This commit is contained in:
bjorn 2024-04-05 13:46:05 -07:00
parent d756cc2b1d
commit ffc23497a9
4 changed files with 148 additions and 200 deletions

View File

@ -375,11 +375,11 @@ static int l_lovrWorldQuerySphere(lua_State* L) {
static int l_lovrWorldGetGravity(lua_State* L) {
World* world = luax_checktype(L, 1, World);
float x, y, z;
lovrWorldGetGravity(world, &x, &y, &z);
lua_pushnumber(L, x);
lua_pushnumber(L, y);
lua_pushnumber(L, z);
float gravity[3];
lovrWorldGetGravity(world, gravity);
lua_pushnumber(L, gravity[0]);
lua_pushnumber(L, gravity[1]);
lua_pushnumber(L, gravity[2]);
return 3;
}
@ -387,7 +387,7 @@ static int l_lovrWorldSetGravity(lua_State* L) {
World* world = luax_checktype(L, 1, World);
float gravity[3];
luax_readvec3(L, 2, gravity, NULL);
lovrWorldSetGravity(world, gravity[0], gravity[1], gravity[2]);
lovrWorldSetGravity(world, gravity);
return 0;
}

View File

@ -64,8 +64,8 @@ void lovrWorldRaycast(World* world, float x1, float y1, float z1, float x2, floa
bool lovrWorldQueryBox(World* world, float position[3], float size[3], QueryCallback callback, void* userdata);
bool lovrWorldQuerySphere(World* world, float position[3], float radius, QueryCallback callback, void* userdata);
Collider* lovrWorldGetFirstCollider(World* world);
void lovrWorldGetGravity(World* world, float* x, float* y, float* z);
void lovrWorldSetGravity(World* world, float x, float y, float z);
void lovrWorldGetGravity(World* world, float gravity[3]);
void lovrWorldSetGravity(World* world, float gravity[3]);
float lovrWorldGetResponseTime(World* world);
void lovrWorldSetResponseTime(World* world, float responseTime);
float lovrWorldGetTightness(World* world);

View File

@ -4,20 +4,13 @@
#include <stdlib.h>
#include <joltc.h>
static bool initialized = false;
static JPH_Shape* queryBox;
static JPH_Shape* querySphere;
static JPH_AllHit_CastShapeCollector* cast_shape_collector;
struct World {
uint32_t ref;
JPH_PhysicsSystem* physics_system;
JPH_BodyInterface* body_interface;
int collision_steps;
JPH_PhysicsSystem* system;
JPH_BodyInterface* bodies;
JPH_ObjectLayerPairFilter* objectLayerPairFilter;
int collisionSteps;
Collider* head;
JPH_BroadPhaseLayerInterface* broad_phase_layer_interface;
JPH_ObjectVsBroadPhaseLayerFilter* broad_phase_layer_filter;
JPH_ObjectLayerPairFilter* object_layer_pair_filter;
float defaultLinearDamping;
float defaultAngularDamping;
bool defaultIsSleepingAllowed;
@ -49,6 +42,13 @@ struct Joint {
JPH_Constraint* constraint;
};
static struct {
bool initialized;
JPH_Shape* queryBox;
JPH_Shape* querySphere;
JPH_AllHit_CastShapeCollector* castShapeCollector;
} state;
// Broad phase and object phase layers
#define NUM_OP_LAYERS ((MAX_TAGS + 1) * 2)
#define NUM_BP_LAYERS 2
@ -68,58 +68,57 @@ static uint32_t findTag(World* world, const char* name) {
}
bool lovrPhysicsInit(void) {
if (initialized) return false;
if (state.initialized) return false;
JPH_Init(32 * 1024 * 1024);
cast_shape_collector = JPH_AllHit_CastShapeCollector_Create();
querySphere = (JPH_Shape*) JPH_SphereShape_Create(1.f);
const JPH_Vec3 halfExtent = { .5f, .5f, .5f };
queryBox = (JPH_Shape*) JPH_BoxShape_Create(&halfExtent, 0.f);
return initialized = true;
state.castShapeCollector = JPH_AllHit_CastShapeCollector_Create();
state.querySphere = (JPH_Shape*) JPH_SphereShape_Create(1.f);
state.queryBox = (JPH_Shape*) JPH_BoxShape_Create(&(const JPH_Vec3) { .5, .5f, .5f }, 0.f);
return state.initialized = true;
}
void lovrPhysicsDestroy(void) {
if (!initialized) return;
if (!state.initialized) return;
JPH_Shutdown();
initialized = false;
state.initialized = false;
}
World* lovrWorldCreate(WorldInfo* info) {
World* world = lovrCalloc(sizeof(World));
