PhysicsScene.cpp 6.4 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. JPH_NAMESPACE_BEGIN
  10. JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(PhysicsScene)
  11. {
  12. JPH_ADD_ATTRIBUTE(PhysicsScene, mBodies)
  13. JPH_ADD_ATTRIBUTE(PhysicsScene, mConstraints)
  14. }
  15. JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(PhysicsScene::ConnectedConstraint)
  16. {
  17. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mSettings)
  18. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mBody1)
  19. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mBody2)
  20. }
  21. void PhysicsScene::AddBody(const BodyCreationSettings &inBody)
  22. {
  23. mBodies.push_back(inBody);
  24. }
  25. void PhysicsScene::AddConstraint(const TwoBodyConstraintSettings *inConstraint, uint32 inBody1, uint32 inBody2)
  26. {
  27. mConstraints.emplace_back(inConstraint, inBody1, inBody2);
  28. }
  29. bool PhysicsScene::FixInvalidScales()
  30. {
  31. const Vec3 unit_scale = Vec3::sReplicate(1.0f);
  32. bool success = true;
  33. for (BodyCreationSettings &b : mBodies)
  34. {
  35. // Test if there is an invalid scale in the shape hierarchy
  36. const Shape *shape = b.GetShape();
  37. if (!shape->IsValidScale(unit_scale))
  38. {
  39. // Fix it up
  40. Shape::ShapeResult result = shape->ScaleShape(unit_scale);
  41. if (result.IsValid())
  42. b.SetShape(result.Get());
  43. else
  44. success = false;
  45. }
  46. }
  47. return success;
  48. }
  49. bool PhysicsScene::CreateBodies(PhysicsSystem *inSystem) const
  50. {
  51. BodyInterface &bi = inSystem->GetBodyInterface();
  52. // Create bodies
  53. BodyIDVector body_ids;
  54. body_ids.reserve(mBodies.size());
  55. for (const BodyCreationSettings &b : mBodies)
  56. {
  57. const Body *body = bi.CreateBody(b);
  58. if (body == nullptr)
  59. break;
  60. body_ids.push_back(body->GetID());
  61. }
  62. // Batch add bodies
  63. BodyIDVector temp_body_ids = body_ids; // Body ID's get shuffled by AddBodiesPrepare
  64. BodyInterface::AddState add_state = bi.AddBodiesPrepare(temp_body_ids.data(), (int)temp_body_ids.size());
  65. bi.AddBodiesFinalize(temp_body_ids.data(), (int)temp_body_ids.size(), add_state, EActivation::Activate);
  66. // If not all bodies are created, creating constraints will be unreliable
  67. if (body_ids.size() != mBodies.size())
  68. return false;
  69. // Create constraints
  70. for (const ConnectedConstraint &cc : mConstraints)
  71. {
  72. BodyID body1_id = cc.mBody1 == cFixedToWorld? BodyID() : body_ids[cc.mBody1];
  73. BodyID body2_id = cc.mBody2 == cFixedToWorld? BodyID() : body_ids[cc.mBody2];
  74. Constraint *c = bi.CreateConstraint(cc.mSettings, body1_id, body2_id);
  75. inSystem->AddConstraint(c);
  76. }
  77. // Everything was created
  78. return true;
  79. }
  80. void PhysicsScene::SaveBinaryState(StreamOut &inStream, bool inSaveShapes, bool inSaveGroupFilter) const
  81. {
  82. BodyCreationSettings::ShapeToIDMap shape_to_id;
  83. BodyCreationSettings::MaterialToIDMap material_to_id;
  84. BodyCreationSettings::GroupFilterToIDMap group_filter_to_id;
  85. // Save bodies
  86. inStream.Write((uint32)mBodies.size());
  87. for (const BodyCreationSettings &b : mBodies)
  88. b.SaveWithChildren(inStream, inSaveShapes? &shape_to_id : nullptr, inSaveShapes? &material_to_id : nullptr, inSaveGroupFilter? &group_filter_to_id : nullptr);
  89. // Save constraints
  90. inStream.Write((uint32)mConstraints.size());
  91. for (const ConnectedConstraint &cc : mConstraints)
  92. {
