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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/physics/PhysicsWorld.h"
#include "hpl1/engine/graphics/LowLevelGraphics.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/physics/CharacterBody.h"
#include "hpl1/engine/physics/CollideShape.h"
#include "hpl1/engine/physics/PhysicsBody.h"
#include "hpl1/engine/physics/PhysicsController.h"
#include "hpl1/engine/physics/PhysicsJoint.h"
#include "hpl1/engine/physics/PhysicsMaterial.h"
#include "hpl1/engine/physics/SurfaceData.h"
#include "hpl1/engine/scene/PortalContainer.h"
#include "hpl1/engine/scene/World3D.h"
#include "hpl1/engine/system/System.h"
#include "hpl1/engine/system/low_level_system.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iPhysicsWorld::iPhysicsWorld() {
mbLogDebug = false;
mbSaveContactPoints = false;
}
//-----------------------------------------------------------------------
iPhysicsWorld::~iPhysicsWorld() {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void iPhysicsWorld::Update(float afTimeStep) {
// Clear all contact points.
mvContactPoints.clear();
////////////////////////////////////
// Update controllers
tPhysicsControllerListIt CtrlIt = mlstControllers.begin();
for (; CtrlIt != mlstControllers.end(); ++CtrlIt) {
iPhysicsController *pCtrl = *CtrlIt;
pCtrl->Update(afTimeStep);
}
////////////////////////////////////
// Update character bodies
// unsigned int lTime = GetApplicationTime();
tCharacterBodyListIt CharIt = mlstCharBodies.begin();
for (; CharIt != mlstCharBodies.end(); ++CharIt) {
iCharacterBody *pBody = *CharIt;
// for(int i=0; i<20; ++i)
{
pBody->Update(afTimeStep); // 20.0f);
}
}
// LogUpdate(" Updating chars took %d ms\n",mpWorld3D->GetSystem()->GetLowLevel()->GetTime() - lTime);
////////////////////////////////////
// Update the rigid bodies before simulation.
tPhysicsBodyListIt BodyIt = mlstBodies.begin();
for (; BodyIt != mlstBodies.end(); ++BodyIt) {
iPhysicsBody *pBody = *BodyIt;
pBody->UpdateBeforeSimulate(afTimeStep);
}
////////////////////////////////////
// Simulate the physics
// lTime = GetApplicationTime();
Simulate(afTimeStep);
// LogUpdate(" Updating lowlevel physics took %d ms\n",mpWorld3D->GetSystem()->GetLowLevel()->GetTime() - lTime);
////////////////////////////////////
// Update the joints after simulation.
tPhysicsJointListIt JointIt = mlstJoints.begin();
for (; JointIt != mlstJoints.end();) {
iPhysicsJoint *pJoint = *JointIt;
pJoint->OnPhysicsUpdate();
if (pJoint->CheckBreakage()) {
JointIt = mlstJoints.erase(JointIt);
hplDelete(pJoint);
} else {
++JointIt;
}
}
////////////////////////////////////
// Update the rigid bodies after simulation.
BodyIt = mlstBodies.begin();
for (; BodyIt != mlstBodies.end(); ++BodyIt) {
iPhysicsBody *pBody = *BodyIt;
pBody->UpdateAfterSimulate(afTimeStep);
}
}
//-----------------------------------------------------------------------
void iPhysicsWorld::DestroyShape(iCollideShape *apShape) {
apShape->DecUserCount();
if (apShape->HasUsers() == false) {
STLFindAndDelete(mlstShapes, apShape);
}
}
//-----------------------------------------------------------------------
void iPhysicsWorld::DestroyBody(iPhysicsBody *apBody) {
// STLFindAndDelete(mlstBodies, apBody);
tPhysicsBodyListIt it = mlstBodies.begin();
for (; it != mlstBodies.end(); ++it) {
iPhysicsBody *pBody = *it;
if (pBody == apBody) {
if (mpWorld3D)
mpWorld3D->GetPortalContainer()->RemoveEntity(pBody);
pBody->Destroy();
hplDelete(pBody);
mlstBodies.erase(it);
return;
}
}
}
iPhysicsBody *iPhysicsWorld::GetBody(const tString &asName) {
