Files
fishtanks/src/Systems/PhysicsSystem.cpp
T
2014-04-07 00:09:09 +02:00

271 lines
11 KiB
C++

#include "PrecompiledHeader.h"
#include "PhysicsSystem.h"
#include "World.h"
Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
{
m_Broadphase = new btDbvtBroadphase();
m_CollisionConfiguration = new btDefaultCollisionConfiguration();
m_Dispatcher = new btCollisionDispatcher(m_CollisionConfiguration);
m_Solver = new btSequentialImpulseConstraintSolver();
m_DynamicsWorld = new btDiscreteDynamicsWorld(m_Dispatcher, m_Broadphase, m_Solver, m_CollisionConfiguration);
m_DynamicsWorld->setGravity(btVector3(0, -9.82f, 0));
}
void Systems::PhysicsSystem::Update(double dt)
{
// Update entity transform in physics world
for (auto pair : *m_World->GetEntities()) {
EntityID entity = pair.first;
EntityID parent = pair.second;
if (parent != 0)
continue;
if (m_PhysicsData.find(entity) != m_PhysicsData.end()) {
PhysicsData* physicsData = &m_PhysicsData[entity];
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
btTransform transform;
transform.setFromOpenGLMatrix(glm::value_ptr(glm::translate(glm::mat4(), transformComponent->Position) * glm::toMat4(transformComponent->Orientation)));
physicsData->MotionState->setWorldTransform(transform);
physicsData->CollisionShape->setLocalScaling(btVector3(transformComponent->Scale.x, transformComponent->Scale.y, transformComponent->Scale.z));
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
physicsData->RigidBody->setGravity(btVector3(physicsComponent->Gravity.x, physicsComponent->Gravity.y, physicsComponent->Gravity.z));
}
}
m_DynamicsWorld->stepSimulation(dt, 10, 1.0f/60.0f);
}
void Systems::PhysicsSystem::UpdateEntity(double dt, 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");
auto sphereShapeComponent = m_World->GetComponent<Components::SphereShape>(entity, "SphereShape");
auto boxShapeComponent = m_World->GetComponent<Components::BoxShape>(entity, "BoxShape");
if (physicsComponent || sphereShapeComponent || boxShapeComponent)
{
if (m_PhysicsData.find(entity) == m_PhysicsData.end()) {
SetUpPhysicsState(entity, parent);
}
if (parent != 0)
return;
PhysicsData* physicsData = &m_PhysicsData[entity];
btTransform transform;
physicsData->MotionState->getWorldTransform(transform);
transformComponent->Position.x = transform.getOrigin().x();
transformComponent->Position.y = transform.getOrigin().y();
transformComponent->Position.z = transform.getOrigin().z();
btVector3 angle = transform.getRotation().getAxis();
transformComponent->Orientation.x = transform.getRotation().x();
transformComponent->Orientation.y = transform.getRotation().y();
transformComponent->Orientation.z = transform.getRotation().z();
transformComponent->Orientation.w = transform.getRotation().w();
}
else
{
if (m_PhysicsData.find(entity) != m_PhysicsData.end()) {
TearDownPhysicsState(entity, parent);
}
}
auto ballSocketComponent = m_World->GetComponent<Components::BallSocketConstraint>(entity, "BallSocketConstraint");
auto sliderComponent = m_World->GetComponent<Components::SliderConstraint>(entity, "SliderConstraint");
auto hingeComponent = m_World->GetComponent<Components::HingeConstraint>(entity, "HingeConstraint");
if (ballSocketComponent)
{
EntityID entityA = ballSocketComponent->EntityA;
EntityID entityB = ballSocketComponent->EntityB;
if (m_Constraints.find(std::make_pair(entityA, entityB)) == m_Constraints.end())
{
if (m_PhysicsData.find(entityA) != m_PhysicsData.end() && m_PhysicsData.find(entityB) != m_PhysicsData.end())
