1 | // Copyright (C) 2016 ChaosForge Ltd
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2 | // http://chaosforge.org/
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3 | //
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4 | // This file is part of Nova libraries.
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5 | // For conditions of distribution and use, see copying.txt file in root folder.
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6 |
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7 | #include "nv/bullet/bullet_world.hh"
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8 |
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9 | #include "src/bullet/bullet_helper.hh"
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10 | #include <btBulletDynamicsCommon.h>
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11 | #include <btBulletCollisionCommon.h>
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12 |
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13 | using namespace nv;
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14 |
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15 | struct alignas( 16 ) motion_state : public btMotionState
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16 | {
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17 | btTransform m_gfx_world_tr;
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18 | btTransform m_com_offset;
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19 | btTransform m_com_offset_inv;
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20 | SIMD_FORCE_INLINE void* operator new( size_t sz ) { return btAlignedAlloc( sz, 16 ); }
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21 | SIMD_FORCE_INLINE void operator delete( void* ptr ) { btAlignedFree( ptr ); }
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22 |
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23 | motion_state( const btTransform& start_tr = btTransform::getIdentity(), const btTransform& com_offset = btTransform::getIdentity() )
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24 | : m_gfx_world_tr( start_tr )
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25 | , m_com_offset( com_offset )
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26 | , m_com_offset_inv( m_com_offset.inverse() )
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27 | {
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28 | }
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29 |
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30 | motion_state( const transform& startTrans = transform(), const nv::transform& com_offset = nv::transform() )
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31 | : m_gfx_world_tr( n2b( startTrans ) )
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32 | , m_com_offset( n2b( com_offset ) )
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33 | , m_com_offset_inv( m_com_offset.inverse() )
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34 | {
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35 | }
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36 |
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37 | nv::transform get_world_transform() const
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38 | {
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39 | return b2n( m_gfx_world_tr );
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40 | }
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41 |
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42 | void set_world_transform( const nv::transform& tr )
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43 | {
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44 | m_gfx_world_tr = n2b( tr );
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45 | }
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46 |
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47 | virtual void getWorldTransform( btTransform& com_world_tr ) const
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48 | {
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49 | com_world_tr = m_gfx_world_tr * m_com_offset_inv;
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50 | }
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51 |
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52 | virtual void setWorldTransform( const btTransform& com_world_tr )
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53 | {
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54 | m_gfx_world_tr = com_world_tr * m_com_offset;
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55 | }
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56 |
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57 | };
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58 |
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59 |
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60 | #define SELF static_cast<btDiscreteDynamicsWorld*>( world )
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61 |
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62 | bullet_world::bullet_world()
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63 | {
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64 | btBroadphaseInterface* broadphase = new btDbvtBroadphase();
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65 | btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
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66 | btCollisionDispatcher* dispatcher = new btCollisionDispatcher( collisionConfiguration );
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67 | btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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68 | btDiscreteDynamicsWorld* dworld = new btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
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69 | world = dworld;
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70 | }
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71 |
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72 | void bullet_world::set_gravity( const vec3& gravity )
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73 | {
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74 | SELF->setGravity( n2b( gravity ) );
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75 | }
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76 |
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77 | int nv::bullet_world::step_simulation( float dtime, int max_sub_steps /*= 1*/, float fixed_time_step /*= 1.0f / 60.0f */ )
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78 | {
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79 | return SELF->stepSimulation( dtime, max_sub_steps, fixed_time_step );
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80 | }
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81 |
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82 | collision_shape bullet_world::create_sphere( float radius )
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83 | {
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84 | return collision_shape{ ( void* )new btSphereShape( radius ) };
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85 | }
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86 |
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87 | nv::collision_shape nv::bullet_world::create_capsule( float radius, float height )
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88 | {
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89 | return collision_shape{ ( void* )new btCapsuleShape( radius, height ) };
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90 | }
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91 |
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92 | collision_shape bullet_world::create_box( const vec3& half_extens )
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93 | {
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94 | return collision_shape{ ( void* )new btBoxShape( n2b( half_extens ) ) };
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95 | }
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96 |
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97 | collision_shape bullet_world::create_static_plane( const vec3& norm, float cst )
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98 | {
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99 | return collision_shape{ ( void* )new btStaticPlaneShape( n2b( norm ), cst ) };
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100 | }
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101 |
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102 | void bullet_world::add_rigid_body( rigid_body body )
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103 | {
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104 | SELF->addRigidBody( static_cast<btRigidBody*>( body.internal ) );
