reactphysics3d/src/components/JointComponents.cpp

204 lines
11 KiB
C++

/********************************************************************************
* 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;
}