return (iPhysicsBody *)STLFindByName(mlstBodies, asName);
}
cPhysicsBodyIterator iPhysicsWorld::GetBodyIterator() {
return cPhysicsBodyIterator(&mlstBodies);
}
//-----------------------------------------------------------------------
void iPhysicsWorld::GetBodiesInBV(cBoundingVolume *apBV, tPhysicsBodyList *apBodyList) {
tPhysicsBodyListIt BodyIt = mlstBodies.begin();
for (; BodyIt != mlstBodies.end(); ++BodyIt) {
iPhysicsBody *pBody = *BodyIt;
if (pBody->GetMass() > 0 && cMath::CheckCollisionBV(*apBV, *pBody->GetBV())) {
apBodyList->push_back(pBody);
}
}
}
void iPhysicsWorld::EnableBodiesInBV(cBoundingVolume *apBV, bool abEnabled) {
tPhysicsBodyListIt BodyIt = mlstBodies.begin();
for (; BodyIt != mlstBodies.end(); ++BodyIt) {
iPhysicsBody *pBody = *BodyIt;
if (pBody->GetMass() > 0 && cMath::CheckCollisionBV(*apBV, *pBody->GetBV())) {
// quick fix for oscillation, might skip
// if(pBody->GetJointNum()>0 && pBody->GetJoint(0)->GetLimitAutoSleep()) continue;
pBody->SetEnabled(abEnabled);
}
}
}
//-----------------------------------------------------------------------
void iPhysicsWorld::DestroyJoint(iPhysicsJoint *apJoint) {
STLFindAndDelete(mlstJoints, apJoint);
}
iPhysicsJoint *iPhysicsWorld::GetJoint(const tString &asName) {
return (iPhysicsJoint *)STLFindByName(mlstJoints, asName);
}
cPhysicsJointIterator iPhysicsWorld::GetJointIterator() {
return cPhysicsJointIterator(&mlstJoints);
}
//-----------------------------------------------------------------------
void iPhysicsWorld::DestroyCharacterBody(iCharacterBody *apBody) {
STLFindAndDelete(mlstCharBodies, apBody);
}
iPhysicsBody *iPhysicsWorld::GetCharacterBody(const tString &asName) {
return (iPhysicsBody *)STLFindByName(mlstCharBodies, asName);
}
//-----------------------------------------------------------------------
iPhysicsMaterial *iPhysicsWorld::GetMaterialFromName(const tString &asName) {
tPhysicsMaterialMapIt it = m_mapMaterials.find(asName);
if (it == m_mapMaterials.end()) {
return NULL;
}
iPhysicsMaterial *pMaterial = it->second;
if (pMaterial->IsPreloaded() == false && pMaterial->GetSurfaceData()) {
pMaterial->SetPreloaded(true);
pMaterial->GetSurfaceData()->PreloadData();
}
return pMaterial;
}
//-----------------------------------------------------------------------
cPhysicsMaterialIterator iPhysicsWorld::GetMaterialIterator() {
return cPhysicsMaterialIterator(&m_mapMaterials);
}
//-----------------------------------------------------------------------
void iPhysicsWorld::DestroyAll() {
STLDeleteAll(mlstCharBodies);
// Bodies
tPhysicsBodyListIt it = mlstBodies.begin();
for (; it != mlstBodies.end(); ++it) {
iPhysicsBody *pBody = *it;
pBody->Destroy();
hplDelete(pBody);
}
mlstBodies.clear();
STLDeleteAll(mlstShapes);
STLDeleteAll(mlstJoints);
STLDeleteAll(mlstControllers);
STLMapDeleteAll(m_mapMaterials);
}
//-----------------------------------------------------------------------
void iPhysicsWorld::AddSaveData(cSaveDataHandler *apHandler) {
////////////////////////////////
// Add all bodies
tPhysicsBodyListIt BodyIt = mlstBodies.begin();
for (; BodyIt != mlstBodies.end(); ++BodyIt) {
iPhysicsBody *pBody = *BodyIt;
if (pBody->IsSaved()) {
iSaveData *pData = pBody->CreateSaveData();
pBody->SaveToSaveData(pData);
apHandler->Add(pData);
}
}
////////////////////////////////
// Add all character bodies
tCharacterBodyListIt CharIt = mlstCharBodies.begin();
for (; CharIt != mlstCharBodies.end(); ++CharIt) {
iCharacterBody *pBody = *CharIt;
if (pBody->IsSaved()) {
