Files
armorpaint/base/Sources/PhysicsWorld.ts
T
2024-01-31 15:12:28 +01:00

201 lines
5.9 KiB
TypeScript

///if arm_physics
class PhysicsWorldRaw {
world: Ammo.btDiscreteDynamicsWorld;
dispatcher: Ammo.btCollisionDispatcher;
contacts: TPair[] = [];
bodyMap = new Map<i32, PhysicsBodyRaw>();
timeScale = 1.0;
timeStep = 1 / 60;
maxSteps = 1;
}
class PhysicsWorld {
static active: PhysicsWorldRaw = null;
static vec1: Ammo.btVector3 = null;
static vec2: Ammo.btVector3 = null;
static v1 = new Vec4();
static v2 = new Vec4();
static load = (done: ()=>void) => {
let b = Krom.loadBlob("data/plugins/ammo.js");
globalThis.eval(System.bufferToString(b));
let print = (s: string) => { Krom.log(s); };
Ammo({print: print}).then(done);
}
static create(): PhysicsWorldRaw {
let pw = new PhysicsWorldRaw();
PhysicsWorld.active = pw;
PhysicsWorld.vec1 = new Ammo.btVector3(0, 0, 0);
PhysicsWorld.vec2 = new Ammo.btVector3(0, 0, 0);
PhysicsWorld.init(pw);
return pw;
}
static reset = (pw: PhysicsWorldRaw) => {
for (let body of pw.bodyMap.values()) PhysicsWorld.removeBody(pw, body);
}
static init = (pw: PhysicsWorldRaw) => {
let broadphase = new Ammo.btDbvtBroadphase();
let collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
pw.dispatcher = new Ammo.btCollisionDispatcher(collisionConfiguration);
let solver = new Ammo.btSequentialImpulseConstraintSolver();
pw.world = new Ammo.btDiscreteDynamicsWorld(pw.dispatcher, broadphase, solver, collisionConfiguration);
PhysicsWorld.setGravity(pw, new Vec4(0, 0, -9.81));
}
static setGravity = (pw: PhysicsWorldRaw, v: Vec4) => {
PhysicsWorld.vec1.setValue(v.x, v.y, v.z);
pw.world.setGravity(PhysicsWorld.vec1);
}
static addBody = (pw: PhysicsWorldRaw, pb: PhysicsBodyRaw) => {
pw.world.addRigidBody(pb.body, pb.group, pb.mask);
pw.bodyMap.set(pb.id, pb);
}
static removeBody = (pw: PhysicsWorldRaw, pb: PhysicsBodyRaw) => {
if (pb.destroyed) return;
pb.destroyed = true;
if (pw.world != null) pw.world.removeRigidBody(pb.body);
pw.bodyMap.delete(pb.id);
PhysicsBody.delete(pb);
}
static getContacts = (pw: PhysicsWorldRaw, pb: PhysicsBodyRaw): PhysicsBodyRaw[] => {
if (pw.contacts.length == 0) return null;
let res: PhysicsBodyRaw[] = [];
for (let i = 0; i < pw.contacts.length; ++i) {
let c = pw.contacts[i];
let pb: PhysicsBodyRaw = null;
if (c.a == pb.body.userIndex) pb = pw.bodyMap.get(c.b);
else if (c.b == pb.body.userIndex) pb = pw.bodyMap.get(c.a);
if (pb != null && res.indexOf(pb) == -1) res.push(pb);
}
return res;
}
static getContactPairs = (pw: PhysicsWorldRaw, pb: PhysicsBodyRaw): TPair[] => {
if (pw.contacts.length == 0) return null;
let res: TPair[] = [];
for (let i = 0; i < pw.contacts.length; ++i) {
let c = pw.contacts[i];
if (c.a == pb.body.userIndex) res.push(c);
else if (c.b == pb.body.userIndex) res.push(c);
}
return res;
}
static lateUpdate = (pw: PhysicsWorldRaw) => {
let t = Time.delta * pw.timeScale;
if (t == 0.0) return; // Simulation paused
