Fix issue in DynamicsComponents

This commit is contained in:
Daniel Chappuis 2019-03-26 22:55:32 +01:00
parent 102651832a
commit 8911351c8f
4 changed files with 9 additions and 141 deletions

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@ -82,7 +82,6 @@ SET (REACTPHYSICS3D_HEADERS
"src/body/RigidBody.h" "src/body/RigidBody.h"
"src/collision/ContactPointInfo.h" "src/collision/ContactPointInfo.h"
"src/collision/broadphase/DynamicAABBTree.h" "src/collision/broadphase/DynamicAABBTree.h"
"src/collision/broadphase/BroadPhasePair.h"
"src/collision/narrowphase/CollisionDispatch.h" "src/collision/narrowphase/CollisionDispatch.h"
"src/collision/narrowphase/GJK/VoronoiSimplex.h" "src/collision/narrowphase/GJK/VoronoiSimplex.h"
"src/collision/narrowphase/GJK/GJKAlgorithm.h" "src/collision/narrowphase/GJK/GJKAlgorithm.h"

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@ -1,31 +0,0 @@
/********************************************************************************
* 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 "BroadPhasePair.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;

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@ -1,104 +0,0 @@
/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_BROAD_PHASE_PAIR_H
#define REACTPHYSICS3D_BROAD_PHASE_PAIR_H
// Libraries
#include <functional>
#include <cassert>
#include"containers/Pair.h"
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Structure BroadPhasePair
/**
* This structure represent a potential overlapping pair during the
* broad-phase collision detection.
*/
struct BroadPhasePair {
public:
// -------------------- Attributes -------------------- //
// Broad-phase id of the first collision shape
int shape1BroadPhaseId;
// Broad-phase id of the second collision shape
int shape2BroadPhaseId;
// -------------------- Methods -------------------- //
/// Constructor
BroadPhasePair(int shapeId1, int shapeId2)
: shape1BroadPhaseId(std::min(shapeId1, shapeId2)),
shape2BroadPhaseId(std::max(shapeId1, shapeId2)) {
assert(shape1BroadPhaseId != -1);
assert(shape2BroadPhaseId != -1);
}
/// Equality operator
bool operator==(const BroadPhasePair& pair) const;
/// Inequality operator
bool operator!=(const BroadPhasePair& pair) const;
};
// Equality operator
inline bool BroadPhasePair::operator==(const BroadPhasePair& pair) const {
return shape1BroadPhaseId == pair.shape1BroadPhaseId && shape2BroadPhaseId == pair.shape2BroadPhaseId;
}
// Inequality operator
inline bool BroadPhasePair::operator!=(const BroadPhasePair& pair) const {
return shape1BroadPhaseId != pair.shape1BroadPhaseId || shape2BroadPhaseId != pair.shape2BroadPhaseId;
}
}
// Hash function for a reactphysics3d BroadPhasePair
namespace std {
template <> struct hash<reactphysics3d::BroadPhasePair> {
size_t operator()(const reactphysics3d::BroadPhasePair& pair) const {
assert(pair.shape1BroadPhaseId <= pair.shape2BroadPhaseId);
std::size_t seed = 0;
reactphysics3d::hash_combine<int>(seed, pair.shape1BroadPhaseId);
reactphysics3d::hash_combine<int>(seed, pair.shape2BroadPhaseId);
return seed;
}
};
}
#endif

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@ -54,23 +54,24 @@ void DynamicsComponents::allocate(uint32 nbComponentsToAllocate) {
assert(newBuffer != nullptr); assert(newBuffer != nullptr);
// New pointers to components data // New pointers to components data
Entity* newEntities = static_cast<Entity*>(newBuffer); Entity* newBodies = static_cast<Entity*>(newBuffer);
Vector3* newLinearVelocities = reinterpret_cast<Vector3*>(newEntities + nbComponentsToAllocate); Vector3* newLinearVelocities = reinterpret_cast<Vector3*>(newBodies + nbComponentsToAllocate);
Vector3* newAngularVelocities = reinterpret_cast<Vector3*>(newLinearVelocities + nbComponentsToAllocate); Vector3* newAngularVelocities = reinterpret_cast<Vector3*>(newLinearVelocities + nbComponentsToAllocate);
// If there was already components before // If there was already components before
if (mNbComponents > 0) { if (mNbComponents > 0) {
// Copy component data from the previous buffer to the new one // Copy component data from the previous buffer to the new one
memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Transform)); memcpy(newBodies, mBodies, mNbComponents * sizeof(Entity));
memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Entity)); memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Vector3));
memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Vector3));
// Deallocate previous memory // Deallocate previous memory
mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize); mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
} }
mBuffer = newBuffer; mBuffer = newBuffer;
mBodies = newEntities; mBodies = newBodies;
mLinearVelocities = newLinearVelocities; mLinearVelocities = newLinearVelocities;
mAngularVelocities = newAngularVelocities; mAngularVelocities = newAngularVelocities;
mNbAllocatedComponents = nbComponentsToAllocate; mNbAllocatedComponents = nbComponentsToAllocate;
@ -121,6 +122,9 @@ void DynamicsComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex)
// Swap two components in the array // Swap two components in the array
void DynamicsComponents::swapComponents(uint32 index1, uint32 index2) { void DynamicsComponents::swapComponents(uint32 index1, uint32 index2) {
assert(mMapEntityToComponentIndex[mBodies[index1]] == index1);
assert(mMapEntityToComponentIndex[mBodies[index2]] == index2);
// Copy component 1 data // Copy component 1 data
Entity entity1(mBodies[index1]); Entity entity1(mBodies[index1]);
Vector3 linearVelocity1(mLinearVelocities[index1]); Vector3 linearVelocity1(mLinearVelocities[index1]);