Move Body attributes to BodyComponents

This commit is contained in:
Daniel Chappuis 2019-07-08 17:41:10 +02:00
parent 236a855c8d
commit 16f564edea
13 changed files with 266 additions and 150 deletions

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@ -25,6 +25,7 @@
// Libraries // Libraries
#include "Body.h" #include "Body.h"
#include "engine/CollisionWorld.h"
#include "collision/shapes/CollisionShape.h" #include "collision/shapes/CollisionShape.h"
#include "utils/Logger.h" #include "utils/Logger.h"
@ -35,9 +36,8 @@ using namespace reactphysics3d;
/** /**
* @param id ID of the new body * @param id ID of the new body
*/ */
Body::Body(Entity entity) Body::Body(Entity entity, CollisionWorld& world)
: mEntity(entity), mIsAllowedToSleep(true), mIsActive(true), : mEntity(entity), mWorld(world) {
mIsSleeping(false), mSleepTime(0), mUserData(nullptr) {
#ifdef IS_LOGGING_ACTIVE #ifdef IS_LOGGING_ACTIVE
mLogger = nullptr; mLogger = nullptr;
@ -46,44 +46,54 @@ Body::Body(Entity entity)
} }
// Set whether or not the body is active // Set whether or not the body is active
/// An inactive body does not participate in collision detection,
/// is not simulated and will not be hit in a ray casting query.
/// A body is active by default. If you set this
/// value to "false", all the proxy shapes of this body will be
/// removed from the broad-phase. If you set this value to "true",
/// all the proxy shapes will be added to the broad-phase. A joint
/// connected to an inactive body will also be inactive.
/** /**
* @param isActive True if you want to activate the body * @param isActive True if you want to activate the body
*/ */
void Body::setIsActive(bool isActive) { void Body::setIsActive(bool isActive) {
mIsActive = isActive;
setIsSleeping(isActive); setIsSleeping(!isActive);
mWorld.mBodyComponents.setIsActive(mEntity, isActive);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isActive=" + "Body " + std::to_string(mEntity.id) + ": Set isActive=" +
(mIsActive ? "true" : "false")); (isActive ? "true" : "false"));
} }
// Set the variable to know whether or not the body is sleeping // Set the variable to know whether or not the body is sleeping
void Body::setIsSleeping(bool isSleeping) { void Body::setIsSleeping(bool isSleeping) {
bool isBodySleeping = mWorld.mBodyComponents.getIsSleeping(mEntity);
// If the body is not active, do nothing (it is sleeping) // If the body is not active, do nothing (it is sleeping)
if (!mIsActive) { if (!mWorld.mBodyComponents.getIsActive(mEntity)) {
assert(mIsSleeping); assert(isBodySleeping);
return; return;
} }
if (isSleeping) { if (isSleeping) {
mSleepTime = decimal(0.0); mWorld.mBodyComponents.setSleepTime(mEntity, decimal(0.0));
} }
else { else {
if (mIsSleeping) { if (isBodySleeping) {
mSleepTime = decimal(0.0); mWorld.mBodyComponents.setSleepTime(mEntity, decimal(0.0));
} }
} }
if (mIsSleeping != isSleeping) { if (isBodySleeping != isSleeping) {
mIsSleeping = isSleeping; mWorld.mBodyComponents.setIsSleeping(mEntity, isSleeping);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isSleeping=" + "Body " + std::to_string(mEntity.id) + ": Set isSleeping=" +
(mIsSleeping ? "true" : "false")); (isSleeping ? "true" : "false"));
} }
} }
@ -92,12 +102,52 @@ void Body::setIsSleeping(bool isSleeping) {
* @param isAllowedToSleep True if the body is allowed to sleep * @param isAllowedToSleep True if the body is allowed to sleep
*/ */
void Body::setIsAllowedToSleep(bool isAllowedToSleep) { void Body::setIsAllowedToSleep(bool isAllowedToSleep) {
mIsAllowedToSleep = isAllowedToSleep;
if (!mIsAllowedToSleep) setIsSleeping(false); mWorld.mBodyComponents.setIsAllowedToSleep(mEntity, isAllowedToSleep);
if (!isAllowedToSleep) setIsSleeping(false);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isAllowedToSleep=" + "Body " + std::to_string(mEntity.id) + ": Set isAllowedToSleep=" +
(mIsAllowedToSleep ? "true" : "false")); (isAllowedToSleep ? "true" : "false"));
} }
// Return whether or not the body is allowed to sleep
/**
* @return True if the body is allowed to sleep and false otherwise
*/
bool Body::isAllowedToSleep() const {
return mWorld.mBodyComponents.getIsAllowedToSleep(mEntity);
}
// Return whether or not the body is sleeping
