp::Vector3>(frame.Position()), convert<rp::Quaternion>((glm::quat)frame.RotMatrix()));
}
template <>
inline CFrame convert<CFrame>(rp::Transform trans) {
return CFrame(convert<Vector3>(trans.getPosition()), convert<glm::quat>(trans.getOrientation()));
}
#undef rp

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@ -1,265 +1,276 @@
#include "world.h"
#include "datatypes/variant.h"
#include "datatypes/vector.h"
#include "objects/joint/jointinstance.h"
#include "enum/part.h"
#include "logger.h"
#include "objects/part/basepart.h"
#include "objects/part/part.h"
#include "physics/convert.h"
#include <reactphysics3d/constraint/FixedJoint.h>
#include <reactphysics3d/constraint/HingeJoint.h>
#include <reactphysics3d/body/RigidBody.h>
#include "timeutil.h"
#include <memory>
#include "objects/service/workspace.h"
#include "physics/convert.h"
#include "timeutil.h"
rp::PhysicsCommon physicsCommon;
#include <Jolt/Jolt.h>
#include <Jolt/Core/JobSystemThreadPool.h>
#include <Jolt/Core/TempAllocator.h>
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Core/Factory.h>
#include <Jolt/Core/Memory.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyInterface.h>
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/EActivation.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/RegisterTypes.h>
#include <Jolt/Physics/Collision/CollisionCollectorImpl.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/Shape/SubShapeID.h>
#include <Jolt/Physics/Body/BodyFilter.h>
#include <Jolt/Physics/Body/BodyLockInterface.h>
#include <Jolt/Physics/Collision/NarrowPhaseQuery.h>
#include <Jolt/Physics/Constraints/FixedConstraint.h>
#include <memory>
PhysWorld::PhysWorld() : physicsEventListener(this) {
worldImpl = physicsCommon.createPhysicsWorld();
static JPH::TempAllocator* allocator;
static JPH::JobSystem* jobSystem;
worldImpl->setGravity(rp::Vector3(0, -196.2, 0));
// world->setContactsPositionCorrectionTechnique(rp::ContactsPositionCorrectionTechnique::BAUMGARTE_CONTACTS);
// physicsWorld->setNbIterationsPositionSolver(2000);
// physicsWorld->setNbIterationsVelocitySolver(2000);
// physicsWorld->setSleepLinearVelocity(10);
// physicsWorld->setSleepAngularVelocity(5);
worldImpl->setEventListener(&physicsEventListener);
namespace Layers
{
static constexpr JPH::ObjectLayer DYNAMIC = 0;
static constexpr JPH::ObjectLayer ANCHORED = 1;
static constexpr JPH::ObjectLayer NUM_LAYERS = 2;
};
namespace BPLayers
{
static constexpr JPH::BroadPhaseLayer ANCHORED(0);
static constexpr JPH::BroadPhaseLayer DYNAMIC(1);
static constexpr uint NUM_LAYERS(2);
};
PhysWorld::PhysWorld() {
worldImpl.Init(4096, 0, 4096, 4096, broadPhaseLayerInterface, objectBroadPhasefilter, objectLayerPairFilter);
worldImpl.SetGravity(JPH::Vec3(0, -196, 0));
JPH::PhysicsSettings settings = worldImpl.GetPhysicsSettings();
// settings.mPointVelocitySleepThreshold = 0.04f; // Fix parts not sleeping
// settings.mNumVelocitySteps *= 20;
// settings.mNumPositionSteps *= 20;
worldImpl.SetPhysicsSettings(settings);
}
PhysWorld::~PhysWorld() {
physicsCommon.destroyPhysicsWorld(worldImpl);
}
PhysicsEventListener::PhysicsEventListener(PhysWorld* world) : world(world) {}
void PhysWorld::addBody(std::shared_ptr<BasePart> part) {
syncBodyProperties(part);
}
void PhysicsEventListener::onContact(const rp::CollisionCallback::CallbackData& data) {
for (size_t i = 0; i < data.getNbContactPairs(); i++) {
