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authorErwin Coumans <blender@erwincoumans.com>2008-09-29 07:09:03 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-29 07:09:03 +0400
commit0b622fc07f1a19c4fbc72782f6000814b66b2088 (patch)
treea0cc270ca6238e42acb5845e1f735e07d9c55be8
parent25fc47aaf2a7898b81eb4617a1cd877832d675c2 (diff)
added anisotropic friction support for Bullet. Both for static and dynamic objects
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.cpp4
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h17
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp44
-rw-r--r--extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp1
-rw-r--r--source/blender/src/buttons_logic.c22
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp8
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp5
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h7
8 files changed, 99 insertions, 9 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.cpp b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.cpp
index eebd0c99fcb..846c9b9b989 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.cpp
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.cpp
@@ -17,7 +17,9 @@ subject to the following restrictions:
#include "btCollisionObject.h"
btCollisionObject::btCollisionObject()
- : m_broadphaseHandle(0),
+ : m_anisotropicFriction(1.f,1.f,1.f),
+ m_hasAnisotropicFriction(false),
+ m_broadphaseHandle(0),
m_collisionShape(0),
m_rootCollisionShape(0),
m_collisionFlags(btCollisionObject::CF_STATIC_OBJECT),
diff --git a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
index 0961f3e75c9..8442868cf89 100644
--- a/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
+++ b/extern/bullet2/src/BulletCollision/CollisionDispatch/btCollisionObject.h
@@ -49,6 +49,9 @@ protected:
//without destroying the continuous interpolated motion (which uses this interpolation velocities)
btVector3 m_interpolationLinearVelocity;
btVector3 m_interpolationAngularVelocity;
+ btVector3 m_anisotropicFriction;
+ bool m_hasAnisotropicFriction;
+
btBroadphaseProxy* m_broadphaseHandle;
btCollisionShape* m_collisionShape;
@@ -119,6 +122,20 @@ public:
return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE) )==0);
}
+ const btVector3& getAnisotropicFriction() const
+ {
+ return m_anisotropicFriction;
+ }
+ void setAnisotropicFriction(const btVector3& anisotropicFriction)
+ {
+ m_anisotropicFriction = anisotropicFriction;
+ m_hasAnisotropicFriction = (anisotropicFriction[0]!=1.f) || (anisotropicFriction[1]!=1.f) || (anisotropicFriction[2]!=1.f);
+ }
+ bool hasAnisotropicFriction() const
+ {
+ return m_hasAnisotropicFriction;
+ }
+
SIMD_FORCE_INLINE bool isStaticObject() const {
return (m_collisionFlags & CF_STATIC_OBJECT) != 0;
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
index b8afbd6aac5..2911d52e5ea 100644
--- a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
@@ -149,6 +149,7 @@ void initSolverBody(btSolverBody* solverBody, btCollisionObject* collisionObject
solverBody->m_originalBody = 0;
solverBody->m_angularFactor = 1.f;
}
+
solverBody->m_pushVelocity.setValue(0.f,0.f,0.f);
solverBody->m_turnVelocity.setValue(0.f,0.f,0.f);
}
@@ -292,7 +293,7 @@ btScalar resolveSingleCollisionCombinedCacheFriendly(
return normalImpulse;
}
-
+//#define NO_FRICTION_TANGENTIALS 1
#ifndef NO_FRICTION_TANGENTIALS
btScalar resolveSingleFrictionCacheFriendly(
@@ -396,7 +397,7 @@ btScalar resolveSingleFrictionCacheFriendly(
return 0.f;
- body1.getVelocityInLocalPoint(contactConstraint.m_rel_posA,vel1);
+ body1.getVelocityInLocalPoint(contactConstraint.m_relpos1CrossNormal,vel1);
body2.getVelocityInLocalPoint(contactConstraint.m_rel_posB,vel2);
btVector3 vel = vel1 - vel2;
btScalar rel_vel;
@@ -421,9 +422,9 @@ btScalar resolveSingleFrictionCacheFriendly(
(body1.m_invMass + body2.m_invMass + lat_vel.dot(temp1.cross(rel_pos1) + temp2.cross(rel_pos2)));
btScalar normal_impulse = contactConstraint.m_appliedImpulse * combinedFriction;
- GEN_set_min(friction_impulse, normal_impulse);
- GEN_set_max(friction_impulse, -normal_impulse);
- body1.applyImpulse(lat_vel * -friction_impulse, rel_pos1);
+ btSetMin(friction_impulse, normal_impulse);
+ btSetMin(friction_impulse, -normal_impulse);
+ body1.internalApplyImpulse(lat_vel * -friction_impulse, rel_pos1);
body2.applyImpulse(lat_vel * friction_impulse, rel_pos2);
}
}
@@ -495,6 +496,23 @@ void btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3&
}
+void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection);
+void applyAnisotropicFriction(btCollisionObject* colObj,btVector3& frictionDirection)
+{
+ if (colObj && colObj->hasAnisotropicFriction())
+ {
+ // transform to local coordinates
+ btVector3 loc_lateral = frictionDirection * colObj->getWorldTransform().getBasis();
+ const btVector3& friction_scaling = colObj->getAnisotropicFriction();
+ //apply anisotropic friction
+ loc_lateral *= friction_scaling;
+ // ... and transform it back to global coordinates
+ frictionDirection = colObj->getWorldTransform().getBasis() * loc_lateral;
+ }
+}
+
+
+
btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** /*bodies */,int /*numBodies */,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
{
@@ -755,19 +773,31 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
if (!cp.m_lateralFrictionInitialized)
{
cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
+
+ //scale anisotropic friction
+
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
+
btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
+
+
if (lat_rel_vel > SIMD_EPSILON)//0.0f)
{
cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
- cp.m_lateralFrictionDir2.normalize();//??
