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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.
- */
- #include "actor.h"
- #include "device.h"
- #include "log.h"
- #include "matrix4x4.h"
- #include "mesh_resource.h"
- #include "physics_resource.h"
- #include "quaternion.h"
- #include "resource_manager.h"
- #include "scene_graph.h"
- #include "unit.h"
- #include "vector3.h"
- #include "world.h"
- #include "physics_world.h"
- #include "quaternion.h"
- #include "string_utils.h"
- #include "PxPhysicsAPI.h"
- #include "PxCooking.h"
- #include "PxDefaultStreams.h"
- using physx::PxActorFlag;
- using physx::PxActorType;
- using physx::PxBoxGeometry;
- using physx::PxCapsuleGeometry;
- using physx::PxConvexFlag;
- using physx::PxConvexMesh;
- using physx::PxConvexMeshDesc;
- using physx::PxConvexMeshGeometry;
- using physx::PxD6Axis;
- using physx::PxD6Joint;
- using physx::PxD6JointCreate;
- using physx::PxD6Motion;
- using physx::PxDefaultMemoryInputData;
- using physx::PxDefaultMemoryOutputStream;
- using physx::PxFilterData;
- using physx::PxForceMode;
- using physx::PxMat44;
- using physx::PxPlaneGeometry;
- using physx::PxQuat;
- using physx::PxReal;
- using physx::PxRigidActor;
- using physx::PxRigidBody;
- using physx::PxRigidBodyExt;
- using physx::PxRigidBodyFlag;
- using physx::PxRigidDynamic;
- using physx::PxRigidDynamicFlag;
- using physx::PxRigidStatic;
- using physx::PxShape;
- using physx::PxShapeFlag;
- using physx::PxSphereGeometry;
- using physx::PxTransform;
- using physx::PxU16;
- using physx::PxU32;
- using physx::PxVec3;
- namespace crown
- {
- Actor::Actor(PhysicsWorld& pw, const PhysicsResource* res, uint32_t actor_idx, SceneGraph& sg, int32_t node, UnitId unit_id)
- : m_world(pw)
- , m_resource(res)
- , m_index(actor_idx)
- , m_scene_graph(sg)
- , m_node(node)
- , m_unit(unit_id)
- {
- create_objects();
- }
- Actor::~Actor()
- {
- destroy_objects();
- }
- void Actor::create_objects()
- {
- const PhysicsActor* actor = physics_resource::actor(m_resource, m_index);
- PxScene* scene = m_world.physx_scene();
- PxPhysics* physics = m_world.physx_physics();
- const PhysicsConfigResource* config = m_world.resource();
- const PhysicsActor2* actor_class = physics_config_resource::actor(config, actor->actor_class);
- // Create rigid body
- const PxMat44 pose((PxReal*) matrix4x4::to_float_ptr(m_scene_graph.world_pose(m_node)));
- if (actor_class->flags & PhysicsActor2::DYNAMIC)
- {
- m_actor = physics->createRigidDynamic(PxTransform(pose));
- if (actor_class->flags & PhysicsActor2::KINEMATIC)
- {
- static_cast<PxRigidDynamic*>(m_actor)->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);
- }
- PxD6Joint* joint = PxD6JointCreate(*physics, m_actor, PxTransform(pose), NULL, PxTransform(pose));
- joint->setMotion(PxD6Axis::eX, PxD6Motion::eFREE);
- joint->setMotion(PxD6Axis::eY, PxD6Motion::eFREE);
- joint->setMotion(PxD6Axis::eSWING2, PxD6Motion::eFREE);
- }
- else
- {
- m_actor = physics->createRigidStatic(PxTransform(pose));
- }
- // Create shapes
- uint32_t shape_index = physics_resource::shape_index(m_resource, m_index);
- for (uint32_t i = 0; i < actor->num_shapes; i++)
- {