world->ref = 1;
world->collision_steps = 1;
world->collisionSteps = 1;
world->defaultLinearDamping = .05f;
world->defaultAngularDamping = .05f;
world->defaultIsSleepingAllowed = info->allowSleep;
world->broad_phase_layer_interface = JPH_BroadPhaseLayerInterfaceTable_Create(NUM_OP_LAYERS, NUM_BP_LAYERS);
world->object_layer_pair_filter = JPH_ObjectLayerPairFilterTable_Create(NUM_OP_LAYERS);
JPH_BroadPhaseLayerInterface* broadPhaseLayerInterface = JPH_BroadPhaseLayerInterfaceTable_Create(NUM_OP_LAYERS, NUM_BP_LAYERS);
world->objectLayerPairFilter = JPH_ObjectLayerPairFilterTable_Create(NUM_OP_LAYERS);
for (uint32_t i = 0; i < NUM_OP_LAYERS; i++) {
for (uint32_t j = i; j < NUM_OP_LAYERS; j++) {
JPH_BroadPhaseLayerInterfaceTable_MapObjectToBroadPhaseLayer(world->broad_phase_layer_interface, i, i % 2);
JPH_BroadPhaseLayerInterfaceTable_MapObjectToBroadPhaseLayer(broadPhaseLayerInterface, i, i % 2);
if (i % 2 == 0 && j % 2 == 0) {
JPH_ObjectLayerPairFilterTable_DisableCollision(world->object_layer_pair_filter, i, j);
JPH_ObjectLayerPairFilterTable_DisableCollision(world->objectLayerPairFilter, i, j);
} else {
JPH_ObjectLayerPairFilterTable_EnableCollision(world->object_layer_pair_filter, i, j);
JPH_ObjectLayerPairFilterTable_EnableCollision(world->objectLayerPairFilter, i, j);
}
}
}
world->broad_phase_layer_filter = JPH_ObjectVsBroadPhaseLayerFilterTable_Create(
world->broad_phase_layer_interface, NUM_BP_LAYERS,
world->object_layer_pair_filter, NUM_OP_LAYERS);
JPH_ObjectVsBroadPhaseLayerFilter* broadPhaseLayerFilter = JPH_ObjectVsBroadPhaseLayerFilterTable_Create(
broadPhaseLayerInterface, NUM_BP_LAYERS,
world->objectLayerPairFilter, NUM_OP_LAYERS);
JPH_PhysicsSystemSettings settings = {
.maxBodies = info->maxColliders,
.maxBodyPairs = info->maxColliderPairs,
.maxContactConstraints = info->maxContacts,
.broadPhaseLayerInterface = world->broad_phase_layer_interface,
.objectLayerPairFilter = world->object_layer_pair_filter,
.objectVsBroadPhaseLayerFilter = world->broad_phase_layer_filter
.broadPhaseLayerInterface = broadPhaseLayerInterface,
.objectLayerPairFilter = world->objectLayerPairFilter,
.objectVsBroadPhaseLayerFilter = broadPhaseLayerFilter
};
world->physics_system = JPH_PhysicsSystem_Create(&settings);
world->body_interface = JPH_PhysicsSystem_GetBodyInterface(world->physics_system);
world->system = JPH_PhysicsSystem_Create(&settings);
world->bodies = JPH_PhysicsSystem_GetBodyInterface(world->system);
lovrWorldSetGravity(world, info->gravity[0], info->gravity[1], info->gravity[2]);
lovrWorldSetGravity(world, info->gravity);
for (uint32_t i = 0; i < info->tagCount; i++) {
size_t size = strlen(info->tags[i]) + 1;
@ -133,7 +132,6 @@ World* lovrWorldCreate(WorldInfo* info) {
void lovrWorldDestroy(void* ref) {
World* world = ref;
lovrWorldDestroyData(world);
// todo: free up overlaps/contacts (once their allocation is implemented)
for (uint32_t i = 0; i < MAX_TAGS - 1 && world->tags[i]; i++) {
lovrFree(world->tags[i]);
}
@ -146,20 +144,20 @@ void lovrWorldDestroyData(World* world) {
lovrColliderDestroyData(world->head);
world->head = next;
}
JPH_PhysicsSystem_Destroy(world->physics_system);
JPH_PhysicsSystem_Destroy(world->system);
}
void lovrWorldUpdate(World* world, float dt, CollisionResolver resolver, void* userdata) {
JPH_PhysicsSystem_Step(world->physics_system, dt, world->collision_steps);
JPH_PhysicsSystem_Step(world->system, dt, world->collisionSteps);
}
int lovrWorldGetStepCount(World* world) {
return world->collision_steps;
return world->collisionSteps;
}
void lovrWorldSetStepCount(World* world, int iterations) {
// todo: with too big count JobSystemThreadPool.cpp:124: (false) No jobs available!
