feat(physics): added wedges and cylinders

This commit is contained in:
maelstrom 2025-08-29 01:59:00 +02:00
parent f16f3a8b79
commit cbeaa4d2bb
6 changed files with 65 additions and 112 deletions

View file

@ -7,6 +7,7 @@
enum class DEF_ENUM PartType { enum class DEF_ENUM PartType {
Ball = 0, Ball = 0,
Block = 1, Block = 1,
Cylinder = 2,
}; };
namespace EnumType { namespace EnumType {

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@ -9,5 +9,14 @@ Part::Part(PartConstructParams params): BasePart(&TYPE, params) {
} }
Vector3 Part::GetEffectiveSize() { Vector3 Part::GetEffectiveSize() {
return shape == PartType::Ball ? (Vector3)glm::vec3(glm::min(size.X(), size.Y(), size.Z())) : size; float diameter;
switch (shape) {
case PartType::Ball:
return (Vector3)glm::vec3(glm::min(size.X(), size.Y(), size.Z()));
case PartType::Cylinder:
diameter = glm::min(size.Y(), size.Z());
return Vector3(size.X(), diameter, diameter);
default:
return size;
}
} }

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@ -1,91 +1,6 @@
#include "wedgepart.h" #include "wedgepart.h"
// #include <reactphysics3d/collision/ConvexMesh.h>
// #include <reactphysics3d/collision/shapes/ConvexMeshShape.h>
// rp::ConvexMesh* wedgePhysMesh;
WedgePart::WedgePart(): BasePart(&TYPE) { WedgePart::WedgePart(): BasePart(&TYPE) {
} }
WedgePart::WedgePart(PartConstructParams params): BasePart(&TYPE, params) { WedgePart::WedgePart(PartConstructParams params): BasePart(&TYPE, params) {}
}
// void WedgePart::updateCollider(rp::PhysicsCommon* common) {
// Logger::fatalError("Wedges are currently disabled! Please do not use them or your editor may crash\n");
// rp::ConvexMeshShape* shape = common->createConvexMeshShape(wedgePhysMesh, glmToRp(size * glm::vec3(0.5f)));
// // Recreate the rigidbody if the shape changes
// if (rigidBody->getNbColliders() > 0
// && dynamic_cast<rp::ConvexMeshShape*>(rigidBody->getCollider(0)->getCollisionShape())->getScale() != shape->getScale()) {
// // TODO: This causes Touched to get called twice. Fix this.
// rigidBody->removeCollider(rigidBody->getCollider(0));
// rigidBody->addCollider(shape, rp::Transform());
// }
// if (rigidBody->getNbColliders() == 0)
// rigidBody->addCollider(shape, rp::Transform());
// }
// void WedgePart::createWedgeShape(rp::PhysicsCommon* common) {
// // https://www.reactphysics3d.com/documentation/index.html#creatingbody
// float vertices[] = {
// // X Y Z
// /*0*/ -1, 1, 1, // 0
// /*1*/ -1, -1, 1, // |
// /*2*/ -1, -1, -1, // 1---2
// /*3*/ 1, 1, 1,
// /*4*/ 1, -1, 1,
// /*5*/ 1, -1, -1,
// };
// // -x +x
// // +z 1----------4
// // | bottom |
// // -z 2----------5
// // -x +x
// // +y 0----------3
// // | front |
// // -y 1----------4
// // -x +x
// // +yz 0----------3
// // | slope |
// // -yz 2----------5
// int indices[] = {
// // Base
// 1, 2, 5, 4,
// // Back-face
// 0, 1, 4, 3,
// // 4, 1, 0, 3,
// // Slope
// 0, 2, 5, 3,
// // 3, 5, 2, 0,
// // Sides
// 0, 1, 2,
// 3, 4, 5,
// };
// // Description of the six faces of the convex mesh
// rp::PolygonVertexArray::PolygonFace* polygonFaces = new rp::PolygonVertexArray::PolygonFace[5];
// polygonFaces[0] = { 4, 0 }; // Bottom
// polygonFaces[1] = { 4, 4 }; // Front
// polygonFaces[2] = { 4, 8 }; // Slope
// polygonFaces[3] = { 3, 12 }; // Side
// polygonFaces[4] = { 3, 15 }; // Side
// // Create the polygon vertex array
// rp::PolygonVertexArray polygonVertexArray(6, vertices, 3 * sizeof(float), indices, sizeof(int), 5, polygonFaces,
// rp::PolygonVertexArray::VertexDataType::VERTEX_FLOAT_TYPE,
// rp::PolygonVertexArray::IndexDataType::INDEX_INTEGER_TYPE);
// // Create the convex mesh
// std::vector<rp::Message> messages;
// // wedgePhysMesh = common->createConvexMesh(polygonVertexArray, messages);
// }