- const PhysicsShape* shape = physics_resource::shape(m_resource, shape_index);
- const PhysicsShape2* shape_class = physics_config_resource::shape(config, shape->shape_class);
- const PhysicsMaterial* material = physics_config_resource::material(config, shape->material);
- PxMaterial* mat = physics->createMaterial(material->static_friction, material->dynamic_friction, material->restitution);
- PxShape* px_shape = NULL;
- switch(shape->type)
- {
- case PhysicsShapeType::SPHERE:
- {
- px_shape = m_actor->createShape(PxSphereGeometry(shape->data_0), *mat);
- break;
- }
- case PhysicsShapeType::CAPSULE:
- {
- px_shape = m_actor->createShape(PxCapsuleGeometry(shape->data_0, shape->data_1), *mat);
- break;
- }
- case PhysicsShapeType::BOX:
- {
- px_shape = m_actor->createShape(PxBoxGeometry(shape->data_0, shape->data_1, shape->data_2), *mat);
- break;
- }
- case PhysicsShapeType::PLANE:
- {
- px_shape = m_actor->createShape(PxPlaneGeometry(), *mat);
- break;
- }
- case PhysicsShapeType::CONVEX_MESH:
- {
- MeshResource* resource = (MeshResource*) device()->resource_manager()->get(shape->resource);
- PxConvexMeshDesc convex_mesh_desc;
- convex_mesh_desc.points.count = resource->num_vertices();
- convex_mesh_desc.points.stride = sizeof(PxVec3);
- convex_mesh_desc.points.data = (PxVec3*) resource->vertices();
- convex_mesh_desc.triangles.count = resource->num_indices();
- convex_mesh_desc.triangles.stride = 3 * sizeof(PxU16);
- convex_mesh_desc.triangles.data = (PxU16*) resource->indices();
- convex_mesh_desc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
- convex_mesh_desc.vertexLimit = MAX_PHYSX_VERTICES;
- PxDefaultMemoryOutputStream buf;
- if(!m_world.physx_cooking()->cookConvexMesh(convex_mesh_desc, buf))
- CE_FATAL("");
- PxDefaultMemoryInputData input(buf.getData(), buf.getSize());
- PxConvexMesh* convex_mesh = physics->createConvexMesh(input);
- px_shape = m_actor->createShape(PxConvexMeshGeometry(convex_mesh), *mat);
- break;
- }
- default:
- {
- CE_FATAL("Oops, unknown shape type");
- }
- }
- // Setup shape pose
- px_shape->setLocalPose(PxTransform(
- PxVec3(shape->position.x, shape->position.y, shape->position.z),
- PxQuat(shape->rotation.x, shape->rotation.y, shape->rotation.z, shape->rotation.w)));
- // Setup collision filters
- PxFilterData filter_data;
- filter_data.word0 = physics_config_resource::filter(config, shape_class->collision_filter)->me;
- filter_data.word1 = physics_config_resource::filter(config, shape_class->collision_filter)->mask;
- px_shape->setSimulationFilterData(filter_data);
- if (shape_class->trigger)
- {
- px_shape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
- px_shape->setFlag(PxShapeFlag::eTRIGGER_SHAPE, true);
- }
- shape_index++;
- }
- if (is_dynamic())
- {
- PxRigidBodyExt::updateMassAndInertia(*static_cast<PxRigidBody*>(m_actor), actor->mass);
- }
- m_actor->userData = this;
- scene->addActor(*m_actor);
- }
- void Actor::destroy_objects()
- {
- if (m_actor)
- {
- m_world.physx_scene()->removeActor(*m_actor);
- m_actor->release();
- }
- }
- Vector3 Actor::world_position() const
- {
- const PxTransform tr = m_actor->getGlobalPose();
- return Vector3(tr.p.x, tr.p.y, tr.p.z);
- }
- Quaternion Actor::world_rotation() const
- {