world->collision_steps = iterations;
world->collisionSteps = iterations;
}
void lovrWorldComputeOverlaps(World* world) {
@ -179,7 +177,7 @@ void lovrWorldGetContacts(World* world, Shape* a, Shape* b, Contact contacts[MAX
}
void lovrWorldRaycast(World* world, float x1, float y1, float z1, float x2, float y2, float z2, RaycastCallback callback, void* userdata) {
const JPH_NarrowPhaseQuery* query = JPC_PhysicsSystem_GetNarrowPhaseQueryNoLock(world->physics_system);
const JPH_NarrowPhaseQuery* query = JPC_PhysicsSystem_GetNarrowPhaseQueryNoLock(world->system);
const JPH_RVec3 origin = { x1, y1, z1 };
const JPH_Vec3 direction = { x2 - x1, y2 - y1, z2 - z1 };
JPH_AllHit_CastRayCollector* collector = JPH_AllHit_CastRayCollector_Create();
@ -192,7 +190,7 @@ void lovrWorldRaycast(World* world, float x1, float y1, float z1, float x2, floa
float z = z1 + hit_array[i].fraction * (z2 - z1);
// todo: assuming one shape per collider; doesn't support compound shape
Collider* collider = (Collider*) JPH_BodyInterface_GetUserData(
world->body_interface,
world->bodies,
hit_array[i].bodyID);
size_t count;
Shape** shape = lovrColliderGetShapes(collider, &count);
@ -222,15 +220,15 @@ static bool lovrWorldQueryShape(World* world, JPH_Shape* shape, float position[3
JPH_Vec3 direction = { 0.f };
JPH_RVec3 base_offset = { 0.f };
const JPH_NarrowPhaseQuery* query = JPC_PhysicsSystem_GetNarrowPhaseQueryNoLock(world->physics_system);
JPH_AllHit_CastShapeCollector_Reset(cast_shape_collector);
JPH_NarrowPhaseQuery_CastShape(query, shape, &transform, &direction, &base_offset, cast_shape_collector);
const JPH_NarrowPhaseQuery* query = JPC_PhysicsSystem_GetNarrowPhaseQueryNoLock(world->system);
JPH_AllHit_CastShapeCollector_Reset(state.castShapeCollector);
JPH_NarrowPhaseQuery_CastShape(query, shape, &transform, &direction, &base_offset, state.castShapeCollector);
size_t hit_count;
JPH_ShapeCastResult* hit_array = JPH_AllHit_CastShapeCollector_GetHits(cast_shape_collector, &hit_count);
JPH_ShapeCastResult* hit_array = JPH_AllHit_CastShapeCollector_GetHits(state.castShapeCollector, &hit_count);
for (int i = 0; i < hit_count; i++) {
JPH_BodyID id = JPH_AllHit_CastShapeCollector_GetBodyID2(cast_shape_collector, i);
JPH_BodyID id = JPH_AllHit_CastShapeCollector_GetBodyID2(state.castShapeCollector, i);
Collider* collider = (Collider*) JPH_BodyInterface_GetUserData(
world->body_interface,
world->bodies,
id);
size_t count;
Shape** shape = lovrColliderGetShapes(collider, &count);
@ -243,33 +241,26 @@ static bool lovrWorldQueryShape(World* world, JPH_Shape* shape, float position[3
}
bool lovrWorldQueryBox(World* world, float position[3], float size[3], QueryCallback callback, void* userdata) {
return lovrWorldQueryShape(world, queryBox, position, size, callback, userdata);
return lovrWorldQueryShape(world, state.queryBox, position, size, callback, userdata);
}
bool lovrWorldQuerySphere(World* world, float position[3], float radius, QueryCallback callback, void* userdata) {
float scale[3] = {radius, radius, radius};
return lovrWorldQueryShape(world, querySphere, position, scale, callback, userdata);
float scale[3] = { radius, radius, radius };
return lovrWorldQueryShape(world, state.querySphere, position, scale, callback, userdata);
}
Collider* lovrWorldGetFirstCollider(World* world) {
return world->head;
}
void lovrWorldGetGravity(World* world, float* x, float* y, float* z) {
JPH_Vec3 gravity;
JPH_PhysicsSystem_GetGravity(world->physics_system, &gravity);
*x = gravity.x;
*y = gravity.y;
*z = gravity.z;
void lovrWorldGetGravity(World* world, float gravity[3]) {
JPH_Vec3 g;
JPH_PhysicsSystem_GetGravity(world->system, &g);
vec3_init(gravity, &g.x);
}
void lovrWorldSetGravity(World* world, float x, float y, float z) {
const JPH_Vec3 gravity = {
.x = x,
.y = y,
.z = z
};
JPH_PhysicsSystem_SetGravity(world->physics_system, &gravity);
void lovrWorldSetGravity(World* world, float gravity[3]) {
JPH_PhysicsSystem_SetGravity(world->system, &(const JPH_Vec3) { gravity[0], gravity[1], gravity[2] });
}
float lovrWorldGetResponseTime(World* world) {
@ -334,9 +325,9 @@ void lovrWorldDisableCollisionBetween(World* world, const char* tag1, const char
uint32_t jStatic = j * 2;
uint32_t iDynamic = i * 2 + 1;
uint32_t jDynamic = j * 2 + 1;
JPH_ObjectLayerPairFilterTable_DisableCollision(world->object_layer_pair_filter, iDynamic, jDynamic);
