reactphysics3d/src/engine/CollisionWorld.cpp
2020-01-20 21:22:46 +01:00

304 lines
12 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 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 "CollisionWorld.h"
#include "utils/Profiler.h"
#include "utils/Logger.h"
// Namespaces
using namespace reactphysics3d;
using namespace std;
// Initialization of static fields
uint CollisionWorld::mNbWorlds = 0;
// Constructor
CollisionWorld::CollisionWorld(MemoryManager& memoryManager, const WorldSettings& worldSettings, Logger* logger, Profiler* profiler)
: mMemoryManager(memoryManager), mConfig(worldSettings), mEntityManager(mMemoryManager.getHeapAllocator()),
mCollisionBodyComponents(mMemoryManager.getHeapAllocator()), mRigidBodyComponents(mMemoryManager.getHeapAllocator()),
mTransformComponents(mMemoryManager.getHeapAllocator()), mCollidersComponents(mMemoryManager.getHeapAllocator()),
mJointsComponents(mMemoryManager.getHeapAllocator()), mBallAndSocketJointsComponents(mMemoryManager.getHeapAllocator()),
mFixedJointsComponents(mMemoryManager.getHeapAllocator()), mHingeJointsComponents(mMemoryManager.getHeapAllocator()),
mSliderJointsComponents(mMemoryManager.getHeapAllocator()),
mCollisionDetection(this, mCollidersComponents, mTransformComponents, mCollisionBodyComponents, mRigidBodyComponents, mMemoryManager),
mBodies(mMemoryManager.getHeapAllocator()), mEventListener(nullptr),
mName(worldSettings.worldName), mIsProfilerCreatedByUser(profiler != nullptr),
mIsLoggerCreatedByUser(logger != nullptr) {
// Automatically generate a name for the world
if (mName == "") {
std::stringstream ss;
ss << "world";
if (mNbWorlds > 0) {
ss << mNbWorlds;
}
mName = ss.str();
}
#ifdef IS_PROFILING_ACTIVE
mProfiler = profiler;
// If the user has not provided its own profiler, we create one
if (mProfiler == nullptr) {
mProfiler = new Profiler();
// Add a destination file for the profiling data
mProfiler->addFileDestination("rp3d_profiling_" + mName + ".txt", Profiler::Format::Text);
}
// Set the profiler
mCollisionDetection.setProfiler(mProfiler);
#endif
#ifdef IS_LOGGING_ACTIVE
mLogger = logger;
// If the user has not provided its own logger, we create one
if (mLogger == nullptr) {
mLogger = new Logger();
// Add a log destination file
uint logLevel = static_cast<uint>(Logger::Level::Information) | static_cast<uint>(Logger::Level::Warning) |
static_cast<uint>(Logger::Level::Error);
mLogger->addFileDestination("rp3d_log_" + mName + ".html", logLevel, Logger::Format::HTML);
}
#endif
mNbWorlds++;
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::World,
"Collision World: Collision world " + mName + " has been created");
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::World,
"Collision World: Initial world settings: " + worldSettings.to_string());
}
// Destructor
CollisionWorld::~CollisionWorld() {
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::World,
"Collision World: Collision world " + mName + " has been destroyed");
// Destroy all the collision bodies that have not been removed
for (int i=mBodies.size() - 1 ; i >= 0; i--) {
destroyCollisionBody(mBodies[i]);
}
#ifdef IS_PROFILING_ACTIVE
/// Delete the profiler
if (!mIsProfilerCreatedByUser) {
delete mProfiler;
}
#endif
#ifdef IS_LOGGING_ACTIVE
/// Delete the logger
if (!mIsLoggerCreatedByUser) {
delete mLogger;
}
#endif
assert(mBodies.size() == 0);
assert(mCollisionBodyComponents.getNbComponents() == 0);
assert(mTransformComponents.getNbComponents() == 0);
assert(mCollidersComponents.getNbComponents() == 0);
}
// Create a collision body and add it to the world
/**
* @param transform Transformation mapping the local-space of the body to world-space
* @return A pointer to the body that has been created in the world
*/
CollisionBody* CollisionWorld::createCollisionBody(const Transform& transform) {
// Create a new entity for the body
Entity entity = mEntityManager.createEntity();
mTransformComponents.addComponent(entity, false, TransformComponents::TransformComponent(transform));
// Create the collision body
CollisionBody* collisionBody = new (mMemoryManager.allocate(MemoryManager::AllocationType::Pool,
sizeof(CollisionBody)))
CollisionBody(*this, entity);
assert(collisionBody != nullptr);
// Add the components
CollisionBodyComponents::CollisionBodyComponent bodyComponent(collisionBody);
mCollisionBodyComponents.addComponent(entity, false, bodyComponent);