{
btVector3 pivotA = btVector3(ballSocketComponent->PivotA.x, ballSocketComponent->PivotA.y, ballSocketComponent->PivotA.z);
btVector3 pivotB = btVector3(ballSocketComponent->PivotB.x, ballSocketComponent->PivotB.y, ballSocketComponent->PivotB.z);
m_Constraints[std::make_pair(entityA, entityB)] = new btPoint2PointConstraint(*m_PhysicsData[entityA].RigidBody, *m_PhysicsData[entityB].RigidBody, pivotA, pivotB);
m_DynamicsWorld->addConstraint(m_Constraints[std::make_pair(entityA, entityB)]);
}
}
}
else if (sliderComponent)
{
EntityID entityA = sliderComponent->EntityA;
EntityID entityB = sliderComponent->EntityB;
if (m_Constraints.find(std::make_pair(entityA, entityB)) == m_Constraints.end())
{
if (m_PhysicsData.find(entityA) != m_PhysicsData.end() && m_PhysicsData.find(entityB) != m_PhysicsData.end())
{
btTransform transformA;
m_PhysicsData[entityA].MotionState->getWorldTransform(transformA);
btTransform transformB;
m_PhysicsData[entityB].MotionState->getWorldTransform(transformB);
m_Constraints[std::make_pair(entityA, entityB)] = new btSliderConstraint(*m_PhysicsData[entityA].RigidBody, *m_PhysicsData[entityB].RigidBody, transformA, transformB, true);
m_DynamicsWorld->addConstraint(m_Constraints[std::make_pair(entityA, entityB)]);
}
}
}
else if (hingeComponent)
{
EntityID entityA = hingeComponent->EntityA;
EntityID entityB = hingeComponent->EntityB;
if (m_Constraints.find(std::make_pair(entityA, entityB)) == m_Constraints.end())
{
if (m_PhysicsData.find(entityA) != m_PhysicsData.end() && m_PhysicsData.find(entityB) != m_PhysicsData.end())
{
btVector3 PivotA = btVector3(hingeComponent->PivotA.x, hingeComponent->PivotA.y, hingeComponent->PivotA.z);
btVector3 PivotB = btVector3(hingeComponent->PivotB.x, hingeComponent->PivotB.y, hingeComponent->PivotB.z);
btVector3 AxisA = btVector3(hingeComponent->AxisA.x, hingeComponent->AxisA.y, hingeComponent->AxisA.z);
btVector3 AxisB = btVector3(hingeComponent->AxisB.x, hingeComponent->AxisB.y, hingeComponent->AxisB.z);
btHingeConstraint *hingeConstraint = new btHingeConstraint(*m_PhysicsData[entityA].RigidBody, *m_PhysicsData[entityB].RigidBody, PivotA, PivotB, AxisA, AxisB, true);
hingeConstraint->setLimit(hingeComponent->LowLimit, hingeComponent->HighLimit, hingeComponent->Softness, hingeComponent->BiasFactor, hingeComponent->RelaxationFactor);
m_Constraints[std::make_pair(entityA, entityB)] = hingeConstraint;
m_DynamicsWorld->addConstraint(m_Constraints[std::make_pair(entityA, entityB)]);
}
}
}
}
void Systems::PhysicsSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
{
}
void Systems::PhysicsSystem::OnComponentRemoved(std::string type, Component* component)
{
}
void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (!transformComponent) {
LOG_WARNING("Physics component missing transform component on entity %i", entity);
return;
}
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
auto compoundShapeComponent = m_World->GetComponent<Components::CompoundShape>(entity, "CompoundShape");
auto sphereShapeComponent = m_World->GetComponent<Components::SphereShape>(entity, "SphereShape");
auto boxShapeComponent = m_World->GetComponent<Components::BoxShape>(entity, "BoxShape");
if (compoundShapeComponent && (sphereShapeComponent || boxShapeComponent)) {
LOG_WARNING("Entity %i has both compound shape and normal shape! Normal shapes must be children to entity with compound shape.", entity);
}
PhysicsData* physicsData = &m_PhysicsData[entity];
