refactor(physics): refactored joint code

This commit is contained in:
maelstrom 2025-08-19 19:58:59 +02:00
parent 7352b53a94
commit 4c0f24066c
19 changed files with 123 additions and 153 deletions

View file

@ -24,8 +24,8 @@ std::array<HandleFace, 6> HandleFace::Faces { HandleFace::XPos, HandleFace::XNeg
static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1)); static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1));
// Shitty solution // Shitty solution
static rp3d::PhysicsCommon common; static rp::PhysicsCommon common;
static rp3d::PhysicsWorld* world = common.createPhysicsWorld(); static rp::PhysicsWorld* world = common.createPhysicsWorld();
std::shared_ptr<BasePart> getHandleAdornee() { std::shared_ptr<BasePart> getHandleAdornee() {
std::shared_ptr<Selection> selection = gDataModel->GetService<Selection>(); std::shared_ptr<Selection> selection = gDataModel->GetService<Selection>();
@ -52,15 +52,15 @@ CFrame partCFrameFromHandlePos(HandleFace face, Vector3 newPos) {
return adornee->cframe.Rotation() + newPartPos; return adornee->cframe.Rotation() + newPartPos;
} }
std::optional<HandleFace> raycastHandle(rp3d::Ray ray) { std::optional<HandleFace> raycastHandle(rp::Ray ray) {
for (HandleFace face : HandleFace::Faces) { for (HandleFace face : HandleFace::Faces) {
CFrame cframe = getHandleCFrame(face); CFrame cframe = getHandleCFrame(face);
// Implement manual detection via boxes instead of... this shit // Implement manual detection via boxes instead of... this shit
// This code also hardly works, and is not good at all... Hooo nope. // This code also hardly works, and is not good at all... Hooo nope.
rp3d::RigidBody* body = world->createRigidBody(CFrame::IDENTITY + cframe.Position()); rp::RigidBody* body = world->createRigidBody(CFrame::IDENTITY + cframe.Position());
body->addCollider(common.createBoxShape((cframe.Rotation() * Vector3(handleSize(face) / 2.f)).Abs()), rp3d::Transform::identity()); body->addCollider(common.createBoxShape((cframe.Rotation() * Vector3(handleSize(face) / 2.f)).Abs()), rp::Transform::identity());
rp3d::RaycastInfo info; rp::RaycastInfo info;
if (body->raycast(ray, info)) { if (body->raycast(ray, info)) {
world->destroyRigidBody(body); world->destroyRigidBody(body);
return face; return face;

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@ -40,7 +40,7 @@ std::shared_ptr<BasePart> getHandleAdornee();
CFrame getHandleCFrame(HandleFace face); CFrame getHandleCFrame(HandleFace face);
CFrame partCFrameFromHandlePos(HandleFace face, Vector3 newPos); CFrame partCFrameFromHandlePos(HandleFace face, Vector3 newPos);
Vector3 handleSize(HandleFace face); Vector3 handleSize(HandleFace face);
std::optional<HandleFace> raycastHandle(rp3d::Ray ray); std::optional<HandleFace> raycastHandle(rp::Ray ray);
// Gets the cframe of the handle local to the center of the selected objects // Gets the cframe of the handle local to the center of the selected objects
CFrame getLocalHandleCFrame(HandleFace face); CFrame getLocalHandleCFrame(HandleFace face);

