PhysicsWorld.cpp 7.3 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #include "PhysicsWorld.h"
  24. #include "Vector3.h"
  25. #include "Actor.h"
  26. #include "Device.h"
  27. #include "Physics.h"
  28. #include "Quaternion.h"
  29. #include "SceneGraph.h"
  30. #include "Controller.h"
  31. #include "Trigger.h"
  32. #include "PxPhysicsAPI.h"
  33. using physx::PxSceneDesc;
  34. using physx::PxVec3;
  35. using physx::PxTransform;
  36. using physx::PxQuat;
  37. using physx::PxHalfPi;
  38. using physx::PxPlaneGeometry;
  39. using physx::PxMaterial;
  40. using physx::PxShape;
  41. using physx::PxRigidStatic;
  42. using physx::PxActiveTransform;
  43. using physx::PxU32;
  44. using physx::PxSceneFlag;
  45. namespace crown
  46. {
  47. static physx::PxSimulationFilterShader g_default_filter_shader = physx::PxDefaultSimulationFilterShader;
  48. //-----------------------------------------------------------------------------
  49. PhysicsWorld::PhysicsWorld()
  50. : m_scene(NULL)
  51. , m_actors_pool(default_allocator(), MAX_ACTORS, sizeof(Actor), CE_ALIGNOF(Actor))
  52. , m_controllers_pool(default_allocator(), MAX_CONTROLLERS, sizeof(Controller), CE_ALIGNOF(Controller))
  53. , m_triggers_pool(default_allocator(), MAX_TRIGGERS, sizeof(Trigger), CE_ALIGNOF(Trigger))
  54. {
  55. // Create scene
  56. PxSceneDesc scene_desc(device()->physx()->getTolerancesScale());
  57. scene_desc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
  58. if(!scene_desc.cpuDispatcher)
  59. {
  60. m_cpu_dispatcher = physx::PxDefaultCpuDispatcherCreate(1);
  61. CE_ASSERT(m_cpu_dispatcher != NULL, "Failed to create PhysX cpu dispatcher");
  62. scene_desc.cpuDispatcher = m_cpu_dispatcher;
  63. }
  64. if(!scene_desc.filterShader)
  65. scene_desc.filterShader = g_default_filter_shader;
  66. scene_desc.flags = PxSceneFlag::eENABLE_ACTIVETRANSFORMS;
  67. m_scene = device()->physx()->createScene(scene_desc);
  68. // Create controller manager
  69. m_controller_manager = PxCreateControllerManager(device()->physx()->getFoundation());
  70. CE_ASSERT(m_controller_manager != NULL, "Failed to create PhysX controller manager");
  71. PxTransform pose = PxTransform(PxVec3(0.0f, -3.75, 0.0f), PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)));
  72. PxMaterial* mat = device()->physx()->createMaterial(0.5f, 0.5f, 1.0f);
  73. PxRigidStatic* plane = device()->physx()->createRigidStatic(pose);
  74. PxShape* shape = plane->createShape(PxPlaneGeometry(), *mat);
  75. m_scene->addActor(*plane);
  76. // FIXME FIXME FIXME
  77. create_trigger(Vector3(.5, .5, .5), Vector3(5.0, -3.0, 3), Quaternion::IDENTITY);
  78. }
  79. //-----------------------------------------------------------------------------
  80. PhysicsWorld::~PhysicsWorld()
  81. {
  82. m_cpu_dispatcher->release();
  83. m_controller_manager->release();
  84. m_scene->release();
  85. }
  86. //-----------------------------------------------------------------------------
  87. ActorId PhysicsWorld::create_actor(const PhysicsActor& resource, SceneGraph& sg, int32_t node)
  88. {
  89. Actor* actor = CE_NEW(m_actors_pool, Actor)(resource, m_scene, sg, node, Vector3::ZERO, Quaternion::IDENTITY);
  90. return m_actors.create(actor);
  91. }
  92. //-----------------------------------------------------------------------------
  93. void PhysicsWorld::destroy_actor(ActorId id)
  94. {
  95. CE_ASSERT(m_actors.has(id), "Actor does not exist");
  96. CE_DELETE(m_actors_pool, m_actors.lookup(id));
  97. m_actors.destroy(id);
  98. }
  99. //-----------------------------------------------------------------------------
  100. ControllerId PhysicsWorld::create_controller(const PhysicsResource* pr, SceneGraph& sg, int32_t node)
