227 lines
11 KiB
C++
227 lines
11 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "BallAndSocketJointComponents.h"
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#include "engine/EntityManager.h"
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#include "mathematics/Matrix3x3.h"
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#include <cassert>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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BallAndSocketJointComponents::BallAndSocketJointComponents(MemoryAllocator& allocator)
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:Components(allocator, sizeof(Entity) + sizeof(BallAndSocketJoint*) + sizeof(Vector3) +
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sizeof(Vector3) + sizeof(Vector3) + sizeof(Vector3) +
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sizeof(Matrix3x3) + sizeof(Matrix3x3) + sizeof(Vector3) +
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sizeof(Matrix3x3) + sizeof(Vector3)) {
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// Allocate memory for the components data
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allocate(INIT_NB_ALLOCATED_COMPONENTS);
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}
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// Allocate memory for a given number of components
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void BallAndSocketJointComponents::allocate(uint32 nbComponentsToAllocate) {
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assert(nbComponentsToAllocate > mNbAllocatedComponents);
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// Size for the data of a single component (in bytes)
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const size_t totalSizeBytes = nbComponentsToAllocate * mComponentDataSize;
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// Allocate memory
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void* newBuffer = mMemoryAllocator.allocate(totalSizeBytes);
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assert(newBuffer != nullptr);
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// New pointers to components data
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Entity* newJointEntities = static_cast<Entity*>(newBuffer);
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BallAndSocketJoint** newJoints = reinterpret_cast<BallAndSocketJoint**>(newJointEntities + nbComponentsToAllocate);
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Vector3* newLocalAnchorPointBody1 = reinterpret_cast<Vector3*>(newJoints + nbComponentsToAllocate);
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Vector3* newLocalAnchorPointBody2 = reinterpret_cast<Vector3*>(newLocalAnchorPointBody1 + nbComponentsToAllocate);
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Vector3* newR1World = reinterpret_cast<Vector3*>(newLocalAnchorPointBody2 + nbComponentsToAllocate);
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Vector3* newR2World = reinterpret_cast<Vector3*>(newR1World + nbComponentsToAllocate);
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Matrix3x3* newI1 = reinterpret_cast<Matrix3x3*>(newR2World + nbComponentsToAllocate);
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Matrix3x3* newI2 = reinterpret_cast<Matrix3x3*>(newI1 + nbComponentsToAllocate);
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Vector3* newBiasVector = reinterpret_cast<Vector3*>(newI2 + nbComponentsToAllocate);
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Matrix3x3* newInverseMassMatrix = reinterpret_cast<Matrix3x3*>(newBiasVector + nbComponentsToAllocate);
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Vector3* newImpulse = reinterpret_cast<Vector3*>(newInverseMassMatrix + nbComponentsToAllocate);
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// If there was already components before
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if (mNbComponents > 0) {
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// Copy component data from the previous buffer to the new one
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memcpy(newJointEntities, mJointEntities, mNbComponents * sizeof(Entity));
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memcpy(newJoints, mJoints, mNbComponents * sizeof(BallAndSocketJoint*));
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memcpy(newLocalAnchorPointBody1, mLocalAnchorPointBody1, mNbComponents * sizeof(Vector3));
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memcpy(newLocalAnchorPointBody2, mLocalAnchorPointBody2, mNbComponents * sizeof(Vector3));
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memcpy(newR1World, mR1World, mNbComponents * sizeof(Vector3));
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memcpy(newR2World, mR2World, mNbComponents * sizeof(Vector3));
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memcpy(newI1, mI1, mNbComponents * sizeof(Matrix3x3));
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memcpy(newI2, mI2, mNbComponents * sizeof(Matrix3x3));
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memcpy(newBiasVector, mBiasVector, mNbComponents * sizeof(Vector3));
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memcpy(newInverseMassMatrix, mInverseMassMatrix, mNbComponents * sizeof(Matrix3x3));
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memcpy(newImpulse, mImpulse, mNbComponents * sizeof(Vector3));
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// Deallocate previous memory
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mMemoryAllocator.release(mBuffer, mNbAllocatedComponents * mComponentDataSize);
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}
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mBuffer = newBuffer;
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mJointEntities = newJointEntities;
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mJoints = newJoints;
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mNbAllocatedComponents = nbComponentsToAllocate;
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mLocalAnchorPointBody1 = newLocalAnchorPointBody1;
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mLocalAnchorPointBody2 = newLocalAnchorPointBody2;
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mR1World = newR1World;
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mR2World = newR2World;
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mI1 = newI1;
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mI2 = newI2;
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mBiasVector = newBiasVector;
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mInverseMassMatrix = newInverseMassMatrix;
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mImpulse = newImpulse;
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}
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// Add a component
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void BallAndSocketJointComponents::addComponent(Entity jointEntity, bool isSleeping, const BallAndSocketJointComponent& component) {
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// Prepare to add new component (allocate memory if necessary and compute insertion index)
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uint32 index = prepareAddComponent(isSleeping);
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// Insert the new component data
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new (mJointEntities + index) Entity(jointEntity);
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mJoints[index] = nullptr;
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new (mLocalAnchorPointBody1 + index) Vector3(0, 0, 0);
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new (mLocalAnchorPointBody2 + index) Vector3(0, 0, 0);
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new (mR1World + index) Vector3(0, 0, 0);
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new (mR2World + index) Vector3(0, 0, 0);
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new (mI1 + index) Matrix3x3();
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new (mI2 + index) Matrix3x3();
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new (mBiasVector + index) Vector3(0, 0, 0);
