2019-07-16 05:15:13 +00:00
|
|
|
/********************************************************************************
|
|
|
|
* 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 "RigidBodyComponents.h"
|
|
|
|
#include "engine/EntityManager.h"
|
2019-07-19 18:51:43 +00:00
|
|
|
#include "body/RigidBody.h"
|
2019-07-16 05:15:13 +00:00
|
|
|
#include <cassert>
|
|
|
|
#include <random>
|
|
|
|
|
|
|
|
// We want to use the ReactPhysics3D namespace
|
|
|
|
using namespace reactphysics3d;
|
|
|
|
|
|
|
|
// Constructor
|
|
|
|
RigidBodyComponents::RigidBodyComponents(MemoryAllocator& allocator)
|
|
|
|
:Components(allocator, sizeof(Entity) + sizeof(RigidBody*) +
|
2019-07-19 19:57:17 +00:00
|
|
|
sizeof(bool) + sizeof(bool) + sizeof(decimal) + sizeof(BodyType) +
|
|
|
|
sizeof(Vector3) + sizeof(Vector3)) {
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// Allocate memory for the components data
|
|
|
|
allocate(INIT_NB_ALLOCATED_COMPONENTS);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Allocate memory for a given number of components
|
|
|
|
void RigidBodyComponents::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* newBodiesEntities = static_cast<Entity*>(newBuffer);
|
|
|
|
RigidBody** newBodies = reinterpret_cast<RigidBody**>(newBodiesEntities + nbComponentsToAllocate);
|
|
|
|
bool* newIsAllowedToSleep = reinterpret_cast<bool*>(newBodies + nbComponentsToAllocate);
|
|
|
|
bool* newIsSleeping = reinterpret_cast<bool*>(newIsAllowedToSleep + nbComponentsToAllocate);
|
|
|
|
decimal* newSleepTimes = reinterpret_cast<decimal*>(newIsSleeping + nbComponentsToAllocate);
|
2019-07-19 18:51:43 +00:00
|
|
|
BodyType* newBodyTypes = reinterpret_cast<BodyType*>(newSleepTimes + nbComponentsToAllocate);
|
2019-07-19 19:57:17 +00:00
|
|
|
Vector3* newLinearVelocities = reinterpret_cast<Vector3*>(newBodyTypes + nbComponentsToAllocate);
|
|
|
|
Vector3* newAngularVelocities = reinterpret_cast<Vector3*>(newLinearVelocities + nbComponentsToAllocate);
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// If there was already components before
|
|
|
|
if (mNbComponents > 0) {
|
|
|
|
|
|
|
|
// Copy component data from the previous buffer to the new one
|
|
|
|
memcpy(newBodiesEntities, mBodiesEntities, mNbComponents * sizeof(Entity));
|
|
|
|
memcpy(newBodies, mRigidBodies, mNbComponents * sizeof(RigidBody*));
|
|
|
|
memcpy(newIsAllowedToSleep, mIsAllowedToSleep, mNbComponents * sizeof(bool));
|
|
|
|
memcpy(newIsSleeping, mIsSleeping, mNbComponents * sizeof(bool));
|
|
|
|
memcpy(newSleepTimes, mSleepTimes, mNbComponents * sizeof(bool));
|
2019-07-19 18:51:43 +00:00
|
|
|
memcpy(newBodyTypes, mBodyTypes, mNbComponents * sizeof(BodyType));
|
2019-07-19 19:57:17 +00:00
|
|
|
memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Vector3));
|
|
|
|
memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Vector3));
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// Deallocate previous memory
|
|
|
|
mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
|
|
|
|
}
|
|
|
|
|
|
|
|
mBuffer = newBuffer;
|
|
|
|
mBodiesEntities = newBodiesEntities;
|
|
|
|
mRigidBodies = newBodies;
|
|
|
|
mIsAllowedToSleep = newIsAllowedToSleep;
|
|
|
|
mIsSleeping = newIsSleeping;
|
|
|
|
mSleepTimes = newSleepTimes;
|
|
|
|
mNbAllocatedComponents = nbComponentsToAllocate;
|
2019-07-19 18:51:43 +00:00
|
|
|
mBodyTypes = newBodyTypes;
|
2019-07-19 19:57:17 +00:00
|
|
|
mLinearVelocities = newLinearVelocities;
|
|
|
|
mAngularVelocities = newAngularVelocities;
|
2019-07-16 05:15:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Add a component
|
|
|
|
void RigidBodyComponents::addComponent(Entity bodyEntity, bool isSleeping, const RigidBodyComponent& component) {
|
|
|
|
|
|
|
|
// Prepare to add new component (allocate memory if necessary and compute insertion index)
|
|
|
|
uint32 index = prepareAddComponent(isSleeping);
|
|
|
|
|
|
|
|
// Insert the new component data
|
|
|
|
new (mBodiesEntities + index) Entity(bodyEntity);
|
|
|
|
mRigidBodies[index] = component.body;
|
|
|
|
mIsAllowedToSleep[index] = true;
|
|
|
|
mIsSleeping[index] = false;
|
|
|
|
mSleepTimes[index] = decimal(0);
|
2019-07-19 18:51:43 +00:00
|
|
|
mBodyTypes[index] = component.bodyType;
|