/**
* @return True if the body is currently sleeping and false otherwise
*/
bool Body::isSleeping() const {
return mWorld.mBodyComponents.getIsSleeping(mEntity);
}
// Return true if the body is active
/**
* @return True if the body currently active and false otherwise
*/
bool Body::isActive() const {
return mWorld.mBodyComponents.getIsActive(mEntity);
}
// Return a pointer to the user data attached to this body
/**
* @return A pointer to the user data you have attached to the body
*/
void* Body::getUserData() const {
return mWorld.mBodyComponents.getUserData(mEntity);
}
// Attach user data to this body
/**
* @param userData A pointer to the user data you want to attach to the body
*/
void Body::setUserData(void* userData) {
mWorld.mBodyComponents.setUserData(mEntity, userData);
}

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@ -36,6 +36,7 @@ namespace reactphysics3d {
// Declarations // Declarations
class Logger; class Logger;
class CollisionWorld;
// TODO : Make this class abstract // TODO : Make this class abstract
// Class Body // Class Body
@ -53,30 +54,8 @@ class Body {
/// Identifier of the entity in the ECS /// Identifier of the entity in the ECS
Entity mEntity; Entity mEntity;
/// True if the body is allowed to go to sleep for better efficiency /// Reference to the world the body belongs to
bool mIsAllowedToSleep; CollisionWorld& mWorld;
/// True if the body is active.
/// An inactive body does not participate in collision detection,
/// is not simulated and will not be hit in a ray casting query.
/// A body is active by default. If you set this
/// value to "false", all the proxy shapes of this body will be
/// removed from the broad-phase. If you set this value to "true",
/// all the proxy shapes will be added to the broad-phase. A joint
/// connected to an inactive body will also be inactive.
// TODO : Make sure we correctly use this field with ECS
bool mIsActive;
/// True if the body is sleeping (for sleeping technique)
// TODO : DELETE THIS
bool mIsSleeping;
// TODO : Move this into the body components
/// Elapsed time since the body velocity was bellow the sleep velocity
decimal mSleepTime;
/// Pointer that can be used to attach user data to the body
void* mUserData;
#ifdef IS_LOGGING_ACTIVE #ifdef IS_LOGGING_ACTIVE
@ -84,12 +63,17 @@ class Body {
Logger* mLogger; Logger* mLogger;
#endif #endif
// -------------------- Methods -------------------- //
/// Set the variable to know whether or not the body is sleeping
virtual void setIsSleeping(bool isSleeping);
public : public :
// -------------------- Methods -------------------- // // -------------------- Methods -------------------- //
/// Constructor /// Constructor
Body(Entity entity); Body(Entity entity, CollisionWorld& world);
/// Deleted copy-constructor /// Deleted copy-constructor
Body(const Body& body) = delete; Body(const Body& body) = delete;
@ -109,9 +93,6 @@ class Body {
/// Set whether or not the body is allowed to go to sleep /// Set whether or not the body is allowed to go to sleep
void setIsAllowedToSleep(bool isAllowedToSleep); void setIsAllowedToSleep(bool isAllowedToSleep);
/// Set the variable to know whether or not the body is sleeping
virtual void setIsSleeping(bool isSleeping);
/// Return whether or not the body is sleeping /// Return whether or not the body is sleeping
bool isSleeping() const; bool isSleeping() const;
@ -133,22 +114,6 @@ class Body {
void setLogger(Logger* logger); void setLogger(Logger* logger);
#endif #endif
// TODO : Check if those operators are still used
/*
/// Smaller than operator
bool operator<(const Body& body2) const;
/// Larger than operator
bool operator>(const Body& body2) const;
/// Equal operator
bool operator==(const Body& body2) const;
/// Not equal operator
bool operator!=(const Body& body2) const;
*/
// -------------------- Friendship -------------------- // // -------------------- Friendship -------------------- //
friend class DynamicsWorld; friend class DynamicsWorld;
@ -162,46 +127,6 @@ inline Entity Body::getEntity() const {
return mEntity; return mEntity;
} }
// Return whether or not the body is allowed to sleep
/**
* @return True if the body is allowed to sleep and false otherwise
*/