/*EntityID baseParent = m_World->GetEntityBaseParent(entity);
auto baseCompoundShape = m_World->GetComponent<Components::CompoundShape>(baseParent, "CompoundShape");*/
// Set-up compound shape
if (compoundShapeComponent) {
btCompoundShape* compoundShape = new btCompoundShape();
physicsData->CollisionShape = compoundShape;
btTransform transform;
transform.setFromOpenGLMatrix(glm::value_ptr(glm::translate(glm::mat4(), transformComponent->Position) * glm::toMat4(transformComponent->Orientation)));
physicsData->MotionState = new btDefaultMotionState(transform);
btVector3 inertia;
if (physicsComponent->Mass != 0) {
physicsData->CollisionShape->calculateLocalInertia(physicsComponent->Mass, inertia);
}
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(physicsComponent->Mass, physicsData->MotionState, physicsData->CollisionShape, inertia);
physicsData->RigidBody = new btRigidBody(rigidBodyCI);
m_DynamicsWorld->addRigidBody(physicsData->RigidBody);
}
// Set-up normal shapes
else if (boxShapeComponent) {
physicsData->CollisionShape = new btBoxShape(btVector3(boxShapeComponent->Width, boxShapeComponent->Height, boxShapeComponent->Depth));
} else if (sphereShapeComponent) {
physicsData->CollisionShape = new btSphereShape(sphereShapeComponent->Radius);
}
if (boxShapeComponent || sphereShapeComponent) {
btTransform transform;
transform.setFromOpenGLMatrix(glm::value_ptr(glm::translate(glm::mat4(), transformComponent->Position) * glm::toMat4(transformComponent->Orientation)));
// If there's a local physics component
if (physicsComponent) {
physicsData->MotionState = new btDefaultMotionState(transform);
btVector3 inertia;
if (physicsComponent->Mass != 0) {
physicsData->CollisionShape->calculateLocalInertia(physicsComponent->Mass, inertia);
}
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(physicsComponent->Mass, physicsData->MotionState, physicsData->CollisionShape, inertia);
physicsData->RigidBody = new btRigidBody(rigidBodyCI);
m_DynamicsWorld->addRigidBody(physicsData->RigidBody);
} else {
// Otherwise, find our base parent and attach to compound shape
EntityID baseParent = m_World->GetEntityBaseParent(entity);
auto basePhysicsComponent = m_World->GetComponent<Components::Physics>(baseParent, "Physics");
if (!basePhysicsComponent) {
LOG_WARNING("Failed to attach orphan collision shape on entity %i: missing physics component on base parent entity %i", entity, baseParent);
return;
}
auto baseCompoundShapeComponent = m_World->GetComponent<Components::CompoundShape>(baseParent, "CompoundShape");
if (!baseCompoundShapeComponent) {
LOG_WARNING("Failed to attach orphan collision shape on entity %i: missing compound shape on base parent entity %i", entity, baseParent);
return;
}
PhysicsData* basePhysicsData = &m_PhysicsData.at(baseParent);
btCompoundShape* baseCompoundShape = dynamic_cast<btCompoundShape*>(basePhysicsData->CollisionShape);
baseCompoundShape->addChildShape(transform, physicsData->CollisionShape);
btVector3 inertia;
baseCompoundShape->calculateLocalInertia(basePhysicsComponent->Mass, inertia);
basePhysicsData->RigidBody->setMassProps(basePhysicsComponent->Mass, inertia);
basePhysicsData->RigidBody->updateInertiaTensor();
}
}
}
void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID parent)
{
PhysicsData* physicsData = &m_PhysicsData[entity];
delete physicsData->RigidBody;
delete physicsData->MotionState;
delete physicsData->CollisionShape;
m_PhysicsData.erase(entity);
}