/******************************************************************************** * 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" #include "body/RigidBody.h" #include #include // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; // Constructor RigidBodyComponents::RigidBodyComponents(MemoryAllocator& allocator) :Components(allocator, sizeof(Entity) + sizeof(RigidBody*) + sizeof(bool) + sizeof(bool) + sizeof(decimal) + sizeof(BodyType) + sizeof(Vector3) + sizeof(Vector3)) { // 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(newBuffer); RigidBody** newBodies = reinterpret_cast(newBodiesEntities + nbComponentsToAllocate); bool* newIsAllowedToSleep = reinterpret_cast(newBodies + nbComponentsToAllocate); bool* newIsSleeping = reinterpret_cast(newIsAllowedToSleep + nbComponentsToAllocate); decimal* newSleepTimes = reinterpret_cast(newIsSleeping + nbComponentsToAllocate); BodyType* newBodyTypes = reinterpret_cast(newSleepTimes + nbComponentsToAllocate); Vector3* newLinearVelocities = reinterpret_cast(newBodyTypes + nbComponentsToAllocate); Vector3* newAngularVelocities = reinterpret_cast(newLinearVelocities + nbComponentsToAllocate); // 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)); memcpy(newBodyTypes, mBodyTypes, mNbComponents * sizeof(BodyType)); memcpy(newLinearVelocities, mLinearVelocities, mNbComponents * sizeof(Vector3)); memcpy(newAngularVelocities, mAngularVelocities, mNbComponents * sizeof(Vector3)); // Deallocate previous memory mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize); } mBuffer = newBuffer; mBodiesEntities = newBodiesEntities; mRigidBodies = newBodies; mIsAllowedToSleep = newIsAllowedToSleep; mIsSleeping = newIsSleeping; mSleepTimes = newSleepTimes; mNbAllocatedComponents = nbComponentsToAllocate; mBodyTypes = newBodyTypes; mLinearVelocities = newLinearVelocities; mAngularVelocities = newAngularVelocities; } // 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); mBodyTypes[index] = component.bodyType; new (mLinearVelocities + index) Vector3(0, 0, 0); new (mAngularVelocities + index) Vector3(0, 0, 0); // Map the entity with the new component lookup index mMapEntityToComponentIndex.add(Pair(bodyEntity, index)); mNbComponents++; assert(mDisabledStartIndex <= mNbComponents); assert(mNbComponents == static_cast(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]; mBodyTypes[destIndex] = mBodyTypes[srcIndex]; new (mLinearVelocities + destIndex) Vector3(mLinearVelocities[srcIndex]); new (mAngularVelocities + destIndex) Vector3(mAngularVelocities[srcIndex]); // Destroy the source component destroyComponent(srcIndex); assert(!mMapEntityToComponentIndex.containsKey(entity)); // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair(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]; BodyType bodyType1 = mBodyTypes[index1]; Vector3 linearVelocity1(mLinearVelocities[index1]); Vector3 angularVelocity1(mAngularVelocities[index1]); // 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; mBodyTypes[index2] = bodyType1; new (mLinearVelocities + index2) Vector3(linearVelocity1); new (mAngularVelocities + index2) Vector3(angularVelocity1); // Update the entity to component index mapping mMapEntityToComponentIndex.add(Pair(entity1, index2)); assert(mMapEntityToComponentIndex[mBodiesEntities[index1]] == index1); assert(mMapEntityToComponentIndex[mBodiesEntities[index2]] == index2); assert(mNbComponents == static_cast(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; mLinearVelocities[index].~Vector3(); mAngularVelocities[index].~Vector3(); }