inline bool Body::isAllowedToSleep() const {
return mIsAllowedToSleep;
}
// Return whether or not the body is sleeping
/**
* @return True if the body is currently sleeping and false otherwise
*/
inline bool Body::isSleeping() const {
return mIsSleeping;
}
// Return true if the body is active
/**
* @return True if the body currently active and false otherwise
*/
inline bool Body::isActive() const {
return mIsActive;
}
// Return a pointer to the user data attached to this body
/**
* @return A pointer to the user data you have attached to the body
*/
inline void* Body::getUserData() const {
return mUserData;
}
// Attach user data to this body
/**
* @param userData A pointer to the user data you want to attach to the body
*/
inline void Body::setUserData(void* userData) {
mUserData = userData;
}
#ifdef IS_LOGGING_ACTIVE #ifdef IS_LOGGING_ACTIVE
// Set the logger // Set the logger
@ -211,28 +136,6 @@ inline void Body::setLogger(Logger* logger) {
#endif #endif
/*
// Smaller than operator
inline bool Body::operator<(const Body& body2) const {
return (mID < body2.mID);
}
// Larger than operator
inline bool Body::operator>(const Body& body2) const {
return (mID > body2.mID);
}
// Equal operator
inline bool Body::operator==(const Body& body2) const {
return (mID == body2.mID);
}
// Not equal operator
inline bool Body::operator!=(const Body& body2) const {
return (mID != body2.mID);
}
*/
} }
#endif #endif

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@ -40,7 +40,7 @@ using namespace reactphysics3d;
* @param id ID of the body * @param id ID of the body
*/ */
CollisionBody::CollisionBody(CollisionWorld& world, Entity entity) CollisionBody::CollisionBody(CollisionWorld& world, Entity entity)
: Body(entity), mType(BodyType::DYNAMIC), mWorld(world) { : Body(entity, world), mType(BodyType::DYNAMIC) {
#ifdef IS_PROFILING_ACTIVE #ifdef IS_PROFILING_ACTIVE
mProfiler = nullptr; mProfiler = nullptr;
@ -68,8 +68,7 @@ CollisionBody::~CollisionBody() {
* @return A pointer to the proxy shape that has been created to link the body to * @return A pointer to the proxy shape that has been created to link the body to
* the new collision shape you have added. * the new collision shape you have added.
*/ */
ProxyShape* CollisionBody::addCollisionShape(CollisionShape* collisionShape, ProxyShape* CollisionBody::addCollisionShape(CollisionShape* collisionShape, const Transform& transform) {
const Transform& transform) {
// Create a new entity for the proxy-shape // Create a new entity for the proxy-shape
Entity proxyShapeEntity = mWorld.mEntityManager.createEntity(); Entity proxyShapeEntity = mWorld.mEntityManager.createEntity();
@ -86,7 +85,8 @@ ProxyShape* CollisionBody::addCollisionShape(CollisionShape* collisionShape,
ProxyShapeComponents::ProxyShapeComponent proxyShapeComponent(mEntity, proxyShape, -1, ProxyShapeComponents::ProxyShapeComponent proxyShapeComponent(mEntity, proxyShape, -1,
AABB(localBoundsMin, localBoundsMax), AABB(localBoundsMin, localBoundsMax),
transform, collisionShape, decimal(1), 0x0001, 0xFFFF); transform, collisionShape, decimal(1), 0x0001, 0xFFFF);
mWorld.mProxyShapesComponents.addComponent(proxyShapeEntity, mIsSleeping, proxyShapeComponent); bool isSleeping = mWorld.mBodyComponents.getIsSleeping(mEntity);
mWorld.mProxyShapesComponents.addComponent(proxyShapeEntity, isSleeping, proxyShapeComponent);
mWorld.mBodyComponents.addProxyShapeToBody(mEntity, proxyShapeEntity); mWorld.mBodyComponents.addProxyShapeToBody(mEntity, proxyShapeEntity);
@ -228,7 +228,7 @@ void CollisionBody::updateBroadPhaseState() const {
void CollisionBody::setIsActive(bool isActive) { void CollisionBody::setIsActive(bool isActive) {
// If the state does not change // If the state does not change
if (mIsActive == isActive) return; if (mWorld.mBodyComponents.getIsActive(mEntity) == isActive) return;
Body::setIsActive(isActive); Body::setIsActive(isActive);
@ -269,7 +269,7 @@ void CollisionBody::setIsActive(bool isActive) {
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body, RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isActive=" + "Body " + std::to_string(mEntity.id) + ": Set isActive=" +
(mIsActive ? "true" : "false")); (isActive ? "true" : "false"));
