Files
armorpaint/Sources/arm/plugin/PhysicsBody.hx
T
2019-12-03 00:25:38 +01:00

453 lines
13 KiB
Haxe

package arm.plugin;
#if arm_physics
import iron.math.Vec4;
import iron.math.Quat;
import iron.object.Transform;
import iron.object.MeshObject;
import iron.data.MeshData;
@:access(arm.plugin.PhysicsWorld)
class PhysicsBody extends iron.Trait {
public var mass = 1.0;
public var friction = 0.5;
public var restitution = 0.0;
public var collisionMargin = 0.0;
public var linearDamping = 0.04;
public var angularDamping = 0.1;
public var linearFactors = [1.0, 1.0, 1.0];
public var angularFactors = [1.0, 1.0, 1.0];
public var linearThreshold = 0.0;
public var angularThreshold = 0.0;
public var ccd = false; // Continuous collision detection
public var trigger = false;
public var group = 1;
public var mask = 1;
var shape:Shape;
var destroyed = false;
var bodyScaleX:Float; // Transform scale at creation time
var bodyScaleY:Float;
var bodyScaleZ:Float;
var currentScaleX:Float;
var currentScaleY:Float;
var currentScaleZ:Float;
var body:Bt.RigidBody = null;
var motionState:Bt.MotionState;
var btshape:Bt.CollisionShape;
var ready = false;
public var id = 0;
public var heightData:haxe.io.Bytes = null;
static var nextId = 0;
static var ammoArray:Int = -1;
static var gimpactRegistered = false;
static var first = true;
static var vec1:Bt.Vector3;
static var vec2:Bt.Vector3;
static var vec3:Bt.Vector3;
static var quat1:Bt.Quaternion;
static var trans1:Bt.Transform;
static var trans2:Bt.Transform;
static var quat = new Quat();
static var convexHullCache = new Map<MeshData, Bt.ConvexHullShape>();
static var triangleMeshCache = new Map<MeshData, Bt.TriangleMesh>();
static var usersCache = new Map<MeshData, Int>();
public function new(shape:Shape) {
super();
if (first) {
first = false;
vec1 = new Bt.Vector3(0, 0, 0);
vec2 = new Bt.Vector3(0, 0, 0);
vec3 = new Bt.Vector3(0, 0, 0);
quat1 = new Bt.Quaternion(0, 0, 0, 0);
trans1 = new Bt.Transform();
trans2 = new Bt.Transform();
}
this.shape = shape;
notifyOnAdd(init);
}
inline function withMargin(f:Float) { return f - f * collisionMargin; }
function init() {
if (ready) return;
ready = true;
if (!Std.is(object, MeshObject)) return; // No mesh data
var transform = object.transform;
var physics = PhysicsWorld.active;
if (shape == Shape.Box) {
vec1.setX(withMargin(transform.dim.x / 2));
vec1.setY(withMargin(transform.dim.y / 2));
vec1.setZ(withMargin(transform.dim.z / 2));
btshape = new Bt.BoxShape(vec1);
}
else if (shape == Shape.Sphere) {
btshape = new Bt.SphereShape(withMargin(transform.dim.x / 2));
}
else if (shape == Shape.ConvexHull) {
var shapeConvex = fillConvexHull(transform.scale, collisionMargin);
btshape = shapeConvex;
}
else if (shape == Shape.Cone) {
var coneZ = new Bt.ConeShapeZ(
withMargin(transform.dim.x / 2), // Radius
withMargin(transform.dim.z)); // Height
var cone:Bt.ConeShape = coneZ;
btshape = cone;
}
else if (shape == Shape.Cylinder) {
vec1.setX(withMargin(transform.dim.x / 2));
vec1.setY(withMargin(transform.dim.y / 2));
vec1.setZ(withMargin(transform.dim.z / 2));
