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authorSergej Reich <sergej.reich@googlemail.com>2013-01-23 09:56:56 +0400
committerSergej Reich <sergej.reich@googlemail.com>2013-01-23 09:56:56 +0400
commit47c96081d00f2edfb1148d5d7c276489f03a8581 (patch)
tree51f1b93916d4042313dad5bc3907dcc6e0b33503 /source/blender/blenkernel/intern/rigidbody.c
parentcdc8ed24bfc771e8fcf729ce23db9ab060ade87d (diff)
rigidbody: Add rigid body constraints
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
Diffstat (limited to 'source/blender/blenkernel/intern/rigidbody.c')
-rw-r--r--source/blender/blenkernel/intern/rigidbody.c320
1 files changed, 319 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/rigidbody.c b/source/blender/blenkernel/intern/rigidbody.c
index 359c46f2b0e..d4a7013fb8f 100644
--- a/source/blender/blenkernel/intern/rigidbody.c
+++ b/source/blender/blenkernel/intern/rigidbody.c
@@ -74,13 +74,23 @@
/* Free rigidbody world */
void BKE_rigidbody_free_world(RigidBodyWorld *rbw)
{
- GroupObject *go;
/* sanity check */
if (!rbw)
return;
if (rbw->physics_world) {
/* free physics references, we assume that all physics objects in will have been added to the world */
+ GroupObject *go;
+ if (rbw->constraints) {
+ for (go = rbw->constraints->gobject.first; go; go = go->next) {
+ if (go->ob && go->ob->rigidbody_constraint) {
+ RigidBodyCon *rbc = go->ob->rigidbody_constraint;
+
+ if (rbc->physics_constraint)
+ RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint);
+ }
+ }
+ }
if (rbw->group) {
for (go = rbw->group->gobject.first; go; go = go->next) {
if (go->ob && go->ob->rigidbody_object) {
@@ -134,6 +144,26 @@ void BKE_rigidbody_free_object(Object *ob)
ob->rigidbody_object = NULL;
}
+/* Free RigidBody constraint and sim instance */
+void BKE_rigidbody_free_constraint(Object *ob)
+{
+ RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL;
+
+ /* sanity check */
+ if (rbc == NULL)
+ return;
+
+ /* free physics reference */
+ if (rbc->physics_constraint) {
+ RB_constraint_delete(rbc->physics_constraint);
+ rbc->physics_constraint = NULL;
+ }
+
+ /* free data itself */
+ MEM_freeN(rbc);
+ ob->rigidbody_constraint = NULL;
+}
+
/* Copying Methods --------------------- */
/* These just copy the data, clearing out references to physics objects.
@@ -161,6 +191,27 @@ RigidBodyOb *BKE_rigidbody_copy_object(Object *ob)
return rboN;
}
+RigidBodyCon *BKE_rigidbody_copy_constraint(Object *ob)
+{
+ RigidBodyCon *rbcN = NULL;
+
+ if (ob->rigidbody_constraint) {
+ /* just duplicate the whole struct first (to catch all the settings) */
+ rbcN = MEM_dupallocN(ob->rigidbody_constraint);
+
+ // RB_TODO be more clever about copying constrained objects
+
+ /* tag object as needing to be verified */
+ rbcN->flag |= RBC_FLAG_NEEDS_VALIDATE;
+
+ /* clear out all the fields which need to be revalidated later */
+ rbcN->physics_constraint = NULL;
+ }
+
+ /* return new copy of settings */
+ return rbcN;
+}
+
/* ************************************** */
/* Setup Utilities - Validate Sim Instances */
@@ -381,6 +432,7 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short re
return;
/* make sure collision shape exists */
+ /* FIXME we shouldn't always have to rebuild collision shapes when rebuilding objects, but it's needed for constraints to update correctly */
if (rbo->physics_shape == NULL || rebuild)
BKE_rigidbody_validate_sim_shape(ob, true);
@@ -428,6 +480,151 @@ void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short re
/* --------------------- */
+/* Create physics sim representation of constraint given rigid body constraint settings
+ * < rebuild: even if an instance already exists, replace it
+ */
+void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, short rebuild)
+{
+ RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL;
+ float loc[3];
+ float rot[4];
+ float lin_lower;
+ float lin_upper;
+ float ang_lower;
+ float ang_upper;
+
+ /* sanity checks:
+ * - object should have a rigid body constraint
+ * - rigid body constraint should have at least one constrained object
+ */
+ if (rbc == NULL) {
+ return;
+ }
+
+ if (ELEM4(NULL, rbc->ob1, rbc->ob1->rigidbody_object, rbc->ob2, rbc->ob2->rigidbody_object)) {
+ if (rbc->physics_constraint) {
+ RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint);
+ RB_constraint_delete(rbc->physics_constraint);
+ rbc->physics_constraint = NULL;
+ }
+ return;
+ }
+
+ if (rbc->physics_constraint) {
+ if (rebuild == false)
+ RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint);