} }
// Ask the broad-phase to test again the collision shapes of the body for collision // Ask the broad-phase to test again the collision shapes of the body for collision
@ -318,7 +318,7 @@ bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
bool CollisionBody::raycast(const Ray& ray, RaycastInfo& raycastInfo) { bool CollisionBody::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
// If the body is not active, it cannot be hit by rays // If the body is not active, it cannot be hit by rays
if (!mIsActive) return false; if (!mWorld.mBodyComponents.getIsActive(mEntity)) return false;
bool isHit = false; bool isHit = false;
Ray rayTemp(ray); Ray rayTemp(ray);
@ -398,7 +398,7 @@ void CollisionBody::setTransform(const Transform& transform) {
// Set the variable to know whether or not the body is sleeping // Set the variable to know whether or not the body is sleeping
void CollisionBody::setIsSleeping(bool isSleeping) { void CollisionBody::setIsSleeping(bool isSleeping) {
if (mIsSleeping == isSleeping) return; if (mWorld.mBodyComponents.getIsSleeping(mEntity) == isSleeping) return;
Body::setIsSleeping(isSleeping); Body::setIsSleeping(isSleeping);

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@ -71,9 +71,6 @@ class CollisionBody : public Body {
/// Type of body (static, kinematic or dynamic) /// Type of body (static, kinematic or dynamic)
BodyType mType; BodyType mType;
/// Reference to the world the body belongs to
CollisionWorld& mWorld;
#ifdef IS_PROFILING_ACTIVE #ifdef IS_PROFILING_ACTIVE
/// Pointer to the profiler /// Pointer to the profiler

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@ -162,7 +162,7 @@ void RigidBody::applyForce(const Vector3& force, const Vector3& point) {
if (mType != BodyType::DYNAMIC) return; if (mType != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping // Awake the body if it was sleeping
if (mIsSleeping) { if (mWorld.mBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false); setIsSleeping(false);
} }
@ -214,7 +214,7 @@ void RigidBody::applyForceToCenterOfMass(const Vector3& force) {
if (mType != BodyType::DYNAMIC) return; if (mType != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping // Awake the body if it was sleeping
if (mIsSleeping) { if (mWorld.mBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false); setIsSleeping(false);
} }
@ -399,7 +399,8 @@ ProxyShape* RigidBody::addCollisionShape(CollisionShape* collisionShape,
ProxyShapeComponents::ProxyShapeComponent proxyShapeComponent(mEntity, proxyShape, -1, ProxyShapeComponents::ProxyShapeComponent proxyShapeComponent(mEntity, proxyShape, -1,
AABB(localBoundsMin, localBoundsMax), AABB(localBoundsMin, localBoundsMax),
transform, collisionShape, mass, 0x0001, 0xFFFF); transform, collisionShape, mass, 0x0001, 0xFFFF);
mWorld.mProxyShapesComponents.addComponent(proxyShapeEntity, mIsSleeping, proxyShapeComponent); bool isSleeping = mWorld.mBodyComponents.getIsSleeping(mEntity);
mWorld.mProxyShapesComponents.addComponent(proxyShapeEntity, isSleeping, proxyShapeComponent);
mWorld.mBodyComponents.addProxyShapeToBody(mEntity, proxyShapeEntity); mWorld.mBodyComponents.addProxyShapeToBody(mEntity, proxyShapeEntity);
@ -725,7 +726,7 @@ void RigidBody::applyTorque(const Vector3& torque) {
if (mType != BodyType::DYNAMIC) return; if (mType != BodyType::DYNAMIC) return;
// Awake the body if it was sleeping // Awake the body if it was sleeping
if (mIsSleeping) { if (mWorld.mBodyComponents.getIsSleeping(mEntity)) {
setIsSleeping(false); setIsSleeping(false);
} }

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@ -81,6 +81,9 @@ class RigidBody : public CollisionBody {
/// Update the world inverse inertia tensor of the body /// Update the world inverse inertia tensor of the body
void updateInertiaTensorInverseWorld(); void updateInertiaTensorInverseWorld();
/// Set the variable to know whether or not the body is sleeping
virtual void setIsSleeping(bool isSleeping) override;
public : public :
// -------------------- Methods -------------------- // // -------------------- Methods -------------------- //
@ -118,9 +121,6 @@ class RigidBody : public CollisionBody {
/// Set the angular velocity. /// Set the angular velocity.