JPH_ObjectLayerPairFilterTable_DisableCollision(world->object_layer_pair_filter, iDynamic, jStatic);
JPH_ObjectLayerPairFilterTable_DisableCollision(world->object_layer_pair_filter, iStatic, jDynamic);
JPH_ObjectLayerPairFilterTable_DisableCollision(world->objectLayerPairFilter, iDynamic, jDynamic);
JPH_ObjectLayerPairFilterTable_DisableCollision(world->objectLayerPairFilter, iDynamic, jStatic);
JPH_ObjectLayerPairFilterTable_DisableCollision(world->objectLayerPairFilter, iStatic, jDynamic);
}
void lovrWorldEnableCollisionBetween(World* world, const char* tag1, const char* tag2) {
@ -349,9 +340,9 @@ void lovrWorldEnableCollisionBetween(World* world, const char* tag1, const char*
uint32_t jStatic = j * 2;
uint32_t iDynamic = i * 2 + 1;
uint32_t jDynamic = j * 2 + 1;
JPH_ObjectLayerPairFilterTable_EnableCollision(world->object_layer_pair_filter, iDynamic, jDynamic);
JPH_ObjectLayerPairFilterTable_EnableCollision(world->object_layer_pair_filter, iDynamic, jStatic);
JPH_ObjectLayerPairFilterTable_EnableCollision(world->object_layer_pair_filter, iStatic, jDynamic);
JPH_ObjectLayerPairFilterTable_EnableCollision(world->objectLayerPairFilter, iDynamic, jDynamic);
JPH_ObjectLayerPairFilterTable_EnableCollision(world->objectLayerPairFilter, iDynamic, jStatic);
JPH_ObjectLayerPairFilterTable_EnableCollision(world->objectLayerPairFilter, iStatic, jDynamic);
}
bool lovrWorldIsCollisionEnabledBetween(World* world, const char* tag1, const char* tag2) {
@ -362,7 +353,7 @@ bool lovrWorldIsCollisionEnabledBetween(World* world, const char* tag1, const ch
}
uint32_t iDynamic = i * 2 + 1;
uint32_t jDynamic = j * 2 + 1;
return JPH_ObjectLayerPairFilterTable_ShouldCollide(world->object_layer_pair_filter, iDynamic, jDynamic);
return JPH_ObjectLayerPairFilterTable_ShouldCollide(world->objectLayerPairFilter, iDynamic, jDynamic);
}
Collider* lovrColliderCreate(World* world, float x, float y, float z) {
@ -374,16 +365,16 @@ Collider* lovrColliderCreate(World* world, float x, float y, float z) {
JPH_MotionType motionType = JPH_MotionType_Dynamic;
JPH_ObjectLayer objectLayer = UNTAGGED * 2 + 1;
const JPH_RVec3 position = { .x = x, .y = y, .z = z };
const JPH_Quat rotation = { .x = 0.f, .y = 0.f, .z = 0.f, .w = 1.f };
const JPH_RVec3 position = { x, y, z };
const JPH_Quat rotation = { 0.f, 0.f, 0.f, 1.f };
// todo: a placeholder querySphere shape is used in collider, then replaced in lovrColliderAddShape
JPH_BodyCreationSettings* settings = JPH_BodyCreationSettings_Create3(
querySphere, &position, &rotation, motionType, objectLayer);
collider->body = JPH_BodyInterface_CreateBody(world->body_interface, settings);
state.querySphere, &position, &rotation, motionType, objectLayer);
collider->body = JPH_BodyInterface_CreateBody(world->bodies, settings);
JPH_BodyCreationSettings_Destroy(settings);
collider->id = JPH_Body_GetID(collider->body);
JPH_BodyInterface_AddBody(world->body_interface, collider->id, JPH_Activation_Activate);
JPH_BodyInterface_SetUserData(world->body_interface, collider->id, (uint64_t) collider);
JPH_BodyInterface_AddBody(world->bodies, collider->id, JPH_Activation_Activate);
JPH_BodyInterface_SetUserData(world->bodies, collider->id, (uint64_t) collider);
lovrColliderSetLinearDamping(collider, world->defaultLinearDamping, 0.f);
lovrColliderSetAngularDamping(collider, world->defaultAngularDamping, 0.f);
lovrColliderSetSleepingAllowed(collider, world->defaultIsSleepingAllowed);
@ -430,7 +421,7 @@ void lovrColliderDestroyData(Collider* collider) {
lovrRelease(joints[i], lovrJointDestroy);
}
JPH_BodyInterface_RemoveBody(collider->world->body_interface, collider->id);
JPH_BodyInterface_RemoveBody(collider->world->bodies, collider->id);
collider->body = NULL;
if (collider->next) collider->next->prev = collider->prev;
@ -467,7 +458,7 @@ void lovrColliderAddShape(Collider* collider, Shape* shape) {
if (isMeshOrTerrain) {
lovrColliderSetKinematic(shape->collider, true);
}
JPH_BodyInterface_SetShape(collider->world->body_interface, collider->id, shape->shape, shouldUpdateMass, JPH_Activation_Activate);
JPH_BodyInterface_SetShape(collider->world->bodies, collider->id, shape->shape, shouldUpdateMass, JPH_Activation_Activate);
}
void lovrColliderRemoveShape(Collider* collider, Shape* shape) {