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105 | }
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106 |
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107 | rigid_body bullet_world::create_rigid_body( float mass, const transform& tr, collision_shape shape, const vec3& com_offset )
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108 | {
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109 | btCollisionShape* sh = static_cast<btCollisionShape*>( shape.internal );
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110 | bool is_dynamic = ( mass != 0.f );
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111 |
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112 | btVector3 local_inertia( 0, 0, 0 );
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113 | if ( is_dynamic )
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114 | sh->calculateLocalInertia( mass, local_inertia );
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115 |
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116 | motion_state* ms = new motion_state( tr, nv::transform( com_offset ) );
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117 |
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118 | btRigidBody::btRigidBodyConstructionInfo rb_info( mass, ms, sh, local_inertia );
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119 | btRigidBody* body = new btRigidBody( rb_info );
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120 | return rigid_body{ body };
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121 | }
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122 |
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123 | nv::collision_shape nv::bullet_world::create_mesh( array_view< vec3 > vtx, array_view< uint32 > idx )
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124 | {
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125 | btTriangleMesh* mesh = new btTriangleMesh;
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126 | for ( uint32 i = 0; i < idx.size() / 3; ++i )
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127 | {
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128 | mesh->addTriangle( n2b( vtx[idx[i * 3+0]] ), n2b(vtx[idx[i * 3+1]]), n2b( vtx[idx[i * 3+ 2]] ) );
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129 | }
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130 |
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131 | // btTriangleIndexVertexArray* array = new btTriangleIndexVertexArray( idx.size() / 3, (int*)idx.data(), 3 * sizeof(int), vtx.size(), (float*)vtx.data(), sizeof(vtx) );
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132 | btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape( mesh, true );
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133 | // shape->buildOptimizedBvh();
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134 | return collision_shape{ shape, nullptr };
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135 | }
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136 |
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137 | constraint nv::bullet_world::create_hinge_constraint( rigid_body a, const transform& ta, rigid_body b, const transform& tb, const vec2& low_high, const vec3& params /*= vec3( 0.9f, 0.3f, 1.0f ) */ )
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138 | {
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139 | btRigidBody* rba = static_cast<btRigidBody*>( a.internal );
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140 | btRigidBody* rbb = static_cast<btRigidBody*>( b.internal );
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141 | btHingeConstraint* hinge = new btHingeConstraint( *rba, *rbb, n2b( ta ), n2b( tb ) );
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142 | hinge->setLimit( low_high.x, low_high.y, params.x, params.y, params.z );
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143 | return constraint{ hinge };
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144 | }
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145 |
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146 | constraint nv::bullet_world::create_cone_twist_constraint( rigid_body a, const transform& ta, rigid_body b, const transform& tb, const vec3& sst, const vec3& params /*= vec3( 1.0f, 0.3f, 1.0f ) */ )
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147 | {
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148 | btRigidBody* rba = static_cast<btRigidBody*>( a.internal );
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149 | btRigidBody* rbb = static_cast<btRigidBody*>( b.internal );
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150 | btConeTwistConstraint* cone_twist = new btConeTwistConstraint( *rba, *rbb, n2b( ta ), n2b( tb ) );
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151 | cone_twist->setLimit( sst.x, sst.y, sst.z, params.x, params.y, params.z );
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152 | return constraint{ cone_twist };
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153 | }
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154 |
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155 | void nv::bullet_world::remove_rigid_body( rigid_body body )
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156 | {
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157 | SELF->removeRigidBody( static_cast<btRigidBody*>( body.internal ) );
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158 | }
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159 |
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160 | void nv::bullet_world::add_constraint( constraint cons )
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161 | {
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162 | SELF->addConstraint( static_cast<btTypedConstraint*>( cons.internal ), true );
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163 | }
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164 |
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165 | void nv::bullet_world::set_rigid_body_damping( rigid_body body, float linear, float angular )
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166 | {
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167 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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168 | rb->setDamping( linear, angular );
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169 | }
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170 |
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171 | void nv::bullet_world::set_rigid_body_deactivation_time( rigid_body body, float time )
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172 | {
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173 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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174 | rb->setDeactivationTime( time );
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175 | }
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176 |
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177 | void nv::bullet_world::set_rigid_body_activation_state( rigid_body body, activation_state state )
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178 | {
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179 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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180 | rb->setActivationState( state );
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181 | }
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182 |
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183 | void nv::bullet_world::set_rigid_body_sleeping_thresholds( rigid_body body, float linear, float angular )
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184 | {
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185 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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186 | rb->setSleepingThresholds( linear, angular );
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187 | }
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188 |
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189 | void nv::bullet_world::set_rigid_body_linear_velocity( rigid_body body, const vec3& velocity )
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190 | {
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191 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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192 | rb->setLinearVelocity( n2b( velocity ) );
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193 | }
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194 |
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195 | void nv::bullet_world::set_rigid_body_ccd( rigid_body body, float radius, float threshold )
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196 | {
