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authorMitchell Stokes <mogurijin@gmail.com>2014-04-24 05:39:33 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-04-24 05:39:33 +0400
commit8cee587bcb44b24cc17a9d6527a63d19dade4e5d (patch)
treebae00bdf6ac197296c9ea9cdacfb5918f8c3ebf3 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent89c61b20f019766fa57835b3548c4f84d36f6214 (diff)
BGE Cleanup: Physics conversion is now handled by PHY_IPhysicsEnvironment
The current physics conversion code was moved from KX_ConvertPhysicsObjects to CcdPhysicsEnvironment.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp528
1 files changed, 2 insertions, 526 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 5791c9f3a7a..111d62ba83e 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -33,539 +33,15 @@
# pragma warning (disable:4786)
#endif
-#include "MT_assert.h"
-
-#include "KX_SoftBodyDeformer.h"
#include "KX_ConvertPhysicsObject.h"
-#include "BL_DeformableGameObject.h"
-#include "RAS_MeshObject.h"
-#include "KX_Scene.h"
-#include "BL_System.h"
-
-#include "PHY_Pro.h" //todo cleanup
-#include "KX_ClientObjectInfo.h"
-
-#include "CTR_Map.h"
-#include "CTR_HashedPtr.h"
-
-#include "MT_MinMax.h"
-
-#include "KX_PhysicsEngineEnums.h"
-#include "KX_MotionState.h" // bridge between motionstate and scenegraph node
-
-extern "C"{
- #include "BLI_utildefines.h"
- #include "BKE_object.h"
-}
-
-#include "DNA_object_force.h"
+#include "KX_GameObject.h"
+#include "RAS_MeshObject.h"
#ifdef WITH_BULLET
-#include "BulletSoftBody/btSoftBody.h"
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
-#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
-
-#include "btBulletDynamicsCommon.h"
-
-#ifdef WIN32
-#if defined(_MSC_VER) && (_MSC_VER >= 1310)
-//only use SIMD Hull code under Win32
-//#define TEST_HULL 1
-#ifdef TEST_HULL
-#define USE_HULL 1
-//#define TEST_SIMD_HULL 1
-
-#include "NarrowPhaseCollision/Hull.h"
-#endif //#ifdef TEST_HULL
-
-#endif //_MSC_VER
-#endif //WIN32
-
-
-// forward declarations
-
-void KX_ConvertBulletObject( class KX_GameObject* gameobj,
- class RAS_MeshObject* meshobj,
- struct DerivedMesh* dm,
- class KX_Scene* kxscene,
- struct PHY_ShapeProps* shapeprops,
- struct PHY_MaterialProps* smmaterial,
- int activeLayerBitInfo,
- bool isCompoundChild,
- bool hasCompoundChildren)
-{
- Object* blenderobject = gameobj->GetBlenderObject();
- CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
- assert(env);
-
-
- bool isbulletdyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;;
- bool isbulletsensor = (blenderobject->gameflag & OB_SENSOR) != 0;
- bool isbulletchar = (blenderobject->gameflag & OB_CHARACTER) != 0;
- bool isbulletsoftbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0;
- bool isbulletrigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
- bool useGimpact = false;
- CcdConstructionInfo ci;
- class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
- class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();
-
- KX_GameObject *parent = gameobj->GetParent();
- if (parent)
- {
- isbulletdyna = false;
- isbulletsoftbody = false;
- shapeprops->m_mass = 0.f;
- }
-
- if (!isbulletdyna)
- {
- ci.m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
- }
- if ((blenderobject->gameflag & (OB_GHOST | OB_SENSOR | OB_CHARACTER)) != 0)
- {
- ci.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
- }
-
- ci.m_MotionState = motionstate;
- ci.m_gravity = btVector3(0,0,0);
- ci.m_linearFactor = btVector3(((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_AXIS) !=0)? 0 : 1,
- ((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_AXIS) !=0)? 0 : 1,
- ((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_AXIS) !=0)? 0 : 1);
- ci.m_angularFactor = btVector3(((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_X_ROT_AXIS) !=0)? 0 : 1,
- ((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Y_ROT_AXIS) !=0)? 0 : 1,
- ((blenderobject->gameflag2 & OB_LOCK_RIGID_BODY_Z_ROT_AXIS) !=0)? 0 : 1);
