| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322 |
- /*
- 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 "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.
- };
- //-----------------------------------------------------------------------------
- struct PhysicsActorType
- {
- enum Enum
- {
- STATIC,
- DYNAMIC_PHYSICAL,
- DYNAMIC_KINEMATIC
- };
- };
- //-----------------------------------------------------------------------------
- struct PhysicsActorGroup
- {
- enum Enum
- {
- GROUP_0 = (1<<0),
- GROUP_1 = (1<<1),
- GROUP_2 = (1<<2),
- GROUP_3 = (1<<3),
- GROUP_4 = (1<<4),
- GROUP_5 = (1<<5),
- GROUP_6 = (1<<6),
- GROUP_7 = (1<<7),
- GROUP_8 = (1<<8),
- GROUP_9 = (1<<9),
- GROUP_10 = (1<<10),
- GROUP_11 = (1<<11),
- GROUP_12 = (1<<12),
- GROUP_13 = (1<<13),
- GROUP_14 = (1<<14),
- GROUP_15 = (1<<15),
- GROUP_16 = (1<<16),
- GROUP_17 = (1<<17),
- GROUP_18 = (1<<18),
- GROUP_19 = (1<<19),
- GROUP_20 = (1<<20),
- GROUP_21 = (1<<21),
- GROUP_22 = (1<<22),
- GROUP_23 = (1<<23),
- GROUP_24 = (1<<24),
- GROUP_25 = (1<<25),
- GROUP_26 = (1<<26),
- GROUP_27 = (1<<27),
- GROUP_28 = (1<<28),
- GROUP_29 = (1<<29),
- GROUP_30 = (1<<30),
- GROUP_31 = (1<<31)
- };
- };
- //-----------------------------------------------------------------------------
- struct PhysicsActor
- {
- StringId32 name;
- StringId32 node;
- uint32_t type;
- uint32_t group;
- uint32_t mask;
- float static_friction;
- float dynamic_friction;
- float restitution;
- uint32_t num_shapes;
- };
- //-----------------------------------------------------------------------------
- struct PhysicsShapeType
- {
- enum Enum
- {
- SPHERE,
- CAPSULE,
- BOX,
- PLANE
- };
- };
- //-----------------------------------------------------------------------------
- struct PhysicsShape
- {
- StringId32 name;
- uint32_t type;
- bool trigger;
- 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();
- };
- } // namespace crown
|