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PhysicsWorld.cpp 8.7 KB

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  1. // Copyright (C) 2009-2021, 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/PhysicsWorld.h>
  6. #include <AnKi/Physics/PhysicsCollisionShape.h>
  7. #include <AnKi/Physics/PhysicsBody.h>
  8. #include <AnKi/Physics/PhysicsTrigger.h>
  9. #include <AnKi/Physics/PhysicsPlayerController.h>
  10. #include <AnKi/Util/Rtti.h>
  11. #include <BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h>
  12. namespace anki
  13. {
  14. // Ugly but there is no other way
  15. static HeapAllocator<U8>* g_alloc = nullptr;
  16. static void* btAlloc(size_t size)
  17. {
  18. ANKI_ASSERT(g_alloc);
  19. return g_alloc->getMemoryPool().allocate(size, 16);
  20. }
  21. static void btFree(void* ptr)
  22. {
  23. ANKI_ASSERT(g_alloc);
  24. g_alloc->getMemoryPool().free(ptr);
  25. }
  26. /// Broad phase collision callback.
  27. class PhysicsWorld::MyOverlapFilterCallback : public btOverlapFilterCallback
  28. {
  29. public:
  30. Bool needBroadphaseCollision(btBroadphaseProxy* proxy0, btBroadphaseProxy* proxy1) const override
  31. {
  32. ANKI_ASSERT(proxy0 && proxy1);
  33. const btCollisionObject* btObj0 = static_cast<const btCollisionObject*>(proxy0->m_clientObject);
  34. const btCollisionObject* btObj1 = static_cast<const btCollisionObject*>(proxy1->m_clientObject);
  35. ANKI_ASSERT(btObj0 && btObj1);
  36. const PhysicsObject* aobj0 = static_cast<const PhysicsObject*>(btObj0->getUserPointer());
  37. const PhysicsObject* aobj1 = static_cast<const PhysicsObject*>(btObj1->getUserPointer());
  38. if(aobj0 == nullptr || aobj1 == nullptr)
  39. {
  40. return false;
  41. }
  42. const PhysicsFilteredObject* fobj0 = dcast<const PhysicsFilteredObject*>(aobj0);
  43. const PhysicsFilteredObject* fobj1 = dcast<const PhysicsFilteredObject*>(aobj1);
  44. // First check the masks
  45. Bool collide = !!(fobj0->getMaterialGroup() & fobj1->getMaterialMask());
  46. collide = collide && !!(fobj1->getMaterialGroup() & fobj0->getMaterialMask());
  47. if(!collide)
  48. {
  49. return false;
  50. }
  51. // Reject if they are both static
  52. if(ANKI_UNLIKELY(fobj0->getMaterialGroup() == PhysicsMaterialBit::STATIC_GEOMETRY
  53. && fobj1->getMaterialGroup() == PhysicsMaterialBit::STATIC_GEOMETRY))
  54. {
  55. return false;
  56. }
  57. // Detailed tests using callbacks
  58. if(fobj0->getPhysicsBroadPhaseFilterCallback())
  59. {
  60. collide = fobj0->getPhysicsBroadPhaseFilterCallback()->needsCollision(*fobj0, *fobj1);
  61. if(!collide)
  62. {
  63. return false;
  64. }
  65. }
  66. if(fobj1->getPhysicsBroadPhaseFilterCallback())
  67. {
  68. collide = fobj1->getPhysicsBroadPhaseFilterCallback()->needsCollision(*fobj1, *fobj0);
  69. if(!collide)
  70. {
  71. return false;
  72. }
  73. }
  74. return true;
  75. }
  76. };
  77. class PhysicsWorld::MyRaycastCallback : public btCollisionWorld::RayResultCallback
  78. {
  79. public:
  80. PhysicsWorldRayCastCallback* m_raycast = nullptr;
  81. Bool needsCollision(btBroadphaseProxy* proxy) const override
  82. {
  83. ANKI_ASSERT(proxy);
  84. const btCollisionObject* cobj = static_cast<const btCollisionObject*>(proxy->m_clientObject);
  85. ANKI_ASSERT(cobj);
  86. const PhysicsObject* pobj = static_cast<const PhysicsObject*>(cobj->getUserPointer());
