reactphysics3d/src/body/CollisionBody.cpp
2019-07-08 17:41:10 +02:00

472 lines
19 KiB
C++

/********************************************************************************
* 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 "CollisionBody.h"
#include "engine/CollisionWorld.h"
#include "collision/ContactManifold.h"
#include "collision/RaycastInfo.h"
#include "utils/Logger.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
/**
* @param transform The transform of the body
* @param world The physics world where the body is created
* @param id ID of the body
*/
CollisionBody::CollisionBody(CollisionWorld& world, Entity entity)
: Body(entity, world), mType(BodyType::DYNAMIC) {
#ifdef IS_PROFILING_ACTIVE
mProfiler = nullptr;
#endif
}
// Destructor
CollisionBody::~CollisionBody() {
}
// Add a collision shape to the body. Note that you can share a collision
// shape between several bodies using the same collision shape instance to
// when you add the shape to the different bodies. Do not forget to delete
// the collision shape you have created at the end of your program.
/// This method will return a pointer to a new proxy shape. A proxy shape is
/// an object that links a collision shape and a given body. You can use the
/// returned proxy shape to get and set information about the corresponding
/// collision shape for that body.
/**
* @param collisionShape A pointer to the collision shape you want to add to the body
* @param transform The transformation of the collision shape that transforms the
* local-space of the collision shape into the local-space of the body
* @return A pointer to the proxy shape that has been created to link the body to
* the new collision shape you have added.
*/
ProxyShape* CollisionBody::addCollisionShape(CollisionShape* collisionShape, const Transform& transform) {
// Create a new entity for the proxy-shape
Entity proxyShapeEntity = mWorld.mEntityManager.createEntity();
// Create a new proxy collision shape to attach the collision shape to the body
ProxyShape* proxyShape = new (mWorld.mMemoryManager.allocate(MemoryManager::AllocationType::Pool,
sizeof(ProxyShape))) ProxyShape(proxyShapeEntity, this, mWorld.mMemoryManager);
// Add the proxy-shape component to the entity of the body
Vector3 localBoundsMin;
Vector3 localBoundsMax;
// TODO : Maybe this method can directly returns an AABB
collisionShape->getLocalBounds(localBoundsMin, localBoundsMax);
ProxyShapeComponents::ProxyShapeComponent proxyShapeComponent(mEntity, proxyShape, -1,
AABB(localBoundsMin, localBoundsMax),
transform, collisionShape, decimal(1), 0x0001, 0xFFFF);
bool isSleeping = mWorld.mBodyComponents.getIsSleeping(mEntity);
mWorld.mProxyShapesComponents.addComponent(proxyShapeEntity, isSleeping, proxyShapeComponent);
mWorld.mBodyComponents.addProxyShapeToBody(mEntity, proxyShapeEntity);
#ifdef IS_PROFILING_ACTIVE
// Set the profiler
proxyShape->setProfiler(mProfiler);
#endif
#ifdef IS_LOGGING_ACTIVE
// Set the logger
proxyShape->setLogger(mLogger);
#endif
// Compute the world-space AABB of the new collision shape
AABB aabb;
collisionShape->computeAABB(aabb, mWorld.mTransformComponents.getTransform(mEntity) * transform);
// Notify the collision detection about this new collision shape
mWorld.mCollisionDetection.addProxyCollisionShape(proxyShape, aabb);
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Proxy shape " + std::to_string(proxyShape->getBroadPhaseId()) + " added to body");
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::ProxyShape,
"ProxyShape " + std::to_string(proxyShape->getBroadPhaseId()) + ": collisionShape=" +
proxyShape->getCollisionShape()->to_string());
// Return a pointer to the collision shape
return proxyShape;
}
// Return the number of proxy-shapes associated with this body
/**
* @return The number of proxy-shapes associated with this body
*/
uint CollisionBody::getNbProxyShapes() const {
return static_cast<uint>(mWorld.mBodyComponents.getProxyShapes(mEntity).size());
}
// Return a const pointer to a given proxy-shape of the body
/**
* @return The const pointer of a given proxy-shape of the body
*/
const ProxyShape* CollisionBody::getProxyShape(uint proxyShapeIndex) const {
