/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2022 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 <reactphysics3d/components/JointComponents.h> #include <reactphysics3d/engine/EntityManager.h> #include <cassert> // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor JointComponents::JointComponents(MemoryAllocator& allocator) :Components(allocator, sizeof(Entity) + sizeof(Entity) + sizeof(Entity) + sizeof(Joint*) + sizeof(JointType) + sizeof(JointsPositionCorrectionTechnique) + sizeof(bool) + sizeof(bool), 8 * GLOBAL_ALIGNMENT) { } // Allocate memory for a given number of components void JointComponents::allocate(uint32 nbComponentsToAllocate) { assert(nbComponentsToAllocate > mNbAllocatedComponents); // Size for the data of a single component (in bytes) const size_t totalSizeBytes = nbComponentsToAllocate * mComponentDataSize + mAlignmentMarginSize; // Allocate memory void* newBuffer = mMemoryAllocator.allocate(totalSizeBytes); assert(newBuffer != nullptr); assert(reinterpret_cast<uintptr_t>(newBuffer) % GLOBAL_ALIGNMENT == 0); // New pointers to components data Entity* newJointsEntities = static_cast<Entity*>(newBuffer); Entity* newBody1Entities = reinterpret_cast<Entity*>(MemoryAllocator::alignAddress(newJointsEntities + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newBody1Entities) % GLOBAL_ALIGNMENT == 0); Entity* newBody2Entities = reinterpret_cast<Entity*>(MemoryAllocator::alignAddress(newBody1Entities + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newBody2Entities) % GLOBAL_ALIGNMENT == 0); Joint** newJoints = reinterpret_cast<Joint**>(MemoryAllocator::alignAddress(newBody2Entities + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newJoints) % GLOBAL_ALIGNMENT == 0); JointType* newTypes = reinterpret_cast<JointType*>(MemoryAllocator::alignAddress(newJoints + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newTypes) % GLOBAL_ALIGNMENT == 0); JointsPositionCorrectionTechnique* newPositionCorrectionTechniques = reinterpret_cast<JointsPositionCorrectionTechnique*>(MemoryAllocator::alignAddress(newTypes + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newPositionCorrectionTechniques) % GLOBAL_ALIGNMENT == 0); bool* newIsCollisionEnabled = reinterpret_cast<bool*>(MemoryAllocator::alignAddress(newPositionCorrectionTechniques + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newIsCollisionEnabled) % GLOBAL_ALIGNMENT == 0); bool* newIsAlreadyInIsland = reinterpret_cast<bool*>(MemoryAllocator::alignAddress(newIsCollisionEnabled + nbComponentsToAllocate, GLOBAL_ALIGNMENT)); assert(reinterpret_cast<uintptr_t>(newIsAlreadyInIsland) % GLOBAL_ALIGNMENT == 0); assert(reinterpret_cast<uintptr_t>(newIsAlreadyInIsland + nbComponentsToAllocate) <= reinterpret_cast<uintptr_t>(newBuffer) + totalSizeBytes); // If there was already components before if (mNbComponents > 0) { // Copy component data from the previous buffer to the new one memcpy(newJointsEntities, mJointEntities, mNbComponents * sizeof(Entity)); memcpy(newBody1Entities, mBody1Entities, mNbComponents * sizeof(Entity)); memcpy(newBody2Entities, mBody2Entities, mNbComponents * sizeof(Entity)); memcpy(newJoints, mJoints, mNbComponents * sizeof(Joint*)); memcpy(newTypes, mTypes, mNbComponents * sizeof(JointType)); memcpy(newPositionCorrectionTechniques, mPositionCorrectionTechniques, mNbComponents * sizeof(JointsPositionCorrectionTechnique)); memcpy(newIsCollisionEnabled, mIsCollisionEnabled, mNbComponents * sizeof(bool)); memcpy(newIsAlreadyInIsland, mIsAlreadyInIsland, mNbComponents * sizeof(bool)); // Deallocate previous memory mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize); } mBuffer = newBuffer; mNbAllocatedComponents = nbComponentsToAllocate; mJointEntities = newJointsEntities; mBody1Entities = newBody1Entities; mBody2Entities = newBody2Entities; mJoints = newJoints; mTypes = newTypes; mPositionCorrectionTechniques = newPositionCorrectionTechniques; mIsCollisionEnabled = newIsCollisionEnabled; mIsAlreadyInIsland = newIsAlreadyInIsland; } // Add a component void JointComponents::addComponent(Entity jointEntity, bool isSleeping, const JointComponent& component) { // Prepare to add new component (allocate memory if necessary and compute insertion index) uint32 index = prepareAddComponent(isSleeping); // Insert the new component data new (mJointEntities + index) Entity(jointEntity); new (mBody1Entities + index) Entity(component.body1Entity); new (mBody2Entities + index) Entity(component.body2Entity); mJoints[index] = component.joint; new (mTypes + index) JointType(component.jointType); new (mPositionCorrectionTechniques + index) JointsPositionCorrectionTechnique(component.positionCorrectionTechnique); mIsCollisionEnabled[index] = component.isCollisionEnabled; mIsAlreadyInIsland[index] = false; // Map the entity with the new component lookup index mMapEntityToComponentIndex.add(Pair<Entity, uint32>(jointEntity, 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 JointComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) { const Entity entity = mJointEntities[srcIndex]; // Copy the data of the source component to the destination location new (mJointEntities + destIndex) Entity(mJointEntities[srcIndex]); new (mBody1Entities + destIndex) Entity(mBody1Entities[srcIndex]); new (mBody2Entities + destIndex) Entity(mBody2Entities[srcIndex]); mJoints[destIndex] = mJoints[srcIndex]; new (mTypes + destIndex) JointType(mTypes[srcIndex]); new (mPositionCorrectionTechniques + destIndex) JointsPositionCorrectionTechnique(mPositionCorrectionTechniques[srcIndex]); mIsCollisionEnabled[destIndex] = mIsCollisionEnabled[srcIndex]; mIsAlreadyInIsland[destIndex] = mIsAlreadyInIsland[srcIndex]; // 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[mJointEntities[destIndex]] == destIndex); } // Swap two components in the array void JointComponents::swapComponents(uint32 index1, uint32 index2) { // Copy component 1 data Entity jointEntity1(mJointEntities[index1]); Entity body1Entity1(mBody1Entities[index1]); Entity body2Entity1(mBody2Entities[index1]); Joint* joint1 = mJoints[index1]; JointType jointType1(mTypes[index1]); JointsPositionCorrectionTechnique positionCorrectionTechnique1(mPositionCorrectionTechniques[index1]); bool isCollisionEnabled1 = mIsCollisionEnabled[index1]; bool isAlreadyInIsland = mIsAlreadyInIsland[index1]; // Destroy component 1 destroyComponent(index1); moveComponentToIndex(index2, index1); // Reconstruct component 1 at component 2 location new (mJointEntities + index2) Entity(jointEntity1); new (mBody1Entities + index2) Entity(body1Entity1); new (mBody2Entities + index2) Entity(body2Entity1); mJoints[index2] = joint1; new (mTypes + index2) JointType(jointType1); new (mPositionCorrectionTechniques + index2) JointsPositionCorrectionTechnique(positionCorrectionTechnique1); mIsCollisionEnabled[index2] = isCollisionEnabled1; mIsAlreadyInIsland[index2] = isAlreadyInIsland; // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair<Entity, uint32>(jointEntity1, index2)); assert(mMapEntityToComponentIndex[mJointEntities[index1]] == index1); assert(mMapEntityToComponentIndex[mJointEntities[index2]] == index2); assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size())); } // Destroy a component at a given index void JointComponents::destroyComponent(uint32 index) { Components::destroyComponent(index); assert(mMapEntityToComponentIndex[mJointEntities[index]] == index); mMapEntityToComponentIndex.remove(mJointEntities[index]); mJointEntities[index].~Entity(); mBody1Entities[index].~Entity(); mBody2Entities[index].~Entity(); mJoints[index] = nullptr; }