+ cp.m_lateralFrictionDir2.normalize();
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
+
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
} else
{
//re-calculate friction direction every frame, todo: check if this is really needed
-
btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
+ applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
+ applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
}
diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp
index e2afb687ac6..93d70de39d8 100644
--- a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp
+++ b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.cpp
@@ -45,6 +45,7 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
m_angularFactor = btScalar(1.);
+ m_anisotropicFriction.setValue(1.f,1.f,1.f);
m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 58fb2d456b9..3d6a82aef57 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -3072,6 +3072,25 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
xco, yco, 118, 19, &ob->margin, 0.0, 1.0, 1, 0,
"Collision margin");
}
+ uiDefButBitI(block, TOG, OB_ANISOTROPIC_FRICTION, B_REDR, "Anisotropic",
+ xco+120, yco, 120, 19,
+ &ob->gameflag, 0.0, 1.0, 10, 0,
+ "Enable anisotropic friction");
+
+ yco-=25;
+
+ if (ob->gameflag & OB_ANISOTROPIC_FRICTION) {
+ uiDefButF(block, NUM, 0, "X:",
+ xco, yco, 80, 19,&ob->anisotropicFriction[0], 0.0, 1.0, 10, 0,
+ "Relative friction coefficient in the x-direction.");
+ uiDefButF(block, NUM, 0, "Y:",
+ xco+80, yco, 80, 19,&ob->anisotropicFriction[1], 0.0, 1.0, 10, 0,
+ "Relative friction coefficient in the y-direction.");
+ uiDefButF(block, NUM, 0, "Z:",
+ xco+160, yco, 80, 19,&ob->anisotropicFriction[2], 0.0, 1.0, 10, 0,
+ "Relative friction coefficient in the z-direction.");
+ }
+
}
uiBlockSetDirection(block, UI_TOP);
@@ -3110,6 +3129,9 @@ void buttons_bullet(uiBlock *block, Object *ob)
uiBlockSetCol(block, TH_BUT_SETTING2);
uiBlockBeginAlign(block);
+
+
+
uiDefButBitI(block, TOG, OB_GHOST, 0, "Ghost", 10, 182, 60, 19,
&ob->gameflag, 0, 0, 0, 0,
"Objects that don't restitute collisions (like a ghost)");
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index e4c7e7f9317..68e0997aec0 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1025,6 +1025,14 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
//need a bit of damping, else system doesn't behave well
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
+ ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
+ ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);
+
+ //smprop->m_do_fh = kxshapeprops->m_do_fh;
+ //smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
+
+
+
///////////////////
ci.m_gamesoftFlag = objprop->m_gamesoftFlag;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 166731459e7..8ec040e89ee 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -500,6 +500,11 @@ void CcdPhysicsController::CreateRigidbody()
body->setAngularFactor(0.f);
}
}
+ if (m_object && m_cci.m_do_anisotropic)
+ {
+ m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
+ }
+
}
static void DeleteBulletShape(btCollisionShape* shape)
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 1366764eb63..f001d6043cb 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -186,7 +186,9 @@ struct CcdConstructionInfo
m_MotionState(0),
m_shapeInfo(0),
m_physicsEnv(0),
- m_inertiaFactor(1.f)
+ m_inertiaFactor(1.f),
+ m_do_anisotropic(false),
+ m_anisotropicFriction(1.f,1.f,1.f)
{
}
@@ -259,6 +261,9 @@ struct CcdConstructionInfo
CcdPhysicsEnvironment* m_physicsEnv; //needed for self-replication
float m_inertiaFactor;//tweak the inertia (hooked up to Blender 'formfactor'
+ bool m_do_anisotropic;
+ btVector3 m_anisotropicFriction;
+
};