+ }
+ if (rbc->physics_constraint == NULL || rebuild) {
+ rbRigidBody *rb1 = rbc->ob1->rigidbody_object->physics_object;
+ rbRigidBody *rb2 = rbc->ob2->rigidbody_object->physics_object;
+
+ /* remove constraint if it already exists before creating a new one */
+ if (rbc->physics_constraint) {
+ RB_constraint_delete(rbc->physics_constraint);
+ rbc->physics_constraint = NULL;
+ }
+
+ mat4_to_loc_quat(loc, rot, ob->obmat);
+
+ if (rb1 && rb2) {
+ switch (rbc->type) {
+ case RBC_TYPE_POINT:
+ rbc->physics_constraint = RB_constraint_new_point(loc, rb1, rb2);
+ break;
+ case RBC_TYPE_FIXED:
+ rbc->physics_constraint = RB_constraint_new_fixed(loc, rot, rb1, rb2);
+ break;
+ case RBC_TYPE_HINGE:
+ rbc->physics_constraint = RB_constraint_new_hinge(loc, rot, rb1, rb2);
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_Z) {
+ RB_constraint_set_limits_hinge(rbc->physics_constraint, rbc->limit_ang_z_lower, rbc->limit_ang_z_upper);
+ }
+ else
+ RB_constraint_set_limits_hinge(rbc->physics_constraint, 0.0f, -1.0f);
+ break;
+ case RBC_TYPE_SLIDER:
+ rbc->physics_constraint = RB_constraint_new_slider(loc, rot, rb1, rb2);
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_X)
+ RB_constraint_set_limits_slider(rbc->physics_constraint, rbc->limit_lin_x_lower, rbc->limit_lin_x_upper);
+ else
+ RB_constraint_set_limits_slider(rbc->physics_constraint, 0.0f, -1.0f);
+ break;
+ case RBC_TYPE_PISTON:
+ rbc->physics_constraint = RB_constraint_new_piston(loc, rot, rb1, rb2);
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_X) {
+ lin_lower = rbc->limit_lin_x_lower;
+ lin_upper = rbc->limit_lin_x_upper;
+ }
+ else {
+ lin_lower = 0.0f;
+ lin_upper = -1.0f;
+ }
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_X) {
+ ang_lower = rbc->limit_ang_x_lower;
+ ang_upper = rbc->limit_ang_x_upper;
+ }
+ else {
+ ang_lower = 0.0f;
+ ang_upper = -1.0f;
+ }
+ RB_constraint_set_limits_piston(rbc->physics_constraint, lin_lower, lin_upper, ang_lower, ang_upper);
+ break;
+ case RBC_TYPE_6DOF:
+ rbc->physics_constraint = RB_constraint_new_6dof(loc, rot, rb1, rb2);
+
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_X)
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_X, rbc->limit_lin_x_lower, rbc->limit_lin_x_upper);
+ else
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_X, 0.0f, -1.0f);
+
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_Y)
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Y, rbc->limit_lin_y_lower, rbc->limit_lin_y_upper);
+ else
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Y, 0.0f, -1.0f);
+
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_Z)
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Z, rbc->limit_lin_z_lower, rbc->limit_lin_z_upper);
+ else
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Z, 0.0f, -1.0f);
+
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_X)
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_X, rbc->limit_ang_x_lower, rbc->limit_ang_x_upper);
+ else
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_X, 0.0f, -1.0f);
+
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_Y)
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Y, rbc->limit_ang_y_lower, rbc->limit_ang_y_upper);
+ else
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Y, 0.0f, -1.0f);
+
+ if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_Z)
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Z, rbc->limit_ang_z_lower, rbc->limit_ang_z_upper);
+ else
+ RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Z, 0.0f, -1.0f);
+ break;
+ }
+ }
+
+ RB_constraint_set_enabled(rbc->physics_constraint, rbc->flag & RBC_FLAG_ENABLED);
+
+ if (rbc->flag & RBC_FLAG_USE_BREAKING)
+ RB_constraint_set_breaking_threshold(rbc->physics_constraint, rbc->breaking_threshold);
+ else
+ RB_constraint_set_breaking_threshold(rbc->physics_constraint, FLT_MAX);
+
+ if (rbc->flag & RBC_FLAG_OVERRIDE_SOLVER_ITERATIONS)
+ RB_constraint_set_solver_iterations(rbc->physics_constraint, rbc->num_solver_iterations);
+ else
+ RB_constraint_set_solver_iterations(rbc->physics_constraint, -1);
+ }
+
+ if (rbw && rbw->physics_world && rbc->physics_constraint) {
+ RB_dworld_add_constraint(rbw->physics_world, rbc->physics_constraint, rbc->flag & RBC_FLAG_DISABLE_COLLISIONS);
+ }
+}
+
+/* --------------------- */
+
/* Create physics sim world given RigidBody world settings */
// NOTE: this does NOT update object references that the scene uses, in case those aren't ready yet!