auto pair = data.getContactPair(i);
auto type = pair.getEventType();
if (type == rp::CollisionCallback::ContactPair::EventType::ContactStay) continue;
void PhysWorld::removeBody(std::shared_ptr<BasePart> part) {
// TODO:
}
auto part0 = reinterpret_cast<BasePart*>(pair.getBody1()->getUserData())->shared<BasePart>();
auto part1 = reinterpret_cast<BasePart*>(pair.getBody2()->getUserData())->shared<BasePart>();
if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactStart) {
part0->Touched->Fire({ (Variant)InstanceRef(part1) });
part1->Touched->Fire({ (Variant)InstanceRef(part0) });
} else if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactExit) {
part0->TouchEnded->Fire({ (Variant)InstanceRef(part1) });
part1->TouchEnded->Fire({ (Variant)InstanceRef(part0) });
JPH::Shape* makeShape(std::shared_ptr<BasePart> basePart) {
if (std::shared_ptr<Part> part = std::dynamic_pointer_cast<Part>(basePart)) {
switch (part->shape) {
case PartType::Block:
return new JPH::BoxShape(convert<JPH::Vec3>(part->size / 2.f), JPH::cDefaultConvexRadius);
case PartType::Ball:
return new JPH::SphereShape(glm::min(part->size.X(), part->size.Y(), part->size.Z()) / 2.f);
break;
}
}
return nullptr;
}
void PhysWorld::syncBodyProperties(std::shared_ptr<BasePart> part) {
JPH::BodyInterface& interface = worldImpl.GetBodyInterface();
JPH::EMotionType motionType = part->anchored ? JPH::EMotionType::Static : JPH::EMotionType::Dynamic;
JPH::EActivation activationMode = part->anchored ? JPH::EActivation::DontActivate : JPH::EActivation::Activate;
JPH::ObjectLayer objectLayer = part->anchored ? Layers::ANCHORED : Layers::DYNAMIC;
JPH::Body* body = part->rigidBody.bodyImpl;
// Generate a new rigidBody
if (body == nullptr) {
JPH::Shape* shape = makeShape(part);
JPH::BodyCreationSettings settings(shape, convert<JPH::Vec3>(part->position()), convert<JPH::Quat>((glm::quat)part->cframe.RotMatrix()), motionType, objectLayer);
settings.mRestitution = 0.5;
body = interface.CreateBody(settings);
body->SetUserData((JPH::uint64)part.get());
part->rigidBody.bodyImpl = body;
interface.AddBody(body->GetID(), activationMode);
interface.SetLinearVelocity(body->GetID(), convert<JPH::Vec3>(part->velocity));
} else {
std::shared_ptr<Part> part2 = std::dynamic_pointer_cast<Part>(part);
bool shouldUpdateShape = (part2 != nullptr && part->rigidBody._lastShape != part2->shape) || part->rigidBody._lastSize == part->size;
if (shouldUpdateShape) {
// const JPH::Shape* oldShape = body->GetShape();
JPH::Shape* newShape = makeShape(part);
interface.SetShape(body->GetID(), newShape, true, activationMode);
// Seems like Jolt manages its memory for us, so we don't need the below
// delete oldShape;
}
interface.SetObjectLayer(body->GetID(), objectLayer);
interface.SetMotionType(body->GetID(), motionType, activationMode);
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());
}
}
void PhysicsEventListener::onTrigger(const rp::OverlapCallback::CallbackData& data) {
for (size_t i = 0; i < data.getNbOverlappingPairs(); i++) {
auto pair = data.getOverlappingPair(i);
auto type = pair.getEventType();
if (type == rp::OverlapCallback::OverlapPair::EventType::OverlapStay) continue;
void physicsInit() {
JPH::RegisterDefaultAllocator();
JPH::Factory::sInstance = new JPH::Factory();
JPH::RegisterTypes();
auto part0 = reinterpret_cast<BasePart*>(pair.getBody1()->getUserData())->shared<BasePart>();
