206 lines
6.7 KiB
C++
206 lines
6.7 KiB
C++
#include "PrecompiledHeader.h"
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// We’re not using anything product specific yet. We undef these so we don’t get the usual
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// product initialization for the products.
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#undef HK_FEATURE_PRODUCT_AI
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#undef HK_FEATURE_PRODUCT_ANIMATION
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#undef HK_FEATURE_PRODUCT_CLOTH
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#undef HK_FEATURE_PRODUCT_DESTRUCTION_2012
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#undef HK_FEATURE_PRODUCT_DESTRUCTION
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#undef HK_FEATURE_PRODUCT_BEHAVIOR
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#undef HK_FEATURE_PRODUCT_PHYSICS_2012
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//#undef HK_FEATURE_PRODUCT_PHYSICS
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// Also we’re not using any serialization/versioning so we don’t need any of these.
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#define HK_EXCLUDE_FEATURE_SerializeDeprecatedPre700
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#define HK_EXCLUDE_FEATURE_RegisterVersionPatches
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#define HK_EXCLUDE_FEATURE_RegisterReflectedClasses
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#define HK_EXCLUDE_FEATURE_MemoryTracker
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#define HK_CLASSES_FILE "Common/Serialize/classlist/hkClasses.h"
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#include "Common/Serialize/Util/hkBuiltinTypeRegistry.cxx"
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#define HK_COMPAT_FILE "Common/Compat/hkCompatVersions.h"
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// This include generates an initialization function based on the products
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// and the excluded features.
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#include <Common/Base/keycode.cxx>
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#include <Common/Base/Config/hkProductFeatures.cxx>
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#include "PhysicsSystem.h"
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#include "World.h"
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Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
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{
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{
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hkMemorySystem::FrameInfo finfo(500 * 1024); // Allocate 500KB of Physics solver buffer
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hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
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hkBaseSystem::init(memoryRouter, HavokErrorReport);
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hkpWorldCinfo worldInfo;
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worldInfo.setupSolverInfo(hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM);
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worldInfo.m_gravity = hkVector4(0.0f, -9.8f, 0.0f);
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worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
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// You must specify the size of the broad phase - objects should not be simulated outside this region
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worldInfo.setBroadPhaseWorldSize(10000.0f);
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m_PhysicsWorld = new hkpWorld(worldInfo);
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}
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// Register all collision agents, even though only box - box will be used in this particular example.
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// It's important to register collision agents before adding any entities to the world.
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hkpAgentRegisterUtil::registerAllAgents(m_PhysicsWorld->getCollisionDispatcher());
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//
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// Initialize the visual debugger so we can connect remotely to the simulation
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// The context must exist beyond the use of the VDB instance, and you can make
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// whatever contexts you like for your own viewer types.
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//
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hkpPhysicsContext* context = new hkpPhysicsContext;
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hkpPhysicsContext::registerAllPhysicsProcesses(); // all the physics viewers
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context->addWorld(m_PhysicsWorld); // add the physics world so the viewers can see it
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SetupVisualDebugger(context);
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//SetupPhysics(m_PhysicsWorld);
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}
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void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
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{
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cf->Register("Physics", []() { return new Components::Physics(); });
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}
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void Systems::PhysicsSystem::Update(double dt)
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{
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static const double timestep = 1 / 60.0;
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m_Accumulator += dt;
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while (m_Accumulator >= timestep)
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{
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m_PhysicsWorld->stepDeltaTime(timestep);
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m_Accumulator -= timestep;
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}
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// Step the visual debugger
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StepVisualDebugger();
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}
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void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (!transformComponent)
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return;
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if (m_RigidBodies.find(entity) == m_RigidBodies.end())
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{
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SetUpPhysicsState(entity, parent);
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}
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else
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{
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hkVector4 position = m_RigidBodies[entity]->getPosition();
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transformComponent->Position = glm::vec3(position(0), position(1), position(2));
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hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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}
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}
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void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (!transformComponent)
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return;
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
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if (!physicsComponent)
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return;
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auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
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auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
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hkpConvexShape* shape;
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hkpRigidBodyCinfo rigidBodyInfo;
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hkMassProperties massProperties;
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if (sphereComponent)
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{
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shape = new hkpSphereShape(sphereComponent->Radius);
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rigidBodyInfo.m_shape = shape;
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rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
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hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
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}
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else if (boxComponent)
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{
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shape = new hkpBoxShape(hkVector4(boxComponent->Width, boxComponent->Height, boxComponent->Depth));
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rigidBodyInfo.m_shape = shape;
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rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
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hkReal thickness = 0.1;
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hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
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}
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else
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{
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return;
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}
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rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
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rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
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rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
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rigidBodyInfo.m_mass = massProperties.m_mass;
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// Create RigidBody
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hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
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shape->removeReference();
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m_PhysicsWorld->addEntity(rigidBody);
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m_RigidBodies[entity] = rigidBody;
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rigidBody->removeReference();
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}
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void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID parent)
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{
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}
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void Systems::PhysicsSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
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{
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}
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void Systems::PhysicsSystem::OnComponentRemoved(std::string type, Component* component)
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{
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}
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void Systems::PhysicsSystem::SetupVisualDebugger(hkpPhysicsContext* worlds)
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{
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// Setup the visual debugger
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hkArray<hkProcessContext*> contexts;
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contexts.pushBack(worlds);
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m_VisualDebugger = new hkVisualDebugger(contexts);
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m_VisualDebugger->serve();
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// Allocate memory for internal profiling information
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// You can discard this if you do not want Havok profiling information
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hkMonitorStream& stream = hkMonitorStream::getInstance();
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stream.resize(500 * 1024); // 500K for timer info
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stream.reset();
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}
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void Systems::PhysicsSystem::StepVisualDebugger()
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{
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// Step the debugger
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m_VisualDebugger->step();
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// Reset internal profiling info for next frame
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hkMonitorStream::getInstance().reset();
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}
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void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
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{
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LOG_DEBUG("%s", msg);
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}
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