iSaveData *pData = pBody->CreateSaveData();
pBody->SaveToSaveData(pData);
apHandler->Add(pData);
}
}
////////////////////////////////
// Add all joints
tPhysicsJointListIt JointIt = mlstJoints.begin();
for (; JointIt != mlstJoints.end(); ++JointIt) {
iPhysicsJoint *pJoint = *JointIt;
if (pJoint->IsSaved()) {
iSaveData *pData = pJoint->CreateSaveData();
pJoint->SaveToSaveData(pData);
apHandler->Add(pData);
}
}
}
//-----------------------------------------------------------------------
void iPhysicsWorld::DestroyController(iPhysicsController *apController) {
STLFindAndDelete(mlstControllers, apController);
}
//-----------------------------------------------------------------------
void iPhysicsWorld::RenderContactPoints(iLowLevelGraphics *apLowLevel, const cColor &aPointColor,
const cColor &aLineColor) {
for (size_t i = 0; i < mvContactPoints.size(); i++) {
apLowLevel->DrawSphere(mvContactPoints[i].mvPoint, 0.2f, aPointColor);
apLowLevel->DrawLine(mvContactPoints[i].mvPoint,
mvContactPoints[i].mvNormal * mvContactPoints[i].mfDepth * 0.2f,
aLineColor);
// Log("Rendering\n");
}
}
//-----------------------------------------------------------------------
bool iPhysicsWorld::CheckShapeWorldCollision(cVector3f *apNewPos,
iCollideShape *apShape, const cMatrixf &a_mtxTransform,
iPhysicsBody *apSkipBody, bool abSkipStatic, bool abIsCharacter,
iPhysicsWorldCollisionCallback *apCallback,
bool abCollideCharacter,
bool abDebug) {
cCollideData collideData;
cVector3f vPushVec(0, 0, 0);
bool bCollide = false;
cBoundingVolume boundingVolume = apShape->GetBoundingVolume();
boundingVolume.SetTransform(cMath::MatrixMul(a_mtxTransform, boundingVolume.GetTransform()));
// Log("MAIN Position: %s Size: %s\n",boundingVolume.GetWorldCenter().ToString().c_str(),
// boundingVolume.GetSize().ToString().c_str());
// if(abDebug)Log("--------------\n");
// tPhysicsBodyListIt it = mlstBodies.begin();
// for(; it != mlstBodies.end(); ++it)
cPortalContainerEntityIterator entIt = mpWorld3D->GetPortalContainer()->GetEntityIterator(&boundingVolume);
while (entIt.HasNext()) {
// iPhysicsBody *pBody = *it;
iPhysicsBody *pBody = static_cast<iPhysicsBody *>(entIt.Next());
// if(abDebug) Log("Checking %s\n",pBody->GetName().c_str());
if (pBody->IsCharacter() && abCollideCharacter == false)
continue;
if (pBody->IsActive() == false)
continue;
if (pBody == apSkipBody)
continue;
if (abSkipStatic && pBody->GetMass() == 0)
continue;
if (abIsCharacter && pBody->GetCollideCharacter() == false)
continue;
if (abIsCharacter == false && pBody->GetCollide() == false)
continue;
if (cMath::CheckCollisionBV(boundingVolume, *pBody->GetBV()) == false) {
// if(abDebug) Log(" BV not collided\n");
continue;
}
collideData.SetMaxSize(32);
bool bRet = CheckShapeCollision(apShape, a_mtxTransform, pBody->GetShape(), pBody->GetLocalMatrix(),
collideData, 32, true);
if (bRet) {
// if(abDebug) Log(" Collided with '%s'\n",pBody->GetName().c_str());
if (apCallback)
apCallback->OnCollision(pBody, &collideData);
for (int i = 0; i < collideData.mlNumOfPoints; i++) {
cCollidePoint &point = collideData.mvContactPoints[i];
cVector3f vPush = point.mvNormal * point.mfDepth;
if (ABS(vPushVec.x) < ABS(vPush.x))
vPushVec.x = vPush.x;
if (ABS(vPushVec.y) < ABS(vPush.y))
vPushVec.y = vPush.y;
if (ABS(vPushVec.z) < ABS(vPush.z))
vPushVec.z = vPush.z;
}
bCollide = true;
}
}
// Log("--------------\n");
if (apNewPos)
*apNewPos = a_mtxTransform.GetTranslation() + vPushVec;
return bCollide;
}
//-----------------------------------------------------------------------
} // namespace hpl