Files
fishtanks/src/Systems/PhysicsSystem.cpp.orig
T
Jace 0b7c383e8a Merge branch 'havok'
Conflicts:
	src/GameWorld.cpp
	src/Systems/PhysicsSystem.cpp
	src/Systems/PhysicsSystem.h
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-04-24 23:11:16 +02:00

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#include "PrecompiledHeader.h"
// Were not using anything product specific yet. We undef these so we dont get the usual
// product initialization for the products.
#undef HK_FEATURE_PRODUCT_AI
#undef HK_FEATURE_PRODUCT_ANIMATION
#undef HK_FEATURE_PRODUCT_CLOTH
#undef HK_FEATURE_PRODUCT_DESTRUCTION_2012
#undef HK_FEATURE_PRODUCT_DESTRUCTION
#undef HK_FEATURE_PRODUCT_BEHAVIOR
#undef HK_FEATURE_PRODUCT_PHYSICS_2012
//#undef HK_FEATURE_PRODUCT_PHYSICS
// Also were not using any serialization/versioning so we dont need any of these.
#define HK_EXCLUDE_FEATURE_SerializeDeprecatedPre700
#define HK_EXCLUDE_FEATURE_RegisterVersionPatches
#define HK_EXCLUDE_FEATURE_RegisterReflectedClasses
#define HK_EXCLUDE_FEATURE_MemoryTracker
#define HK_CLASSES_FILE "Common/Serialize/classlist/hkClasses.h"
#include "Common/Serialize/Util/hkBuiltinTypeRegistry.cxx"
#define HK_COMPAT_FILE "Common/Compat/hkCompatVersions.h"
// This include generates an initialization function based on the products
// and the excluded features.
#include <Common/Base/keycode.cxx>
#include <Common/Base/Config/hkProductFeatures.cxx>
#include "PhysicsSystem.h"
#include "World.h"
Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
{
m_Accumulator = 0;
{
hkMemorySystem::FrameInfo finfo(500 * 1024); // Allocate 500KB of Physics solver buffer
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
hkBaseSystem::init(memoryRouter, HavokErrorReport);
hkpWorldCinfo worldInfo;
worldInfo.setupSolverInfo(hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM);
worldInfo.m_gravity = hkVector4(0.0f, -9.8f, 0.0f);
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
// You must specify the size of the broad phase - objects should not be simulated outside this region
worldInfo.setBroadPhaseWorldSize(10000.0f);
m_PhysicsWorld = new hkpWorld(worldInfo);
}
// Register all collision agents, even though only box - box will be used in this particular example.
// It's important to register collision agents before adding any entities to the world.
hkpAgentRegisterUtil::registerAllAgents(m_PhysicsWorld->getCollisionDispatcher());
//
// Initialize the visual debugger so we can connect remotely to the simulation
// The context must exist beyond the use of the VDB instance, and you can make
// whatever contexts you like for your own viewer types.
//
hkpPhysicsContext* context = new hkpPhysicsContext;
hkpPhysicsContext::registerAllPhysicsProcesses(); // all the physics viewers
context->addWorld(m_PhysicsWorld); // add the physics world so the viewers can see it
SetupVisualDebugger(context);
//SetupPhysics(m_PhysicsWorld);
}
void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register("Physics", []() { return new Components::Physics(); });
}
void Systems::PhysicsSystem::Update(double dt)
{
<<<<<<< HEAD
static const double timestep = 1 / 60.0;
=======
for (auto pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
continue;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
continue;
if(m_RigidBodies[entity]->isActive())
{
hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
}
}
static const double timestep = 1 / 30.0;
>>>>>>> havok
m_Accumulator += dt;
while (m_Accumulator >= timestep)
{
m_PhysicsWorld->stepDeltaTime(timestep);
m_Accumulator -= timestep;
}
// Step the visual debugger
StepVisualDebugger();
}
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
if (wheelComponent)
{
EntityID car = m_World->GetEntityParent(entity);
if(m_Vehicles.find(car) != m_Vehicles.end())
{
m_Vehicles[car]->getChassis()->activate();
hkVector4 hardPoint = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_hardpointChassisSpace;
hkVector4 suspensionDirection = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_directionChassisSpace;
hkReal suspensionLength = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_currentSuspensionLength;
glm::vec3 position = glm::vec3(hardPoint(0) + (suspensionDirection(0) * suspensionLength), hardPoint(1) + (suspensionDirection(1) * suspensionLength), hardPoint(2) + (suspensionDirection(2) * suspensionLength));
transformComponent->Position = position;
hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
glm::quat orientation = glm::quat(steeringOrientation(3), steeringOrientation(0), steeringOrientation(1), steeringOrientation(2)) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
}
}
else
{
if(m_Vehicles.find(entity) != m_Vehicles.end())
{
if(m_RigidBodies[entity]->isActive())
{
hkVector4 position = m_RigidBodies[entity]->getPosition();