View file

@ -3,13 +3,9 @@
#include "basepart.h" #include "basepart.h"
#include "objects/annotation.h" #include "objects/annotation.h"
class DEF_INST_(hidden) WedgePart : public BasePart { class DEF_INST WedgePart : public BasePart {
AUTOGEN_PREAMBLE AUTOGEN_PREAMBLE
protected:
// static void createWedgeShape(rp::PhysicsCommon* common);
friend Workspace;
public: public:
WedgePart(); WedgePart();
WedgePart(PartConstructParams params); WedgePart(PartConstructParams params);

View file

@ -4,6 +4,7 @@
#include "logger.h" #include "logger.h"
#include "objects/part/basepart.h" #include "objects/part/basepart.h"
#include "objects/part/part.h" #include "objects/part/part.h"
#include "objects/part/wedgepart.h"
#include "objects/service/workspace.h" #include "objects/service/workspace.h"
#include "physics/convert.h" #include "physics/convert.h"
#include "timeutil.h" #include "timeutil.h"
@ -21,6 +22,10 @@
#include <Jolt/Physics/Collision/RayCast.h> #include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h> #include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h> #include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexHullShape.h>
#include <Jolt/Physics/Collision/Shape/RotatedTranslatedShape.h>
#include <Jolt/Physics/EActivation.h> #include <Jolt/Physics/EActivation.h>
#include <Jolt/Physics/PhysicsSettings.h> #include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/RegisterTypes.h> #include <Jolt/RegisterTypes.h>
@ -36,12 +41,11 @@
static JPH::TempAllocator* allocator; static JPH::TempAllocator* allocator;
static JPH::JobSystem* jobSystem; static JPH::JobSystem* jobSystem;
namespace Layers namespace Layers
{ {
static constexpr JPH::ObjectLayer DYNAMIC = 0; static constexpr JPH::ObjectLayer DYNAMIC = 0;
static constexpr JPH::ObjectLayer ANCHORED = 1; static constexpr JPH::ObjectLayer ANCHORED = 1;
static constexpr JPH::ObjectLayer NUM_LAYERS = 2; // static constexpr JPH::ObjectLayer NUM_LAYERS = 2;
}; };
namespace BPLayers namespace BPLayers
@ -51,6 +55,37 @@ namespace BPLayers
static constexpr uint NUM_LAYERS(2); static constexpr uint NUM_LAYERS(2);
}; };
static JPH::Ref<JPH::Shape> wedgeShape;
void physicsInit() {
JPH::RegisterDefaultAllocator();
JPH::Factory::sInstance = new JPH::Factory();
JPH::RegisterTypes();
allocator = new JPH::TempAllocatorImpl(10 * 1024 * 1024);
jobSystem = new JPH::JobSystemThreadPool(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, std::thread::hardware_concurrency() - 1);
// Create special shapes
JPH::Array<JPH::Vec3> wedgeVerts;
wedgeVerts.push_back({-1, -1, -1});
wedgeVerts.push_back({ 1, -1, -1});
wedgeVerts.push_back({-1, -1, 1});
wedgeVerts.push_back({ 1, -1, 1});
wedgeVerts.push_back({ 1, 1, 1});
wedgeVerts.push_back({-1, 1, 1});
// // Invisible bevel to avoid phasing
// wedgeVerts.push_back({1, 1, 0.9});
// wedgeVerts.push_back({0, 1, 0.9});
wedgeShape = JPH::ConvexHullShapeSettings(wedgeVerts).Create().Get();
}
void physicsDeinit() {
JPH::UnregisterTypes();
delete JPH::Factory::sInstance;
JPH::Factory::sInstance = nullptr;
}
PhysWorld::PhysWorld() { PhysWorld::PhysWorld() {
worldImpl.Init(4096, 0, 4096, 4096, broadPhaseLayerInterface, objectBroadPhasefilter, objectLayerPairFilter); worldImpl.Init(4096, 0, 4096, 4096, broadPhaseLayerInterface, objectBroadPhasefilter, objectLayerPairFilter);
worldImpl.SetGravity(JPH::Vec3(0, -196, 0)); worldImpl.SetGravity(JPH::Vec3(0, -196, 0));
@ -79,8 +114,11 @@ JPH::Shape* makeShape(std::shared_ptr<BasePart> basePart) {
return new JPH::BoxShape(convert<JPH::Vec3>(part->size / 2.f), JPH::cDefaultConvexRadius); return new JPH::BoxShape(convert<JPH::Vec3>(part->size / 2.f), JPH::cDefaultConvexRadius);
case PartType::Ball: case PartType::Ball:
return new JPH::SphereShape(glm::min(part->size.X(), part->size.Y(), part->size.Z()) / 2.f); return new JPH::SphereShape(glm::min(part->size.X(), part->size.Y(), part->size.Z()) / 2.f);
break; case PartType::Cylinder:
return new JPH::RotatedTranslatedShape(JPH::Vec3(), JPH::Quat::sEulerAngles(JPH::Vec3(0, 0, JPH::JPH_PI * 0.5)), new JPH::CylinderShape(part->size.X() / 2.f, glm::min(part->size.Z(), part->size.Y()) / 2.f));
} }
} else if (std::shared_ptr<WedgePart> part = std::dynamic_pointer_cast<WedgePart>(basePart)) {
return new JPH::ScaledShape(wedgeShape, convert<JPH::Vec3>(part->size / 2.f));
} }
return nullptr; return nullptr;
} }
@ -123,21 +161,9 @@ void PhysWorld::syncBodyProperties(std::shared_ptr<BasePart> part) {
interface.SetMotionType(body->GetID(), motionType, activationMode); 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()); 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 physicsInit() { part->rigidBody._lastSize = part->size;
JPH::RegisterDefaultAllocator(); if (std::shared_ptr<Part> part2 = std::dynamic_pointer_cast<Part>(part)) part->rigidBody._lastShape = part2->shape;
JPH::Factory::sInstance = new JPH::Factory();
JPH::RegisterTypes();
allocator = new JPH::TempAllocatorImpl(10 * 1024 * 1024);
jobSystem = new JPH::JobSystemThreadPool(JPH::cMaxPhysicsJobs, JPH::cMaxPhysicsBarriers, std::thread::hardware_concurrency() - 1);
}
void physicsDeinit() {
JPH::UnregisterTypes();
delete JPH::Factory::sInstance;
JPH::Factory::sInstance = nullptr;
} }
tu_time_t physTime; tu_time_t physTime;
@ -168,15 +194,15 @@ PhysJoint PhysWorld::createJoint(PhysJointInfo& type, std::shared_ptr<BasePart>
) { Logger::fatalError("Failed to create joint between two parts due to the call being invalid"); panic(); }; ) { Logger::fatalError("Failed to create joint between two parts due to the call being invalid"); panic(); };
JPH::TwoBodyConstraint* constraint; JPH::TwoBodyConstraint* constraint;
if (PhysJointGlueInfo* info = dynamic_cast<PhysJointGlueInfo*>(&type)) { if (PhysJointGlueInfo* _ = dynamic_cast<PhysJointGlueInfo*>(&type)) {
JPH::FixedConstraintSettings settings; JPH::FixedConstraintSettings settings;
settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point
constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl); constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl);
} else if (PhysJointWeldInfo* info = dynamic_cast<PhysJointWeldInfo*>(&type)) { } else if (PhysJointWeldInfo* _ = dynamic_cast<PhysJointWeldInfo*>(&type)) {
JPH::FixedConstraintSettings settings; JPH::FixedConstraintSettings settings;
settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point
constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl); constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl);
} else if (PhysJointSnapInfo* info = dynamic_cast<PhysJointSnapInfo*>(&type)) { } else if (PhysJointSnapInfo* _ = dynamic_cast<PhysJointSnapInfo*>(&type)) {
JPH::FixedConstraintSettings settings; JPH::FixedConstraintSettings settings;
settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point settings.mAutoDetectPoint = true; // TODO: Replace this with anchor point
constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl); constraint = settings.Create(*part0->rigidBody.bodyImpl, *part1->rigidBody.bodyImpl);