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@ -18,40 +18,40 @@ JointInstance::~JointInstance() {
} }
void JointInstance::OnAncestryChanged(nullable std::shared_ptr<Instance>, nullable std::shared_ptr<Instance>) { void JointInstance::OnAncestryChanged(nullable std::shared_ptr<Instance>, nullable std::shared_ptr<Instance>) {
// Destroy and rebuild the joint, it's the simplest solution that actually works Update();
breakJoint();
buildJoint();
} }
void JointInstance::onUpdated(std::string property) { void JointInstance::Update() {
// Add ourselves to the attached parts, or remove, if applicable // To keep it simple compared to our previous algorithm, this one is pretty barebones:
// 1. Every time we update, (whether our parent changed, or a property), destroy the current joints
// 2. If the new configuration is valid, rebuild our joints
// Parts differ, delete if (!jointWorkspace.expired()) {
if (part0 != oldPart0 && !oldPart0.expired()) { jointWorkspace.lock()->DestroyJoint(joint);
if (!oldPart0.expired())
oldPart0.lock()->untrackJoint(shared<JointInstance>()); oldPart0.lock()->untrackJoint(shared<JointInstance>());
} if (!oldPart1.expired())
if (part1 != oldPart1 && !oldPart1.expired()) {
oldPart1.lock()->untrackJoint(shared<JointInstance>()); oldPart1.lock()->untrackJoint(shared<JointInstance>());
} }
// Parts differ, add
if (part0 != oldPart0 && !part0.expired()) {
part0.lock()->trackJoint(shared<JointInstance>());
}
if (part1 != oldPart1 && !part1.expired()) {
part1.lock()->trackJoint(shared<JointInstance>());
}
// Destroy and rebuild the joint, if applicable
breakJoint();
buildJoint();
oldPart0 = part0; oldPart0 = part0;
oldPart1 = part1; oldPart1 = part1;
// Don't build the joint if we're not part of either a workspace or JointsService
if ((!GetParent() || GetParent()->GetClass() != &JointsService::TYPE) && !workspace()) return;
// If either part is invalid or they are part of separate worlds, fail
if (part0.expired()
|| part1.expired()
|| !workspaceOfPart(part0.lock())
|| !workspaceOfPart(part1.lock())
|| workspaceOfPart(part0.lock()) != workspaceOfPart(part1.lock())
) return;
// TODO: Add joint continuity check here
// Finally, build the joint
buildJoint();
} }
nullable std::shared_ptr<Workspace> JointInstance::workspaceOfPart(std::shared_ptr<BasePart> part) { nullable std::shared_ptr<Workspace> JointInstance::workspaceOfPart(std::shared_ptr<BasePart> part) {

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@ -5,6 +5,7 @@
#include <memory> #include <memory>
#include <optional> #include <optional>
#include "datatypes/cframe.h" #include "datatypes/cframe.h"
#include "physics/world.h"
//this is necessary ebcause we use std::weak_ptr<Part> without including it in this file //this is necessary ebcause we use std::weak_ptr<Part> without including it in this file
#ifdef __AUTOGEN_EXTRA_INCLUDES__ #ifdef __AUTOGEN_EXTRA_INCLUDES__
@ -22,14 +23,16 @@ class DEF_INST_ABSTRACT JointInstance : public Instance {
protected: protected:
// The workspace the joint was created in, if it exists // The workspace the joint was created in, if it exists
std::weak_ptr<Workspace> jointWorkspace; std::weak_ptr<Workspace> jointWorkspace;
PhysJoint joint;
void OnAncestryChanged(nullable std::shared_ptr<Instance>, nullable std::shared_ptr<Instance>) override; void OnAncestryChanged(nullable std::shared_ptr<Instance>, nullable std::shared_ptr<Instance>) override;
nullable std::shared_ptr<Workspace> workspaceOfPart(std::shared_ptr<BasePart>); nullable std::shared_ptr<Workspace> workspaceOfPart(std::shared_ptr<BasePart>);
void onUpdated(std::string property); inline void onUpdated(std::string property) { Update(); };
virtual void buildJoint() = 0; virtual void buildJoint() = 0;
virtual void breakJoint() = 0;
public: public:
void Update();
DEF_PROP_(on_update=onUpdated) std::weak_ptr<BasePart> part0; DEF_PROP_(on_update=onUpdated) std::weak_ptr<BasePart> part0;
DEF_PROP_(on_update=onUpdated) std::weak_ptr<BasePart> part1; DEF_PROP_(on_update=onUpdated) std::weak_ptr<BasePart> part1;