pw.world.stepSimulation(pw.timeStep, pw.maxSteps, t);
PhysicsWorld.updateContacts(pw);
for (let body of pw.bodyMap.values()) PhysicsBody.physicsUpdate(body);
}
static updateContacts = (pw: PhysicsWorldRaw) => {
pw.contacts = [];
let disp: Ammo.btDispatcher = pw.dispatcher;
let numManifolds = disp.getNumManifolds();
for (let i = 0; i < numManifolds; ++i) {
let contactManifold = disp.getManifoldByIndexInternal(i);
let body0 = Ammo.btRigidBody.prototype.upcast(contactManifold.getBody0());
let body1 = Ammo.btRigidBody.prototype.upcast(contactManifold.getBody1());
let numContacts = contactManifold.getNumContacts();
let pt: Ammo.btManifoldPoint = null;
let posA: Ammo.btVector3 = null;
let posB: Ammo.btVector3 = null;
let nor: Ammo.btVector3 = null;
for (let j = 0; j < numContacts; ++j) {
pt = contactManifold.getContactPoint(j);
posA = pt.get_m_positionWorldOnA();
posB = pt.get_m_positionWorldOnB();
nor = pt.get_m_normalWorldOnB();
let cp: TPair = {
a: body0.userIndex,
b: body1.userIndex,
posA: new Vec4(posA.x(), posA.y(), posA.z()),
posB: new Vec4(posB.x(), posB.y(), posB.z()),
normOnB: new Vec4(nor.x(), nor.y(), nor.z()),
impulse: pt.getAppliedImpulse(),
distance: pt.getDistance()
};
pw.contacts.push(cp);
}
}
}
static pickClosest = (pw: PhysicsWorldRaw, inputX: f32, inputY: f32): PhysicsBodyRaw => {
let camera = Scene.camera;
let start = new Vec4();
let end = new Vec4();
RayCaster.getDirection(start, end, inputX, inputY, camera);
let hit = PhysicsWorld.rayCast(pw, camera.base.transform.world.getLoc(), end);
let body = (hit != null) ? hit.body : null;
return body;
}
static rayCast = (pw: PhysicsWorldRaw, from: Vec4, to: Vec4, group: i32 = 0x00000001, mask = 0xffffffff): THit => {
let rayFrom = PhysicsWorld.vec1;
let rayTo = PhysicsWorld.vec2;
rayFrom.setValue(from.x, from.y, from.z);
rayTo.setValue(to.x, to.y, to.z);
let rayCallback = new Ammo.ClosestRayResultCallback(rayFrom, rayTo);
rayCallback.set_m_collisionFilterGroup(group);
rayCallback.set_m_collisionFilterMask(mask);
let worldDyn: Ammo.btDynamicsWorld = pw.world;
let worldCol: Ammo.btCollisionWorld = worldDyn;
worldCol.rayTest(rayFrom, rayTo, rayCallback);
let pb: PhysicsBodyRaw = null;
let hitInfo: THit = null;
let rc: Ammo.RayResultCallback = rayCallback;
if (rc.hasHit()) {
let co = rayCallback.get_m_collisionObject();
let body = Ammo.btRigidBody.prototype.upcast(co);
let hit = rayCallback.get_m_hitPointWorld();
PhysicsWorld.v1.set(hit.x(), hit.y(), hit.z());
let norm = rayCallback.get_m_hitNormalWorld();
PhysicsWorld.v2.set(norm.x(), norm.y(), norm.z());
pb = pw.bodyMap.get(body.userIndex);
hitInfo = {
body: pb,
pos: PhysicsWorld.v1,
normal: PhysicsWorld.v2
};
}
Ammo.destroy(rayCallback);
return hitInfo;
}
}
type THit = {
body: PhysicsBodyRaw;
pos: Vec4;
normal: Vec4;
}
type TPair = {
a: i32;
b: i32;
posA: Vec4;
posB: Vec4;
normOnB: Vec4;
impulse: f32;
distance: f32;
}
///end