void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short rebuild)
@@ -536,6 +733,55 @@ RigidBodyOb *BKE_rigidbody_create_object(Scene *scene, Object *ob, short type)
return rbo;
}
+/* Add rigid body constraint to the specified object */
+RigidBodyCon *BKE_rigidbody_create_constraint(Scene *scene, Object *ob, short type)
+{
+ RigidBodyCon *rbc;
+ RigidBodyWorld *rbw = scene->rigidbody_world;
+
+ /* sanity checks
+ * - rigidbody world must exist
+ * - object must exist
+ * - cannot add constraint if it already exists
+ */
+ if (ob == NULL || (ob->rigidbody_constraint != NULL))
+ return NULL;
+
+ /* create new settings data, and link it up */
+ rbc = MEM_callocN(sizeof(RigidBodyCon), "RigidBodyCon");
+
+ /* set default settings */
+ rbc->type = type;
+
+ rbc->ob1 = NULL;
+ rbc->ob2 = NULL;
+
+ rbc->flag |= RBC_FLAG_ENABLED;
+ rbc->flag |= RBC_FLAG_DISABLE_COLLISIONS;
+
+ rbc->breaking_threshold = 10.0f; /* no good default here, just use 10 for now */
+ rbc->num_solver_iterations = 10; /* 10 is Bullet default */
+
+ rbc->limit_lin_x_lower = -1.0f;
+ rbc->limit_lin_x_upper = 1.0f;
+ rbc->limit_lin_y_lower = -1.0f;
+ rbc->limit_lin_y_upper = 1.0f;
+ rbc->limit_lin_z_lower = -1.0f;
+ rbc->limit_lin_z_upper = 1.0f;
+ rbc->limit_ang_x_lower = -M_PI_4;
+ rbc->limit_ang_x_upper = M_PI_4;
+ rbc->limit_ang_y_lower = -M_PI_4;
+ rbc->limit_ang_y_upper = M_PI_4;
+ rbc->limit_ang_z_lower = -M_PI_4;
+ rbc->limit_ang_z_upper = M_PI_4;
+
+ /* flag cache as outdated */
+ BKE_rigidbody_cache_reset(rbw);
+
+ /* return this object */
+ return rbc;
+}
+
/* ************************************** */
/* Utilities API */
@@ -555,6 +801,7 @@ void BKE_rigidbody_remove_object(Scene *scene, Object *ob)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
RigidBodyOb *rbo = ob->rigidbody_object;
+ RigidBodyCon *rbc;
GroupObject *go;
int i;
@@ -572,9 +819,46 @@ void BKE_rigidbody_remove_object(Scene *scene, Object *ob)
}
}
}
+
+ /* remove object from rigid body constraints */
+ if (rbw->constraints) {
+ for (go = rbw->constraints->gobject.first; go; go = go->next) {
+ Object *obt = go->ob;
+ if (obt) {
+ rbc = obt->rigidbody_constraint;
+ if (rbc->ob1 == ob) {
+ rbc->ob1 = NULL;
+ rbc->flag |= RBC_FLAG_NEEDS_VALIDATE;
+ }
+ if (rbc->ob2 == ob) {
+ rbc->ob2 = NULL;
+ rbc->flag |= RBC_FLAG_NEEDS_VALIDATE;
+ }
+ }
+ }
+ }
}
+
/* remove object's settings */
BKE_rigidbody_free_object(ob);
+
+ /* flag cache as outdated */
+ BKE_rigidbody_cache_reset(rbw);
+}
+
+void BKE_rigidbody_remove_constraint(Scene *scene, Object *ob)
+{
+ RigidBodyWorld *rbw = scene->rigidbody_world;
+ RigidBodyCon *rbc = ob->rigidbody_constraint;
+
+ if (rbw) {
+ /* remove from rigidbody world, free object won't do this */
+ if (rbw && rbw->physics_world && rbc->physics_constraint)
+ RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint);
+ }
+ /* remove object's settings */
+ BKE_rigidbody_free_constraint(ob);
+
/* flag cache as outdated */
BKE_rigidbody_cache_reset(rbw);
}
@@ -746,6 +1030,40 @@ static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int r
rigidbody_update_sim_ob(scene, rbw, ob, rbo);
}
}
+ /* update constraints */
+ if (rbw->constraints == NULL) /* no constraints, move on */
+ return;
+ for (go = rbw->constraints->gobject.first; go; go = go->next) {
+ Object *ob = go->ob;
+
+ if (ob) {
+ /* validate that we've got valid object set up here... */
+ RigidBodyCon *rbc = ob->rigidbody_constraint;
+ /* update transformation matrix of the object so we don't get a frame of lag for simple animations */
+ BKE_object_where_is_calc(scene, ob);
+
+ if (rbc == NULL) {
+ /* Since this object is included in the group but doesn't have
+ * constraint settings (perhaps it was added manually), add!
+ */
+ ob->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED);
+ BKE_rigidbody_validate_sim_constraint(rbw, ob, true);
+
+ rbc = ob->rigidbody_constraint;
+ }
+ else {
+ /* perform simulation data updates as tagged */
+ if (rebuild) {
+ /* World has been rebuilt so rebuild constraint */
+ BKE_rigidbody_validate_sim_constraint(rbw, ob, true);
+ }
+ else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) {
+ BKE_rigidbody_validate_sim_constraint(rbw, ob, false);
+ }
+ rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE;
+ }
+ }
+ }
}
/* Sync rigid body and object transformations */