@ -503,44 +494,44 @@ bool lovrColliderSetTag(Collider* collider, const char* tag) {
}
bool kinematic = lovrColliderIsKinematic(collider);
JPH_ObjectLayer objectLayer = collider->tag * 2 + (kinematic ? 0 : 1);
JPH_BodyInterface_SetObjectLayer(collider->world->body_interface, collider->id, objectLayer);
JPH_BodyInterface_SetObjectLayer(collider->world->bodies, collider->id, objectLayer);
return true;
}
float lovrColliderGetFriction(Collider* collider) {
return JPH_BodyInterface_GetFriction(collider->world->body_interface, collider->id);
return JPH_BodyInterface_GetFriction(collider->world->bodies, collider->id);
}
void lovrColliderSetFriction(Collider* collider, float friction) {
JPH_BodyInterface_SetFriction(collider->world->body_interface, collider->id, friction);
JPH_BodyInterface_SetFriction(collider->world->bodies, collider->id, friction);
}
float lovrColliderGetRestitution(Collider* collider) {
return JPH_BodyInterface_GetRestitution(collider->world->body_interface, collider->id);
return JPH_BodyInterface_GetRestitution(collider->world->bodies, collider->id);
}
void lovrColliderSetRestitution(Collider* collider, float restitution) {
JPH_BodyInterface_SetRestitution(collider->world->body_interface, collider->id, restitution);
JPH_BodyInterface_SetRestitution(collider->world->bodies, collider->id, restitution);
}
bool lovrColliderIsKinematic(Collider* collider) {
JPH_ObjectLayer objectLayer = JPH_BodyInterface_GetObjectLayer(collider->world->body_interface, collider->id);
JPH_ObjectLayer objectLayer = JPH_BodyInterface_GetObjectLayer(collider->world->bodies, collider->id);
return objectLayer % 2 == 0;
}
void lovrColliderSetKinematic(Collider* collider, bool kinematic) {
JPH_ObjectLayer objectLayer = collider->tag * 2 + (kinematic ? 0 : 1);
JPH_BodyInterface_SetObjectLayer(collider->world->body_interface, collider->id, objectLayer);
JPH_BodyInterface_SetObjectLayer(collider->world->bodies, collider->id, objectLayer);
if (kinematic) {
JPH_BodyInterface_DeactivateBody(collider->world->body_interface, collider->id);
JPH_BodyInterface_DeactivateBody(collider->world->bodies, collider->id);
JPH_BodyInterface_SetMotionType(
collider->world->body_interface,
collider->world->bodies,
collider->id,
JPH_MotionType_Kinematic,
JPH_Activation_DontActivate);
} else {
JPH_BodyInterface_SetMotionType(
collider->world->body_interface,
collider->world->bodies,
collider->id,
JPH_MotionType_Dynamic,
JPH_Activation_Activate);
@ -548,12 +539,12 @@ void lovrColliderSetKinematic(Collider* collider, bool kinematic) {
}
bool lovrColliderIsGravityIgnored(Collider* collider) {
return JPH_BodyInterface_GetGravityFactor(collider->world->body_interface, collider->id) == 0.f;
return JPH_BodyInterface_GetGravityFactor(collider->world->bodies, collider->id) == 0.f;
}
void lovrColliderSetGravityIgnored(Collider* collider, bool ignored) {
JPH_BodyInterface_SetGravityFactor(
collider->world->body_interface,
collider->world->bodies,
collider->id,
ignored ? 0.f : 1.f);
}
@ -567,33 +558,33 @@ void lovrColliderSetSleepingAllowed(Collider* collider, bool allowed) {
}
bool lovrColliderIsAwake(Collider* collider) {
return JPH_BodyInterface_IsActive(collider->world->body_interface, collider->id);
return JPH_BodyInterface_IsActive(collider->world->bodies, collider->id);
}
void lovrColliderSetAwake(Collider* collider, bool awake) {
if (awake) {
JPH_BodyInterface_ActivateBody(collider->world->body_interface, collider->id);
JPH_BodyInterface_ActivateBody(collider->world->bodies, collider->id);
} else {
JPH_BodyInterface_DeactivateBody(collider->world->body_interface, collider->id);
JPH_BodyInterface_DeactivateBody(collider->world->bodies, collider->id);
}
}
float lovrColliderGetMass(Collider* collider) {
if (collider->shapes.length > 0) {
JPH_MotionProperties* motion_properties = JPH_Body_GetMotionProperties(collider->body);
return 1.f / JPH_MotionProperties_GetInverseMassUnchecked(motion_properties);
JPH_MotionProperties* motionProperties = JPH_Body_GetMotionProperties(collider->body);
return 1.f / JPH_MotionProperties_GetInverseMassUnchecked(motionProperties);
}
return 0.f;
}
void lovrColliderSetMass(Collider* collider, float mass) {
if (collider->shapes.length > 0) {
JPH_MotionProperties* motion_properties = JPH_Body_GetMotionProperties(collider->body);
JPH_MotionProperties* motionProperties = JPH_Body_GetMotionProperties(collider->body);