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@ -13,35 +13,16 @@ Rotate::~Rotate() {
static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1)); static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1));
void Rotate::buildJoint() { void Rotate::buildJoint() {
// Only if both parts are set, are not the same part, are part of a workspace, and are part of the same workspace, we build the joint
if (part0.expired() || part1.expired() || part0.lock() == part1.lock() || !workspaceOfPart(part0.lock()) || workspaceOfPart(part0.lock()) != workspaceOfPart(part1.lock())) return;
// Don't build the joint if we're not part of either a workspace or JointsService
if ((!GetParent() || GetParent()->GetClass() != &JointsService::TYPE) && workspace() != nullptr) return;
std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock()); std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock());
// Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it // Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it
// used to be rather than specifying an anchor rotation, so whatever. // used to be rather than specifying an anchor rotation, so whatever.
CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse()); CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse());
part1.lock()->cframe = newFrame; part1.lock()->cframe = newFrame;
workspace->SyncPartPhysics(part1.lock()); part1.lock()->UpdateProperty("CFrame");
// Do NOT use Abs() in this scenario. For some reason that breaks it // Do NOT use Abs() in this scenario. For some reason that breaks it
rp::HingeJointInfo jointInfo(part0.lock()->rigidBody, part1.lock()->rigidBody, (part0.lock()->cframe * c0).Position(), -(part0.lock()->cframe * c0).LookVector().Unit()); PhysJointHingeInfo jointInfo((part0.lock()->cframe * c0).Position(), -(part0.lock()->cframe * c0).LookVector().Unit());
this->joint = dynamic_cast<rp::HingeJoint*>(workspace->CreateJoint(jointInfo)); this->joint = workspace->CreateJoint(jointInfo, part0.lock(), part1.lock());
jointWorkspace = workspace; jointWorkspace = workspace;
// 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);
}
// !!! REMINDER: This has to be called manually when parts are destroyed/removed from the workspace, or joints will linger
void Rotate::breakJoint() {
// If the joint doesn't exist, or its workspace expired (not our problem anymore), then no need to do anything
if (!this->joint || jointWorkspace.expired()) return;
jointWorkspace.lock()->DestroyJoint(this->joint);
this->joint = nullptr;
} }

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@ -10,10 +10,7 @@ namespace reactphysics3d { class HingeJoint; }
class DEF_INST Rotate : public JointInstance { class DEF_INST Rotate : public JointInstance {
AUTOGEN_PREAMBLE AUTOGEN_PREAMBLE
reactphysics3d::HingeJoint* joint = nullptr;
virtual void buildJoint() override; virtual void buildJoint() override;
virtual void breakJoint() override;
public: public:
Rotate(); Rotate();
~Rotate(); ~Rotate();

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@ -15,39 +15,16 @@ RotateV::~RotateV() {
static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1)); static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1));
void RotateV::buildJoint() { void RotateV::buildJoint() {
// Only if both parts are set, are not the same part, are part of a workspace, and are part of the same workspace, we build the joint
if (part0.expired() || part1.expired() || part0.lock() == part1.lock() || !workspaceOfPart(part0.lock()) || workspaceOfPart(part0.lock()) != workspaceOfPart(part1.lock())) return;
// Don't build the joint if we're not part of either a workspace or JointsService
if ((!GetParent() || GetParent()->GetClass() != &JointsService::TYPE) && workspace() != nullptr) return;
std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock()); std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock());
// Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it // Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it
// used to be rather than specifying an anchor rotation, so whatever. // used to be rather than specifying an anchor rotation, so whatever.
CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse()); CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse());
part1.lock()->cframe = newFrame; part1.lock()->cframe = newFrame;
workspace->SyncPartPhysics(part1.lock()); part1.lock()->UpdateProperty("CFrame");
// Do NOT use Abs() in this scenario. For some reason that breaks it // Do NOT use Abs() in this scenario. For some reason that breaks it
rp::HingeJointInfo jointInfo(part0.lock()->rigidBody, part1.lock()->rigidBody, (part0.lock()->cframe * c0).Position(), -(part0.lock()->cframe * c0).LookVector().Unit()); PhysJointMotorInfo jointInfo((part0.lock()->cframe * c0).Position(), -(part0.lock()->cframe * c0).LookVector().Unit());
jointInfo.isCollisionEnabled = false; this->joint = workspace->CreateJoint(jointInfo, part0.lock(), part1.lock());
this->joint = dynamic_cast<rp::HingeJoint*>(workspace->CreateJoint(jointInfo));
jointWorkspace = workspace; jointWorkspace = workspace;
// 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);
}
void RotateV::breakJoint() {
// If the joint doesn't exist, or its workspace expired (not our problem anymore), then no need to do anything
if (!this->joint || jointWorkspace.expired()) return;
jointWorkspace.lock()->DestroyJoint(this->joint);
this->joint = nullptr;
} }

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@ -9,10 +9,7 @@ namespace reactphysics3d { class HingeJoint; }
class DEF_INST RotateV : public JointInstance { class DEF_INST RotateV : public JointInstance {
AUTOGEN_PREAMBLE AUTOGEN_PREAMBLE
reactphysics3d::HingeJoint* joint = nullptr;
virtual void buildJoint() override; virtual void buildJoint() override;
virtual void breakJoint() override;
public: public:
RotateV(); RotateV();
~RotateV(); ~RotateV();

