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/Physics/PhysicsBody.h>
  6. #include <AnKi/Physics/PhysicsWorld.h>
  7. namespace anki {
  8. PhysicsBody::MyGroupFilter PhysicsBody::m_groupFilter;
  9. Bool PhysicsBody::MyGroupFilter::CanCollide(const JPH::CollisionGroup& inGroup1, const JPH::CollisionGroup& inGroup2) const
  10. {
  11. const U64 address1 = (U64(inGroup1.GetGroupID()) << 32_U64) | U64(inGroup1.GetSubGroupID());
  12. const U64 address2 = (U64(inGroup2.GetGroupID()) << 32_U64) | U64(inGroup2.GetSubGroupID());
  13. ANKI_ASSERT(address1 && address2);
  14. const PhysicsBody& body1 = *numberToPtr<const PhysicsBody*>(address1);
  15. const PhysicsBody& body2 = *numberToPtr<const PhysicsBody*>(address2);
  16. if(body1.m_collisionFilterCallback == body2.m_collisionFilterCallback && body1.m_collisionFilterCallback)
  17. {
  18. // Both have the same filter callback and it's not nullptr, use it
  19. return body1.m_collisionFilterCallback->collidesWith(body1, body2);
  20. }
  21. else
  22. {
  23. return true;
  24. }
  25. }
  26. PhysicsBody::PhysicsBody()
  27. : PhysicsObjectBase(PhysicsObjectType::kBody)
  28. {
  29. }
  30. PhysicsBody::~PhysicsBody()
  31. {
  32. }
  33. void PhysicsBody::init(const PhysicsBodyInitInfo& init)
  34. {
  35. if(init.m_layer == PhysicsLayer::kStatic || init.m_layer == PhysicsLayer::kTrigger)
  36. {
  37. ANKI_ASSERT(init.m_mass == 0.0f);
  38. }
  39. else
  40. {
  41. ANKI_ASSERT(init.m_mass > 0.0f);
  42. }
  43. PhysicsWorld& world = PhysicsWorld::getSingleton();
  44. const Vec3 pos = init.m_transform.getOrigin().xyz();
  45. const Quat rot = Quat(init.m_transform.getRotation());
  46. // Create a scale shape
  47. const Bool hasScale = (init.m_transform.getScale().xyz() - 1.0).lengthSquared() > kEpsilonf * 10.0;
  48. PhysicsCollisionShapePtr scaledShape;
  49. if(hasScale)
  50. {
  51. scaledShape = world.newScaleCollisionObject(init.m_transform.getScale().xyz(), init.m_shape);
  52. }
  53. // Create JPH body
  54. JPH::EMotionType motionType;
  55. if(init.m_isTrigger)
  56. {
  57. motionType = JPH::EMotionType::Kinematic;
  58. }
  59. else if(init.m_mass == 0.0f)
  60. {
  61. motionType = JPH::EMotionType::Static;
  62. }
  63. else
  64. {
  65. motionType = JPH::EMotionType::Dynamic;
  66. }
  67. JPH::BodyCreationSettings settings((scaledShape) ? &scaledShape->m_scaled : &init.m_shape->m_shapeBase, toJPH(pos), toJPH(rot), motionType,
  68. JPH::ObjectLayer(init.m_layer));
  69. if(init.m_mass > 0.0f)
  70. {
  71. ANKI_ASSERT(!init.m_isTrigger && "Triggers can't have mass");
  72. settings.mOverrideMassProperties = JPH::EOverrideMassProperties::CalculateInertia;
  73. settings.mMassPropertiesOverride.mMass = init.m_mass;
  74. }
  75. settings.mFriction = init.m_friction;
  76. settings.mUserData = ptrToNumber(static_cast<PhysicsObjectBase*>(this));
  77. settings.mIsSensor = init.m_isTrigger;
  78. // Call the thread-safe version because many threads may try to create bodies
  79. JPH::Body* jphBody = world.m_jphPhysicsSystem->GetBodyInterface().CreateBody(settings);
  80. world.m_jphPhysicsSystem->GetBodyInterface().AddBody(jphBody->GetID(), JPH::EActivation::Activate);
  81. // Misc
  82. m_jphBody = jphBody;
  83. m_primaryShape.reset(init.m_shape);
  84. m_scaledShape = scaledShape;
  85. m_worldTrf = init.m_transform;
  86. m_isTrigger = init.m_isTrigger;
  87. m_mass = init.m_mass;
  88. setUserData(init.m_userData);
  89. }
  90. void PhysicsBody::setPositionAndRotation(Vec3 position, const Mat3& rotation)
  91. {
  92. const JPH::RVec3 pos = toJPH(position);
  93. const JPH::Quat rot = toJPH(Quat(rotation));
  94. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetPositionAndRotation(m_jphBody->GetID(), pos, rot,
  95. JPH::EActivation::Activate);
  96. m_worldTrf.setOrigin(position.xyz0());
  97. m_worldTrf.setRotation(rotation);
  98. ++m_worldTrfVersion;
  99. }
  100. void PhysicsBody::applyForce(const Vec3& force, const Vec3& relPos)
  101. {
  102. const Vec3 worldForcePos = m_worldTrf.transform(relPos);
  103. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().AddForce(m_jphBody->GetID(), toJPH(force), toJPH(worldForcePos));
  104. }
  105. void PhysicsBody::applyForce(const Vec3& force)
  106. {
  107. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().AddForce(m_jphBody->GetID(), toJPH(force));
  108. }
  109. void PhysicsBody::activate(Bool activate)
  110. {
  111. if(activate)
  112. {
  113. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().ActivateBody(m_jphBody->GetID());
  114. }
  115. else
  116. {
  117. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().DeactivateBody(m_jphBody->GetID());
  118. }
  119. }
  120. void PhysicsBody::setGravityFactor(F32 factor)
  121. {
  122. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetGravityFactor(m_jphBody->GetID(), factor);
  123. }
  124. void PhysicsBody::setLinearVelocity(Vec3 v)
  125. {
  126. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetLinearVelocity(m_jphBody->GetID(), toJPH(v));
  127. }
  128. void PhysicsBody::setAngularVelocity(Vec3 v)
  129. {
  130. PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().SetAngularVelocity(m_jphBody->GetID(), toJPH(v));
  131. }
  132. void PhysicsBody::clearForcesAndTorque()
  133. {
  134. m_jphBody->ResetMotion();
  135. }
  136. void PhysicsBody::postPhysicsUpdate()
  137. {
  138. if(m_activated)
  139. {
  140. const Transform newTrf =
  141. toAnKi(PhysicsWorld::getSingleton().m_jphPhysicsSystem->GetBodyInterfaceNoLock().GetWorldTransform(m_jphBody->GetID()));
  142. if(newTrf != m_worldTrf)
  143. {
  144. m_worldTrf = Transform(newTrf.getOrigin(), newTrf.getRotation(), m_worldTrf.getScale());
  145. ++m_worldTrfVersion;
  146. }
  147. }
  148. }
  149. void PhysicsBody::setCollisionFilterCallback(PhysicsCollisionFilterCallback* callback)
  150. {
  151. m_collisionFilterCallback = callback;
  152. JPH::CollisionGroup collisionGroup;
  153. if(m_collisionFilterCallback)
  154. {
  155. const U64 callbackAddress = ptrToNumber(callback);
  156. collisionGroup = JPH::CollisionGroup(&m_groupFilter, U32(callbackAddress >> 32_U64), U32(callbackAddress));
  157. }
  158. m_jphBody->SetCollisionGroup(collisionGroup);
  159. }
  160. } // namespace anki