var cylZ = new Bt.CylinderShapeZ(vec1);
var cyl:Bt.CylinderShape = cylZ;
btshape = cyl;
}
else if (shape == Shape.Capsule) {
var r = transform.dim.x / 2;
var capsZ = new Bt.CapsuleShapeZ(
withMargin(r), // Radius
withMargin(transform.dim.z - r * 2)); // Distance between 2 sphere centers
var caps:Bt.CapsuleShape = capsZ;
btshape = caps;
}
else if (shape == Shape.Mesh) {
var meshInterface = fillTriangleMesh(transform.scale);
if (mass > 0) {
var shapeGImpact = new Bt.GImpactMeshShape(meshInterface);
shapeGImpact.updateBound();
var shapeConcave:Bt.ConcaveShape = shapeGImpact;
btshape = shapeConcave;
if (!gimpactRegistered) {
gimpactRegistered = true;
new Bt.GImpactCollisionAlgorithm().registerAlgorithm(physics.dispatcher);
}
}
else {
var shapeBvh = new Bt.BvhTriangleMeshShape(meshInterface, true, true);
var shapeTri:Bt.TriangleMeshShape = shapeBvh;
var shapeConcave:Bt.ConcaveShape = shapeTri;
btshape = shapeConcave;
}
}
else if (shape == Shape.Terrain) {
var length = heightData.length;
if (ammoArray == -1) {
ammoArray = Bt.Ammo._malloc(length);
}
// From texture bytes
for (i in 0...length) {
Bt.Ammo.HEAPU8[ammoArray + i] = heightData.get(i);
}
var slice = Std.int(Math.sqrt(length)); // Assuming square terrain data
var axis = 2; // z
var dataType = 5; // u8
btshape = new Bt.HeightfieldTerrainShape(slice, slice, ammoArray, 1 / 255, 0, 1, axis, dataType, false);
vec1.setX(transform.dim.x / slice);
vec1.setY(transform.dim.y / slice);
vec1.setZ(transform.dim.z);
btshape.setLocalScaling(vec1);
}
trans1.setIdentity();
vec1.setX(transform.worldx());
vec1.setY(transform.worldy());
vec1.setZ(transform.worldz());
trans1.setOrigin(vec1);
quat.fromMat(transform.world);
quat1.setValue(quat.x, quat.y, quat.z, quat.w);
trans1.setRotation(quat1);
trans2.setIdentity();
motionState = new Bt.DefaultMotionState(trans1, trans2); // Transform, center of mass offset
vec1.setX(0);
vec1.setY(0);
vec1.setZ(0);
var inertia = vec1;
if (mass > 0) btshape.calculateLocalInertia(mass, inertia);
var bodyCI = new Bt.RigidBodyConstructionInfo(mass, motionState, btshape, inertia);
body = new Bt.RigidBody(bodyCI);
body.setFriction(friction);
if (shape == Shape.Sphere || shape == Shape.Cylinder || shape == Shape.Cone || shape == Shape.Capsule) {
angularDamping += friction;
}
body.setRestitution(restitution);
// body.setSleepingThresholds(linearThreshold, angularThreshold);
// body.setDeactivationTime(deactivationTime);
body.setDamping(linearDamping, angularDamping);
setLinearFactor(linearFactors[0], linearFactors[1], linearFactors[2]);
setAngularFactor(angularFactors[0], angularFactors[1], angularFactors[2]);
if (trigger) body.setCollisionFlags(body.getCollisionFlags() | Bt.CollisionObject.CF_NO_CONTACT_RESPONSE);
if (mass == 0.0) body.setCollisionFlags(body.getCollisionFlags() | Bt.CollisionObject.CF_STATIC_OBJECT);
if (ccd) setCcd(transform.radius);
bodyScaleX = currentScaleX = transform.scale.x;
bodyScaleY = currentScaleY = transform.scale.y;
bodyScaleZ = currentScaleZ = transform.scale.z;
id = nextId++;
untyped body.userIndex = id;