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@ -6,6 +6,7 @@
#include "objects/service/jointsservice.h" #include "objects/service/jointsservice.h"
#include "objects/part/part.h" #include "objects/part/part.h"
#include "objects/service/workspace.h" #include "objects/service/workspace.h"
#include "physics/world.h"
#include <memory> #include <memory>
#include <reactphysics3d/constraint/FixedJoint.h> #include <reactphysics3d/constraint/FixedJoint.h>
#include <reactphysics3d/engine/PhysicsWorld.h> #include <reactphysics3d/engine/PhysicsWorld.h>
@ -17,30 +18,15 @@ Snap::~Snap() {
} }
void Snap::buildJoint() { void Snap::buildJoint() {
// Only if both parts are set, are not the same part, are part of a workspace, and are part of the same workspace, we build the joint
if (part0.expired() || part1.expired() || part0.lock() == part1.lock() || !workspaceOfPart(part0.lock()) || workspaceOfPart(part0.lock()) != workspaceOfPart(part1.lock())) return;
// Don't build the joint if we're not part of either a workspace or JointsService
if ((!GetParent() || GetParent()->GetClass() != &JointsService::TYPE) && !workspace()) return;
std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock()); std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock());
// Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it // Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it
// used to be rather than specifying an anchor rotation, so whatever. // used to be rather than specifying an anchor rotation, so whatever.
CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse()); CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse());
part1.lock()->cframe = newFrame; part1.lock()->cframe = newFrame;
workspace->SyncPartPhysics(part1.lock()); part1.lock()->UpdateProperty("CFrame");
rp::FixedJointInfo jointInfo(part0.lock()->rigidBody, part1.lock()->rigidBody, (c0.Inverse() * c1).Position()); PhysJointSnapInfo jointInfo((c0.Inverse() * c1).Position());
this->joint = dynamic_cast<rp::FixedJoint*>(workspace->CreateJoint(jointInfo)); this->joint = workspace->CreateJoint(jointInfo, part0.lock(), part1.lock());
jointWorkspace = workspace; jointWorkspace = workspace;
} }
// !!! REMINDER: This has to be called manually when parts are destroyed/removed from the workspace, or joints will linger
void Snap::breakJoint() {
// If the joint doesn't exist, or its workspace expired (not our problem anymore), then no need to do anything
if (!this->joint || jointWorkspace.expired()) return;
jointWorkspace.lock()->DestroyJoint(this->joint);
this->joint = nullptr;
}

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@ -10,10 +10,7 @@ namespace reactphysics3d { class FixedJoint; }
class DEF_INST Snap : public JointInstance { class DEF_INST Snap : public JointInstance {
AUTOGEN_PREAMBLE AUTOGEN_PREAMBLE
reactphysics3d::FixedJoint* joint = nullptr;
virtual void buildJoint() override; virtual void buildJoint() override;
virtual void breakJoint() override;
public: public:
Snap(); Snap();
~Snap(); ~Snap();

