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Copy pathPhysWorld.cpp
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205 lines (182 loc) · 6.21 KB
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#include "PhysWorld.h"
#include "PhysicsEvent.h"
#include "Core/Logger.h"
#include "reactphysics3d/reactphysics3d.h"
namespace sh::phys
{
class GroundRaycastCallback : public reactphysics3d::RaycastCallback
{
public:
struct HitInfo
{
float hitFraction = 0.0f;
reactphysics3d::Vector3 worldPoint;
reactphysics3d::Vector3 worldNormal;
void* rigidBodyHandle = nullptr;
};
bool hit = false;
std::vector<HitPoint> infos;
// 모든 히트 수집
virtual auto notifyRaycastHit(const reactphysics3d::RaycastInfo& info) -> reactphysics3d::decimal override
{
hit = true;
HitPoint hit{};
hit.fraction = info.hitFraction;
hit.hitNormal = { info.worldNormal.x, info.worldNormal.y, info.worldNormal.z };
hit.hitPoint = { info.worldPoint.x, info.worldPoint.y, info.worldPoint.z };
hit.rigidBodyHandle = info.collider->getBody();
infos.push_back(hit);
return 1.0f;
}
};
class GroundRaycastCallbackOnce : public reactphysics3d::RaycastCallback
{
public:
bool hit = false;
// 첫 히트 시 종료
virtual auto notifyRaycastHit(const reactphysics3d::RaycastInfo& info) -> reactphysics3d::decimal override
{
hit = true;
return 0.0f;
}
};
class CustomEventListener : public reactphysics3d::EventListener
{
public:
virtual void onContact(const reactphysics3d::CollisionCallback::CallbackData& callbackData) override
{
if (bus == nullptr)
return;
for (uint32_t i = 0; i < callbackData.getNbContactPairs(); ++i)
{
const auto& pair = callbackData.getContactPair(i);
auto type = pair.getEventType();
PhysicsEvent evt{};
evt.rigidBody1Handle = pair.getBody1();
evt.rigidBody2Handle = pair.getBody2();
evt.collider1Handle = pair.getCollider1();
evt.collider2Handle = pair.getCollider2();
if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactStart)
evt.type = PhysicsEvent::Type::CollisionEnter;
else if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactStay)
evt.type = PhysicsEvent::Type::CollisionStay;
else if (type == reactphysics3d::CollisionCallback::ContactPair::EventType::ContactExit)
evt.type = PhysicsEvent::Type::CollisionExit;
evt.contactCount = pair.getNbContactPoints();
evt.getContactPointFn =
[&](phys::ContactPoint& cp, uint32_t idx)
{
auto contactPoint = pair.getContactPoint(idx);
const auto& localPoint1 = contactPoint.getLocalPointOnCollider1();
const auto& localPoint2 = contactPoint.getLocalPointOnCollider2();
const auto& normal = contactPoint.getWorldNormal();
cp.localPointOnCollider1 = { localPoint1.x, localPoint1.y, localPoint1.z };
cp.localPointOnCollider2 = { localPoint2.x, localPoint2.y, localPoint2.z };
cp.penetrationDepth = contactPoint.getPenetrationDepth();
cp.worldNormal = { normal.x, normal.y, normal.z };
};
bus->Publish(evt);
}
}
virtual void onTrigger(const reactphysics3d::OverlapCallback::CallbackData& callbackData) override
{
if (bus == nullptr)
return;
for (uint32_t i = 0; i < callbackData.getNbOverlappingPairs(); i++)
{
const auto& pair = callbackData.getOverlappingPair(i);
auto type = pair.getEventType();
if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapStay)
continue;
PhysicsEvent evt{};
evt.rigidBody1Handle = pair.getBody1();
evt.rigidBody2Handle = pair.getBody2();
evt.collider1Handle = pair.getCollider1();
evt.collider2Handle = pair.getCollider2();
evt.contactCount = 0;
if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapStart)
evt.type = PhysicsEvent::Type::TriggerEnter;
else if (type == reactphysics3d::OverlapCallback::OverlapPair::EventType::OverlapExit)
evt.type = PhysicsEvent::Type::TriggerExit;
bus->Publish(evt);
}
}
public:
core::EventBus* bus;
};
struct PhysWorld::Impl
{
reactphysics3d::PhysicsCommon physicsCommon;
reactphysics3d::PhysicsWorld* world = nullptr;
CustomEventListener eventListener;
};
SH_PHYS_API PhysWorld::PhysWorld()
{
impl = std::make_unique<Impl>();
impl->world = impl->physicsCommon.createPhysicsWorld();
impl->eventListener.bus = &bus;
impl->world->setEventListener(&impl->eventListener);
}
PhysWorld::PhysWorld(PhysWorld&& other) noexcept :
impl(std::move(other.impl))
{
}
SH_PHYS_API PhysWorld::~PhysWorld()
{
SH_INFO("~PhysWorld()");
}
SH_PHYS_API void PhysWorld::Clean()
{
impl->physicsCommon.destroyPhysicsWorld(impl->world);
}
SH_PHYS_API void PhysWorld::Update(float deltaTime)
{
impl->world->update(deltaTime);
}
SH_PHYS_API auto PhysWorld::RayCastHit(const Ray& ray, Tagbit allowedTag) const -> bool
{
reactphysics3d::Vector3 start{ ray.origin.x, ray.origin.y, ray.origin.z };
reactphysics3d::Vector3 dir{ ray.direction.x, ray.direction.y, ray.direction.z };
dir.normalize();
reactphysics3d::Ray reactPhysRay{ start , start + dir * ray.distance };
GroundRaycastCallbackOnce callback;
impl->world->raycast(reactPhysRay, &callback, allowedTag);
return callback.hit;
}
SH_PHYS_API auto PhysWorld::RayCast(const Ray& ray, Tagbit allowedTag) const -> std::vector<HitPoint>
{
reactphysics3d::Vector3 start{ ray.origin.x, ray.origin.y, ray.origin.z };
reactphysics3d::Vector3 dir{ ray.direction.x, ray.direction.y, ray.direction.z };
dir.normalize();
reactphysics3d::Ray reactPhysRay{ start , start + dir * ray.distance };
GroundRaycastCallback callback;
impl->world->raycast(reactPhysRay, &callback, allowedTag);
if (!callback.hit)
return {};
std::vector<HitPoint> hits = std::move(callback.infos);
std::sort(hits.begin(), hits.end(),
[](const HitPoint& left, const HitPoint& right)
{
return left.fraction < right.fraction;
}
);
return hits;
}
SH_PHYS_API auto PhysWorld::GetContext() const -> ContextHandle
{
return &impl->physicsCommon;
}
SH_PHYS_API auto PhysWorld::GetNative() const -> PhysicsWorldHandle
{
return impl->world;
}
SH_PHYS_API void PhysWorld::SetGravity(const glm::vec3& gravity)
{
impl->world->setGravity({ gravity.x,gravity.y,gravity.z });
}
SH_PHYS_API auto PhysWorld::GetGravity() const -> glm::vec3
{
auto g = impl->world->getGravity();
return glm::vec3{ g.x, g.y, g.z };
}
}//namespace