Shape* shape = collider->shapes.data[0];
JPH_MassProperties* mass_properties;
JPH_Shape_GetMassProperties(shape->shape, mass_properties);
JPH_MassProperties_ScaleToMass(mass_properties, mass);
JPH_MotionProperties_SetMassProperties(motion_properties, JPH_AllowedDOFs_All, mass_properties);
JPH_MassProperties* massProperties;
JPH_Shape_GetMassProperties(shape->shape, massProperties);
JPH_MassProperties_ScaleToMass(massProperties, mass);
JPH_MotionProperties_SetMassProperties(motionProperties, JPH_AllowedDOFs_All, massProperties);
}
}
@ -615,7 +606,7 @@ void lovrColliderGetPosition(Collider* collider, float* x, float* y, float* z) {
void lovrColliderSetPosition(Collider* collider, float x, float y, float z) {
JPH_RVec3 position = { x, y, z };
JPH_BodyInterface_SetPosition(collider->world->body_interface, collider->id, &position, JPH_Activation_Activate);
JPH_BodyInterface_SetPosition(collider->world->bodies, collider->id, &position, JPH_Activation_Activate);
}
void lovrColliderGetOrientation(Collider* collider, float* orientation) {
@ -635,7 +626,7 @@ void lovrColliderSetOrientation(Collider* collider, float* orientation) {
.w = orientation[3]
};
JPH_BodyInterface_SetRotation(
collider->world->body_interface,
collider->world->bodies,
collider->id,
&rotation,
JPH_Activation_Activate);
@ -643,7 +634,7 @@ void lovrColliderSetOrientation(Collider* collider, float* orientation) {
void lovrColliderGetLinearVelocity(Collider* collider, float* x, float* y, float* z) {
JPH_Vec3 velocity;
JPH_BodyInterface_GetLinearVelocity(collider->world->body_interface, collider->id, &velocity);
JPH_BodyInterface_GetLinearVelocity(collider->world->bodies, collider->id, &velocity);
*x = velocity.x;
*y = velocity.y;
*z = velocity.z;
@ -651,12 +642,12 @@ void lovrColliderGetLinearVelocity(Collider* collider, float* x, float* y, float
void lovrColliderSetLinearVelocity(Collider* collider, float x, float y, float z) {
const JPH_Vec3 velocity = { x, y, z };
JPH_BodyInterface_SetLinearVelocity(collider->world->body_interface, collider->id, &velocity);
JPH_BodyInterface_SetLinearVelocity(collider->world->bodies, collider->id, &velocity);
}
void lovrColliderGetAngularVelocity(Collider* collider, float* x, float* y, float* z) {
JPH_Vec3 velocity;
JPH_BodyInterface_GetAngularVelocity(collider->world->body_interface, collider->id, &velocity);
JPH_BodyInterface_GetAngularVelocity(collider->world->bodies, collider->id, &velocity);
*x = velocity.x;
*y = velocity.y;
*z = velocity.z;
@ -664,7 +655,7 @@ void lovrColliderGetAngularVelocity(Collider* collider, float* x, float* y, floa
void lovrColliderSetAngularVelocity(Collider* collider, float x, float y, float z) {
JPH_Vec3 velocity = { x, y, z };
JPH_BodyInterface_SetAngularVelocity(collider->world->body_interface, collider->id, &velocity);
JPH_BodyInterface_SetAngularVelocity(collider->world->bodies, collider->id, &velocity);
}
void lovrColliderGetLinearDamping(Collider* collider, float* damping, float* threshold) {
@ -697,18 +688,18 @@ void lovrColliderSetAngularDamping(Collider* collider, float damping, float thre
void lovrColliderApplyForce(Collider* collider, float x, float y, float z) {
JPH_Vec3 force = { x, y, z };
JPH_BodyInterface_AddForce(collider->world->body_interface, collider->id, &force);
JPH_BodyInterface_AddForce(collider->world->bodies, collider->id, &force);
}
void lovrColliderApplyForceAtPosition(Collider* collider, float x, float y, float z, float cx, float cy, float cz) {
JPH_Vec3 force = { x, y, z };
JPH_RVec3 position = { cx, cy, cz };
JPH_BodyInterface_AddForce2(collider->world->body_interface, collider->id, &force, &position);
JPH_BodyInterface_AddForce2(collider->world->bodies, collider->id, &force, &position);
}
void lovrColliderApplyTorque(Collider* collider, float x, float y, float z) {
JPH_Vec3 torque = { x, y, z };
JPH_BodyInterface_AddTorque(collider->world->body_interface, collider->id, &torque);
JPH_BodyInterface_AddTorque(collider->world->bodies, collider->id, &torque);
}
void lovrColliderGetLocalCenter(Collider* collider, float* x, float* y, float* z) {
@ -773,7 +764,7 @@ void lovrColliderGetLinearVelocityFromLocalPoint(Collider* collider, float x, fl
void lovrColliderGetLinearVelocityFromWorldPoint(Collider* collider, float wx, float wy, float wz, float* vx, float* vy, float* vz) {