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@ -6,6 +6,7 @@
#include "objects/service/jointsservice.h" #include "objects/service/jointsservice.h"
#include "objects/part/part.h" #include "objects/part/part.h"
#include "objects/service/workspace.h" #include "objects/service/workspace.h"
#include "physics/world.h"
#include <memory> #include <memory>
#include <reactphysics3d/constraint/FixedJoint.h> #include <reactphysics3d/constraint/FixedJoint.h>
#include <reactphysics3d/engine/PhysicsWorld.h> #include <reactphysics3d/engine/PhysicsWorld.h>
@ -17,30 +18,15 @@ Weld::~Weld() {
} }
void Weld::buildJoint() { void Weld::buildJoint() {
// Only if both parts are set, are not the same part, are part of a workspace, and are part of the same workspace, we build the joint
if (part0.expired() || part1.expired() || part0.lock() == part1.lock() || !workspaceOfPart(part0.lock()) || workspaceOfPart(part0.lock()) != workspaceOfPart(part1.lock())) return;
// Don't build the joint if we're not part of either a workspace or JointsService
if ((!GetParent() || GetParent()->GetClass() != &JointsService::TYPE) && workspace() != nullptr) return;
std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock()); std::shared_ptr<Workspace> workspace = workspaceOfPart(part0.lock());
// Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it // Update Part1's rotation and cframe prior to creating the joint as reactphysics3d locks rotation based on how it
// used to be rather than specifying an anchor rotation, so whatever. // used to be rather than specifying an anchor rotation, so whatever.
CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse()); CFrame newFrame = part0.lock()->cframe * (c0 * c1.Inverse());
part1.lock()->cframe = newFrame; part1.lock()->cframe = newFrame;
workspace->SyncPartPhysics(part1.lock()); part1.lock()->UpdateProperty("CFrame");
rp::FixedJointInfo jointInfo(part0.lock()->rigidBody, part1.lock()->rigidBody, (c0.Inverse() * c1).Position()); PhysJointWeldInfo jointInfo((c0.Inverse() * c1).Position());
this->joint = dynamic_cast<rp::FixedJoint*>(workspace->CreateJoint(jointInfo)); this->joint = workspace->CreateJoint(jointInfo, part0.lock(), part1.lock());
jointWorkspace = workspace; jointWorkspace = workspace;
} }
// !!! REMINDER: This has to be called manually when parts are destroyed/removed from the workspace, or joints will linger
void Weld::breakJoint() {
// If the joint doesn't exist, or its workspace expired (not our problem anymore), then no need to do anything
if (!this->joint || jointWorkspace.expired()) return;
jointWorkspace.lock()->DestroyJoint(this->joint);
this->joint = nullptr;
}

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@ -10,10 +10,7 @@ namespace reactphysics3d { class FixedJoint; }
class DEF_INST Weld : public JointInstance { class DEF_INST Weld : public JointInstance {
AUTOGEN_PREAMBLE AUTOGEN_PREAMBLE
reactphysics3d::FixedJoint* joint = nullptr;
virtual void buildJoint() override; virtual void buildJoint() override;
virtual void breakJoint() override;
public: public:
Weld(); Weld();
~Weld(); ~Weld();

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@ -51,6 +51,7 @@ void BasePart::OnWorkspaceAdded(nullable std::shared_ptr<Workspace> oldWorkspace
} }
void BasePart::OnWorkspaceRemoved(std::shared_ptr<Workspace> oldWorkspace) { void BasePart::OnWorkspaceRemoved(std::shared_ptr<Workspace> oldWorkspace) {
BreakJoints();
oldWorkspace->RemoveBody(shared<BasePart>()); oldWorkspace->RemoveBody(shared<BasePart>());
} }
@ -282,8 +283,6 @@ void BasePart::MakeJoints() {
joint->c1 = contact1; joint->c1 = contact1;
dataModel()->GetService<JointsService>()->AddChild(joint); dataModel()->GetService<JointsService>()->AddChild(joint);
joint->UpdateProperty("Part0"); joint->UpdateProperty("Part0");
Logger::debugf("Made joint between %s and %s!\n", name.c_str(), otherPart->name.c_str());
} }
} }
} }

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@ -87,6 +87,6 @@ void WedgePart::createWedgeShape(rp::PhysicsCommon* common) {
rp::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE); rp::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
// Create the convex mesh // Create the convex mesh
std::vector<rp3d::Message> messages; std::vector<rp::Message> messages;
// wedgePhysMesh = common->createConvexMesh(polygonVertexArray, messages); // wedgePhysMesh = common->createConvexMesh(polygonVertexArray, messages);
} }

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@ -68,14 +68,3 @@ void Workspace::PhysicsStep(float deltaTime) {
} }
} }
} }
void Workspace::DestroyJoint(rp::Joint* joint) {
// physicsWorld->destroyJoint(joint);
}
rp::Joint* Workspace::CreateJoint(const rp::JointInfo& jointInfo) {
// rp::Joint* joint = physicsWorld->createJoint(jointInfo);
// return joint;
return nullptr;
}