- const PxTransform tr = m_actor->getGlobalPose();
- return Quaternion(tr.q.x, tr.q.y, tr.q.z, tr.q.w);
- }
- Matrix4x4 Actor::world_pose() const
- {
- const PxTransform tr = m_actor->getGlobalPose();
- return Matrix4x4(Quaternion(tr.q.x, tr.q.y, tr.q.z, tr.q.w), Vector3(tr.p.x, tr.p.y, tr.p.z));
- }
- void Actor::teleport_world_position(const Vector3& p)
- {
- PxTransform tr = m_actor->getGlobalPose();
- tr.p.x = p.x;
- tr.p.y = p.y;
- tr.p.z = p.z;
- m_actor->setGlobalPose(tr);
- }
- void Actor::teleport_world_rotation(const Quaternion& r)
- {
- PxTransform tr = m_actor->getGlobalPose();
- tr.q.x = r.x;
- tr.q.y = r.y;
- tr.q.z = r.z;
- tr.q.w = r.w;
- m_actor->setGlobalPose(tr);
- }
- void Actor::teleport_world_pose(const Matrix4x4& m)
- {
- using namespace matrix4x4;
- const PxVec3 x(m.x.x, m.x.y, m.x.z);
- const PxVec3 y(m.y.x, m.y.y, m.y.z);
- const PxVec3 z(m.z.x, m.z.y, m.z.z);
- const PxVec3 t(translation(m).x, translation(m).y, translation(m).z);
- m_actor->setGlobalPose(PxTransform(PxMat44(x, y, z, t)));
- }
- Vector3 Actor::center_of_mass() const
- {
- if (is_static())
- return Vector3(0, 0, 0);
- const PxTransform tr = static_cast<PxRigidBody*>(m_actor)->getCMassLocalPose();
- return Vector3(tr.p.x, tr.p.y, tr.p.z);
- }
- void Actor::enable_gravity()
- {
- m_actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, false);
- }
- void Actor::disable_gravity()
- {
- m_actor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, true);
- }
- void Actor::enable_collision()
- {
- // const PxU32 num_shapes = m_actor->getNbShapes();
- // PxU32 idx = 0;
- // while (idx != num_shapes)
- // {
- // PxShape* shapes[8];
- // const PxU32 written = m_actor->getShapes(shapes, 8, idx);
- // for (PxU32 i = 0; i < written; i++)
- // {
- // PxFilterData fdata;
- // fdata.word0 = 0;
- // fdata.word1 = 0;
- // shapes[i]->setSimulationFilterData(fdata);
- // }
- // idx += written;
- // }
- }
- void Actor::disable_collision()
- {
- }
- void Actor::set_collision_filter(const char* name)
- {
- set_collision_filter(string::murmur2_32(name, string::strlen(name)));
- }
- void Actor::set_collision_filter(StringId32 filter)
- {
- const PhysicsCollisionFilter* pcf = physics_config_resource::filter(m_world.resource(), filter);
- const PxU32 num_shapes = m_actor->getNbShapes();
- PxU32 idx = 0;
- while (idx != num_shapes)
- {
- PxShape* shapes[8];
- const PxU32 written = m_actor->getShapes(shapes, 8, idx);
- for (PxU32 i = 0; i < written; i++)
- {
- PxFilterData fdata;
- fdata.word0 = pcf->me;
- fdata.word1 = pcf->mask;
- shapes[i]->setSimulationFilterData(fdata);
- }
- idx += written;
- }
- }
- void Actor::set_kinematic(bool kinematic)
- {
- if (is_static())
- return;
- static_cast<PxRigidBody*>(m_actor)->setRigidBodyFlag(PxRigidBodyFlag::eKINEMATIC, kinematic);
- }
- void Actor::move(const Vector3& pos)
- {
- if (!is_kinematic())
- return;
- const PxVec3 position(pos.x, pos.y, pos.z);
- static_cast<PxRigidDynamic*>(m_actor)->setKinematicTarget(PxTransform(position));
- }
- bool Actor::is_static() const
- {
- return m_actor->getType() & PxActorType::eRIGID_STATIC;
- }
- bool Actor::is_dynamic() const
- {
- return m_actor->getType() & PxActorType::eRIGID_DYNAMIC;