auto part1 = reinterpret_cast<BasePart*>(pair.getBody2()->getUserData())->shared<BasePart>();
allocator = new JPH::TempAllocatorImpl(10 * 1024 * 1024);
jobSystem = new JPH::JobSystemThreadPool(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, std::thread::hardware_concurrency() - 1);
}
if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapStart) {
part0->Touched->Fire({ (Variant)InstanceRef(part1) });
part1->Touched->Fire({ (Variant)InstanceRef(part0) });
} else if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapExit) {
part0->TouchEnded->Fire({ (Variant)InstanceRef(part1) });
part1->TouchEnded->Fire({ (Variant)InstanceRef(part0) });
}
}
void physicsDeinit() {
JPH::UnregisterTypes();
delete JPH::Factory::sInstance;
JPH::Factory::sInstance = nullptr;
}
tu_time_t physTime;
void PhysWorld::step(float deltaTime) {
tu_time_t startTime = tu_clock_micros();
// Depending on the load, it may be necessary to call this with a differing collision step count
// 5 seems to be a good number supporting the high gravity
worldImpl.Update(deltaTime, 5, allocator, jobSystem);
worldImpl->update(std::min(deltaTime / 2, (1/60.f)));
// TODO: Add list of tracked parts in workspace based on their ancestry using inWorkspace property of Instance
for (std::shared_ptr<BasePart> part : simulatedBodies) {
if (!part->rigidBody.rigidBody) continue;
// Sync properties
const rp::Transform& transform = part->rigidBody.rigidBody->getTransform();
part->cframe = convert<CFrame>(transform);
part->velocity = convert<Vector3>(part->rigidBody.rigidBody->getLinearVelocity());
// part->rigidBody->enableGravity(true);
// RotateV/Motor joint
for (auto& joint : part->secondaryJoints) {
if (joint.expired() || !joint.lock()->IsA("RotateV")) continue;
std::shared_ptr<JointInstance> motor = joint.lock()->CastTo<JointInstance>().expect();
float rate = motor->part0.lock()->GetSurfaceParamB(-motor->c0.LookVector().Unit()) * 30;
// part->rigidBody->enableGravity(false);
part->rigidBody.rigidBody->setAngularVelocity(convert<rp::Vector3>(-(motor->part0.lock()->cframe * motor->c0).LookVector() * rate));
}
JPH::BodyInterface& interface = worldImpl.GetBodyInterface();
JPH::BodyIDVector bodyIDs;
worldImpl.GetBodies(bodyIDs);
for (JPH::BodyID bodyID : bodyIDs) {
std::shared_ptr<BasePart> part = ((Instance*)interface.GetUserData(bodyID))->shared<BasePart>();
part->cframe = CFrame(convert<Vector3>(interface.GetPosition(bodyID)), convert<glm::quat>(interface.GetRotation(bodyID)));
}
physTime = tu_clock_micros() - startTime;
}
void PhysWorld::addBody(std::shared_ptr<BasePart> part) {
simulatedBodies.push_back(part);
}
void PhysWorld::removeBody(std::shared_ptr<BasePart> part) {
auto it = std::find(simulatedBodies.begin(), simulatedBodies.end(), part);
simulatedBodies.erase(it);
}
void PhysWorld::syncBodyProperties(std::shared_ptr<BasePart> part) {
rp::Transform transform = convert<rp::Transform>(part->cframe);
if (!part->rigidBody.rigidBody) {
part->rigidBody.rigidBody = worldImpl->createRigidBody(transform);
} else {
part->rigidBody.rigidBody->setTransform(transform);
}
part->rigidBody.updateCollider(part);
part->rigidBody.rigidBody->setType(part->anchored ? rp::BodyType::STATIC : rp::BodyType::DYNAMIC);
part->rigidBody.rigidBody->getCollider(0)->setCollisionCategoryBits(0b11);
part->rigidBody.rigidBody->getCollider(0)->setIsSimulationCollider(part->canCollide);
