reactphysics3d/src/components/ColliderComponents.cpp

224 lines
12 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "ColliderComponents.h"
#include "engine/EntityManager.h"
#include "collision/Collider.h"
#include <cassert>
#include <random>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
ColliderComponents::ColliderComponents(MemoryAllocator& allocator)
:Components(allocator, sizeof(Entity) + sizeof(Entity) + sizeof(Collider*) + sizeof(int32) +
sizeof(Transform) + sizeof(CollisionShape*) + sizeof(unsigned short) +
sizeof(unsigned short) + sizeof(Transform) + sizeof(List<uint64>) + sizeof(bool)) {
// Allocate memory for the components data
allocate(INIT_NB_ALLOCATED_COMPONENTS);
}
// Allocate memory for a given number of components
void ColliderComponents::allocate(uint32 nbComponentsToAllocate) {
assert(nbComponentsToAllocate > mNbAllocatedComponents);
// Size for the data of a single component (in bytes)
const size_t totalSizeBytes = nbComponentsToAllocate * mComponentDataSize;
// Allocate memory
void* newBuffer = mMemoryAllocator.allocate(totalSizeBytes);
assert(newBuffer != nullptr);
// New pointers to components data
Entity* newCollidersEntities = static_cast<Entity*>(newBuffer);
Entity* newBodiesEntities = reinterpret_cast<Entity*>(newCollidersEntities + nbComponentsToAllocate);
Collider** newColliders = reinterpret_cast<Collider**>(newBodiesEntities + nbComponentsToAllocate);
int32* newBroadPhaseIds = reinterpret_cast<int32*>(newColliders + nbComponentsToAllocate);
Transform* newLocalToBodyTransforms = reinterpret_cast<Transform*>(newBroadPhaseIds + nbComponentsToAllocate);
CollisionShape** newCollisionShapes = reinterpret_cast<CollisionShape**>(newLocalToBodyTransforms + nbComponentsToAllocate);
unsigned short* newCollisionCategoryBits = reinterpret_cast<unsigned short*>(newCollisionShapes + nbComponentsToAllocate);
unsigned short* newCollideWithMaskBits = reinterpret_cast<unsigned short*>(newCollisionCategoryBits + nbComponentsToAllocate);
Transform* newLocalToWorldTransforms = reinterpret_cast<Transform*>(newCollideWithMaskBits + nbComponentsToAllocate);
List<uint64>* newOverlappingPairs = reinterpret_cast<List<uint64>*>(newLocalToWorldTransforms + nbComponentsToAllocate);
bool* hasCollisionShapeChangedSize = reinterpret_cast<bool*>(newOverlappingPairs + nbComponentsToAllocate);
// If there was already components before
if (mNbComponents > 0) {
// Copy component data from the previous buffer to the new one
memcpy(newCollidersEntities, mCollidersEntities, mNbComponents * sizeof(Entity));
memcpy(newBodiesEntities, mBodiesEntities, mNbComponents * sizeof(Entity));
memcpy(newColliders, mColliders, mNbComponents * sizeof(Collider*));
memcpy(newBroadPhaseIds, mBroadPhaseIds, mNbComponents * sizeof(int32));
memcpy(newLocalToBodyTransforms, mLocalToBodyTransforms, mNbComponents * sizeof(Transform));
memcpy(newCollisionShapes, mCollisionShapes, mNbComponents * sizeof(CollisionShape*));
memcpy(newCollisionCategoryBits, mCollisionCategoryBits, mNbComponents * sizeof(unsigned short));
memcpy(newCollideWithMaskBits, mCollideWithMaskBits, mNbComponents * sizeof(unsigned short));
memcpy(newLocalToWorldTransforms, mLocalToWorldTransforms, mNbComponents * sizeof(Transform));
memcpy(newOverlappingPairs, mOverlappingPairs, mNbComponents * sizeof(List<uint64>));
memcpy(hasCollisionShapeChangedSize, mHasCollisionShapeChangedSize, mNbComponents * sizeof(bool));
// Deallocate previous memory
mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
}
mBuffer = newBuffer;
mCollidersEntities = newCollidersEntities;
mBodiesEntities = newBodiesEntities;
mCollidersEntities = newCollidersEntities;
mColliders = newColliders;
mBroadPhaseIds = newBroadPhaseIds;
mLocalToBodyTransforms = newLocalToBodyTransforms;
mCollisionShapes = newCollisionShapes;
mCollisionCategoryBits = newCollisionCategoryBits;
mCollideWithMaskBits = newCollideWithMaskBits;
mLocalToWorldTransforms = newLocalToWorldTransforms;
mOverlappingPairs = newOverlappingPairs;
mHasCollisionShapeChangedSize = hasCollisionShapeChangedSize;
mNbAllocatedComponents = nbComponentsToAllocate;
}
// Add a component
void ColliderComponents::addComponent(Entity colliderEntity, bool isSleeping, const ColliderComponent& component) {
// Prepare to add new component (allocate memory if necessary and compute insertion index)
uint32 index = prepareAddComponent(isSleeping);
// Insert the new component data
new (mCollidersEntities + index) Entity(colliderEntity);
new (mBodiesEntities + index) Entity(component.bodyEntity);
mColliders[index] = component.collider;
new (mBroadPhaseIds + index) int32(-1);
