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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/physics/physicsPlugin.h"
- #include "console/console.h"
- #include "console/engineAPI.h"
- #include "console/consoleTypes.h"
- #include "console/simSet.h"
- #include "core/strings/stringFunctions.h"
- #include "scene/sceneObject.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "T3D/physics/physicsObject.h"
- #include "T3D/physics/physicsWorld.h"
- #include "core/util/tNamedFactory.h"
- PhysicsPlugin* PhysicsPlugin::smSingleton = NULL;
- PhysicsResetSignal PhysicsPlugin::smPhysicsResetSignal;
- bool PhysicsPlugin::smSinglePlayer = false;
- U32 PhysicsPlugin::smThreadCount = 2;
- bool PhysicsPlugin::smGpuAccelerationAllowed = false;
- String PhysicsPlugin::smServerWorldName( "server" );
- String PhysicsPlugin::smClientWorldName( "client" );
- AFTER_MODULE_INIT( Sim )
- {
- Con::addVariable( "$Physics::isSinglePlayer", TypeBool, &PhysicsPlugin::smSinglePlayer,
- "@brief Informs the physics simulation if only a single player exists.\n\n"
- "If true, optimizations will be implemented to better cater to a single player environmnent.\n\n"
- "@ingroup Physics\n");
- Con::addVariable("$Physics::gpuAccelerationAllowed", TypeBool, &PhysicsPlugin::smGpuAccelerationAllowed,
- "@brief Informs the physics plugin if it is allowed to use gpu acceleration.\n\n"
- "Not all physics implemenations or gpus can support gpu acceleration, this simply informs the plugin if it is allowed to try and use it or not.\n\n"
- "@ingroup Physics\n");
- Con::addVariable( "$pref::Physics::threadCount", TypeS32, &PhysicsPlugin::smThreadCount,
- "@brief Number of threads to use in a single pass of the physics engine.\n\n"
- "Defaults to 2 if not set.\n\n"
- "@ingroup Physics\n");
- }
- bool PhysicsPlugin::activate( const char *library )
- {
- // Cleanup any previous plugin.
- if ( smSingleton )
- {
- smSingleton->destroyPlugin();
- AssertFatal( smSingleton == NULL,
- "PhysicsPlugin::activate - destroyPlugin didn't delete the plugin!" );
- }
- // Create it thru the factory.
- PhysicsPlugin *plugin = NamedFactory<PhysicsPlugin>::create( library );
- if ( !plugin )
- {
- // One last try... try the first available one.
- plugin = NamedFactory<PhysicsPlugin>::create();
- if ( !plugin )
- return false;
- }
- smSingleton = plugin;
- return true;
- }
- PhysicsPlugin::PhysicsPlugin()
- {
- mPhysicsCleanup = new SimSet();
- mPhysicsCleanup->assignName( "PhysicsCleanupSet" );
- mPhysicsCleanup->registerObject();
- Sim::getRootGroup()->addObject( mPhysicsCleanup );
- }
- PhysicsPlugin::~PhysicsPlugin()
- {
- AssertFatal( smSingleton == this, "PhysicsPlugin::~PhysicsPlugin() - Wrong active plugin!" );
-
- if ( mPhysicsCleanup )
- mPhysicsCleanup->deleteObject();
- smSingleton = NULL;
- }
- void PhysicsPlugin::enableDebugDraw( bool enabled )
- {
- if ( enabled )
- SceneManager::getPostRenderSignal().notify( &PhysicsPlugin::_debugDraw );
- else
- SceneManager::getPostRenderSignal().remove( &PhysicsPlugin::_debugDraw );
- _onDebugDrawEnabled( enabled );
- }
- void PhysicsPlugin::_debugDraw( SceneManager *graph, const SceneRenderState *state )
- {
- // We only debug draw in the diffuse pass if we have a physics object.
- if ( !PHYSICSMGR || !state->isDiffusePass() )
- return;
- // Render the server by default... else the client.
- PhysicsWorld *world = PHYSICSMGR->getWorld( smServerWorldName );
- if ( !world )
- world = PHYSICSMGR->getWorld( smClientWorldName );
- if ( world )
- world->onDebugDraw( state );
- }
- DefineEngineFunction( physicsPluginPresent, bool, (), , "physicsPluginPresent()"
- "@brief Returns true if a physics plugin exists and is initialized.\n\n"
- "@ingroup Physics" )
- {
- return PHYSICSMGR != NULL;
- }
- DefineEngineFunction( physicsInit, bool, (const char * library), ("default"), "physicsInit( [string library] )")
- {
- return PhysicsPlugin::activate( library );
- }
- DefineEngineFunction( physicsDestroy, void, (), , "physicsDestroy()")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->destroyPlugin();
- }
- DefineEngineFunction( physicsInitWorld, bool, (const char * worldName), , "physicsInitWorld( String worldName )")
- {
- bool res = PHYSICSMGR && PHYSICSMGR->createWorld( String( worldName ) );
- return res;
- }
- DefineEngineFunction( physicsDestroyWorld, void, (const char * worldName), , "physicsDestroyWorld( String worldName )")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->destroyWorld( worldName );
- }
- // Control/query of the stop/started state
- // of the currently running simulation.
- DefineEngineFunction( physicsStartSimulation, void, (const char * worldName), , "physicsStartSimulation( String worldName )")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->enableSimulation( String( worldName ), true );
- }
- DefineEngineFunction( physicsStopSimulation, void, (const char * worldName), , "physicsStopSimulation( String worldName )")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->enableSimulation( String( worldName ), false );
- }
- DefineEngineFunction( physicsSimulationEnabled, bool, (), , "physicsStopSimulation( String worldName )")
- {
- return PHYSICSMGR && PHYSICSMGR->isSimulationEnabled();
- }
- // Used for slowing down time on the
- // physics simulation, and for pausing/restarting
- // the simulation.
- DefineEngineFunction( physicsSetTimeScale, void, (F32 scale), , "physicsSetTimeScale( F32 scale )")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->setTimeScale( scale );
- }
- // Get the currently set time scale.
- DefineEngineFunction( physicsGetTimeScale, F32, (), , "physicsGetTimeScale()")
- {
- return PHYSICSMGR && PHYSICSMGR->getTimeScale();
- }
- // Used to send a signal to objects in the
- // physics simulation that they should store
- // their current state for later restoration,
- // such as when the editor is closed.
- DefineEngineFunction( physicsStoreState, void, (), , "physicsStoreState()")
- {
- PhysicsPlugin::getPhysicsResetSignal().trigger( PhysicsResetEvent_Store );
- }
- // Used to send a signal to objects in the
- // physics simulation that they should restore
- // their saved state, such as when the editor is opened.
- DefineEngineFunction( physicsRestoreState, void, (), , "physicsRestoreState()")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->reset();
- }
- DefineEngineFunction( physicsDebugDraw, void, (bool enable), , "physicsDebugDraw( bool enable )")
- {
- if ( PHYSICSMGR )
- PHYSICSMGR->enableDebugDraw( enable );
- }
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