void setAngularVelocity(const Vector3& angularVelocity); void setAngularVelocity(const Vector3& angularVelocity);
/// Set the variable to know whether or not the body is sleeping
virtual void setIsSleeping(bool isSleeping) override;
/// Set the local inertia tensor of the body (in body coordinates) /// Set the local inertia tensor of the body (in body coordinates)
void setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal); void setInertiaTensorLocal(const Matrix3x3& inertiaTensorLocal);

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@ -34,7 +34,9 @@ using namespace reactphysics3d;
// Constructor // Constructor
BodyComponents::BodyComponents(MemoryAllocator& allocator) BodyComponents::BodyComponents(MemoryAllocator& allocator)
:Components(allocator, sizeof(Entity) + sizeof(Body*) + sizeof(List<Entity>)) { :Components(allocator, sizeof(Entity) + sizeof(Body*) + sizeof(List<Entity>) +
sizeof(bool) + sizeof(bool) + sizeof(bool) + sizeof(decimal) +
sizeof(void*)) {
// Allocate memory for the components data // Allocate memory for the components data
allocate(INIT_NB_ALLOCATED_COMPONENTS); allocate(INIT_NB_ALLOCATED_COMPONENTS);
@ -56,6 +58,11 @@ void BodyComponents::allocate(uint32 nbComponentsToAllocate) {
Entity* newBodiesEntities = static_cast<Entity*>(newBuffer); Entity* newBodiesEntities = static_cast<Entity*>(newBuffer);
Body** newBodies = reinterpret_cast<Body**>(newBodiesEntities + nbComponentsToAllocate); Body** newBodies = reinterpret_cast<Body**>(newBodiesEntities + nbComponentsToAllocate);
List<Entity>* newProxyShapes = reinterpret_cast<List<Entity>*>(newBodies + nbComponentsToAllocate); List<Entity>* newProxyShapes = reinterpret_cast<List<Entity>*>(newBodies + nbComponentsToAllocate);
bool* newIsAllowedToSleep = reinterpret_cast<bool*>(newProxyShapes + nbComponentsToAllocate);
bool* newIsActive = reinterpret_cast<bool*>(newIsAllowedToSleep + nbComponentsToAllocate);
bool* newIsSleeping = reinterpret_cast<bool*>(newIsActive + nbComponentsToAllocate);
decimal* newSleepTimes = reinterpret_cast<decimal*>(newIsSleeping + nbComponentsToAllocate);
void** newUserData = reinterpret_cast<void**>(newIsSleeping + nbComponentsToAllocate);
// If there was already components before // If there was already components before
if (mNbComponents > 0) { if (mNbComponents > 0) {
@ -64,6 +71,11 @@ void BodyComponents::allocate(uint32 nbComponentsToAllocate) {
memcpy(newBodiesEntities, mBodiesEntities, mNbComponents * sizeof(Entity)); memcpy(newBodiesEntities, mBodiesEntities, mNbComponents * sizeof(Entity));
memcpy(newBodies, mBodies, mNbComponents * sizeof(Body*)); memcpy(newBodies, mBodies, mNbComponents * sizeof(Body*));
memcpy(newProxyShapes, mProxyShapes, mNbComponents * sizeof(List<Entity>)); memcpy(newProxyShapes, mProxyShapes, mNbComponents * sizeof(List<Entity>));
memcpy(newIsAllowedToSleep, mIsAllowedToSleep, mNbComponents * sizeof(bool));
memcpy(newIsActive, mIsActive, mNbComponents * sizeof(bool));
memcpy(newIsSleeping, mIsSleeping, mNbComponents * sizeof(bool));
memcpy(newSleepTimes, mSleepTimes, mNbComponents * sizeof(bool));
memcpy(newUserData, mUserData, mNbComponents * sizeof(void*));
// Deallocate previous memory // Deallocate previous memory
mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize); mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
@ -73,6 +85,11 @@ void BodyComponents::allocate(uint32 nbComponentsToAllocate) {
mBodiesEntities = newBodiesEntities; mBodiesEntities = newBodiesEntities;
mBodies = newBodies; mBodies = newBodies;
mProxyShapes = newProxyShapes; mProxyShapes = newProxyShapes;
mIsAllowedToSleep = newIsAllowedToSleep;
mIsActive = newIsActive;
mIsSleeping = newIsSleeping;
mSleepTimes = newSleepTimes;
mUserData = newUserData;