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new (mInverseMassMatrix + index) Matrix3x3();
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new (mImpulse + index) Vector3(0, 0, 0);
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// Map the entity with the new component lookup index
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(jointEntity, index));
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mNbComponents++;
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assert(mDisabledStartIndex <= mNbComponents);
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assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
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}
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// Move a component from a source to a destination index in the components array
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// The destination location must contain a constructed object
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void BallAndSocketJointComponents::moveComponentToIndex(uint32 srcIndex, uint32 destIndex) {
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const Entity entity = mJointEntities[srcIndex];
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// Copy the data of the source component to the destination location
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new (mJointEntities + destIndex) Entity(mJointEntities[srcIndex]);
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mJoints[destIndex] = mJoints[srcIndex];
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new (mLocalAnchorPointBody1 + destIndex) Vector3(mLocalAnchorPointBody1[srcIndex]);
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new (mLocalAnchorPointBody2 + destIndex) Vector3(mLocalAnchorPointBody2[srcIndex]);
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new (mR1World + destIndex) Vector3(mR1World[srcIndex]);
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new (mR2World + destIndex) Vector3(mR2World[srcIndex]);
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new (mI1 + destIndex) Matrix3x3(mI1[srcIndex]);
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new (mI2 + destIndex) Matrix3x3(mI2[srcIndex]);
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new (mBiasVector + destIndex) Vector3(mBiasVector[srcIndex]);
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new (mInverseMassMatrix + destIndex) Matrix3x3(mInverseMassMatrix[srcIndex]);
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new (mImpulse + destIndex) Vector3(mImpulse[srcIndex]);
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// Destroy the source component
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destroyComponent(srcIndex);
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assert(!mMapEntityToComponentIndex.containsKey(entity));
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// Update the entity to component index mapping
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(entity, destIndex));
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assert(mMapEntityToComponentIndex[mJointEntities[destIndex]] == destIndex);
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}
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// Swap two components in the array
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void BallAndSocketJointComponents::swapComponents(uint32 index1, uint32 index2) {
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// Copy component 1 data
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Entity jointEntity1(mJointEntities[index1]);
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BallAndSocketJoint* joint1 = mJoints[index1];
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Vector3 localAnchorPointBody1(mLocalAnchorPointBody1[index1]);
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Vector3 localAnchorPointBody2(mLocalAnchorPointBody2[index1]);
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Vector3 r1World1(mR1World[index1]);
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Vector3 r2World1(mR2World[index1]);
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Matrix3x3 i11(mI1[index1]);
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Matrix3x3 i21(mI2[index1]);
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Vector3 biasVector1(mBiasVector[index1]);
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Matrix3x3 inverseMassMatrix1(mInverseMassMatrix[index1]);
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Vector3 impulse1(mImpulse[index1]);
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// Destroy component 1
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destroyComponent(index1);
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moveComponentToIndex(index2, index1);
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// Reconstruct component 1 at component 2 location
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new (mJointEntities + index2) Entity(jointEntity1);
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mJoints[index2] = joint1;
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new (mLocalAnchorPointBody1 + index2) Vector3(localAnchorPointBody1);
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new (mLocalAnchorPointBody2 + index2) Vector3(localAnchorPointBody2);
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new (mR1World + index2) Vector3(r1World1);
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new (mR2World + index2) Vector3(r2World1);
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new (mI1 + index2) Matrix3x3(i11);
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new (mI2 + index2) Matrix3x3(i21);
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new (mBiasVector + index2) Vector3(biasVector1);
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new (mInverseMassMatrix + index2) Matrix3x3(inverseMassMatrix1);
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new (mImpulse + index2) Vector3(impulse1);
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// Update the entity to component index mapping
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mMapEntityToComponentIndex.add(Pair<Entity, uint32>(jointEntity1, index2));
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assert(mMapEntityToComponentIndex[mJointEntities[index1]] == index1);
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assert(mMapEntityToComponentIndex[mJointEntities[index2]] == index2);
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assert(mNbComponents == static_cast<uint32>(mMapEntityToComponentIndex.size()));
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}
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// Destroy a component at a given index
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void BallAndSocketJointComponents::destroyComponent(uint32 index) {
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Components::destroyComponent(index);
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assert(mMapEntityToComponentIndex[mJointEntities[index]] == index);
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mMapEntityToComponentIndex.remove(mJointEntities[index]);
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mJointEntities[index].~Entity();
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mJoints[index] = nullptr;
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mLocalAnchorPointBody1[index].~Vector3();
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mLocalAnchorPointBody2[index].~Vector3();
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mR1World[index].~Vector3();
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mR2World[index].~Vector3();
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mI1[index].~Matrix3x3();
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mI2[index].~Matrix3x3();
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mBiasVector[index].~Vector3();
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mInverseMassMatrix[index].~Matrix3x3();
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mImpulse[index].~Vector3();
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}
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