  87. ANKI_ASSERT(pobj);
  88. const PhysicsFilteredObject* fobj = dcast<const PhysicsFilteredObject*>(pobj);
  89. return !!(fobj->getMaterialGroup() & m_raycast->m_materialMask);
  90. }
  91. btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, Bool normalInWorldSpace) final
  92. {
  93. // No idea why
  94. if(m_raycast->m_firstHit)
  95. {
  96. m_closestHitFraction = rayResult.m_hitFraction;
  97. }
  98. m_collisionObject = rayResult.m_collisionObject;
  99. Vec3 worldNormal;
  100. if(normalInWorldSpace)
  101. {
  102. worldNormal = toAnki(rayResult.m_hitNormalLocal);
  103. }
  104. else
  105. {
  106. worldNormal = toAnki(m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal);
  107. }
  108. Vec3 hitPointWorld = mix(m_raycast->m_from, m_raycast->m_to, rayResult.m_hitFraction);
  109. // Call the callback
  110. PhysicsObject* pobj = static_cast<PhysicsObject*>(m_collisionObject->getUserPointer());
  111. ANKI_ASSERT(pobj);
  112. m_raycast->processResult(dcast<PhysicsFilteredObject&>(*pobj), worldNormal, hitPointWorld);
  113. return m_closestHitFraction;
  114. }
  115. };
  116. PhysicsWorld::PhysicsWorld()
  117. {
  118. }
  119. PhysicsWorld::~PhysicsWorld()
  120. {
  121. destroyMarkedForDeletion();
  122. ANKI_ASSERT(m_objectsCreatedCount.load() == 0 && "Forgot to delete some objects");
  123. m_world.destroy();
  124. m_solver.destroy();
  125. m_dispatcher.destroy();
  126. m_collisionConfig.destroy();
  127. m_broadphase.destroy();
  128. m_gpc.destroy();
  129. m_alloc.deleteInstance(m_filterCallback);
  130. g_alloc = nullptr;
  131. }
  132. Error PhysicsWorld::init(AllocAlignedCallback allocCb, void* allocCbData)
  133. {
  134. m_alloc = HeapAllocator<U8>(allocCb, allocCbData);
  135. m_tmpAlloc = StackAllocator<U8>(allocCb, allocCbData, 1_KB, 2.0f);
  136. // Set allocators
  137. g_alloc = &m_alloc;
  138. btAlignedAllocSetCustom(btAlloc, btFree);
  139. // Create objects
  140. m_broadphase.init();
  141. m_gpc.init();
  142. m_broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(m_gpc.get());
  143. m_filterCallback = m_alloc.newInstance<MyOverlapFilterCallback>();
  144. m_broadphase->getOverlappingPairCache()->setOverlapFilterCallback(m_filterCallback);
  145. m_collisionConfig.init();
  146. m_dispatcher.init(m_collisionConfig.get());
  147. btGImpactCollisionAlgorithm::registerAlgorithm(m_dispatcher.get());
  148. m_solver.init();
  149. m_world.init(m_dispatcher.get(), m_broadphase.get(), m_solver.get(), m_collisionConfig.get());
  150. m_world->setGravity(btVector3(0.0f, -9.8f, 0.0f));
  151. return Error::NONE;
  152. }
  153. void PhysicsWorld::destroyMarkedForDeletion()
  154. {
  155. while(true)
  156. {
  157. PhysicsObject* obj = nullptr;
  158. // Don't delete the instance (call the destructor) while holding the lock to avoid deadlocks
  159. {
  160. LockGuard<Mutex> lock(m_markedMtx);
  161. if(!m_markedForDeletion.isEmpty())
  162. {
  163. obj = m_markedForDeletion.popFront();
  164. if(obj->m_registered)
  165. {
  166. obj->unregisterFromWorld();
  167. obj->m_registered = false;
  168. }
  169. }
  170. }
  171. if(obj == nullptr)
  172. {
  173. break;
  174. }
  175. m_alloc.deleteInstance(obj);
  176. #if ANKI_ENABLE_ASSERTIONS
  177. const I32 count = m_objectsCreatedCount.fetchSub(1) - 1;
  178. ANKI_ASSERT(count >= 0);
  179. #endif
  180. }
  181. }
  182. Error PhysicsWorld::update(Second dt)