mNbAllocatedComponents = nbComponentsToAllocate; mNbAllocatedComponents = nbComponentsToAllocate;
} }
@ -86,6 +103,11 @@ void BodyComponents::addComponent(Entity bodyEntity, bool isSleeping, const Body
new (mBodiesEntities + index) Entity(bodyEntity); new (mBodiesEntities + index) Entity(bodyEntity);
mBodies[index] = component.body; mBodies[index] = component.body;
new (mProxyShapes + index) List<Entity>(mMemoryAllocator); new (mProxyShapes + index) List<Entity>(mMemoryAllocator);
mIsAllowedToSleep[index] = true;
mIsActive[index] = true;
mIsSleeping[index] = false;
mSleepTimes[index] = decimal(0);
mUserData[index] = nullptr;
// Map the entity with the new component lookup index // Map the entity with the new component lookup index
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(bodyEntity, index)); mMapEntityToComponentIndex.add(Pair<Entity, uint32>(bodyEntity, index));
@ -106,6 +128,11 @@ void BodyComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) {
new (mBodiesEntities + destIndex) Entity(mBodiesEntities[srcIndex]); new (mBodiesEntities + destIndex) Entity(mBodiesEntities[srcIndex]);
mBodies[destIndex] = mBodies[srcIndex]; mBodies[destIndex] = mBodies[srcIndex];
new (mProxyShapes + destIndex) List<Entity>(mProxyShapes[srcIndex]); new (mProxyShapes + destIndex) List<Entity>(mProxyShapes[srcIndex]);
mIsAllowedToSleep[destIndex] = mIsAllowedToSleep[srcIndex];
mIsActive[destIndex] = mIsActive[srcIndex];
mIsSleeping[destIndex] = mIsSleeping[srcIndex];
mSleepTimes[destIndex] = mSleepTimes[srcIndex];
mUserData[destIndex] = mUserData[srcIndex];
// Destroy the source component // Destroy the source component
destroyComponent(srcIndex); destroyComponent(srcIndex);
@ -125,6 +152,11 @@ void BodyComponents::swapComponents(uint32 index1, uint32 index2) {
Entity entity1(mBodiesEntities[index1]); Entity entity1(mBodiesEntities[index1]);
Body* body1 = mBodies[index1]; Body* body1 = mBodies[index1];
List<Entity> proxyShapes1(mProxyShapes[index1]); List<Entity> proxyShapes1(mProxyShapes[index1]);
bool isAllowedToSleep1 = mIsAllowedToSleep[index1];
bool isActive1 = mIsActive[index1];
bool isSleeping1 = mIsSleeping[index1];
decimal sleepTime1 = mSleepTimes[index1];
void* userData1 = mUserData[index1];
// Destroy component 1 // Destroy component 1
destroyComponent(index1); destroyComponent(index1);
@ -135,6 +167,10 @@ void BodyComponents::swapComponents(uint32 index1, uint32 index2) {
new (mBodiesEntities + index2) Entity(entity1); new (mBodiesEntities + index2) Entity(entity1);
new (mProxyShapes + index2) List<Entity>(proxyShapes1); new (mProxyShapes + index2) List<Entity>(proxyShapes1);
mBodies[index2] = body1; mBodies[index2] = body1;
mIsAllowedToSleep[index2] = isAllowedToSleep1;
mIsActive[index2] = isActive1;
mIsSleeping[index2] = isSleeping1;
mUserData[index2] = userData1;
// Update the entity to component index mapping // Update the entity to component index mapping
mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity1, index2)); mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity1, index2));
@ -156,4 +192,5 @@ void BodyComponents::destroyComponent(uint32 index) {
mBodiesEntities[index].~Entity(); mBodiesEntities[index].~Entity();
mBodies[index] = nullptr; mBodies[index] = nullptr;
mProxyShapes[index].~List<Entity>(); mProxyShapes[index].~List<Entity>();
mUserData[index] = nullptr;
} }

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@ -60,6 +60,21 @@ class BodyComponents : public Components {
/// Array with the list of proxy-shapes of each body /// Array with the list of proxy-shapes of each body
List<Entity>* mProxyShapes; List<Entity>* mProxyShapes;
/// Array of boolean values to know if the body is allowed to go to sleep
bool* mIsAllowedToSleep;
/// Array of boolean values to know if the body is active.