JPH_RVec3 point = { wx, wy, wz };
JPH_Vec3 velocity;
JPH_BodyInterface_GetPointVelocity(collider->world->body_interface, collider->id, &point, &velocity);
JPH_BodyInterface_GetPointVelocity(collider->world->bodies, collider->id, &point, &velocity);
*vx = velocity.x;
*vy = velocity.y;
*vz = velocity.z;
@ -883,11 +874,7 @@ BoxShape* lovrBoxShapeCreate(float w, float h, float d) {
BoxShape* box = lovrCalloc(sizeof(BoxShape));
box->ref = 1;
box->type = SHAPE_BOX;
const JPH_Vec3 halfExtent = {
.x = w / 2,
.y = h / 2,
.z = d / 2
};
const JPH_Vec3 halfExtent = { w / 2.f, h / 2.f, d / 2.f };
box->shape = (JPH_Shape*) JPH_BoxShape_Create(&halfExtent, 0.f);
return box;
}
@ -994,9 +981,9 @@ TerrainShape* lovrTerrainShapeCreate(float* vertices, uint32_t widthSamples, uin
terrain->ref = 1;
terrain->type = SHAPE_TERRAIN;
const JPH_Vec3 offset = {
.x = -0.5f * horizontalScale,
.x = -.5f * horizontalScale,
.y = 0.f,
.z = -0.5f * horizontalScale
.z = -.5f * horizontalScale
};
const JPH_Vec3 scale = {
.x = horizontalScale / widthSamples,
@ -1022,26 +1009,14 @@ void lovrJointGetAnchors(Joint* joint, float anchor1[3], float anchor2[3]) {
JPH_Matrix4x4 constraintToBody2;
JPH_TwoBodyConstraint_GetConstraintToBody1Matrix((JPH_TwoBodyConstraint*) joint->constraint, &constraintToBody1);
JPH_TwoBodyConstraint_GetConstraintToBody2Matrix((JPH_TwoBodyConstraint*) joint->constraint, &constraintToBody2);
float translation1[4] = {
constraintToBody1.m41,
constraintToBody1.m42,
constraintToBody1.m43,
constraintToBody1.m44
};
float translation2[4] = {
constraintToBody2.m41,
constraintToBody2.m42,
constraintToBody2.m43,
constraintToBody2.m44
};
mat4_mulVec4(&centerOfMassTransform1.m11, translation1);
mat4_mulVec4(&centerOfMassTransform2.m11, translation2);
anchor1[0] = translation1[0];
anchor1[1] = translation1[1];
anchor1[2] = translation1[2];
anchor2[0] = translation2[0];
anchor2[1] = translation2[1];
anchor2[2] = translation2[2];
mat4_mulVec4(&centerOfMassTransform1.m11, &constraintToBody1.m41);
mat4_mulVec4(&centerOfMassTransform2.m11, &constraintToBody2.m41);
anchor1[0] = constraintToBody1.m41;
anchor1[1] = constraintToBody1.m42;
anchor1[2] = constraintToBody1.m43;
anchor2[0] = constraintToBody2.m41;
anchor2[1] = constraintToBody2.m42;
anchor2[2] = constraintToBody2.m43;
}
void lovrJointDestroy(void* ref) {
@ -1051,13 +1026,15 @@ void lovrJointDestroy(void* ref) {
}
void lovrJointDestroyData(Joint* joint) {
if (!joint->constraint)
if (!joint->constraint) {
return;
JPH_PhysicsSystem* physics_system;
}
JPH_PhysicsSystem* system;
JPH_Body* bodyA = JPH_TwoBodyConstraint_GetBody1((JPH_TwoBodyConstraint*) joint->constraint);
if (bodyA) {
Collider* collider = (Collider*) JPH_Body_GetUserData(bodyA);
physics_system = collider->world->physics_system;
system = collider->world->system;
for (size_t i = 0; i < collider->joints.length; i++) {
if (collider->joints.data[i] == joint) {
arr_splice(&collider->joints, i, 1);
@ -1076,8 +1053,8 @@ void lovrJointDestroyData(Joint* joint) {
}
}
}
if (physics_system) {
JPH_PhysicsSystem_RemoveConstraint(physics_system, joint->constraint);
if (system) {
JPH_PhysicsSystem_RemoveConstraint(system, joint->constraint);
}
joint->constraint = NULL;
lovrRelease(joint, lovrJointDestroy);
@ -1115,21 +1092,13 @@ BallJoint* lovrBallJointCreate(Collider* a, Collider* b, float anchor[3]) {
joint->type = JOINT_BALL;
JPH_PointConstraintSettings* settings = JPH_PointConstraintSettings_Create();
JPH_RVec3 point1 = {
.x = anchor[0],
.y = anchor[1],
.z = anchor[2]
};
JPH_RVec3 point2 = {
.x = anchor[0],
.y = anchor[1],
.z = anchor[2]
};
JPH_RVec3 point1 = { anchor[0], anchor[1], anchor[2] };
JPH_RVec3 point2 = { anchor[0], anchor[1], anchor[2] };
JPH_PointConstraintSettings_SetPoint1(settings, &point1);
JPH_PointConstraintSettings_SetPoint2(settings, &point2);
joint->constraint = (JPH_Constraint*) JPH_PointConstraintSettings_CreateConstraint(settings, a->body, b->body);
JPH_ConstraintSettings_Destroy((JPH_ConstraintSettings*) settings);
JPH_PhysicsSystem_AddConstraint(a->world->physics_system, joint->constraint);
JPH_PhysicsSystem_AddConstraint(a->world->system, joint->constraint);
arr_push(&a->joints, joint);
arr_push(&b->joints, joint);
lovrRetain(joint);
@ -1172,21 +1141,13 @@ DistanceJoint* lovrDistanceJointCreate(Collider* a, Collider* b, float anchor1[3