  93. cc.mSettings->SaveBinaryState(inStream);
  94. inStream.Write(cc.mBody1);
  95. inStream.Write(cc.mBody2);
  96. }
  97. }
  98. PhysicsScene::PhysicsSceneResult PhysicsScene::sRestoreFromBinaryState(StreamIn &inStream)
  99. {
  100. PhysicsSceneResult result;
  101. // Create scene
  102. Ref<PhysicsScene> scene = new PhysicsScene();
  103. BodyCreationSettings::IDToShapeMap id_to_shape;
  104. BodyCreationSettings::IDToMaterialMap id_to_material;
  105. BodyCreationSettings::IDToGroupFilterMap id_to_group_filter;
  106. // Reserve some memory to avoid frequent reallocations
  107. id_to_shape.reserve(1024);
  108. id_to_material.reserve(128);
  109. id_to_group_filter.reserve(128);
  110. // Read bodies
  111. uint32 len = 0;
  112. inStream.Read(len);
  113. scene->mBodies.resize(len);
  114. for (BodyCreationSettings &b : scene->mBodies)
  115. {
  116. // Read creation settings
  117. BodyCreationSettings::BCSResult bcs_result = BodyCreationSettings::sRestoreWithChildren(inStream, id_to_shape, id_to_material, id_to_group_filter);
  118. if (bcs_result.HasError())
  119. {
  120. result.SetError(bcs_result.GetError());
  121. return result;
  122. }
  123. b = bcs_result.Get();
  124. }
  125. // Read constraints
  126. len = 0;
  127. inStream.Read(len);
  128. scene->mConstraints.resize(len);
  129. for (ConnectedConstraint &cc : scene->mConstraints)
  130. {
  131. ConstraintSettings::ConstraintResult c_result = ConstraintSettings::sRestoreFromBinaryState(inStream);
  132. if (c_result.HasError())
  133. {
  134. result.SetError(c_result.GetError());
  135. return result;
  136. }
  137. cc.mSettings = static_cast<const TwoBodyConstraintSettings *>(c_result.Get().GetPtr());
  138. inStream.Read(cc.mBody1);
  139. inStream.Read(cc.mBody2);
  140. }
  141. result.Set(scene);
  142. return result;
  143. }
  144. void PhysicsScene::FromPhysicsSystem(const PhysicsSystem *inSystem)
  145. {
  146. // This map will track where each body went in mBodies
  147. using BodyIDToIdxMap = UnorderedMap<BodyID, uint32>;
  148. BodyIDToIdxMap body_id_to_idx;
  149. // Map invalid ID
  150. body_id_to_idx[BodyID()] = cFixedToWorld;
  151. // Get all bodies
  152. BodyIDVector body_ids;
  153. inSystem->GetBodies(body_ids);
  154. // Loop over all bodies
  155. const BodyLockInterface &bli = inSystem->GetBodyLockInterface();
  156. for (const BodyID &id : body_ids)
  157. {
  158. BodyLockRead lock(bli, id);
  159. if (lock.Succeeded())
  160. {
  161. // Store location of body
  162. body_id_to_idx[id] = (uint32)mBodies.size();
  163. // Convert to body creation settings
  164. AddBody(lock.GetBody().GetBodyCreationSettings());
  165. }
  166. }
  167. // Loop over all constraints
  168. Constraints constraints = inSystem->GetConstraints();
  169. for (const Constraint *c : constraints)
  170. if (c->GetType() == EConstraintType::TwoBodyConstraint)
  171. {
  172. // Cast to two body constraint
  173. const TwoBodyConstraint *tbc = static_cast<const TwoBodyConstraint *>(c);
  174. // Find the body indices
  175. BodyIDToIdxMap::const_iterator b1 = body_id_to_idx.find(tbc->GetBody1()->GetID());
  176. BodyIDToIdxMap::const_iterator b2 = body_id_to_idx.find(tbc->GetBody2()->GetID());
  177. JPH_ASSERT(b1 != body_id_to_idx.end() && b2 != body_id_to_idx.end());
  178. // Create constraint settings and add the constraint
  179. Ref<ConstraintSettings> settings = c->GetConstraintSettings();
  180. AddConstraint(static_cast<const TwoBodyConstraintSettings *>(settings.GetPtr()), b1->second, b2->second);
  181. }
  182. }
  183. JPH_NAMESPACE_END