PhysicsScene.cpp 7.7 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #include <Jolt/Physics/PhysicsScene.h>
  6. #include <Jolt/Physics/PhysicsSystem.h>
  7. #include <Jolt/Physics/Body/BodyLockMulti.h>
  8. #include <Jolt/ObjectStream/TypeDeclarations.h>
  9. #include <Jolt/Core/UnorderedMap.h>
  10. JPH_NAMESPACE_BEGIN
  11. JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(PhysicsScene)
  12. {
  13. JPH_ADD_ATTRIBUTE(PhysicsScene, mBodies)
  14. JPH_ADD_ATTRIBUTE(PhysicsScene, mConstraints)
  15. JPH_ADD_ATTRIBUTE(PhysicsScene, mSoftBodies)
  16. }
  17. JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(PhysicsScene::ConnectedConstraint)
  18. {
  19. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mSettings)
  20. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mBody1)
  21. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mBody2)
  22. }
  23. void PhysicsScene::AddBody(const BodyCreationSettings &inBody)
  24. {
  25. mBodies.push_back(inBody);
  26. }
  27. void PhysicsScene::AddConstraint(const TwoBodyConstraintSettings *inConstraint, uint32 inBody1, uint32 inBody2)
  28. {
  29. mConstraints.emplace_back(inConstraint, inBody1, inBody2);
  30. }
  31. void PhysicsScene::AddSoftBody(const SoftBodyCreationSettings &inSoftBody)
  32. {
  33. mSoftBodies.push_back(inSoftBody);
  34. }
  35. bool PhysicsScene::FixInvalidScales()
  36. {
  37. const Vec3 unit_scale = Vec3::sOne();
  38. bool success = true;
  39. for (BodyCreationSettings &b : mBodies)
  40. {
  41. // Test if there is an invalid scale in the shape hierarchy
  42. const Shape *shape = b.GetShape();
  43. if (!shape->IsValidScale(unit_scale))
  44. {
  45. // Fix it up
  46. Shape::ShapeResult result = shape->ScaleShape(unit_scale);
  47. if (result.IsValid())
  48. b.SetShape(result.Get());
  49. else
  50. success = false;
  51. }
  52. }
  53. return success;
  54. }
  55. bool PhysicsScene::CreateBodies(PhysicsSystem *inSystem) const
  56. {
  57. BodyInterface &bi = inSystem->GetBodyInterface();
  58. BodyIDVector body_ids;
  59. body_ids.reserve(mBodies.size() + mSoftBodies.size());
  60. // Create bodies
  61. for (const BodyCreationSettings &b : mBodies)
  62. {
  63. const Body *body = bi.CreateBody(b);
  64. if (body == nullptr)
  65. break;
  66. body_ids.push_back(body->GetID());
  67. }
  68. // Create soft bodies
  69. for (const SoftBodyCreationSettings &b : mSoftBodies)
  70. {
  71. const Body *body = bi.CreateSoftBody(b);
  72. if (body == nullptr)
  73. break;
  74. body_ids.push_back(body->GetID());
  75. }
  76. // Batch add bodies
  77. BodyIDVector temp_body_ids = body_ids; // Body ID's get shuffled by AddBodiesPrepare
  78. BodyInterface::AddState add_state = bi.AddBodiesPrepare(temp_body_ids.data(), (int)temp_body_ids.size());
  79. bi.AddBodiesFinalize(temp_body_ids.data(), (int)temp_body_ids.size(), add_state, EActivation::Activate);
  80. // If not all bodies are created, creating constraints will be unreliable
  81. if (body_ids.size() != mBodies.size() + mSoftBodies.size())
  82. return false;
  83. // Create constraints
  84. for (const ConnectedConstraint &cc : mConstraints)
  85. {
  86. BodyID body1_id = cc.mBody1 == cFixedToWorld? BodyID() : body_ids[cc.mBody1];
  87. BodyID body2_id = cc.mBody2 == cFixedToWorld? BodyID() : body_ids[cc.mBody2];
  88. Constraint *c = bi.CreateConstraint(cc.mSettings, body1_id, body2_id);
  89. inSystem->AddConstraint(c);
  90. }
  91. // Everything was created
  92. return true;
  93. }
  94. void PhysicsScene::SaveBinaryState(StreamOut &inStream, bool inSaveShapes, bool inSaveGroupFilter) const
  95. {
  96. BodyCreationSettings::ShapeToIDMap shape_to_id;
  97. BodyCreationSettings::MaterialToIDMap material_to_id;
  98. BodyCreationSettings::GroupFilterToIDMap group_filter_to_id;
  99. SoftBodyCreationSettings::SharedSettingsToIDMap settings_to_id;
  100. // Save bodies
  101. inStream.Write((uint32)mBodies.size());
  102. for (const BodyCreationSettings &b : mBodies)
  103. b.SaveWithChildren(inStream, inSaveShapes? &shape_to_id : nullptr, inSaveShapes? &material_to_id : nullptr, inSaveGroupFilter? &group_filter_to_id : nullptr);
  104. // Save constraints
  105. inStream.Write((uint32)mConstraints.size());
  106. for (const ConnectedConstraint &cc : mConstraints)
  107. {
  108. cc.mSettings->SaveBinaryState(inStream);
  109. inStream.Write(cc.mBody1);
  110. inStream.Write(cc.mBody2);
  111. }