part->rigidBody.rigidBody->getCollider(0)->setIsTrigger(!part->canCollide);
rp::Material& material = part->rigidBody.rigidBody->getCollider(0)->getMaterial();
material.setFrictionCoefficient(0.35);
material.setMassDensity(1.f);
//https://github.com/DanielChappuis/reactphysics3d/issues/170#issuecomment-691514860
part->rigidBody.rigidBody->updateMassFromColliders();
part->rigidBody.rigidBody->updateLocalInertiaTensorFromColliders();
part->rigidBody.rigidBody->setLinearVelocity(convert<rp::Vector3>(part->velocity));
// part->rigidBody->setMass(density * part->size.x * part->size.y * part->size.z);
part->rigidBody.rigidBody->setUserData(&*part);
}
// Ray-casting
RaycastResult::RaycastResult(const rp::RaycastInfo& raycastInfo)
: worldPoint(convert<Vector3>(raycastInfo.worldPoint))
, worldNormal(convert<Vector3>(raycastInfo.worldNormal))
// , hitFraction(raycastInfo.hitFraction)
, triangleIndex(raycastInfo.triangleIndex)
, 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>();
}
class NearestRayHit : public rp::RaycastCallback {
rp::Vector3 startPos;
std::optional<RaycastFilter> filter;
std::optional<RaycastResult> nearestHit;
float nearestHitDistance = -1;
// 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();
if (nearestHitDistance != -1 && distance >= nearestHitDistance)
return 1;
if (!filter) {
nearestHit = raycastInfo;
nearestHitDistance = distance;
return 1;
}
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) {
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;
}
};
// 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());
}
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(); };
if (rigidBody->getNbColliders() == 0)
rigidBody->addCollider(physShape, rp::Transform());
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);
_lastShape = part->shape;
_lastSize = part->size;
// 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,
};
}
uint BroadPhaseLayerInterface::GetNumBroadPhaseLayers() const {
return BPLayers::NUM_LAYERS;
}
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();
}
}

View file

@ -2,26 +2,18 @@
#include "datatypes/vector.h"
#include "enum/part.h"
#include "reactphysics3d/body/RigidBody.h"
#include "utils.h"
#include <functional>
#include <list>
#include <memory>
#include <reactphysics3d/reactphysics3d.h>
namespace rp = reactphysics3d;
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Body/Body.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Constraints/TwoBodyConstraint.h>
class BasePart;
class PhysWorld;
class PhysicsEventListener : public rp::EventListener {
friend PhysWorld;
PhysWorld* world;
PhysicsEventListener(PhysWorld*);
void onContact(const rp::CollisionCallback::CallbackData&) override;
void onTrigger(const rp::OverlapCallback::CallbackData&) override;
};
struct PhysJointInfo { virtual ~PhysJointInfo() = default; protected: PhysJointInfo() = default; };
struct PhysJointGlueInfo : PhysJointInfo { Vector3 anchorPoint; inline PhysJointGlueInfo(Vector3 anchorPoint) : anchorPoint(anchorPoint) {} };
@ -31,28 +23,27 @@ struct PhysJointHingeInfo : PhysJointInfo { Vector3 anchorPoint; Vector3 rotatio
struct PhysJointMotorInfo : PhysJointInfo { Vector3 anchorPoint; Vector3 rotationAxis; inline PhysJointMotorInfo(Vector3 anchorPoint, Vector3 rotationAxis) : anchorPoint(anchorPoint), rotationAxis(rotationAxis) {} };
class PhysWorld;
class PhysJoint {
rp::Joint* joint;
inline PhysJoint(rp::Joint* joint) : joint(joint) {}