transformComponent->Position = glm::vec3(position(0), position(1), position(2));
hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
}
}
}
// HACK: Vehicle test-controls
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
if (vehicleComponent && inputComponent)
{
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
}
}
void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
if (wheelComponent)
{
wheelComponent->ID = m_Wheels.size();
wheelComponent->OriginalOrientation = transformComponent->Orientation;
m_Wheels.push_back(entity);
}
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
if (!physicsComponent)
return;
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
hkpConvexShape* shape;
hkpRigidBodyCinfo rigidBodyInfo;
hkMassProperties massProperties;
if (sphereComponent)
{
shape = new hkpSphereShape(sphereComponent->Radius);
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
}
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
}
else if (boxComponent)
{
hkReal thickness = 0.05;
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
}
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
}
else
{
return;
}
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
rigidBodyInfo.m_mass = massProperties.m_mass;
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
{
for (int i = 0; i < m_Wheels.size(); i++)
{
if(m_World->GetEntityParent(m_Wheels[i]) != entity)
{
m_Wheels.erase(m_Wheels.begin() + i);
i--;
}
}
VehicleSetup vehicleSetup;
// Create the basic vehicle.
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
// Add the vehicle's entities and phantoms to the world
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
m_RigidBodies[entity] = rigidBody;
// The vehicle is an action
m_PhysicsWorld->addAction(m_Vehicles[entity]);
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
m_Wheels.clear();
shape->removeReference();
rigidBody->removeReference();
}
else
{
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
shape->removeReference();
rigidBody->removeReference();
}
}
/*
void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent)
return;
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
if (!physicsComponent)
return;
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
hkpConvexShape* shape;
hkpRigidBodyCinfo rigidBodyInfo;
hkMassProperties massProperties;
if (sphereComponent)
{
shape = new hkpSphereShape(sphereComponent->Radius);
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
}
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
}
else if (boxComponent)
{
hkReal thickness = 0.05;
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
rigidBodyInfo.m_shape = shape;
if (physicsComponent->Static)
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
}
else
{
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
}
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
}
else
{
return;
}
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
rigidBodyInfo.m_mass = massProperties.m_mass;
// Create RigidBody
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
{
VehicleSetup vehicleSetup;
// Create the basic vehicle.
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
vehicleSetup.buildVehicle(m_PhysicsWorld, *m_Vehicles[entity]);
// Add the vehicle's entities and phantoms to the world
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
m_RigidBodies[entity] = rigidBody;
// The vehicle is an action
m_PhysicsWorld->addAction(m_Vehicles[entity]);
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
shape->removeReference();
rigidBody->removeReference();
}
else
{
m_PhysicsWorld->addEntity(rigidBody);
m_RigidBodies[entity] = rigidBody;
shape->removeReference();
rigidBody->removeReference();
}
}
*/
void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID parent)
{
}
void Systems::PhysicsSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
{
}
void Systems::PhysicsSystem::OnComponentRemoved(std::string type, Component* component)
{
}
void Systems::PhysicsSystem::SetupVisualDebugger(hkpPhysicsContext* worlds)
{
// Setup the visual debugger
hkArray<hkProcessContext*> contexts;
contexts.pushBack(worlds);
m_VisualDebugger = new hkVisualDebugger(contexts);
m_VisualDebugger->serve();
// Allocate memory for internal profiling information
// You can discard this if you do not want Havok profiling information
hkMonitorStream& stream = hkMonitorStream::getInstance();
stream.resize(500 * 1024); // 500K for timer info
stream.reset();
}
void Systems::PhysicsSystem::StepVisualDebugger()
{
// Step the debugger
m_VisualDebugger->step();
// Reset internal profiling info for next frame
hkMonitorStream::getInstance().reset();
}
void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
{
LOG_INFO("%s", msg);
}
<<<<<<< HEAD
=======
>>>>>>> havok