- }
- bool Actor::is_kinematic() const
- {
- if (!is_dynamic())
- return false;
- return static_cast<PxRigidDynamic*>(m_actor)->getRigidDynamicFlags() & PxRigidDynamicFlag::eKINEMATIC;
- }
- bool Actor::is_nonkinematic() const
- {
- return is_dynamic() && !is_kinematic();
- }
- float Actor::linear_damping() const
- {
- if (is_static())
- return 0;
- return static_cast<PxRigidDynamic*>(m_actor)->getLinearDamping();
- }
- void Actor::set_linear_damping(float rate)
- {
- if (is_static())
- return;
- static_cast<PxRigidDynamic*>(m_actor)->setLinearDamping(rate);
- }
- float Actor::angular_damping() const
- {
- if (is_static())
- return 0;
- return static_cast<PxRigidDynamic*>(m_actor)->getAngularDamping();
- }
- void Actor::set_angular_damping(float rate)
- {
- if (is_static())
- return;
- static_cast<PxRigidDynamic*>(m_actor)->setAngularDamping(rate);
- }
- Vector3 Actor::linear_velocity() const
- {
- if (is_static())
- return Vector3(0, 0, 0);
- const PxVec3 vel = static_cast<PxRigidBody*>(m_actor)->getLinearVelocity();
- return Vector3(vel.x, vel.y, vel.z);
- }
- void Actor::set_linear_velocity(const Vector3& vel)
- {
- if (!is_nonkinematic())
- return;
- const PxVec3 velocity(vel.x, vel.y, vel.z);
- static_cast<PxRigidBody*>(m_actor)->setLinearVelocity(velocity);
- }
- Vector3 Actor::angular_velocity() const
- {
- if (is_static())
- return Vector3(0, 0, 0);
- const PxVec3 vel = static_cast<PxRigidBody*>(m_actor)->getAngularVelocity();
- return Vector3(vel.x, vel.y, vel.z);
- }
- void Actor::set_angular_velocity(const Vector3& vel)
- {
- if (!is_nonkinematic())
- return;
- const PxVec3 velocity(vel.x, vel.y, vel.z);
- static_cast<PxRigidBody*>(m_actor)->setAngularVelocity(velocity);
- }
- void Actor::add_impulse(const Vector3& impulse)
- {
- if (!is_nonkinematic())
- return;
- static_cast<PxRigidDynamic*>(m_actor)->addForce(PxVec3(impulse.x, impulse.y, impulse.z), PxForceMode::eIMPULSE);
- }
- void Actor::add_impulse_at(const Vector3& impulse, const Vector3& pos)
- {
- if (!is_nonkinematic())
- return;
- PxRigidBodyExt::addForceAtPos(*static_cast<PxRigidDynamic*>(m_actor),
- PxVec3(impulse.x, impulse.y, impulse.z),
- PxVec3(pos.x, pos.y, pos.z),
- PxForceMode::eIMPULSE);
- }
- void Actor::add_torque_impulse(const Vector3& i)
- {
- if (!is_nonkinematic())
- return;
- static_cast<PxRigidBody*>(m_actor)->addTorque(PxVec3(i.x, i.y, i.z), PxForceMode::eIMPULSE);
- }
- void Actor::push(const Vector3& vel, float mass)
- {
- add_impulse(vel * mass);
- }
- void Actor::push_at(const Vector3& vel, float mass, const Vector3& pos)
- {
- add_impulse_at(vel * mass, pos);
- }
- bool Actor::is_sleeping()
- {
- if (is_static())
- return true;
- return static_cast<PxRigidDynamic*>(m_actor)->isSleeping();
- }
- void Actor::wake_up()
- {
- if (is_static())
- return;
- static_cast<PxRigidDynamic*>(m_actor)->wakeUp();
- }
- UnitId Actor::unit_id() const
- {
- return m_unit;
- }
- Unit* Actor::unit()
- {
- return (m_unit.id == INVALID_ID) ? NULL : m_world.world().get_unit(m_unit);
- }
- void Actor::update(const Matrix4x4& pose)
- {
- m_scene_graph.set_world_pose(m_node, pose);
- }
- } // namespace crown
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