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. JPH_NAMESPACE_BEGIN
  10. JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(PhysicsScene)
  11. {
  12. JPH_ADD_ATTRIBUTE(PhysicsScene, mBodies)
  13. JPH_ADD_ATTRIBUTE(PhysicsScene, mConstraints)
  14. JPH_ADD_ATTRIBUTE(PhysicsScene, mSoftBodies)
  15. }
  16. JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(PhysicsScene::ConnectedConstraint)
  17. {
  18. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mSettings)
  19. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mBody1)
  20. JPH_ADD_ATTRIBUTE(PhysicsScene::ConnectedConstraint, mBody2)
  21. }
  22. void PhysicsScene::AddBody(const BodyCreationSettings &inBody)
  23. {
  24. mBodies.push_back(inBody);
  25. }
  26. void PhysicsScene::AddConstraint(const TwoBodyConstraintSettings *inConstraint, uint32 inBody1, uint32 inBody2)
  27. {
  28. mConstraints.emplace_back(inConstraint, inBody1, inBody2);
  29. }
  30. void PhysicsScene::AddSoftBody(const SoftBodyCreationSettings &inSoftBody)
  31. {
  32. mSoftBodies.push_back(inSoftBody);
  33. }
  34. bool PhysicsScene::FixInvalidScales()
  35. {
  36. const Vec3 unit_scale = Vec3::sReplicate(1.0f);
  37. bool success = true;
  38. for (BodyCreationSettings &b : mBodies)
  39. {
  40. // Test if there is an invalid scale in the shape hierarchy
  41. const Shape *shape = b.GetShape();
  42. if (!shape->IsValidScale(unit_scale))
  43. {
  44. // Fix it up
  45. Shape::ShapeResult result = shape->ScaleShape(unit_scale);
  46. if (result.IsValid())
  47. b.SetShape(result.Get());
  48. else
  49. success = false;
  50. }
  51. }
  52. return success;
  53. }
  54. bool PhysicsScene::CreateBodies(PhysicsSystem *inSystem) const
  55. {
  56. BodyInterface &bi = inSystem->GetBodyInterface();
  57. BodyIDVector body_ids;
  58. body_ids.reserve(mBodies.size() + mSoftBodies.size());
  59. // Create bodies
  60. for (const BodyCreationSettings &b : mBodies)
  61. {
  62. const Body *body = bi.CreateBody(b);
  63. if (body == nullptr)
  64. break;
  65. body_ids.push_back(body->GetID());
  66. }
  67. // Create soft bodies
  68. for (const SoftBodyCreationSettings &b : mSoftBodies)
  69. {
  70. const Body *body = bi.CreateSoftBody(b);
  71. if (body == nullptr)
  72. break;
  73. body_ids.push_back(body->GetID());
  74. }
  75. // Batch add bodies
  76. BodyIDVector temp_body_ids = body_ids; // Body ID's get shuffled by AddBodiesPrepare
  77. BodyInterface::AddState add_state = bi.AddBodiesPrepare(temp_body_ids.data(), (int)temp_body_ids.size());
  78. bi.AddBodiesFinalize(temp_body_ids.data(), (int)temp_body_ids.size(), add_state, EActivation::Activate);
  79. // If not all bodies are created, creating constraints will be unreliable
  80. if (body_ids.size() != mBodies.size() + mSoftBodies.size())
  81. return false;
  82. // Create constraints
  83. for (const ConnectedConstraint &cc : mConstraints)
  84. {
  85. BodyID body1_id = cc.mBody1 == cFixedToWorld? BodyID() : body_ids[cc.mBody1];
  86. BodyID body2_id = cc.mBody2 == cFixedToWorld? BodyID() : body_ids[cc.mBody2];
  87. Constraint *c = bi.CreateConstraint(cc.mSettings, body1_id, body2_id);
  88. inSystem->AddConstraint(c);
  89. }
  90. // Everything was created
  91. return true;
  92. }
  93. void PhysicsScene::SaveBinaryState(StreamOut &inStream, bool inSaveShapes, bool inSaveGroupFilter) const
  94. {
  95. BodyCreationSettings::ShapeToIDMap shape_to_id;
  96. BodyCreationSettings::MaterialToIDMap material_to_id;
  97. BodyCreationSettings::GroupFilterToIDMap group_filter_to_id;
  98. SoftBodyCreationSettings::SharedSettingsToIDMap settings_to_id;
  99. // Save bodies
  100. inStream.Write((uint32)mBodies.size());
  101. for (const BodyCreationSettings &b : mBodies)
  102. b.SaveWithChildren(inStream, inSaveShapes? &shape_to_id : nullptr, inSaveShapes? &material_to_id : nullptr, inSaveGroupFilter? &group_filter_to_id : nullptr);
  103. // Save constraints
  104. inStream.Write((uint32)mConstraints.size());
  105. for (const ConnectedConstraint &cc : mConstraints)
  106. {
  107. cc.mSettings->SaveBinaryState(inStream);
  108. inStream.Write(cc.mBody1);
  109. inStream.Write(cc.mBody2);
  110. }
  111. // Save soft bodies
  112. inStream.Write((uint32)mSoftBodies.size());
  113. for (const SoftBodyCreationSettings &b : mSoftBodies)