physics.addBody(this);
notifyOnRemove(removeFromWorld);
Bt.Ammo.destroy(bodyCI);
}
function physicsUpdate() {
if (!ready) return;
var trans = body.getWorldTransform();
var p = trans.getOrigin();
var q = trans.getRotation();
var qw:Bt.QuadWord = q;
var transform = object.transform;
transform.loc.set(p.x(), p.y(), p.z());
transform.rot.set(qw.x(), qw.y(), qw.z(), qw.w());
if (object.parent != null) {
var ptransform = object.parent.transform;
transform.loc.x -= ptransform.worldx();
transform.loc.y -= ptransform.worldy();
transform.loc.z -= ptransform.worldz();
}
transform.buildMatrix();
trace(p.z());
}
public function removeFromWorld() {
PhysicsWorld.active.removeBody(this);
}
public function activate() {
body.activate(false);
}
public function setGravity(v:Vec4) {
vec1.setValue(v.x, v.y, v.z);
body.setGravity(vec1);
}
public function applyForce(force:Vec4, loc:Vec4 = null) {
activate();
vec1.setValue(force.x, force.y, force.z);
if (loc == null) {
body.applyCentralForce(vec1);
}
else {
vec2.setValue(loc.x, loc.y, loc.z);
body.applyForce(vec1, vec2);
}
}
public function applyImpulse(impulse:Vec4, loc:Vec4 = null) {
activate();
vec1.setValue(impulse.x, impulse.y, impulse.z);
if (loc == null) {
body.applyCentralImpulse(vec1);
}
else {
vec2.setValue(loc.x, loc.y, loc.z);
body.applyImpulse(vec1, vec2);
}
}
public function applyTorque(torque:Vec4) {
activate();
vec1.setValue(torque.x, torque.y, torque.z);
body.applyTorque(vec1);
}
public function applyTorqueImpulse(torque:Vec4) {
activate();
vec1.setValue(torque.x, torque.y, torque.z);
body.applyTorqueImpulse(vec1);
}
public function setLinearFactor(x:Float, y:Float, z:Float) {
vec1.setValue(x, y, z);
body.setLinearFactor(vec1);
}
public function setAngularFactor(x:Float, y:Float, z:Float) {
vec1.setValue(x, y, z);
body.setAngularFactor(vec1);
}
public function getLinearVelocity():Vec4 {
var v = body.getLinearVelocity();
return new Vec4(v.x(), v.y(), v.z());
}
public function setLinearVelocity(x:Float, y:Float, z:Float) {
vec1.setValue(x, y, z);
body.setLinearVelocity(vec1);
}
public function getAngularVelocity():Vec4 {
var v = body.getAngularVelocity();
return new Vec4(v.x(), v.y(), v.z());
}
public function setAngularVelocity(x:Float, y:Float, z:Float) {
vec1.setValue(x, y, z);
body.setAngularVelocity(vec1);
}
public function setFriction(f:Float) {
body.setFriction(f);
this.friction = f;
}
function setScale(v:Vec4) {
currentScaleX = v.x;
currentScaleY = v.y;
currentScaleZ = v.z;
vec1.setX(v.x / bodyScaleX);
vec1.setY(v.y / bodyScaleY);
vec1.setZ(v.z / bodyScaleZ);
btshape.setLocalScaling(vec1);
var worldDyn:Bt.DynamicsWorld = PhysicsWorld.active.world;
var worldCol:Bt.CollisionWorld = worldDyn;
worldCol.updateSingleAabb(body);
}
public function syncTransform() {
var t = object.transform;
t.buildMatrix();
vec1.setValue(t.worldx(), t.worldy(), t.worldz());
trans1.setOrigin(vec1);
quat.fromMat(t.world);
quat1.setValue(quat.x, quat.y, quat.z, quat.w);
trans1.setRotation(quat1);
body.setWorldTransform(trans1);
