160 lines
6.7 KiB
C++
160 lines
6.7 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "BodyComponents.h"
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#include "engine/EntityManager.h"
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#include <cassert>
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#include <random>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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BodyComponents::BodyComponents(MemoryAllocator& allocator)
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:Components(allocator, sizeof(Entity) + sizeof(Body*) + sizeof(List<Entity>)) {
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// Allocate memory for the components data
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allocate(INIT_NB_ALLOCATED_COMPONENTS);
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}
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// Allocate memory for a given number of components
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void BodyComponents::allocate(uint32 nbComponentsToAllocate) {
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assert(nbComponentsToAllocate > mNbAllocatedComponents);
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// Size for the data of a single component (in bytes)
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const size_t totalSizeBytes = nbComponentsToAllocate * mComponentDataSize;
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// Allocate memory
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void* newBuffer = mMemoryAllocator.allocate(totalSizeBytes);
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assert(newBuffer != nullptr);
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// New pointers to components data
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Entity* newBodiesEntities = static_cast<Entity*>(newBuffer);
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Body** newBodies = reinterpret_cast<Body**>(newBodiesEntities + nbComponentsToAllocate);
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List<Entity>* newProxyShapes = reinterpret_cast<List<Entity>*>(newBodies + nbComponentsToAllocate);
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// If there was already components before
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if (mNbComponents > 0) {
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// Copy component data from the previous buffer to the new one
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memcpy(newBodiesEntities, mBodiesEntities, mNbComponents * sizeof(Entity));
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memcpy(newBodies, mBodies, mNbComponents * sizeof(Body*));
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memcpy(newProxyShapes, mProxyShapes, mNbComponents * sizeof(List<Entity>));
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// Deallocate previous memory
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mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
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}
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mBuffer = newBuffer;
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mBodiesEntities = newBodiesEntities;
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mBodies = newBodies;
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mProxyShapes = newProxyShapes;
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mNbAllocatedComponents = nbComponentsToAllocate;
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}
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// Add a component
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void BodyComponents::addComponent(Entity bodyEntity, bool isSleeping, const BodyComponent& component) {
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// Prepare to add new component (allocate memory if necessary and compute insertion index)
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uint32 index = prepareAddComponent(isSleeping);
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// Insert the new component data
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new (mBodiesEntities + index) Entity(bodyEntity);
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mBodies[index] = component.body;
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new (mProxyShapes + index) List<Entity>(mMemoryAllocator);
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// Map the entity with the new component lookup index
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(bodyEntity, index));
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mNbComponents++;
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assert(mDisabledStartIndex <= mNbComponents);
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assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
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}
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// Move a component from a source to a destination index in the components array
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// The destination location must contain a constructed object
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void BodyComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) {
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const Entity entity = mBodiesEntities[srcIndex];
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// Copy the data of the source component to the destination location
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new (mBodiesEntities + destIndex) Entity(mBodiesEntities[srcIndex]);
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mBodies[destIndex] = mBodies[srcIndex];
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new (mProxyShapes + destIndex) List<Entity>(mProxyShapes[srcIndex]);
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// Destroy the source component
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destroyComponent(srcIndex);
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assert(!mMapEntityToComponentIndex.containsKey(entity));
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// Update the entity to component index mapping
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity, destIndex));
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assert(mMapEntityToComponentIndex[mBodiesEntities[destIndex]] == destIndex);
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}
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// Swap two components in the array
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void BodyComponents::swapComponents(uint32 index1, uint32 index2) {
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// Copy component 1 data
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Entity entity1(mBodiesEntities[index1]);
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Body* body1 = mBodies[index1];
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List<Entity> proxyShapes1(mProxyShapes[index1]);
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// Destroy component 1
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destroyComponent(index1);
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moveComponentToIndex(index2, index1);
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// Reconstruct component 1 at component 2 location
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new (mBodiesEntities + index2) Entity(entity1);
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new (mProxyShapes + index2) List<Entity>(proxyShapes1);
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mBodies[index2] = body1;
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// Update the entity to component index mapping
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity1, index2));
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assert(mMapEntityToComponentIndex[mBodiesEntities[index1]] == index1);
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assert(mMapEntityToComponentIndex[mBodiesEntities[index2]] == index2);
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assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
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}
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// Destroy a component at a given index
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void BodyComponents::destroyComponent(uint32 index) {
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Components::destroyComponent(index);
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assert(mMapEntityToComponentIndex[mBodiesEntities[index]] == index);
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mMapEntityToComponentIndex.remove(mBodiesEntities[index]);
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mBodiesEntities[index].~Entity();
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mBodies[index] = nullptr;
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mProxyShapes[index].~List<Entity>();
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}
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