  183. {
  184. // First destroy
  185. destroyMarkedForDeletion();
  186. // Create new objects
  187. {
  188. LockGuard<Mutex> lock(m_markedMtx);
  189. // Create
  190. while(!m_markedForCreation.isEmpty())
  191. {
  192. PhysicsObject* obj = m_markedForCreation.popFront();
  193. ANKI_ASSERT(!obj->m_registered);
  194. obj->registerToWorld();
  195. obj->m_registered = true;
  196. m_objectLists[obj->getType()].pushBack(obj);
  197. }
  198. }
  199. // Update the player controllers
  200. for(PhysicsObject& obj : m_objectLists[PhysicsObjectType::PLAYER_CONTROLLER])
  201. {
  202. PhysicsPlayerController& playerController = static_cast<PhysicsPlayerController&>(obj);
  203. playerController.moveToPositionForReal();
  204. }
  205. // Update world
  206. m_world->stepSimulation(F32(dt), 1, 1.0f / 60.0f);
  207. // Process trigger contacts
  208. for(PhysicsObject& trigger : m_objectLists[PhysicsObjectType::TRIGGER])
  209. {
  210. static_cast<PhysicsTrigger&>(trigger).processContacts();
  211. }
  212. // Reset the pool
  213. m_tmpAlloc.getMemoryPool().reset();
  214. return Error::NONE;
  215. }
  216. void PhysicsWorld::destroyObject(PhysicsObject* obj)
  217. {
  218. ANKI_ASSERT(obj);
  219. LockGuard<Mutex> lock(m_markedMtx);
  220. if(obj->m_registered)
  221. {
  222. m_objectLists[obj->getType()].erase(obj);
  223. }
  224. else
  225. {
  226. m_markedForCreation.erase(obj);
  227. }
  228. m_markedForDeletion.pushBack(obj);
  229. }
  230. void PhysicsWorld::rayCast(WeakArray<PhysicsWorldRayCastCallback*> rayCasts) const
  231. {
  232. MyRaycastCallback callback;
  233. for(PhysicsWorldRayCastCallback* cb : rayCasts)
  234. {
  235. callback.m_raycast = cb;
  236. m_world->rayTest(toBt(cb->m_from), toBt(cb->m_to), callback);
  237. }
  238. }
  239. PhysicsTriggerFilteredPair* PhysicsWorld::getOrCreatePhysicsTriggerFilteredPair(PhysicsTrigger* trigger,
  240. PhysicsFilteredObject* filtered,
  241. Bool& isNew)
  242. {
  243. ANKI_ASSERT(trigger && filtered);
  244. U32 emptySlot = MAX_U32;
  245. for(U32 i = 0; i < filtered->m_triggerFilteredPairs.getSize(); ++i)
  246. {
  247. PhysicsTriggerFilteredPair* pair = filtered->m_triggerFilteredPairs[i];
  248. if(pair && pair->m_trigger == trigger)
  249. {
  250. // Found it
  251. ANKI_ASSERT(pair->m_filteredObject == filtered);
  252. isNew = false;
  253. return pair;
  254. }
  255. else if(pair == nullptr)
  256. {
  257. // Empty slot, save it for later
  258. emptySlot = i;
  259. }
  260. else if(pair && pair->m_trigger == nullptr)
  261. {
  262. // Pair exists but it's invalid, repurpose it
  263. ANKI_ASSERT(pair->m_filteredObject == filtered);
  264. emptySlot = i;
  265. }
  266. }
  267. if(emptySlot == MAX_U32)
  268. {
  269. ANKI_PHYS_LOGW("Contact ignored. Too many active contacts for the filtered object");
  270. return nullptr;
  271. }
  272. // Not found, create a new one
  273. isNew = true;
  274. PhysicsTriggerFilteredPair* newPair;
  275. if(filtered->m_triggerFilteredPairs[emptySlot] == nullptr)
  276. {
  277. filtered->m_triggerFilteredPairs[emptySlot] = m_alloc.newInstance<PhysicsTriggerFilteredPair>();
  278. }
  279. newPair = filtered->m_triggerFilteredPairs[emptySlot];
  280. newPair->m_filteredObject = filtered;
  281. newPair->m_trigger = trigger;
  282. newPair->m_frame = 0;
  283. return newPair;
  284. }
  285. } // end namespace anki