if (currentScaleX != t.scale.x || currentScaleY != t.scale.y || currentScaleZ != t.scale.z) setScale(t.scale);
activate();
}
function setCcd(sphereRadius:Float, motionThreshold = 1e-7) {
body.setCcdSweptSphereRadius(sphereRadius);
body.setCcdMotionThreshold(motionThreshold);
}
function fillConvexHull(scale:Vec4, margin:kha.FastFloat):Bt.ConvexHullShape {
// Check whether shape already exists
var data = cast(object, MeshObject).data;
var shape = convexHullCache.get(data);
if (shape != null) {
usersCache.set(data, usersCache.get(data) + 1);
return shape;
}
shape = new Bt.ConvexHullShape();
convexHullCache.set(data, shape);
usersCache.set(data, 1);
var positions = data.geom.positions;
var sx:kha.FastFloat = scale.x * (1.0 - margin) * (1 / 32767);
var sy:kha.FastFloat = scale.y * (1.0 - margin) * (1 / 32767);
var sz:kha.FastFloat = scale.z * (1.0 - margin) * (1 / 32767);
if (data.raw.scale_pos != null) {
sx *= data.raw.scale_pos;
sy *= data.raw.scale_pos;
sz *= data.raw.scale_pos;
}
for (i in 0...Std.int(positions.length / 4)) {
vec1.setX(positions[i * 4 ] * sx);
vec1.setY(positions[i * 4 + 1] * sy);
vec1.setZ(positions[i * 4 + 2] * sz);
shape.addPoint(vec1, true);
}
return shape;
}
function fillTriangleMesh(scale:Vec4):Bt.TriangleMesh {
// Check whether shape already exists
var data = cast(object, MeshObject).data;
var triangleMesh = triangleMeshCache.get(data);
if (triangleMesh != null) {
usersCache.set(data, usersCache.get(data) + 1);
return triangleMesh;
}
triangleMesh = new Bt.TriangleMesh(true, true);
triangleMeshCache.set(data, triangleMesh);
usersCache.set(data, 1);
var positions = data.geom.positions;
var indices = data.geom.indices;
var sx:kha.FastFloat = scale.x * (1 / 32767);
var sy:kha.FastFloat = scale.y * (1 / 32767);
var sz:kha.FastFloat = scale.z * (1 / 32767);
if (data.raw.scale_pos != null) {
sx *= data.raw.scale_pos;
sy *= data.raw.scale_pos;
sz *= data.raw.scale_pos;
}
for (ar in indices) {
for (i in 0...Std.int(ar.length / 3)) {
vec1.setX(positions[ar[i * 3 ] * 4 ] * sx);
vec1.setY(positions[ar[i * 3 ] * 4 + 1] * sy);
vec1.setZ(positions[ar[i * 3 ] * 4 + 2] * sz);
vec2.setX(positions[ar[i * 3 + 1] * 4 ] * sx);
vec2.setY(positions[ar[i * 3 + 1] * 4 + 1] * sy);
vec2.setZ(positions[ar[i * 3 + 1] * 4 + 2] * sz);
vec3.setX(positions[ar[i * 3 + 2] * 4 ] * sx);
vec3.setY(positions[ar[i * 3 + 2] * 4 + 1] * sy);
vec3.setZ(positions[ar[i * 3 + 2] * 4 + 2] * sz);
triangleMesh.addTriangle(vec1, vec2, vec3);
}
}
return triangleMesh;
}
public function delete() {
Bt.Ammo.destroy(motionState);
Bt.Ammo.destroy(body);
// Delete shape if no other user is found
if (shape == Shape.ConvexHull || shape == Shape.Mesh) {
var data = cast(object, MeshObject).data;
var i = usersCache.get(data) - 1;
usersCache.set(data, i);
if (i <= 0) {
Bt.Ammo.destroy(btshape);
shape == Shape.ConvexHull ?
convexHullCache.remove(data) :
triangleMeshCache.remove(data);
}
}
else Bt.Ammo.destroy(btshape);
}
}
@:enum abstract Shape(Int) from Int to Int {
var Box = 0;
var Sphere = 1;
var ConvexHull = 2;
var Mesh = 3;
var Cone = 4;
var Cylinder = 5;
var Capsule = 6;
var Terrain = 7;
}
#end