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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #pragma once
- #include <algorithm>
- #include "Types.h"
- #include "Allocator.h"
- #include "File.h"
- #include "Bundle.h"
- #include "ResourceManager.h"
- #include "Vector3.h"
- namespace crown
- {
- //-----------------------------------------------------------------------------
- struct PhysicsHeader
- {
- uint32_t version;
- uint32_t num_controllers; // 0 or 1, ATM
- uint32_t controller_offset;
- uint32_t num_actors;
- uint32_t actors_offset;
- uint32_t num_shapes_indices;
- uint32_t shapes_indices_offset;
- uint32_t num_shapes;
- uint32_t shapes_offset;
- uint32_t num_joints;
- uint32_t joints_offset;
- };
- //-----------------------------------------------------------------------------
- struct PhysicsController
- {
- StringId32 name;
- float height; // Height of the capsule
- float radius; // Radius of the capsule
- float slope_limit; // The maximum slope which the character can walk up in radians.
- float step_offset; // Maximum height of an obstacle which the character can climb.
- float contact_offset; // Skin around the object within which contacts will be generated. Use it to avoid numerical precision issues.
- StringId32 collision_filter;// Collision filter from global.physics_config
- };
- //-----------------------------------------------------------------------------
- struct PhysicsActor
- {
- StringId32 name; // Name of the actor
- StringId32 node; // Node from .unit file
- StringId32 actor_class; // Actor from global.physics
- uint32_t num_shapes; // Number of shapes
- };
- //-----------------------------------------------------------------------------
- struct PhysicsShapeType
- {
- enum Enum
- {
- SPHERE,
- CAPSULE,
- BOX,
- PLANE
- };
- };
- //-----------------------------------------------------------------------------
- struct PhysicsShape
- {
- StringId32 name; // Name of the shape
- StringId32 shape_class; // Shape class from global.physics_config
- StringId32 type; // Type of the shape
- StringId32 material; // Material from global.physics_config
- float data_0;
- float data_1;
- float data_2;
- float data_3;
- };
- //-----------------------------------------------------------------------------
- struct PhysicsJointType
- {
- enum Enum
- {
- FIXED,
- SPHERICAL,
- REVOLUTE,
- PRISMATIC,
- DISTANCE,
- D6
- };
- };
- //-----------------------------------------------------------------------------
- struct PhysicsJoint
- {
- StringId32 name;
- uint32_t type;
- StringId32 actor_0;
- StringId32 actor_1;
- Vector3 anchor_0;
- Vector3 anchor_1;
- bool breakable;
- float break_force;
- float break_torque;
- // Revolute/Prismatic Joint Limits
- float lower_limit;
- float upper_limit;
- // Spherical Joint Limits
- float y_limit_angle;
- float z_limit_angle;
- // Distance Joint Limits
- float max_distance;
- // JointLimitPair/cone param
- float contact_dist;
- float restitution;
- float spring;
- float damping;
- float distance;
- };
- //-----------------------------------------------------------------------------
- struct PhysicsResource
- {
- //-----------------------------------------------------------------------------
- static void* load(Allocator& allocator, Bundle& bundle, ResourceId id)
- {
- File* file = bundle.open(id);
- const size_t file_size = file->size();
- void* res = allocator.allocate(file_size);
- file->read(res, file_size);
- bundle.close(file);
- return res;
- }
- //-----------------------------------------------------------------------------
- static void online(void* resource)
- {
- }
- //-----------------------------------------------------------------------------
- static void unload(Allocator& allocator, void* resource)
- {
- CE_ASSERT_NOT_NULL(resource);
- allocator.deallocate(resource);
- }
- //-----------------------------------------------------------------------------
- static void offline(void* resource)
- {
- }
- //-----------------------------------------------------------------------------
- bool has_controller() const
- {
- return ((PhysicsHeader*) this)->num_controllers == 1;
- }
- //-----------------------------------------------------------------------------
- PhysicsController controller() const
- {
- CE_ASSERT(has_controller(), "Controller does not exist");
- const PhysicsHeader* ph = (PhysicsHeader*) this;
- PhysicsController* controller = (PhysicsController*) (((char*) this) + ph->controller_offset);
- return *controller;
- }
- //-----------------------------------------------------------------------------
- uint32_t num_actors() const
- {
- return ((PhysicsHeader*) this)->num_actors;
- }
- //-----------------------------------------------------------------------------
- PhysicsActor actor(uint32_t i) const
- {
- CE_ASSERT(i < num_actors(), "Index out of bounds");
- const PhysicsHeader* ph = (PhysicsHeader*) this;
- PhysicsActor* actor = (PhysicsActor*) (((char*) this) + ph->actors_offset);
- return actor[i];
- }
- //-----------------------------------------------------------------------------
- uint32_t num_shapes_indices() const
- {
- return ((PhysicsHeader*) this)->num_shapes_indices;
- }
- //-----------------------------------------------------------------------------
- uint32_t shape_index(uint32_t i) const
- {
- CE_ASSERT(i < num_shapes_indices(), "Index out of bounds");
- const PhysicsHeader* ph = (PhysicsHeader*) this;
- uint32_t* index = (uint32_t*) (((char*) this) + ph->shapes_indices_offset);
- return index[i];
- }
- //-----------------------------------------------------------------------------
- uint32_t num_shapes() const
- {
- return ((PhysicsHeader*) this)->num_shapes;
- }