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197 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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198 | rb->setCcdMotionThreshold( threshold );
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199 | rb->setCcdSweptSphereRadius( radius );
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200 | }
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201 |
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202 | nv::transform nv::bullet_world::get_world_transform( rigid_body body )
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203 | {
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204 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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205 | return static_cast<motion_state*>( rb->getMotionState() )->get_world_transform();
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206 | }
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207 |
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208 | void nv::bullet_world::set_world_transform( rigid_body body, const nv::transform& tr )
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209 | {
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210 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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211 | static_cast<motion_state*>( rb->getMotionState() )->set_world_transform( tr );
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212 | }
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213 |
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214 | int nv::bullet_world::get_collision_flags( rigid_body body )
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215 | {
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216 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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217 | return rb->getCollisionFlags();
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218 | }
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219 |
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220 | void nv::bullet_world::set_collision_flags( rigid_body body, int flags )
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221 | {
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222 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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223 | return rb->setCollisionFlags( flags );
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224 | }
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225 |
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226 | class ClosestStaticRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
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227 | {
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228 | public:
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229 | ClosestStaticRayResultCallback( const btVector3& from, const btVector3& to ) : btCollisionWorld::ClosestRayResultCallback( from, to ) {}
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230 |
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231 | virtual btScalar addSingleResult( btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace )
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232 | {
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233 | if ( !rayResult.m_collisionObject->isStaticObject() )
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234 | return 1.0;
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235 |
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236 | return ClosestRayResultCallback::addSingleResult( rayResult, normalInWorldSpace );
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237 | }
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238 | };
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239 |
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240 |
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241 | bool nv::bullet_world::ray_test( const vec3& from, const vec3& to, vec3& hpos, vec3& hnorm, bool static_only )
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242 | {
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243 | btVector3 bfrom( n2b( from ) );
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244 | btVector3 bto( n2b( to ) );
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245 | if ( !static_only )
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246 | {
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247 | btCollisionWorld::ClosestRayResultCallback raycb( bfrom, bto );
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248 | SELF->rayTest( bfrom, bto, raycb );
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249 | bool result = false;
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250 | if ( raycb.hasHit() )
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251 | {
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252 | result = true;
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253 | hpos = b2n( raycb.m_hitPointWorld );
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254 | hnorm = b2n( raycb.m_hitNormalWorld );
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255 | }
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256 | return result;
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257 | }
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258 | else
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259 | {
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260 | ClosestStaticRayResultCallback raycb( bfrom, bto );
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261 | SELF->rayTest( bfrom, bto, raycb );
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262 | bool result = false;
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263 | if ( raycb.hasHit() )
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264 | {
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265 | result = true;
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266 | hpos = b2n( raycb.m_hitPointWorld );
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267 | hnorm = b2n( raycb.m_hitNormalWorld );
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268 | }
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269 | return result;
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270 | }
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271 | }
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272 |
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273 | void bullet_world::release( collision_shape sh )
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274 | {
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275 | if ( !sh.internal ) return;
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276 | if ( sh.mesh )
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277 | {
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278 | btStridingMeshInterface* smi = static_cast<btStridingMeshInterface*>( sh.mesh );
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279 | delete smi;
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280 | }
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281 |
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282 | btCollisionShape* cs = static_cast<btCollisionShape*>( sh.internal );
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283 | delete cs;
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284 |
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285 | }
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286 |
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287 | void bullet_world::release( constraint c )
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288 | {
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289 | if ( !c.internal ) return;
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290 | btTypedConstraint* tc = static_cast<btTypedConstraint*>( c.internal );
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291 | SELF->removeConstraint( tc );
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292 | delete tc;
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293 | }
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294 |
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295 | void bullet_world::release( rigid_body body )
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296 | {
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297 | if ( !body.internal ) return;
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298 | btRigidBody* rb = static_cast<btRigidBody*>( body.internal );
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299 | SELF->removeRigidBody( rb );
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300 | delete rb;
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301 | }
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