joint->type = JOINT_DISTANCE;
JPH_DistanceConstraintSettings* settings = JPH_DistanceConstraintSettings_Create();
JPH_RVec3 point1 = {
.x = anchor1[0],
.y = anchor1[1],
.z = anchor1[2]
};
JPH_RVec3 point2 = {
.x = anchor2[0],
.y = anchor2[1],
.z = anchor2[2]
};
JPH_RVec3 point1 = { anchor1[0], anchor1[1], anchor1[2] };
JPH_RVec3 point2 = { anchor2[0], anchor2[1], anchor2[2] };
JPH_DistanceConstraintSettings_SetPoint1(settings, &point1);
JPH_DistanceConstraintSettings_SetPoint2(settings, &point2);
joint->constraint = (JPH_Constraint*) JPH_DistanceConstraintSettings_CreateConstraint(settings, a->body, b->body);
JPH_ConstraintSettings_Destroy((JPH_ConstraintSettings*) settings);
JPH_PhysicsSystem_AddConstraint(a->world->physics_system, joint->constraint);
JPH_PhysicsSystem_AddConstraint(a->world->system, joint->constraint);
arr_push(&a->joints, joint);
arr_push(&b->joints, joint);
lovrRetain(joint);
@ -1241,24 +1202,15 @@ HingeJoint* lovrHingeJointCreate(Collider* a, Collider* b, float anchor[3], floa
JPH_HingeConstraintSettings* settings = JPH_HingeConstraintSettings_Create();
JPH_RVec3 point = {
.x = anchor[0],
.y = anchor[1],
.z = anchor[2]
};
JPH_Vec3 axisVec = {
.x = axis[0],
.y = axis[1],
.z = axis[2]
};
JPH_RVec3 point = { anchor[0], anchor[1], anchor[2] };
JPH_Vec3 axisVec = { axis[0], axis[1], axis[2] };
JPH_HingeConstraintSettings_SetPoint1(settings, &point);
JPH_HingeConstraintSettings_SetPoint2(settings, &point);
JPH_HingeConstraintSettings_SetHingeAxis1(settings, &axisVec);
JPH_HingeConstraintSettings_SetHingeAxis2(settings, &axisVec);
joint->constraint = (JPH_Constraint*) JPH_HingeConstraintSettings_CreateConstraint(settings, a->body, b->body);
JPH_ConstraintSettings_Destroy((JPH_ConstraintSettings*) settings);
JPH_PhysicsSystem_AddConstraint(a->world->physics_system, joint->constraint);
JPH_PhysicsSystem_AddConstraint(a->world->system, joint->constraint);
arr_push(&a->joints, joint);
arr_push(&b->joints, joint);
lovrRetain(joint);
@ -1266,7 +1218,7 @@ HingeJoint* lovrHingeJointCreate(Collider* a, Collider* b, float anchor[3], floa
}
void lovrHingeJointGetAnchors(HingeJoint* joint, float anchor1[3], float anchor2[3]) {
lovrJointGetAnchors((Joint*) joint, anchor1, anchor2);
lovrJointGetAnchors(joint, anchor1, anchor2);
}
void lovrHingeJointSetAnchor(HingeJoint* joint, float anchor[3]) {
@ -1331,15 +1283,11 @@ SliderJoint* lovrSliderJointCreate(Collider* a, Collider* b, float axis[3]) {
joint->type = JOINT_SLIDER;
JPH_SliderConstraintSettings* settings = JPH_SliderConstraintSettings_Create();
const JPH_Vec3 axisVec = {
.x = axis[0],
.y = axis[1],
.z = axis[2]
};
const JPH_Vec3 axisVec = { axis[0], axis[1], axis[2] };
JPH_SliderConstraintSettings_SetSliderAxis(settings, &axisVec);
joint->constraint = (JPH_Constraint*) JPH_SliderConstraintSettings_CreateConstraint(settings, a->body, b->body);
JPH_ConstraintSettings_Destroy((JPH_ConstraintSettings*) settings);
JPH_PhysicsSystem_AddConstraint(a->world->physics_system, joint->constraint);
JPH_PhysicsSystem_AddConstraint(a->world->system, joint->constraint);
arr_push(&a->joints, joint);
arr_push(&b->joints, joint);
lovrRetain(joint);

View File

@ -162,7 +162,7 @@ World* lovrWorldCreate(WorldInfo* info) {
dHashSpaceSetLevels(world->space, -4, 8);
world->contactGroup = dJointGroupCreate(0);
arr_init(&world->overlaps);
lovrWorldSetGravity(world, info->gravity[0], info->gravity[1], info->gravity[2]);
lovrWorldSetGravity(world, info->gravity);
lovrWorldSetSleepingAllowed(world, info->allowSleep);
for (uint32_t i = 0; i < info->tagCount; i++) {
size_t size = strlen(info->tags[i]) + 1;
@ -339,16 +339,16 @@ Collider* lovrWorldGetFirstCollider(World* world) {
return world->head;
}
void lovrWorldGetGravity(World* world, float* x, float* y, float* z) {
dReal gravity[4];
dWorldGetGravity(world->id, gravity);
*x = gravity[0];
*y = gravity[1];
*z = gravity[2];
void lovrWorldGetGravity(World* world, float gravity[3]) {
dReal g[4];
dWorldGetGravity(world->id, g);
gravity[0] = g[0];
gravity[1] = g[1];
gravity[2] = g[2];
}
void lovrWorldSetGravity(World* world, float x, float y, float z) {
dWorldSetGravity(world->id, x, y, z);
void lovrWorldSetGravity(World* world, float gravity[3]) {
dWorldSetGravity(world->id, gravity[0], gravity[1], gravity[2]);
}
float lovrWorldGetResponseTime(World* world) {