bool* mIsActive;
/// Array of boolean values to know if the body is sleeping
bool* mIsSleeping;
/// Array with values for elapsed time since the body velocity was bellow the sleep velocity
decimal* mSleepTimes;
/// Array of pointers that can be used to attach user data to the body
void** mUserData;
// -------------------- Methods -------------------- // // -------------------- Methods -------------------- //
/// Allocate memory for a given number of components /// Allocate memory for a given number of components
@ -109,6 +124,36 @@ class BodyComponents : public Components {
/// Return the list of proxy-shapes of a body /// Return the list of proxy-shapes of a body
const List<Entity>& getProxyShapes(Entity bodyEntity) const; const List<Entity>& getProxyShapes(Entity bodyEntity) const;
/// Return true if the body is allowed to sleep
bool getIsAllowedToSleep(Entity bodyEntity) const;
/// Set the value to know if the body is allowed to sleep
void setIsAllowedToSleep(Entity bodyEntity, bool isAllowedToSleep) const;
/// Return true if the body is active
bool getIsActive(Entity bodyEntity) const;
/// Set the value to know if the body is active
void setIsActive(Entity bodyEntity, bool isActive) const;
/// Return true if the body is sleeping
bool getIsSleeping(Entity bodyEntity) const;
/// Set the value to know if the body is sleeping
void setIsSleeping(Entity bodyEntity, bool isSleeping) const;
/// Return the sleep time
decimal getSleepTime(Entity bodyEntity) const;
/// Set the sleep time
void setSleepTime(Entity bodyEntity, decimal sleepTime) const;
/// Return the user data associated with the body
void* getUserData(Entity bodyEntity) const;
/// Set the user data associated with the body
void setUserData(Entity bodyEntity, void* userData) const;
}; };
// Add a proxy-shape to a body component // Add a proxy-shape to a body component
@ -143,6 +188,86 @@ inline const List<Entity>& BodyComponents::getProxyShapes(Entity bodyEntity) con
return mProxyShapes[mMapEntityToComponentIndex[bodyEntity]]; return mProxyShapes[mMapEntityToComponentIndex[bodyEntity]];
} }
// Return true if the body is allowed to sleep
inline bool BodyComponents::getIsAllowedToSleep(Entity bodyEntity) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
return mIsAllowedToSleep[mMapEntityToComponentIndex[bodyEntity]];
}
// Set the value to know if the body is allowed to sleep
inline void BodyComponents::setIsAllowedToSleep(Entity bodyEntity, bool isAllowedToSleep) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
mIsAllowedToSleep[mMapEntityToComponentIndex[bodyEntity]] = isAllowedToSleep;
}
// Return true if the body is active
inline bool BodyComponents::getIsActive(Entity bodyEntity) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
return mIsActive[mMapEntityToComponentIndex[bodyEntity]];
}
// Set the value to know if the body is active
inline void BodyComponents::setIsActive(Entity bodyEntity, bool isActive) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
mIsActive[mMapEntityToComponentIndex[bodyEntity]] = isActive;
}
// Return true if the body is sleeping
inline bool BodyComponents::getIsSleeping(Entity bodyEntity) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
return mIsSleeping[mMapEntityToComponentIndex[bodyEntity]];
}
// Set the value to know if the body is sleeping
inline void BodyComponents::setIsSleeping(Entity bodyEntity, bool isSleeping) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
mIsSleeping[mMapEntityToComponentIndex[bodyEntity]] = isSleeping;
}
// Return the sleep time
inline decimal BodyComponents::getSleepTime(Entity bodyEntity) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
return mSleepTimes[mMapEntityToComponentIndex[bodyEntity]];
}
// Set the sleep time
inline void BodyComponents::setSleepTime(Entity bodyEntity, decimal sleepTime) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
mSleepTimes[mMapEntityToComponentIndex[bodyEntity]] = sleepTime;
}
// Return the user data associated with the body
