godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/Shape/Shape.cpp

326 lines
9.1 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/Collision/Shape/ScaledShape.h>
#include <Jolt/Physics/Collision/Shape/StaticCompoundShape.h>
#include <Jolt/Physics/Collision/TransformedShape.h>
#include <Jolt/Physics/Collision/PhysicsMaterial.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollidePointResult.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
#include <Jolt/Core/Factory.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_ABSTRACT_BASE(ShapeSettings)
{
JPH_ADD_BASE_CLASS(ShapeSettings, SerializableObject)
JPH_ADD_ATTRIBUTE(ShapeSettings, mUserData)
}
#ifdef JPH_DEBUG_RENDERER
bool Shape::sDrawSubmergedVolumes = false;
#endif // JPH_DEBUG_RENDERER
ShapeFunctions ShapeFunctions::sRegistry[NumSubShapeTypes];
const Shape *Shape::GetLeafShape([[maybe_unused]] const SubShapeID &inSubShapeID, SubShapeID &outRemainder) const
{
outRemainder = inSubShapeID;
return this;
}
TransformedShape Shape::GetSubShapeTransformedShape(const SubShapeID &inSubShapeID, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale, SubShapeID &outRemainder) const
{
// We have reached the leaf shape so there is no remainder
outRemainder = SubShapeID();
// Just return the transformed shape for this shape
TransformedShape ts(RVec3(inPositionCOM), inRotation, this, BodyID());
ts.SetShapeScale(inScale);
return ts;
}
void Shape::CollectTransformedShapes(const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale, const SubShapeIDCreator &inSubShapeIDCreator, TransformedShapeCollector &ioCollector, const ShapeFilter &inShapeFilter) const
{
// Test shape filter
if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
return;
TransformedShape ts(RVec3(inPositionCOM), inRotation, this, TransformedShape::sGetBodyID(ioCollector.GetContext()), inSubShapeIDCreator);
ts.SetShapeScale(inScale);
ioCollector.AddHit(ts);
}
void Shape::TransformShape(Mat44Arg inCenterOfMassTransform, TransformedShapeCollector &ioCollector) const
{
Vec3 scale;
Mat44 transform = inCenterOfMassTransform.Decompose(scale);
TransformedShape ts(RVec3(transform.GetTranslation()), transform.GetQuaternion(), this, BodyID(), SubShapeIDCreator());
ts.SetShapeScale(MakeScaleValid(scale));
ioCollector.AddHit(ts);
}
void Shape::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write(mShapeSubType);
inStream.Write(mUserData);
}
void Shape::RestoreBinaryState(StreamIn &inStream)
{
// Type hash read by sRestoreFromBinaryState
inStream.Read(mUserData);
}
Shape::ShapeResult Shape::sRestoreFromBinaryState(StreamIn &inStream)
{
ShapeResult result;
// Read the type of the shape
EShapeSubType shape_sub_type;
inStream.Read(shape_sub_type);
if (inStream.IsEOF() || inStream.IsFailed())
{
result.SetError("Failed to read type id");
return result;
}
// Construct and read the data of the shape
Ref<Shape> shape = ShapeFunctions::sGet(shape_sub_type).mConstruct();
shape->RestoreBinaryState(inStream);
if (inStream.IsEOF() || inStream.IsFailed())
{
result.SetError("Failed to restore shape");
return result;
}
result.Set(shape);
return result;
}
void Shape::SaveWithChildren(StreamOut &inStream, ShapeToIDMap &ioShapeMap, MaterialToIDMap &ioMaterialMap) const
{
ShapeToIDMap::const_iterator shape_id_iter = ioShapeMap.find(this);
if (shape_id_iter == ioShapeMap.end())
{
// Write shape ID of this shape
uint32 shape_id = ioShapeMap.size();
ioShapeMap[this] = shape_id;
inStream.Write(shape_id);
// Write the shape itself
SaveBinaryState(inStream);
// Write the ID's of all sub shapes
ShapeList sub_shapes;
SaveSubShapeState(sub_shapes);
inStream.Write(uint32(sub_shapes.size()));
for (const Shape *shape : sub_shapes)
{
if (shape == nullptr)
inStream.Write(~uint32(0));
else
shape->SaveWithChildren(inStream, ioShapeMap, ioMaterialMap);
}
// Write the materials
PhysicsMaterialList materials;
SaveMaterialState(materials);
StreamUtils::SaveObjectArray(inStream, materials, &ioMaterialMap);
}
else
{
// Known shape, just write the ID
inStream.Write(shape_id_iter->second);
}
}
Shape::ShapeResult Shape::sRestoreWithChildren(StreamIn &inStream, IDToShapeMap &ioShapeMap, IDToMaterialMap &ioMaterialMap)
{
ShapeResult result;
// Read ID of this shape
uint32 shape_id;
inStream.Read(shape_id);
if (inStream.IsEOF() || inStream.IsFailed())
{