friend PhysWorld;
struct PhysJoint {
public:
inline PhysJoint() {}
JPH::TwoBodyConstraint* jointImpl;
};
struct RaycastResult;
class PhysRigidBody {
rp::RigidBody* rigidBody = nullptr;
inline PhysRigidBody(rp::RigidBody* rigidBody) : rigidBody(rigidBody) {}
JPH::Body* bodyImpl = nullptr;
inline PhysRigidBody(JPH::Body* rigidBody) : bodyImpl(rigidBody) {}
Vector3 _lastSize;
PartType _lastShape;
bool collisionsEnabled = true;
friend PhysWorld;
friend RaycastResult;
public:
inline PhysRigidBody() {}
inline void setActive(bool active) { if (!rigidBody) return; rigidBody->setIsActive(active); }
inline void setCollisionsEnabled(bool enabled) { if (!rigidBody) return; rigidBody->getCollider(0)->setIsWorldQueryCollider(enabled); }
inline void setActive(bool active) { if (!bodyImpl) return; }
inline void setCollisionsEnabled(bool enabled) { collisionsEnabled = enabled; }
inline bool isCollisionsEnabled() { return collisionsEnabled; }
void updateCollider(std::shared_ptr<BasePart>);
};
@ -65,11 +56,8 @@ public:
struct RaycastResult {
Vector3 worldPoint;
Vector3 worldNormal;
int triangleIndex;
PhysRigidBody body;
nullable std::shared_ptr<BasePart> hitPart;
RaycastResult(const rp::RaycastInfo& raycastInfo);
};
enum FilterResult {
@ -81,9 +69,25 @@ enum FilterResult {
class BasePart;
typedef std::function<FilterResult(std::shared_ptr<BasePart>)> RaycastFilter;
class BroadPhaseLayerInterface : public JPH::BroadPhaseLayerInterface {
uint GetNumBroadPhaseLayers() const override;
JPH::BroadPhaseLayer GetBroadPhaseLayer(JPH::ObjectLayer inLayer) const override;
const char * GetBroadPhaseLayerName(JPH::BroadPhaseLayer inLayer) const override;
};
class ObjectBroadPhaseFilter : public JPH::ObjectVsBroadPhaseLayerFilter {
bool ShouldCollide(JPH::ObjectLayer inLayer1, JPH::BroadPhaseLayer inLayer2) const override;
};
class ObjectLayerPairFilter : public JPH::ObjectLayerPairFilter {
bool ShouldCollide(JPH::ObjectLayer inLayer1, JPH::ObjectLayer inLayer2) const override;
};
class PhysWorld : public std::enable_shared_from_this<PhysWorld> {
rp::PhysicsWorld* worldImpl;
PhysicsEventListener physicsEventListener;
BroadPhaseLayerInterface broadPhaseLayerInterface;
ObjectBroadPhaseFilter objectBroadPhasefilter;
ObjectLayerPairFilter objectLayerPairFilter;
JPH::PhysicsSystem worldImpl;
std::list<std::shared_ptr<BasePart>> simulatedBodies;
public:
@ -102,3 +106,6 @@ public:
void syncBodyProperties(std::shared_ptr<BasePart>);
std::optional<const RaycastResult> castRay(Vector3 point, Vector3 rotation, float maxLength, std::optional<RaycastFilter> filter, unsigned short categoryMaskBits);
};
void physicsInit();
void physicsDeinit();

View file

@ -1,6 +1,7 @@
#include "mainwindow.h"
#include "logger.h"
#include "physics/world.h"
#include <QApplication>
#include <QLocale>
#include <QTranslator>
@ -18,7 +19,7 @@ ma_engine miniaudio;
int main(int argc, char *argv[])
{
Logger::init();
physicsInit();
// Has to happen before Qt application initializes or we get an error in WASAPI initialization
ma_result res = ma_engine_init(NULL, &miniaudio);
if (res != MA_SUCCESS) {
@ -41,6 +42,7 @@ int main(int argc, char *argv[])
int result = a.exec();
ma_engine_uninit(&miniaudio);
physicsDeinit();
Logger::finish();
return result;
}

View file

@ -31,6 +31,7 @@
#include <miniaudio.h>
#include <qtoolbutton.h>
#include <vector>
#include <fstream>
bool worldSpaceTransforms = false;