new (mLocalToBodyTransforms + index) Transform(component.localToBodyTransform);
mCollisionShapes[index] = component.collisionShape;
new (mCollisionCategoryBits + index) unsigned short(component.collisionCategoryBits);
new (mCollideWithMaskBits + index) unsigned short(component.collideWithMaskBits);
new (mLocalToWorldTransforms + index) Transform(component.localToWorldTransform);
new (mOverlappingPairs + index) List<uint64>(mMemoryAllocator);
mHasCollisionShapeChangedSize[index] = false;
// Map the entity with the new component lookup index
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(colliderEntity, index));
mNbComponents++;
assert(mDisabledStartIndex <= mNbComponents);
}
// Move a component from a source to a destination index in the components array
// The destination location must contain a constructed object
void ColliderComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) {
const Entity colliderEntity = mCollidersEntities[srcIndex];
// Copy the data of the source component to the destination location
new (mCollidersEntities + destIndex) Entity(mCollidersEntities[srcIndex]);
new (mBodiesEntities + destIndex) Entity(mBodiesEntities[srcIndex]);
mColliders[destIndex] = mColliders[srcIndex];
new (mBroadPhaseIds + destIndex) int32(mBroadPhaseIds[srcIndex]);
new (mLocalToBodyTransforms + destIndex) Transform(mLocalToBodyTransforms[srcIndex]);
mCollisionShapes[destIndex] = mCollisionShapes[srcIndex];
new (mCollisionCategoryBits + destIndex) unsigned short(mCollisionCategoryBits[srcIndex]);
new (mCollideWithMaskBits + destIndex) unsigned short(mCollideWithMaskBits[srcIndex]);
new (mLocalToWorldTransforms + destIndex) Transform(mLocalToWorldTransforms[srcIndex]);
new (mOverlappingPairs + destIndex) List<uint64>(mOverlappingPairs[srcIndex]);
mHasCollisionShapeChangedSize[destIndex] = mHasCollisionShapeChangedSize[srcIndex];
// Destroy the source component
destroyComponent(srcIndex);
assert(!mMapEntityToComponentIndex.containsKey(colliderEntity));
// Update the entity to component index mapping
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(colliderEntity, destIndex));
assert(mMapEntityToComponentIndex[mCollidersEntities[destIndex]] == destIndex);
}
// Swap two components in the array
void ColliderComponents::swapComponents(uint32 index1, uint32 index2) {
// Copy component 1 data
Entity colliderEntity1(mCollidersEntities[index1]);
Entity bodyEntity1(mBodiesEntities[index1]);
Collider* collider1 = mColliders[index1];
int32 broadPhaseId1 = mBroadPhaseIds[index1];
Transform localToBodyTransform1 = mLocalToBodyTransforms[index1];
CollisionShape* collisionShape1 = mCollisionShapes[index1];
unsigned short collisionCategoryBits1 = mCollisionCategoryBits[index1];
unsigned short collideWithMaskBits1 = mCollideWithMaskBits[index1];
Transform localToWorldTransform1 = mLocalToWorldTransforms[index1];
List<uint64> overlappingPairs = mOverlappingPairs[index1];
bool hasCollisionShapeChangedSize = mHasCollisionShapeChangedSize[index1];
// Destroy component 1
destroyComponent(index1);
moveComponentToIndex(index2, index1);
// Reconstruct component 1 at component 2 location
new (mCollidersEntities + index2) Entity(colliderEntity1);
new (mBodiesEntities + index2) Entity(bodyEntity1);
mColliders[index2] = collider1;
new (mBroadPhaseIds + index2) int32(broadPhaseId1);
new (mLocalToBodyTransforms + index2) Transform(localToBodyTransform1);
mCollisionShapes[index2] = collisionShape1;
new (mCollisionCategoryBits + index2) unsigned short(collisionCategoryBits1);
new (mCollideWithMaskBits + index2) unsigned short(collideWithMaskBits1);
new (mLocalToWorldTransforms + index2) Transform(localToWorldTransform1);
new (mOverlappingPairs + index2) List<uint64>(overlappingPairs);
mHasCollisionShapeChangedSize[index2] = hasCollisionShapeChangedSize;
// Update the entity to component index mapping
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(colliderEntity1, index2));
assert(mMapEntityToComponentIndex[mCollidersEntities[index1]] == index1);
assert(mMapEntityToComponentIndex[mCollidersEntities[index2]] == index2);
assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
}
// Destroy a component at a given index
void ColliderComponents::destroyComponent(uint32 index) {
Components::destroyComponent(index);
assert(mMapEntityToComponentIndex[mCollidersEntities[index]] == index);
mMapEntityToComponentIndex.remove(mCollidersEntities[index]);
mCollidersEntities[index].~Entity();
mBodiesEntities[index].~Entity();
mColliders[index] = nullptr;
mLocalToBodyTransforms[index].~Transform();
mCollisionShapes[index] = nullptr;
mLocalToWorldTransforms[index].~Transform();
mOverlappingPairs[index].~List<uint64>();
}