result.SetError("Failed to read shape id");
return result;
}
// Check nullptr shape
if (shape_id == ~uint32(0))
{
result.Set(nullptr);
return result;
}
// Check if we already read this shape
if (shape_id < ioShapeMap.size())
{
result.Set(ioShapeMap[shape_id]);
return result;
}
// Read the shape
result = sRestoreFromBinaryState(inStream);
if (result.HasError())
return result;
JPH_ASSERT(ioShapeMap.size() == shape_id); // Assert that this is the next ID in the map
ioShapeMap.push_back(result.Get());
// Read the sub shapes
uint32 len;
inStream.Read(len);
if (inStream.IsEOF() || inStream.IsFailed())
{
result.SetError("Failed to read stream");
return result;
}
ShapeList sub_shapes;
sub_shapes.reserve(len);
for (size_t i = 0; i < len; ++i)
{
ShapeResult sub_shape_result = sRestoreWithChildren(inStream, ioShapeMap, ioMaterialMap);
if (sub_shape_result.HasError())
return sub_shape_result;
sub_shapes.push_back(sub_shape_result.Get());
}
result.Get()->RestoreSubShapeState(sub_shapes.data(), (uint)sub_shapes.size());
// Read the materials
Result mlresult = StreamUtils::RestoreObjectArray<PhysicsMaterialList>(inStream, ioMaterialMap);
if (mlresult.HasError())
{
result.SetError(mlresult.GetError());
return result;
}
const PhysicsMaterialList &materials = mlresult.Get();
result.Get()->RestoreMaterialState(materials.data(), (uint)materials.size());
return result;
}
Shape::Stats Shape::GetStatsRecursive(VisitedShapes &ioVisitedShapes) const
{
Stats stats = GetStats();
// If shape is already visited, don't count its size again
if (!ioVisitedShapes.insert(this).second)
stats.mSizeBytes = 0;
return stats;
}
bool Shape::IsValidScale(Vec3Arg inScale) const
{
return !ScaleHelpers::IsZeroScale(inScale);
}
Vec3 Shape::MakeScaleValid(Vec3Arg inScale) const
{
return ScaleHelpers::MakeNonZeroScale(inScale);
}
Shape::ShapeResult Shape::ScaleShape(Vec3Arg inScale) const
{
const Vec3 unit_scale = Vec3::sReplicate(1.0f);
if (inScale.IsNearZero())
{
ShapeResult result;
result.SetError("Can't use zero scale!");
return result;
}
// First test if we can just wrap this shape in a scaled shape
if (IsValidScale(inScale))
{
// Test if the scale is near unit
ShapeResult result;
if (inScale.IsClose(unit_scale))
result.Set(const_cast<Shape *>(this));
else
result.Set(new ScaledShape(this, inScale));
return result;
}
// Collect the leaf shapes and their transforms
struct Collector : TransformedShapeCollector
{
virtual void AddHit(const ResultType &inResult) override
{
mShapes.push_back(inResult);
}
Array<TransformedShape> mShapes;
};
Collector collector;
TransformShape(Mat44::sScale(inScale) * Mat44::sTranslation(GetCenterOfMass()), collector);
// Construct a compound shape
StaticCompoundShapeSettings compound;
compound.mSubShapes.reserve(collector.mShapes.size());
for (const TransformedShape &ts : collector.mShapes)
{
const Shape *shape = ts.mShape;
// Construct a scaled shape if scale is not unit
Vec3 scale = ts.GetShapeScale();
if (!scale.IsClose(unit_scale))
shape = new ScaledShape(shape, scale);
// Add the shape
compound.AddShape(Vec3(ts.mShapePositionCOM) - ts.mShapeRotation * shape->GetCenterOfMass(), ts.mShapeRotation, shape);
}
return compound.Create();
}
void Shape::sCollidePointUsingRayCast(const Shape &inShape, Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter)
{
// First test if we're inside our bounding box
AABox bounds = inShape.GetLocalBounds();
if (bounds.Contains(inPoint))
{
// A collector that just counts the number of hits
class HitCountCollector : public CastRayCollector
{
public:
virtual void AddHit(const RayCastResult &inResult) override
{
// Store the last sub shape ID so that we can provide something to our outer hit collector
mSubShapeID = inResult.mSubShapeID2;
++mHitCount;
}
int mHitCount = 0;
SubShapeID mSubShapeID;
};
HitCountCollector collector;
// Configure the raycast
RayCastSettings settings;
settings.SetBackFaceMode(EBackFaceMode::CollideWithBackFaces);
// Cast a ray that's 10% longer than the height of our bounding box
inShape.CastRay(RayCast { inPoint, 1.1f * bounds.GetSize().GetY() * Vec3::sAxisY() }, settings, inSubShapeIDCreator, collector, inShapeFilter);
// Odd amount of hits means inside
if ((collector.mHitCount & 1) == 1)
ioCollector.AddHit({ TransformedShape::sGetBodyID(ioCollector.GetContext()), collector.mSubShapeID });
}
}
JPH_NAMESPACE_END