  112. // Save soft bodies
  113. inStream.Write((uint32)mSoftBodies.size());
  114. for (const SoftBodyCreationSettings &b : mSoftBodies)
  115. b.SaveWithChildren(inStream, &settings_to_id, &material_to_id, inSaveGroupFilter? &group_filter_to_id : nullptr);
  116. }
  117. PhysicsScene::PhysicsSceneResult PhysicsScene::sRestoreFromBinaryState(StreamIn &inStream)
  118. {
  119. PhysicsSceneResult result;
  120. // Create scene
  121. Ref<PhysicsScene> scene = new PhysicsScene();
  122. BodyCreationSettings::IDToShapeMap id_to_shape;
  123. BodyCreationSettings::IDToMaterialMap id_to_material;
  124. BodyCreationSettings::IDToGroupFilterMap id_to_group_filter;
  125. SoftBodyCreationSettings::IDToSharedSettingsMap id_to_settings;
  126. // Reserve some memory to avoid frequent reallocations
  127. id_to_shape.reserve(1024);
  128. id_to_material.reserve(128);
  129. id_to_group_filter.reserve(128);
  130. // Read bodies
  131. uint32 len = 0;
  132. inStream.Read(len);
  133. scene->mBodies.resize(len);
  134. for (BodyCreationSettings &b : scene->mBodies)
  135. {
  136. // Read creation settings
  137. BodyCreationSettings::BCSResult bcs_result = BodyCreationSettings::sRestoreWithChildren(inStream, id_to_shape, id_to_material, id_to_group_filter);
  138. if (bcs_result.HasError())
  139. {
  140. result.SetError(bcs_result.GetError());
  141. return result;
  142. }
  143. b = bcs_result.Get();
  144. }
  145. // Read constraints
  146. len = 0;
  147. inStream.Read(len);
  148. scene->mConstraints.resize(len);
  149. for (ConnectedConstraint &cc : scene->mConstraints)
  150. {
  151. ConstraintSettings::ConstraintResult c_result = ConstraintSettings::sRestoreFromBinaryState(inStream);
  152. if (c_result.HasError())
  153. {
  154. result.SetError(c_result.GetError());
  155. return result;
  156. }
  157. cc.mSettings = StaticCast<TwoBodyConstraintSettings>(c_result.Get());
  158. inStream.Read(cc.mBody1);
  159. inStream.Read(cc.mBody2);
  160. }
  161. // Read soft bodies
  162. len = 0;
  163. inStream.Read(len);
  164. scene->mSoftBodies.resize(len);
  165. for (SoftBodyCreationSettings &b : scene->mSoftBodies)
  166. {
  167. // Read creation settings
  168. SoftBodyCreationSettings::SBCSResult sbcs_result = SoftBodyCreationSettings::sRestoreWithChildren(inStream, id_to_settings, id_to_material, id_to_group_filter);
  169. if (sbcs_result.HasError())
  170. {
  171. result.SetError(sbcs_result.GetError());
  172. return result;
  173. }
  174. b = sbcs_result.Get();
  175. }
  176. result.Set(scene);
  177. return result;
  178. }
  179. void PhysicsScene::FromPhysicsSystem(const PhysicsSystem *inSystem)
  180. {
  181. // This map will track where each body went in mBodies
  182. using BodyIDToIdxMap = UnorderedMap<BodyID, uint32>;
  183. BodyIDToIdxMap body_id_to_idx;
  184. // Map invalid ID
  185. body_id_to_idx[BodyID()] = cFixedToWorld;
  186. // Get all bodies
  187. BodyIDVector body_ids;
  188. inSystem->GetBodies(body_ids);
  189. // Loop over all bodies
  190. const BodyLockInterface &bli = inSystem->GetBodyLockInterface();
  191. for (const BodyID &id : body_ids)
  192. {
  193. BodyLockRead lock(bli, id);
  194. if (lock.Succeeded())
  195. {
  196. // Store location of body
  197. body_id_to_idx[id] = (uint32)mBodies.size();
  198. const Body &body = lock.GetBody();
  199. // Convert to body creation settings
  200. if (body.IsRigidBody())
  201. AddBody(body.GetBodyCreationSettings());
  202. else
  203. AddSoftBody(body.GetSoftBodyCreationSettings());
  204. }
  205. }
  206. // Loop over all constraints
  207. Constraints constraints = inSystem->GetConstraints();
  208. for (const Constraint *c : constraints)
  209. if (c->GetType() == EConstraintType::TwoBodyConstraint)
  210. {
  211. // Cast to two body constraint
  212. const TwoBodyConstraint *tbc = static_cast<const TwoBodyConstraint *>(c);
  213. // Find the body indices
  214. BodyIDToIdxMap::const_iterator b1 = body_id_to_idx.find(tbc->GetBody1()->GetID());
  215. BodyIDToIdxMap::const_iterator b2 = body_id_to_idx.find(tbc->GetBody2()->GetID());
  216. JPH_ASSERT(b1 != body_id_to_idx.end() && b2 != body_id_to_idx.end());
  217. // Create constraint settings and add the constraint
  218. Ref<ConstraintSettings> settings = c->GetConstraintSettings();
  219. AddConstraint(StaticCast<TwoBodyConstraintSettings>(settings), b1->second, b2->second);
  220. }
  221. }
  222. JPH_NAMESPACE_END