2019-07-19 19:57:17 +00:00
|
|
|
new (mLinearVelocities + index) Vector3(0, 0, 0);
|
|
|
|
new (mAngularVelocities + index) Vector3(0, 0, 0);
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// Map the entity with the new component lookup index
|
|
|
|
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(bodyEntity, index));
|
|
|
|
|
|
|
|
mNbComponents++;
|
|
|
|
|
|
|
|
assert(mDisabledStartIndex <= mNbComponents);
|
|
|
|
assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Move a component from a source to a destination index in the components array
|
|
|
|
// The destination location must contain a constructed object
|
|
|
|
void RigidBodyComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) {
|
|
|
|
|
|
|
|
const Entity entity = mBodiesEntities[srcIndex];
|
|
|
|
|
|
|
|
// Copy the data of the source component to the destination location
|
|
|
|
new (mBodiesEntities + destIndex) Entity(mBodiesEntities[srcIndex]);
|
|
|
|
mRigidBodies[destIndex] = mRigidBodies[srcIndex];
|
|
|
|
mIsAllowedToSleep[destIndex] = mIsAllowedToSleep[srcIndex];
|
|
|
|
mIsSleeping[destIndex] = mIsSleeping[srcIndex];
|
|
|
|
mSleepTimes[destIndex] = mSleepTimes[srcIndex];
|
2019-07-19 18:51:43 +00:00
|
|
|
mBodyTypes[destIndex] = mBodyTypes[srcIndex];
|
2019-07-19 19:57:17 +00:00
|
|
|
new (mLinearVelocities + destIndex) Vector3(mLinearVelocities[srcIndex]);
|
|
|
|
new (mAngularVelocities + destIndex) Vector3(mAngularVelocities[srcIndex]);
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// Destroy the source component
|
|
|
|
destroyComponent(srcIndex);
|
|
|
|
|
|
|
|
assert(!mMapEntityToComponentIndex.containsKey(entity));
|
|
|
|
|
|
|
|
// Update the entity to component index mapping
|
|
|
|
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity, destIndex));
|
|
|
|
|
|
|
|
assert(mMapEntityToComponentIndex[mBodiesEntities[destIndex]] == destIndex);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Swap two components in the array
|
|
|
|
void RigidBodyComponents::swapComponents(uint32 index1, uint32 index2) {
|
|
|
|
|
|
|
|
// Copy component 1 data
|
|
|
|
Entity entity1(mBodiesEntities[index1]);
|
|
|
|
RigidBody* body1 = mRigidBodies[index1];
|
|
|
|
bool isAllowedToSleep1 = mIsAllowedToSleep[index1];
|
|
|
|
bool isSleeping1 = mIsSleeping[index1];
|
|
|
|
decimal sleepTime1 = mSleepTimes[index1];
|
2019-07-19 18:51:43 +00:00
|
|
|
BodyType bodyType1 = mBodyTypes[index1];
|
2019-07-19 19:57:17 +00:00
|
|
|
Vector3 linearVelocity1(mLinearVelocities[index1]);
|
|
|
|
Vector3 angularVelocity1(mAngularVelocities[index1]);
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// Destroy component 1
|
|
|
|
destroyComponent(index1);
|
|
|
|
|
|
|
|
moveComponentToIndex(index2, index1);
|
|
|
|
|
|
|
|
// Reconstruct component 1 at component 2 location
|
|
|
|
new (mBodiesEntities + index2) Entity(entity1);
|
|
|
|
mRigidBodies[index2] = body1;
|
|
|
|
mIsAllowedToSleep[index2] = isAllowedToSleep1;
|
|
|
|
mIsSleeping[index2] = isSleeping1;
|
|
|
|
mSleepTimes[index2] = sleepTime1;
|
2019-07-19 18:51:43 +00:00
|
|
|
mBodyTypes[index2] = bodyType1;
|
2019-07-19 19:57:17 +00:00
|
|
|
new (mLinearVelocities + index2) Vector3(linearVelocity1);
|
|
|
|
new (mAngularVelocities + index2) Vector3(angularVelocity1);
|
2019-07-16 05:15:13 +00:00
|
|
|
|
|
|
|
// Update the entity to component index mapping
|
|
|
|
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity1, index2));
|
|
|
|
|
|
|
|
assert(mMapEntityToComponentIndex[mBodiesEntities[index1]] == index1);
|
|
|
|
assert(mMapEntityToComponentIndex[mBodiesEntities[index2]] == index2);
|
|
|
|
assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy a component at a given index
|
|
|
|
void RigidBodyComponents::destroyComponent(uint32 index) {
|
|
|
|
|
|
|
|
Components::destroyComponent(index);
|
|
|
|
|
|
|
|
assert(mMapEntityToComponentIndex[mBodiesEntities[index]] == index);
|
|
|
|
|
|
|
|
mMapEntityToComponentIndex.remove(mBodiesEntities[index]);
|
|
|
|
|
|
|
|
mBodiesEntities[index].~Entity();
|
|
|
|
mRigidBodies[index] = nullptr;
|
2019-07-19 19:57:17 +00:00
|
|
|
mLinearVelocities[index].~Vector3();
|
|
|
|
mAngularVelocities[index].~Vector3();
|
2019-07-16 05:15:13 +00:00
|
|
|
}
|