// Add the collision body to the world
mBodies.add(collisionBody);
#ifdef IS_PROFILING_ACTIVE
collisionBody->setProfiler(mProfiler);
#endif
#ifdef IS_LOGGING_ACTIVE
collisionBody->setLogger(mLogger);
#endif
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(entity.id) + ": New collision body created");
// Return the pointer to the rigid body
return collisionBody;
}
// Destroy a collision body
/**
* @param collisionBody Pointer to the body to destroy
*/
void CollisionWorld::destroyCollisionBody(CollisionBody* collisionBody) {
RP3D_LOG(mLogger, Logger::Level::Information, Logger::Category::Body,
"Body " + std::to_string(collisionBody->getEntity().id) + ": collision body destroyed");
// Remove all the collision shapes of the body
collisionBody->removeAllCollisionShapes();
mCollisionBodyComponents.removeComponent(collisionBody->getEntity());
mTransformComponents.removeComponent(collisionBody->getEntity());
mEntityManager.destroyEntity(collisionBody->getEntity());
// Call the destructor of the collision body
collisionBody->~CollisionBody();
// Remove the collision body from the list of bodies
mBodies.remove(collisionBody);
// Free the object from the memory allocator
mMemoryManager.release(MemoryManager::AllocationType::Pool, collisionBody, sizeof(CollisionBody));
}
// Notify the world if a body is disabled (sleeping) or not
void CollisionWorld::setBodyDisabled(Entity bodyEntity, bool isDisabled) {
if (isDisabled == mCollisionBodyComponents.getIsEntityDisabled(bodyEntity)) return;
// Notify all the components
mCollisionBodyComponents.setIsEntityDisabled(bodyEntity, isDisabled);
mTransformComponents.setIsEntityDisabled(bodyEntity, isDisabled);
if (mRigidBodyComponents.hasComponent(bodyEntity)) {
mRigidBodyComponents.setIsEntityDisabled(bodyEntity, isDisabled);
}
// For each collider of the body
const List<Entity>& collidersEntities = mCollisionBodyComponents.getColliders(bodyEntity);
for (uint i=0; i < collidersEntities.size(); i++) {
mCollidersComponents.setIsEntityDisabled(collidersEntities[i], isDisabled);
}
// Disable the joints of the body if necessary
if (mRigidBodyComponents.hasComponent(bodyEntity)) {
// For each joint of the body
const List<Entity>& joints = mRigidBodyComponents.getJoints(bodyEntity);
for(uint32 i=0; i < joints.size(); i++) {
const Entity body1Entity = mJointsComponents.getBody1Entity(joints[i]);
const Entity body2Entity = mJointsComponents.getBody2Entity(joints[i]);
// If both bodies of the joint are disabled
if (mRigidBodyComponents.getIsEntityDisabled(body1Entity) &&
mRigidBodyComponents.getIsEntityDisabled(body2Entity)) {
// We disable the joint
setJointDisabled(joints[i], true);
}
else {
// Enable the joint
setJointDisabled(joints[i], false);
}
}
}
}
// Notify the world whether a joint is disabled or not
void CollisionWorld::setJointDisabled(Entity jointEntity, bool isDisabled) {
if (isDisabled == mJointsComponents.getIsEntityDisabled(jointEntity)) return;
mJointsComponents.setIsEntityDisabled(jointEntity, isDisabled);
if (mBallAndSocketJointsComponents.hasComponent(jointEntity)) {
mBallAndSocketJointsComponents.setIsEntityDisabled(jointEntity, isDisabled);
}
if (mFixedJointsComponents.hasComponent(jointEntity)) {
mFixedJointsComponents.setIsEntityDisabled(jointEntity, isDisabled);
}
if (mHingeJointsComponents.hasComponent(jointEntity)) {
mHingeJointsComponents.setIsEntityDisabled(jointEntity, isDisabled);
}
if (mSliderJointsComponents.hasComponent(jointEntity)) {
mSliderJointsComponents.setIsEntityDisabled(jointEntity, isDisabled);
}
}
// Return true if two bodies overlap
/// Use this method if you are not interested in contacts but if you simply want to know
/// if the two bodies overlap. If you want to get the contacts, you need to use the
/// testCollision() method instead.
/**
* @param body1 Pointer to the first body
* @param body2 Pointer to a second body
* @return True if the two bodies overlap
*/
bool CollisionWorld::testOverlap(CollisionBody* body1, CollisionBody* body2) {
return mCollisionDetection.testOverlap(body1, body2);
}
// Return the current world-space AABB of given collider
/**
* @param collider Pointer to a collider
* @return The AAABB of the collider in world-space
*/
AABB CollisionWorld::getWorldAABB(const Collider* collider) const {
if (collider->getBroadPhaseId() == -1) {
return AABB();
}
return mCollisionDetection.getWorldAABB(collider);
}