| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #include "Physics/BsPhysics.h" |
| 4 | #include "Physics/BsRigidbody.h" |
| 5 | #include "Math/BsRay.h" |
| 6 | #include "Components/BsCCollider.h" |
| 7 | |
| 8 | namespace bs |
| 9 | { |
| 10 | Physics::Physics(const PHYSICS_INIT_DESC& init) |
| 11 | { |
| 12 | memset(mCollisionMap, 1, CollisionMapSize * CollisionMapSize * sizeof(bool)); |
| 13 | } |
| 14 | |
| 15 | void Physics::toggleCollision(UINT64 groupA, UINT64 groupB, bool enabled) |
| 16 | { |
| 17 | assert(groupA < CollisionMapSize && groupB < CollisionMapSize); |
| 18 | |
| 19 | Lock lock(mMutex); |
| 20 | mCollisionMap[groupA][groupB] = enabled; |
| 21 | } |
| 22 | |
| 23 | bool Physics::isCollisionEnabled(UINT64 groupA, UINT64 groupB) const |
| 24 | { |
| 25 | assert(groupA < CollisionMapSize && groupB < CollisionMapSize); |
| 26 | |
| 27 | enum class MyFlag |
| 28 | { |
| 29 | Flag1 = 1 << 0, |
| 30 | Flag2 = 1 << 1, |
| 31 | Flag3 = 1 << 2 |
| 32 | }; |
| 33 | |
| 34 | Lock lock(mMutex); |
| 35 | return mCollisionMap[groupA][groupB]; |
| 36 | } |
| 37 | |
| 38 | bool PhysicsScene::rayCast(const Ray& ray, PhysicsQueryHit& hit, UINT64 layer, float max) const |
| 39 | { |
| 40 | return rayCast(ray.getOrigin(), ray.getDirection(), hit, layer, max); |
| 41 | } |
| 42 | |
| 43 | Vector<PhysicsQueryHit> PhysicsScene::rayCastAll(const Ray& ray, UINT64 layer, float max) const |
| 44 | { |
| 45 | return rayCastAll(ray.getOrigin(), ray.getDirection(), layer, max); |
| 46 | } |
| 47 | |
| 48 | bool PhysicsScene::rayCastAny(const Ray& ray, UINT64 layer, float max) const |
| 49 | { |
| 50 | return rayCastAny(ray.getOrigin(), ray.getDirection(), layer, max); |
| 51 | } |
| 52 | |
| 53 | Vector<HCollider> rawToComponent(const Vector<Collider*>& raw) |
| 54 | { |
| 55 | if (raw.empty()) |
| 56 | return Vector<HCollider>(0); |
| 57 | |
| 58 | Vector<HCollider> output; |
| 59 | for (auto& entry : raw) |
| 60 | { |
| 61 | if (entry == nullptr) |
| 62 | continue; |
| 63 | |
| 64 | CCollider* component = (CCollider*)entry->_getOwner(PhysicsOwnerType::Component); |
| 65 | if (component == nullptr) |
| 66 | continue; |
| 67 | |
| 68 | output.push_back(static_object_cast<CCollider>(component->getHandle())); |
| 69 | } |
| 70 | |
| 71 | return output; |
| 72 | } |
| 73 | |
| 74 | Vector<HCollider> PhysicsScene::boxOverlap(const AABox& box, const Quaternion& rotation, UINT64 layer) const |
| 75 | { |
| 76 | return rawToComponent(_boxOverlap(box, rotation, layer)); |
| 77 | } |
| 78 | |
| 79 | Vector<HCollider> PhysicsScene::sphereOverlap(const Sphere& sphere, UINT64 layer) const |
| 80 | { |
| 81 | return rawToComponent(_sphereOverlap(sphere, layer)); |
| 82 | } |
| 83 | |
| 84 | Vector<HCollider> PhysicsScene::capsuleOverlap(const Capsule& capsule, const Quaternion& rotation, UINT64 layer) const |
| 85 | { |
| 86 | return rawToComponent(_capsuleOverlap(capsule, rotation, layer)); |
| 87 | } |
| 88 | |
| 89 | Vector<HCollider> PhysicsScene::convexOverlap(const HPhysicsMesh& mesh, const Vector3& position, |
| 90 | const Quaternion& rotation, UINT64 layer) const |
| 91 | { |
| 92 | return rawToComponent(_convexOverlap(mesh, position, rotation, layer)); |
| 93 | } |
| 94 | |
| 95 | Physics& gPhysics() |
| 96 | { |
| 97 | return Physics::instance(); |
| 98 | } |
| 99 | } |