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@ -32,6 +32,7 @@ class DEF_INST_SERVICE_(explorer_icon="workspace") Workspace : public Service {
std::mutex contactQueueLock; std::mutex contactQueueLock;
std::shared_ptr<PhysWorld> physicsWorld; std::shared_ptr<PhysWorld> physicsWorld;
friend PhysWorld;
protected: protected:
void InitService() override; void InitService() override;
void OnRun() override; void OnRun() override;
@ -52,8 +53,8 @@ public:
inline void RemoveBody(std::shared_ptr<BasePart> part) { physicsWorld->removeBody(part); } inline void RemoveBody(std::shared_ptr<BasePart> part) { physicsWorld->removeBody(part); }
void SyncPartPhysics(std::shared_ptr<BasePart> part); void SyncPartPhysics(std::shared_ptr<BasePart> part);
rp::Joint* CreateJoint(const rp::JointInfo& jointInfo); inline PhysJoint CreateJoint(PhysJointInfo& info, std::shared_ptr<BasePart> part0, std::shared_ptr<BasePart> part1) { return physicsWorld->createJoint(info, part0, part1); }
void DestroyJoint(rp::Joint* joint); inline void DestroyJoint(PhysJoint joint) { physicsWorld->destroyJoint(joint); }
void PhysicsStep(float deltaTime); void PhysicsStep(float deltaTime);
inline std::optional<const RaycastResult> CastRayNearest(glm::vec3 point, glm::vec3 rotation, float maxLength, std::optional<RaycastFilter> filter = std::nullopt, unsigned short categoryMaskBits = 0xFFFF) { return physicsWorld->castRay(point, rotation, maxLength, filter, categoryMaskBits); } inline std::optional<const RaycastResult> CastRayNearest(glm::vec3 point, glm::vec3 rotation, float maxLength, std::optional<RaycastFilter> filter = std::nullopt, unsigned short categoryMaskBits = 0xFFFF) { return physicsWorld->castRay(point, rotation, maxLength, filter, categoryMaskBits); }

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@ -4,15 +4,19 @@
#include "objects/joint/jointinstance.h" #include "objects/joint/jointinstance.h"
#include "objects/part/basepart.h" #include "objects/part/basepart.h"
#include "physics/util.h" #include "physics/util.h"
#include <reactphysics3d/constraint/FixedJoint.h>
#include "reactphysics3d/constraint/HingeJoint.h"
#include "timeutil.h" #include "timeutil.h"
#include <memory>
#include "objects/service/workspace.h"
rp3d::PhysicsCommon physicsCommon; rp::PhysicsCommon physicsCommon;
PhysWorld::PhysWorld() : physicsEventListener(this) { PhysWorld::PhysWorld() : physicsEventListener(this) {
worldImpl = physicsCommon.createPhysicsWorld(); worldImpl = physicsCommon.createPhysicsWorld();
worldImpl->setGravity(rp::Vector3(0, -196.2, 0)); worldImpl->setGravity(rp::Vector3(0, -196.2, 0));
// world->setContactsPositionCorrectionTechnique(rp3d::ContactsPositionCorrectionTechnique::BAUMGARTE_CONTACTS); // world->setContactsPositionCorrectionTechnique(rp::ContactsPositionCorrectionTechnique::BAUMGARTE_CONTACTS);
// physicsWorld->setNbIterationsPositionSolver(2000); // physicsWorld->setNbIterationsPositionSolver(2000);
// physicsWorld->setNbIterationsVelocitySolver(2000); // physicsWorld->setNbIterationsVelocitySolver(2000);
// physicsWorld->setSleepLinearVelocity(10); // physicsWorld->setSleepLinearVelocity(10);
@ -192,3 +196,39 @@ std::optional<const RaycastResult> PhysWorld::castRay(Vector3 point, Vector3 rot
worldImpl->raycast(ray, &rayHit, categoryMaskBits); worldImpl->raycast(ray, &rayHit, categoryMaskBits);
return rayHit.getNearestHit(); return rayHit.getNearestHit();
} }
PhysJoint PhysWorld::createJoint(PhysJointInfo& type, std::shared_ptr<BasePart> part0, std::shared_ptr<BasePart> part1) {
// error checking
if (part0->rigidBody == nullptr
|| part1->rigidBody == 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(); };
if (PhysJointGlueInfo* info = dynamic_cast<PhysJointGlueInfo*>(&type)) {
return worldImpl->createJoint(rp::FixedJointInfo(part0->rigidBody, part1->rigidBody, info->anchorPoint));
} else if (PhysJointWeldInfo* info = dynamic_cast<PhysJointWeldInfo*>(&type)) {
return worldImpl->createJoint(rp::FixedJointInfo(part0->rigidBody, part1->rigidBody, info->anchorPoint));
} else if (PhysJointSnapInfo* info = dynamic_cast<PhysJointSnapInfo*>(&type)) {
return worldImpl->createJoint(rp::FixedJointInfo(part0->rigidBody, part1->rigidBody, info->anchorPoint));
} else if (PhysJointHingeInfo* info = dynamic_cast<PhysJointHingeInfo*>(&type)) {
return worldImpl->createJoint(rp::HingeJointInfo(part0->rigidBody, part1->rigidBody, info->anchorPoint, info->rotationAxis));
} else if (PhysJointMotorInfo* info = dynamic_cast<PhysJointMotorInfo*>(&type)) {
auto implInfo = rp::HingeJointInfo(part0->rigidBody, part1->rigidBody, info->anchorPoint, 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);
}
panic(); // Unreachable
}
void PhysWorld::destroyJoint(PhysJoint joint) {
}