assert(proxyShapeIndex < getNbProxyShapes());
Entity proxyShapeEntity = mWorld.mBodyComponents.getProxyShapes(mEntity)[proxyShapeIndex];
return mWorld.mProxyShapesComponents.getProxyShape(proxyShapeEntity);
}
// Return a pointer to a given proxy-shape of the body
/**
* @return The pointer of a given proxy-shape of the body
*/
ProxyShape* CollisionBody::getProxyShape(uint proxyShapeIndex) {
assert(proxyShapeIndex < getNbProxyShapes());
Entity proxyShapeEntity = mWorld.mBodyComponents.getProxyShapes(mEntity)[proxyShapeIndex];
return mWorld.mProxyShapesComponents.getProxyShape(proxyShapeEntity);
}
// Remove a collision shape from the body
/// To remove a collision shape, you need to specify the pointer to the proxy
/// shape that has been returned when you have added the collision shape to the
/// body
/**
* @param proxyShape The pointer of the proxy shape you want to remove
*/
void CollisionBody::removeCollisionShape(ProxyShape* proxyShape) {
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Proxy shape " + std::to_string(proxyShape->getBroadPhaseId()) + " removed from body");
// Remove the proxy-shape from the broad-phase
if (proxyShape->getBroadPhaseId() != -1) {
mWorld.mCollisionDetection.removeProxyCollisionShape(proxyShape);
}
mWorld.mBodyComponents.removeProxyShapeFromBody(mEntity, proxyShape->getEntity());
// Remove the proxy-shape component
mWorld.mProxyShapesComponents.removeComponent(proxyShape->getEntity());
// Call the constructor of the proxy-shape
proxyShape->~ProxyShape();
// Release allocated memory for the proxy-shape
mWorld.mMemoryManager.release(MemoryManager::AllocationType::Pool, proxyShape, sizeof(ProxyShape));
}
// Remove all the collision shapes
void CollisionBody::removeAllCollisionShapes() {
// Look for the proxy shape that contains the collision shape in parameter.
// Note that we need to copy the list of proxy shapes entities because we are deleting them in a loop.
const List<Entity> proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
removeCollisionShape(mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]));
}
}
// Return the current position and orientation
/**
* @return The current transformation of the body that transforms the local-space
* of the body into world-space
*/
const Transform& CollisionBody::getTransform() const {
// TODO : Make sure we do not call this method from the internal physics engine
return mWorld.mTransformComponents.getTransform(mEntity);
}
// Update the broad-phase state for this body (because it has moved for instance)
void CollisionBody::updateBroadPhaseState() const {
// For all the proxy collision shapes of the body
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
// Update the proxy
mWorld.mCollisionDetection.updateProxyShape(proxyShapesEntities[i]);
}
}
// Set whether or not the body is active
/**
* @param isActive True if you want to activate the body
*/
void CollisionBody::setIsActive(bool isActive) {
// If the state does not change
if (mWorld.mBodyComponents.getIsActive(mEntity) == isActive) return;
Body::setIsActive(isActive);
// If we have to activate the body
if (isActive) {
const Transform& transform = mWorld.mTransformComponents.getTransform(mEntity);
// For each proxy shape of the body
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
// Compute the world-space AABB of the new collision shape
AABB aabb;
proxyShape->getCollisionShape()->computeAABB(aabb, transform * mWorld.mProxyShapesComponents.getLocalToBodyTransform(proxyShape->getEntity()));
// Add the proxy shape to the collision detection
mWorld.mCollisionDetection.addProxyCollisionShape(proxyShape, aabb);
}
}
else { // If we have to deactivate the body
// For each proxy shape of the body
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
if (proxyShape->getBroadPhaseId() != -1) {
// Remove the proxy shape from the collision detection
mWorld.mCollisionDetection.removeProxyCollisionShape(proxyShape);
}
}
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set isActive=" +
(isActive ? "true" : "false"));
}
// Ask the broad-phase to test again the collision shapes of the body for collision
// (as if the body has moved).