inline void* BodyComponents::getUserData(Entity bodyEntity) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
return mUserData[mMapEntityToComponentIndex[bodyEntity]];
}
// Set the user data associated with the body
inline void BodyComponents::setUserData(Entity bodyEntity, void* userData) const {
assert(mMapEntityToComponentIndex.containsKey(bodyEntity));
mUserData[mMapEntityToComponentIndex[bodyEntity]] = userData;
}
} }
#endif #endif

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@ -150,7 +150,7 @@ void Components::removeComponent(Entity entity) {
assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size())); assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
} }
// Notify if a given entity is disabled (sleeping or inactive) or not // Notify if a given entity is disabled (sleeping) or not
void Components::setIsEntityDisabled(Entity entity, bool isDisabled) { void Components::setIsEntityDisabled(Entity entity, bool isDisabled) {
const uint32 index = mMapEntityToComponentIndex[entity]; const uint32 index = mMapEntityToComponentIndex[entity];

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@ -107,10 +107,10 @@ class Components {
/// Remove a component /// Remove a component
void removeComponent(Entity entity); void removeComponent(Entity entity);
/// Return true if an entity is sleeping /// Return true if an entity is disabled
bool getIsEntityDisabled(Entity entity) const; bool getIsEntityDisabled(Entity entity) const;
/// Notify if a given entity is sleeping /// Notify if a given entity is disabled
void setIsEntityDisabled(Entity entity, bool isDisabled); void setIsEntityDisabled(Entity entity, bool isDisabled);
/// Return true if there is a component for a given entity /// Return true if there is a component for a given entity

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@ -206,7 +206,7 @@ void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
mMemoryManager.release(MemoryManager::AllocationType::Pool, collisionBody, sizeof(CollisionBody)); mMemoryManager.release(MemoryManager::AllocationType::Pool, collisionBody, sizeof(CollisionBody));
} }
// Notify the world if a body is disabled (sleeping or inactive) or not // Notify the world if a body is disabled (sleeping) or not
void CollisionWorld::notifyBodyDisabled(Entity bodyEntity, bool isDisabled) { void CollisionWorld::notifyBodyDisabled(Entity bodyEntity, bool isDisabled) {
if (isDisabled == mBodyComponents.getIsEntityDisabled(bodyEntity)) return; if (isDisabled == mBodyComponents.getIsEntityDisabled(bodyEntity)) return;

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@ -196,6 +196,7 @@ class CollisionWorld {
// -------------------- Friendship -------------------- // // -------------------- Friendship -------------------- //
friend class CollisionDetection; friend class CollisionDetection;
friend class Body;
friend class CollisionBody; friend class CollisionBody;
friend class RigidBody; friend class RigidBody;
friend class ProxyShape; friend class ProxyShape;

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@ -817,15 +817,17 @@ void DynamicsWorld::updateSleepingBodies() {
!body->isAllowedToSleep()) { !body->isAllowedToSleep()) {
// Reset the sleep time of the body // Reset the sleep time of the body
body->mSleepTime = decimal(0.0); mBodyComponents.setSleepTime(body->getEntity(), decimal(0.0));
minSleepTime = decimal(0.0); minSleepTime = decimal(0.0);
} }
else { // If the body velocity is below the sleeping velocity threshold else { // If the body velocity is below the sleeping velocity threshold
// Increase the sleep time // Increase the sleep time
body->mSleepTime += mTimeStep; decimal sleepTime = mBodyComponents.getSleepTime(body->getEntity());
if (body->mSleepTime < minSleepTime) { mBodyComponents.setSleepTime(body->getEntity(), sleepTime + mTimeStep);
minSleepTime = body->mSleepTime; sleepTime = mBodyComponents.getSleepTime(body->getEntity());
if (sleepTime < minSleepTime) {
minSleepTime = sleepTime;
} }
} }
} }