View file

@ -39,7 +39,23 @@ class PhysicsEventListener : public rp::EventListener {
void onTrigger(const rp::OverlapCallback::CallbackData&) override; void onTrigger(const rp::OverlapCallback::CallbackData&) override;
}; };
class PhysWorld : std::enable_shared_from_this<PhysWorld> { struct PhysJointInfo { virtual ~PhysJointInfo() = default; protected: PhysJointInfo() = default; };
struct PhysJointGlueInfo : PhysJointInfo { Vector3 anchorPoint; inline PhysJointGlueInfo(Vector3 anchorPoint) : anchorPoint(anchorPoint) {} };
struct PhysJointWeldInfo : PhysJointInfo { Vector3 anchorPoint; inline PhysJointWeldInfo(Vector3 anchorPoint) : anchorPoint(anchorPoint) {} };
struct PhysJointSnapInfo : PhysJointInfo { Vector3 anchorPoint; inline PhysJointSnapInfo(Vector3 anchorPoint) : anchorPoint(anchorPoint) {} };
struct PhysJointHingeInfo : PhysJointInfo { Vector3 anchorPoint; Vector3 rotationAxis; inline PhysJointHingeInfo(Vector3 anchorPoint, Vector3 rotationAxis) : anchorPoint(anchorPoint), rotationAxis(rotationAxis) {} };
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;
public:
inline PhysJoint() {}
};
class PhysWorld : public std::enable_shared_from_this<PhysWorld> {
rp::PhysicsWorld* worldImpl; rp::PhysicsWorld* worldImpl;
PhysicsEventListener physicsEventListener; PhysicsEventListener physicsEventListener;
std::list<std::shared_ptr<BasePart>> simulatedBodies; std::list<std::shared_ptr<BasePart>> simulatedBodies;
@ -52,6 +68,10 @@ public:
void addBody(std::shared_ptr<BasePart>); void addBody(std::shared_ptr<BasePart>);
void removeBody(std::shared_ptr<BasePart>); void removeBody(std::shared_ptr<BasePart>);
PhysJoint createJoint(PhysJointInfo& type, std::shared_ptr<BasePart> part0, std::shared_ptr<BasePart> part1);
void destroyJoint(PhysJoint joint);
inline const std::list<std::shared_ptr<BasePart>>& getSimulatedBodies() { return simulatedBodies; } inline const std::list<std::shared_ptr<BasePart>>& getSimulatedBodies() { return simulatedBodies; }
void syncBodyProperties(std::shared_ptr<BasePart>); void syncBodyProperties(std::shared_ptr<BasePart>);
std::optional<const RaycastResult> castRay(Vector3 point, Vector3 rotation, float maxLength, std::optional<RaycastFilter> filter, unsigned short categoryMaskBits); std::optional<const RaycastResult> castRay(Vector3 point, Vector3 rotation, float maxLength, std::optional<RaycastFilter> filter, unsigned short categoryMaskBits);

View file

@ -323,7 +323,7 @@ void MainGLWidget::handleRotationalTransform(QMouseEvent* evt) {
std::optional<HandleFace> MainGLWidget::raycastHandle(glm::vec3 pointDir) { std::optional<HandleFace> MainGLWidget::raycastHandle(glm::vec3 pointDir) {
if (!editorToolHandles.active) return std::nullopt; if (!editorToolHandles.active) return std::nullopt;
return ::raycastHandle(rp3d::Ray(glmToRp(camera.cameraPos), glmToRp(glm::normalize(pointDir)) * 50000)); return ::raycastHandle(rp::Ray(glmToRp(camera.cameraPos), glmToRp(glm::normalize(pointDir)) * 50000));
} }
void MainGLWidget::handleCursorChange(QMouseEvent* evt) { void MainGLWidget::handleCursorChange(QMouseEvent* evt) {