- //-----------------------------------------------------------------------------
- PhysicsShape shape(uint32_t i) const
- {
- CE_ASSERT(i < num_shapes(), "Index out of bounds");
- const PhysicsHeader* ph = (PhysicsHeader*) this;
- PhysicsShape* shape = (PhysicsShape*) (((char*) this) + ph->shapes_offset);
- return shape[i];
- }
- //-----------------------------------------------------------------------------
- uint32_t num_joints() const
- {
- return ((PhysicsHeader*) this)->num_joints;
- }
- //-----------------------------------------------------------------------------
- PhysicsJoint joint(uint32_t i) const
- {
- CE_ASSERT(i < num_joints(), "Index out of bounds");
- const PhysicsHeader* ph = (PhysicsHeader*) this;
- PhysicsJoint* joint = (PhysicsJoint*) (((char*) this) + ph->joints_offset);
- return joint[i];
- }
- private:
- // Disable construction
- PhysicsResource();
- };
- struct PhysicsConfigHeader
- {
- uint32_t num_materials;
- uint32_t materials_offset;
- uint32_t num_shapes;
- uint32_t shapes_offset;
- uint32_t num_actors;
- uint32_t actors_offset;
- uint32_t num_filters;
- uint32_t filters_offset;
- };
- struct PhysicsMaterial
- {
- float static_friction;
- float dynamic_friction;
- float restitution;
- // uint8_t restitution_combine_mode;
- // uint8_t friction_combine_mode;
- };
- struct PhysicsCollisionFilter
- {
- uint32_t me;
- uint32_t mask;
- };
- struct PhysicsShape2
- {
- uint32_t collision_filter;
- bool trigger;
- };
- struct PhysicsActor2
- {
- enum
- {
- DYNAMIC = (1 << 0),
- KINEMATIC = (1 << 1),
- DISABLE_GRAVITY = (1 << 2)
- };
- uint32_t collision_filter;
- float linear_damping;
- float angular_damping;
- uint8_t flags;
- };
- //-----------------------------------------------------------------------------
- struct PhysicsConfigResource
- {
- //-----------------------------------------------------------------------------
- static void* load(Allocator& allocator, Bundle& bundle, ResourceId id)
- {
- File* file = bundle.open(id);
- const size_t file_size = file->size();
- void* res = allocator.allocate(file_size);
- file->read(res, file_size);
- bundle.close(file);
- return res;
- }
- //-----------------------------------------------------------------------------
- static void online(void* resource)
- {
- }
- //-----------------------------------------------------------------------------
- static void unload(Allocator& allocator, void* resource)
- {
- CE_ASSERT_NOT_NULL(resource);
- allocator.deallocate(resource);
- }
- //-----------------------------------------------------------------------------
- static void offline(void* resource)
- {
- }
- //-----------------------------------------------------------------------------
- uint32_t num_materials() const
- {
- return ((PhysicsConfigHeader*) this)->num_materials;
- }
- /// Returns the material with the given @a name
- PhysicsMaterial material(StringId32 name) const
- {
- const PhysicsConfigHeader* h = (PhysicsConfigHeader*) this;
- StringId32* begin = (StringId32*) (((char*) this) + h->materials_offset);
- StringId32* end = begin + num_materials();
- StringId32* id = std::find(begin, end, name);
- CE_ASSERT(id != end, "Material not found");
- return material_by_index(id - begin);
- }
- PhysicsMaterial material_by_index(uint32_t i) const
- {
- CE_ASSERT(i < num_materials(), "Index out of bounds");
- const PhysicsConfigHeader* h = (PhysicsConfigHeader*) this;
- const PhysicsMaterial* base = (PhysicsMaterial*) (((char*) this) + h->materials_offset + sizeof(StringId32) * num_materials());
- return base[i];
- }
- //-----------------------------------------------------------------------------
- uint32_t num_shapes() const
- {
- return ((PhysicsConfigHeader*) this)->num_shapes;
- }
- //-----------------------------------------------------------------------------
- PhysicsShape2 shape(StringId32 name) const
- {
- const PhysicsConfigHeader* h = (PhysicsConfigHeader*) this;
- StringId32* begin = (StringId32*) (((char*) this) + h->shapes_offset);
- StringId32* end = begin + num_shapes();
- StringId32* id = std::find(begin, end, name);
- CE_ASSERT(id != end, "Shape not found");
- return shape_by_index(id - begin);
- }
- //-----------------------------------------------------------------------------
- PhysicsShape2 shape_by_index(uint32_t i) const
- {
- CE_ASSERT(i < num_shapes(), "Index out of bounds");
- const PhysicsConfigHeader* h = (PhysicsConfigHeader*) this;
- const PhysicsShape2* base = (PhysicsShape2*) (((char*) this) + h->shapes_offset + sizeof(StringId32) * num_shapes());
- return base[i];
- }
- //-----------------------------------------------------------------------------
- uint32_t num_actors() const
- {
- return ((PhysicsConfigHeader*) this)->num_actors;
- }
- /// Returns the actor with the given @a name
- PhysicsActor2 actor(StringId32 name) const
- {
- const PhysicsConfigHeader* h = (PhysicsConfigHeader*) this;
- StringId32* begin = (StringId32*) (((char*) this) + h->actors_offset);
- StringId32* end = begin + num_actors();
- StringId32* id = std::find(begin, end, name);
- CE_ASSERT(id != end, "Actor not found");
- return actor_by_index(id - begin);
- }
- //-----------------------------------------------------------------------------
- PhysicsActor2 actor_by_index(uint32_t i) const
- {
- CE_ASSERT(i < num_actors(), "Index out of bounds");
- const PhysicsConfigHeader* h = (PhysicsConfigHeader*) this;
- const PhysicsActor2* base = (PhysicsActor2*) (((char*) this) + h->actors_offset + sizeof(StringId32) * num_actors());
- return base[i];
- }
- private:
- // Disable construction
- PhysicsConfigResource();
- };
- } // namespace crown
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