void CollisionBody::askForBroadPhaseCollisionCheck() const {
// For all the proxy collision shapes of the body
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
mWorld.mCollisionDetection.askForBroadPhaseCollisionCheck(proxyShape);
}
}
// Return true if a point is inside the collision body
/// This method returns true if a point is inside any collision shape of the body
/**
* @param worldPoint The point to test (in world-space coordinates)
* @return True if the point is inside the body
*/
bool CollisionBody::testPointInside(const Vector3& worldPoint) const {
// For each collision shape of the body
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
// Test if the point is inside the collision shape
if (proxyShape->testPointInside(worldPoint)) return true;
}
return false;
}
// Raycast method with feedback information
/// The method returns the closest hit among all the collision shapes of the body
/**
* @param ray The ray used to raycast agains the body
* @param[out] raycastInfo Structure that contains the result of the raycasting
* (valid only if the method returned true)
* @return True if the ray hit the body and false otherwise
*/
bool CollisionBody::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
// If the body is not active, it cannot be hit by rays
if (!mWorld.mBodyComponents.getIsActive(mEntity)) return false;
bool isHit = false;
Ray rayTemp(ray);
// For each collision shape of the body
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
for (uint i=0; i < proxyShapesEntities.size(); i++) {
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
// Test if the ray hits the collision shape
if (proxyShape->raycast(rayTemp, raycastInfo)) {
rayTemp.maxFraction = raycastInfo.hitFraction;
isHit = true;
}
}
return isHit;
}
// Compute and return the AABB of the body by merging all proxy shapes AABBs
/**
* @return The axis-aligned bounding box (AABB) of the body in world-space coordinates
*/
AABB CollisionBody::getAABB() const {
AABB bodyAABB;
const List<Entity>& proxyShapesEntities = mWorld.mBodyComponents.getProxyShapes(mEntity);
if (proxyShapesEntities.size() == 0) return bodyAABB;
// TODO : Make sure we compute this in a system
const Transform& transform = mWorld.mTransformComponents.getTransform(mEntity);
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[0]);
proxyShape->getCollisionShape()->computeAABB(bodyAABB, transform * proxyShape->getLocalToBodyTransform());
// For each proxy shape of the body
for (uint i=1; i < proxyShapesEntities.size(); i++) {
ProxyShape* proxyShape = mWorld.mProxyShapesComponents.getProxyShape(proxyShapesEntities[i]);
// Compute the world-space AABB of the collision shape
AABB aabb;
proxyShape->getCollisionShape()->computeAABB(aabb, transform * proxyShape->getLocalToBodyTransform());
// Merge the proxy shape AABB with the current body AABB
bodyAABB.mergeWithAABB(aabb);
}
return bodyAABB;
}
// Set the current position and orientation
/**
* @param transform The transformation of the body that transforms the local-space
* of the body into world-space
*/
void CollisionBody::setTransform(const Transform& transform) {
// TODO : Make sure this method is never called from the internal physics engine
// Awake the body if it is sleeping
setIsSleeping(false);
// Update the transform of the body
mWorld.mTransformComponents.setTransform(mEntity, transform);
// Update the broad-phase state of the body
updateBroadPhaseState();
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set transform=" + transform.to_string());
}
// Set the variable to know whether or not the body is sleeping
void CollisionBody::setIsSleeping(bool isSleeping) {
if (mWorld.mBodyComponents.getIsSleeping(mEntity) == isSleeping) return;
Body::setIsSleeping(isSleeping);
// Notify all the components
mWorld.notifyBodyDisabled(mEntity, isSleeping);
}
// Return the world-space coordinates of a point given the local-space coordinates of the body
/**
* @param localPoint A point in the local-space coordinates of the body
* @return The point in world-space coordinates
*/
Vector3 CollisionBody::getWorldPoint(const Vector3& localPoint) const {
return mWorld.mTransformComponents.getTransform(mEntity) * localPoint;
}
// Return the world-space vector of a vector given in local-space coordinates of the body
/**
* @param localVector A vector in the local-space coordinates of the body
* @return The vector in world-space coordinates
*/
Vector3 CollisionBody::getWorldVector(const Vector3& localVector) const {
return mWorld.mTransformComponents.getTransform(mEntity).getOrientation() * localVector;
}
// Return the body local-space coordinates of a point given in the world-space coordinates
/**
* @param worldPoint A point in world-space coordinates
* @return The point in the local-space coordinates of the body
*/
Vector3 CollisionBody::getLocalPoint(const Vector3& worldPoint) const {
return mWorld.mTransformComponents.getTransform(mEntity).getInverse() * worldPoint;
}
// Return the body local-space coordinates of a vector given in the world-space coordinates
/**
* @param worldVector A vector in world-space coordinates
* @return The vector in the local-space coordinates of the body
*/
Vector3 CollisionBody::getLocalVector(const Vector3& worldVector) const {
return mWorld.mTransformComponents.getTransform(mEntity).getOrientation().getInverse() * worldVector;
}
// Set the type of the body
/// The type of the body can either STATIC, KINEMATIC or DYNAMIC as described bellow:
/// STATIC : A static body has infinite mass, zero velocity but the position can be
/// changed manually. A static body does not collide with other static or kinematic bodies.
/// KINEMATIC : A kinematic body has infinite mass, the velocity can be changed manually and its
/// position is computed by the physics engine. A kinematic body does not collide with
/// other static or kinematic bodies.
/// DYNAMIC : A dynamic body has non-zero mass, non-zero velocity determined by forces and its
/// position is determined by the physics engine. A dynamic body can collide with other
/// dynamic, static or kinematic bodies.
/**
* @param type The type of the body (STATIC, KINEMATIC, DYNAMIC)
*/
void CollisionBody::setType(BodyType type) {
mType = type;
if (mType == BodyType::STATIC) {
// Update the broad-phase state of the body
updateBroadPhaseState();
}
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(mEntity.id) + ": Set type=" +
(mType == BodyType::STATIC ? "Static" : (mType == BodyType::DYNAMIC ? "Dynamic" : "Kinematic")));
}