PhysicsBody.cpp 5.7 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Physics2/PhysicsBody.h>
  6. #include <AnKi/Physics2/PhysicsWorld.h>
  7. namespace anki {
  8. namespace v2 {
  9. PhysicsBody::MyGroupFilter PhysicsBody::m_groupFilter;
  10. Bool PhysicsBody::MyGroupFilter::CanCollide(const JPH::CollisionGroup& inGroup1, const JPH::CollisionGroup& inGroup2) const
  11. {
  12. const U64 address1 = (U64(inGroup1.GetGroupID()) << 32_U64) | U64(inGroup1.GetSubGroupID());
  13. const U64 address2 = (U64(inGroup2.GetGroupID()) << 32_U64) | U64(inGroup2.GetSubGroupID());
  14. ANKI_ASSERT(address1 && address2);
  15. const PhysicsBody& body1 = *numberToPtr<const PhysicsBody*>(address1);
  16. const PhysicsBody& body2 = *numberToPtr<const PhysicsBody*>(address2);
  17. if(body1.m_collisionFilterCallback == body2.m_collisionFilterCallback && body1.m_collisionFilterCallback)
  18. {
  19. // Both have the same filter callback and it's not nullptr, use it
  20. return body1.m_collisionFilterCallback->collidesWith(body1, body2);
  21. }
  22. else
  23. {
  24. return true;
  25. }
  26. }
  27. PhysicsBody::PhysicsBody()
  28. : PhysicsObjectBase(PhysicsObjectType::kBody)
  29. {
  30. }
  31. PhysicsBody::~PhysicsBody()
  32. {
  33. }
  34. void PhysicsBody::init(const PhysicsBodyInitInfo& init)
  35. {
  36. if(init.m_layer == PhysicsLayer::kStatic || init.m_layer == PhysicsLayer::kTrigger)
  37. {
  38. ANKI_ASSERT(init.m_mass == 0.0f);
  39. }
  40. else
  41. {
  42. ANKI_ASSERT(init.m_mass > 0.0f);
  43. }
  44. PhysicsWorld& world = PhysicsWorld::getSingleton();
  45. const Vec3 pos = init.m_transform.getOrigin().xyz();
  46. const Quat rot = Quat(init.m_transform.getRotation());
  47. // Create a scale shape
  48. const Bool hasScale = (init.m_transform.getScale().xyz() - 1.0).getLengthSquared() > kEpsilonf * 10.0;
  49. PhysicsCollisionShapePtr scaledShape;
  50. if(hasScale)
  51. {
  52. scaledShape = world.newScaleCollisionObject(init.m_transform.getScale().xyz(), init.m_shape);
  53. }
  54. // Create JPH body
  55. JPH::EMotionType motionType;
  56. if(init.m_isTrigger)
  57. {
  58. motionType = JPH::EMotionType::Kinematic;
  59. }
  60. else if(init.m_mass == 0.0f)
  61. {
  62. motionType = JPH::EMotionType::Static;
  63. }
  64. else
  65. {
  66. motionType = JPH::EMotionType::Dynamic;
  67. }
  68. JPH::BodyCreationSettings settings((scaledShape) ? &scaledShape->m_scaled : &init.m_shape->m_shapeBase, toJPH(pos), toJPH(rot), motionType,
  69. JPH::ObjectLayer(init.m_layer));
  70. if(init.m_mass > 0.0f)
  71. {
  72. ANKI_ASSERT(!init.m_isTrigger && "Triggers can't have mass");
  73. settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;
  74. settings.mMassPropertiesOverride.mMass = init.m_mass;
  75. }
  76. settings.mFriction = init.m_friction;
  77. settings.mUserData = ptrToNumber(static_cast<PhysicsObjectBase*>(this));
  78. settings.mIsSensor = init.m_isTrigger;
  79. // Call the thread-safe version because many threads may try to create bodies
  80. JPH::Body* jphBody = world.m_jphPhysicsSystem->GetBodyInterface().CreateBody(settings);
  81. world.m_jphPhysicsSystem->GetBodyInterface().AddBody(jphBody->GetID(), JPH::EActivation::Activate);
  82. // Misc
  83. m_jphBody = jphBody;
  84. m_primaryShape.reset(init.m_shape);
  85. m_scaledShape = scaledShape;
  86. m_worldTrf = init.m_transform;
  87. m_isTrigger = init.m_isTrigger;
  88. m_mass = init.m_mass;
  89. setUserData(init.m_userData);
  90. }
  91. void PhysicsBody::setTransform(const Transform& trf)
  92. {
  93. ANKI_ASSERT(trf.getScale() == m_worldTrf.getScale() && "Can't handle dynamic scaling for now");
  94. const JPH::RVec3 pos = toJPH(trf.getOrigin().xyz());
  95. const JPH::Quat rot = toJPH(Quat(trf.getRotation()));
  96. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetPositionAndRotation(m_jphBody->GetID(), pos, rot,
  97. JPH::EActivation::Activate);
  98. m_worldTrf = trf;
  99. ++m_worldTrfVersion;
  100. }
  101. void PhysicsBody::applyForce(const Vec3& force, const Vec3& relPos)
  102. {
  103. const Vec3 worldForcePos = m_worldTrf.transform(relPos);
  104. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().AddForce(m_jphBody->GetID(), toJPH(force), toJPH(worldForcePos));
  105. }
  106. void PhysicsBody::applyForce(const Vec3& force)
  107. {
  108. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().AddForce(m_jphBody->GetID(), toJPH(force));
  109. }
  110. void PhysicsBody::activate(Bool activate)
  111. {
  112. if(activate)
  113. {
  114. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().ActivateBody(m_jphBody->GetID());
  115. }
  116. else
  117. {
  118. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().DeactivateBody(m_jphBody->GetID());
  119. }
  120. }
  121. void PhysicsBody::setGravityFactor(F32 factor)
  122. {
  123. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetGravityFactor(m_jphBody->GetID(), factor);
  124. }
  125. void PhysicsBody::setLinearVelocity(Vec3 v)
  126. {
  127. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetLinearVelocity(m_jphBody->GetID(), toJPH(v));
  128. }
  129. void PhysicsBody::setAngularVelocity(Vec3 v)
  130. {
  131. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetAngularVelocity(m_jphBody->GetID(), toJPH(v));
  132. }
  133. void PhysicsBody::clearForcesAndTorque()
  134. {
  135. m_jphBody->ResetMotion();
  136. }
  137. void PhysicsBody::postPhysicsUpdate()
  138. {
  139. if(m_activated)
  140. {
  141. const Transform newTrf =
  142. toAnKi(PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().GetWorldTransform(m_jphBody->GetID()));
  143. if(newTrf != m_worldTrf)
  144. {
  145. m_worldTrf = newTrf;
  146. ++m_worldTrfVersion;
  147. }
  148. }
  149. }
  150. void PhysicsBody::setCollisionFilterCallback(PhysicsCollisionFilterCallback* callback)
  151. {
  152. m_collisionFilterCallback = callback;
  153. JPH::CollisionGroup collisionGroup;
  154. if(m_collisionFilterCallback)
  155. {
  156. const U64 callbackAddress = ptrToNumber(callback);
  157. collisionGroup = JPH::CollisionGroup(&m_groupFilter, U32(callbackAddress >> 32_U64), U32(callbackAddress));
  158. }
  159. m_jphBody->SetCollisionGroup(collisionGroup);
  160. }
  161. } // namespace v2
  162. } // namespace anki