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@ -5,6 +5,7 @@
#include <glm/ext/matrix_clip_space.hpp> #include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_float4x4.hpp> #include <glm/ext/matrix_float4x4.hpp>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <glm/ext/scalar_constants.hpp>
#include <glm/ext/vector_float3.hpp> #include <glm/ext/vector_float3.hpp>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
@ -127,6 +128,7 @@ static void renderPart(std::shared_ptr<BasePart> part) {
glm::mat4 model = part->cframe; glm::mat4 model = part->cframe;
Vector3 size = part->GetEffectiveSize(); Vector3 size = part->GetEffectiveSize();
model = glm::scale(model, (glm::vec3)size); model = glm::scale(model, (glm::vec3)size);
if (std::shared_ptr<Part> part2 = std::dynamic_pointer_cast<Part>(part)) if (part2->shape == PartType::Cylinder) model = glm::rotate(model, glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)); // Lazy hack
shader->set("model", model); shader->set("model", model);
shader->set("material", Material { shader->set("material", Material {
.diffuse = part->color, .diffuse = part->color,
@ -157,6 +159,10 @@ static void renderPart(std::shared_ptr<BasePart> part) {
glFrontFace(GL_CW); glFrontFace(GL_CW);
CUBE_MESH->bind(); CUBE_MESH->bind();
glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount); glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount);
} else if (shape == PartType::Cylinder) {
glFrontFace(GL_CW);
CYLINDER_MESH->bind();
glDrawArrays(GL_TRIANGLES, 0, CYLINDER_MESH->vertexCount);
} }
} }