  101. {
  102. Controller* controller = CE_NEW(m_controllers_pool, Controller)(pr, sg, node, m_scene, m_controller_manager);
  103. return m_controllers.create(controller);
  104. }
  105. //-----------------------------------------------------------------------------
  106. void PhysicsWorld::destroy_controller(ControllerId id)
  107. {
  108. CE_ASSERT(m_controllers.has(id), "Controller does not exist");
  109. CE_DELETE(m_controllers_pool, m_controllers.lookup(id));
  110. m_controllers.destroy(id);
  111. }
  112. //-----------------------------------------------------------------------------
  113. TriggerId PhysicsWorld::create_trigger(const Vector3& half_extents, const Vector3& pos, const Quaternion& rot)
  114. {
  115. Trigger* trigger = CE_NEW(m_triggers_pool, Trigger)(m_scene, half_extents, pos, rot);
  116. return m_triggers.create(trigger);
  117. }
  118. //-----------------------------------------------------------------------------
  119. void PhysicsWorld::destroy_trigger(TriggerId id)
  120. {
  121. CE_ASSERT(m_triggers.has(id), "Trigger does not exist");
  122. CE_DELETE(m_triggers_pool, m_triggers.lookup(id));
  123. m_triggers.destroy(id);
  124. }
  125. //-----------------------------------------------------------------------------
  126. Actor* PhysicsWorld::lookup_actor(ActorId id)
  127. {
  128. CE_ASSERT(m_actors.has(id), "Actor does not exist");
  129. return m_actors.lookup(id);
  130. }
  131. //-----------------------------------------------------------------------------
  132. Controller* PhysicsWorld::lookup_controller(ControllerId id)
  133. {
  134. CE_ASSERT(m_controllers.has(id), "Controller does not exist");
  135. return m_controllers.lookup(id);
  136. }
  137. //-----------------------------------------------------------------------------
  138. Trigger* PhysicsWorld::lookup_trigger(TriggerId id)
  139. {
  140. CE_ASSERT(m_triggers.has(id), "Trigger does not exist");
  141. return m_triggers.lookup(id);
  142. }
  143. //-----------------------------------------------------------------------------
  144. Vector3 PhysicsWorld::gravity() const
  145. {
  146. PxVec3 g = m_scene->getGravity();
  147. return Vector3(g.x, g.y, g.z);
  148. }
  149. //-----------------------------------------------------------------------------
  150. void PhysicsWorld::set_gravity(const Vector3& g)
  151. {
  152. m_scene->setGravity(PxVec3(g.x, g.y, g.z));
  153. }
  154. //-----------------------------------------------------------------------------
  155. void PhysicsWorld::update(float dt)
  156. {
  157. // Update world pose of the actors
  158. for (Actor** aa = m_actors.begin(); aa != m_actors.end(); aa++)
  159. {
  160. (*aa)->update_pose();
  161. }
  162. // Run with fixed timestep
  163. m_scene->simulate(1.0 / 60.0);
  164. while (!m_scene->fetchResults());
  165. // Update transforms
  166. PxU32 num_active_transforms;
  167. PxActiveTransform* active_transforms = m_scene->getActiveTransforms(num_active_transforms);
  168. // Update each actor with its new transform
  169. for (PxU32 i = 0; i < num_active_transforms; i++)
  170. {
  171. const PxTransform tr = active_transforms[i].actor2World;
  172. const Vector3 pos(tr.p.x, tr.p.y, tr.p.z);
  173. const Quaternion rot(tr.q.x, tr.q.y, tr.q.z, tr.q.w);
  174. Actor* actor = static_cast<Actor*>(active_transforms[i].userData);
  175. if (actor != NULL)
  176. {
  177. actor->update(Matrix4x4(rot, pos));
  178. }
  179. }
  180. // Update controllers
  181. for (Controller** cc = m_controllers.begin(); cc != m_controllers.end(); cc++)
  182. {
  183. (*cc)->update();
  184. }
  185. }
  186. } // namespace crown