  114. b.SaveWithChildren(inStream, &settings_to_id, &material_to_id, inSaveGroupFilter? &group_filter_to_id : nullptr);
  115. }
  116. PhysicsScene::PhysicsSceneResult PhysicsScene::sRestoreFromBinaryState(StreamIn &inStream)
  117. {
  118. PhysicsSceneResult result;
  119. // Create scene
  120. Ref<PhysicsScene> scene = new PhysicsScene();
  121. BodyCreationSettings::IDToShapeMap id_to_shape;
  122. BodyCreationSettings::IDToMaterialMap id_to_material;
  123. BodyCreationSettings::IDToGroupFilterMap id_to_group_filter;
  124. SoftBodyCreationSettings::IDToSharedSettingsMap id_to_settings;
  125. // Reserve some memory to avoid frequent reallocations
  126. id_to_shape.reserve(1024);
  127. id_to_material.reserve(128);
  128. id_to_group_filter.reserve(128);
  129. // Read bodies
  130. uint32 len = 0;
  131. inStream.Read(len);
  132. scene->mBodies.resize(len);
  133. for (BodyCreationSettings &b : scene->mBodies)
  134. {
  135. // Read creation settings
  136. BodyCreationSettings::BCSResult bcs_result = BodyCreationSettings::sRestoreWithChildren(inStream, id_to_shape, id_to_material, id_to_group_filter);
  137. if (bcs_result.HasError())
  138. {
  139. result.SetError(bcs_result.GetError());
  140. return result;
  141. }
  142. b = bcs_result.Get();
  143. }
  144. // Read constraints
  145. len = 0;
  146. inStream.Read(len);
  147. scene->mConstraints.resize(len);
  148. for (ConnectedConstraint &cc : scene->mConstraints)
  149. {
  150. ConstraintSettings::ConstraintResult c_result = ConstraintSettings::sRestoreFromBinaryState(inStream);
  151. if (c_result.HasError())
  152. {
  153. result.SetError(c_result.GetError());
  154. return result;
  155. }
  156. cc.mSettings = static_cast<const TwoBodyConstraintSettings *>(c_result.Get().GetPtr());
  157. inStream.Read(cc.mBody1);
  158. inStream.Read(cc.mBody2);
  159. }
  160. // Read soft bodies
  161. len = 0;
  162. inStream.Read(len);
  163. scene->mSoftBodies.resize(len);
  164. for (SoftBodyCreationSettings &b : scene->mSoftBodies)
  165. {
  166. // Read creation settings
  167. SoftBodyCreationSettings::SBCSResult sbcs_result = SoftBodyCreationSettings::sRestoreWithChildren(inStream, id_to_settings, id_to_material, id_to_group_filter);
  168. if (sbcs_result.HasError())
  169. {
  170. result.SetError(sbcs_result.GetError());
  171. return result;
  172. }
  173. b = sbcs_result.Get();
  174. }
  175. result.Set(scene);
  176. return result;
  177. }
  178. void PhysicsScene::FromPhysicsSystem(const PhysicsSystem *inSystem)
  179. {
  180. // This map will track where each body went in mBodies
  181. using BodyIDToIdxMap = UnorderedMap<BodyID, uint32>;
  182. BodyIDToIdxMap body_id_to_idx;
  183. // Map invalid ID
  184. body_id_to_idx[BodyID()] = cFixedToWorld;
  185. // Get all bodies
  186. BodyIDVector body_ids;
  187. inSystem->GetBodies(body_ids);
  188. // Loop over all bodies
  189. const BodyLockInterface &bli = inSystem->GetBodyLockInterface();
  190. for (const BodyID &id : body_ids)
  191. {
  192. BodyLockRead lock(bli, id);
  193. if (lock.Succeeded())
  194. {
  195. // Store location of body
  196. body_id_to_idx[id] = (uint32)mBodies.size();
  197. const Body &body = lock.GetBody();
  198. // Convert to body creation settings
  199. if (body.IsRigidBody())
  200. AddBody(body.GetBodyCreationSettings());
  201. else
  202. AddSoftBody(body.GetSoftBodyCreationSettings());
  203. }
  204. }
  205. // Loop over all constraints
  206. Constraints constraints = inSystem->GetConstraints();
  207. for (const Constraint *c : constraints)
  208. if (c->GetType() == EConstraintType::TwoBodyConstraint)
  209. {
  210. // Cast to two body constraint
  211. const TwoBodyConstraint *tbc = static_cast<const TwoBodyConstraint *>(c);
  212. // Find the body indices
  213. BodyIDToIdxMap::const_iterator b1 = body_id_to_idx.find(tbc->GetBody1()->GetID());
  214. BodyIDToIdxMap::const_iterator b2 = body_id_to_idx.find(tbc->GetBody2()->GetID());
  215. JPH_ASSERT(b1 != body_id_to_idx.end() && b2 != body_id_to_idx.end());
  216. // Create constraint settings and add the constraint
  217. Ref<ConstraintSettings> settings = c->GetConstraintSettings();
  218. AddConstraint(static_cast<const TwoBodyConstraintSettings *>(settings.GetPtr()), b1->second, b2->second);
  219. }
  220. }
  221. JPH_NAMESPACE_END