- ci.m_localInertiaTensor =btVector3(0,0,0);
- ci.m_mass = isbulletdyna ? shapeprops->m_mass : 0.f;
- ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
- ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
- ci.m_stepHeight = isbulletchar ? shapeprops->m_step_height : 0.f;
- ci.m_jumpSpeed = isbulletchar ? shapeprops->m_jump_speed : 0.f;
- ci.m_fallSpeed = isbulletchar ? shapeprops->m_fall_speed : 0.f;
-
- //mmm, for now, take this for the size of the dynamicobject
- // Blender uses inertia for radius of dynamic object
- shapeInfo->m_radius = ci.m_radius = blenderobject->inertia;
- useGimpact = ((isbulletdyna || isbulletsensor) && !isbulletsoftbody);
-
- if (isbulletsoftbody)
- {
- if (blenderobject->bsoft)
- {
- ci.m_margin = blenderobject->bsoft->margin;
- }
- else
- {
- ci.m_margin = 0.f;
- }
- }
- else
- {
- ci.m_margin = blenderobject->margin;
- }
-
- ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
-
- btCollisionShape* bm = 0;
-
- char bounds;
- if (blenderobject->gameflag & OB_BOUNDS)
- {
- bounds = blenderobject->collision_boundtype;
- }
- else
- {
- if (blenderobject->gameflag & OB_SOFT_BODY)
- bounds = OB_BOUND_TRIANGLE_MESH;
- else if (blenderobject->gameflag & OB_CHARACTER)
- bounds = OB_BOUND_SPHERE;
- else if (isbulletdyna)
- bounds = OB_BOUND_SPHERE;
- else
- bounds = OB_BOUND_TRIANGLE_MESH;
- }
-
- // Can't use triangle mesh or convex hull on a non-mesh object, fall-back to sphere
- if (ELEM(bounds, OB_BOUND_TRIANGLE_MESH, OB_BOUND_CONVEX_HULL) && blenderobject->type != OB_MESH)
- bounds = OB_BOUND_SPHERE;
-
- // Get bounds information
- float bounds_center[3], bounds_extends[3];
- BoundBox *bb= BKE_object_boundbox_get(blenderobject);
- if (bb==NULL)
- {
- bounds_center[0] = bounds_center[1] = bounds_center[2] = 0.0;
- bounds_extends[0] = bounds_extends[1] = bounds_extends[2] = 1.0;
- }
- else
- {
- bounds_extends[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
- bounds_extends[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
- bounds_extends[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
-
- bounds_center[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
- bounds_center[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
- bounds_center[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
- }
-
- switch (bounds)
- {
- case OB_BOUND_SPHERE:
- {
- //float radius = objprop->m_radius;
- //btVector3 inertiaHalfExtents (
- // radius,
- // radius,
- // radius);
-
- //blender doesn't support multisphere, but for testing:
-
- //bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
- shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
- // XXX We calculated the radius but didn't use it?
- // objprop.m_boundobject.c.m_radius = MT_max(bb.m_extends[0], MT_max(bb.m_extends[1], bb.m_extends[2]));
- bm = shapeInfo->CreateBulletShape(ci.m_margin);
- break;
- };
- case OB_BOUND_BOX:
- {
- shapeInfo->m_halfExtend.setValue(
- 2.f * bounds_extends[0],
- 2.f * bounds_extends[1],
- 2.f * bounds_extends[2]);
-
- shapeInfo->m_halfExtend /= 2.0;
- shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
- shapeInfo->m_shapeType = PHY_SHAPE_BOX;
- bm = shapeInfo->CreateBulletShape(ci.m_margin);
- break;
- };
- case OB_BOUND_CYLINDER:
- {
- float radius = MT_max(bounds_extends[0], bounds_extends[1]);
- shapeInfo->m_halfExtend.setValue(
- radius,
- radius,
- bounds_extends[2]
- );
- shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
- bm = shapeInfo->CreateBulletShape(ci.m_margin);
- break;
- }
-
- case OB_BOUND_CONE:
- {
- shapeInfo->m_radius = MT_max(bounds_extends[0], bounds_extends[1]);
- shapeInfo->m_height = 2.f * bounds_extends[2];
- shapeInfo->m_shapeType = PHY_SHAPE_CONE;
- bm = shapeInfo->CreateBulletShape(ci.m_margin);
- break;
- }
- case OB_BOUND_CONVEX_HULL:
- {
- shapeInfo->SetMesh(meshobj, dm,true);
- bm = shapeInfo->CreateBulletShape(ci.m_margin);
- break;
- }
- case OB_BOUND_CAPSULE:
- {
- shapeInfo->m_radius = MT_max(bounds_extends[0], bounds_extends[1]);
- shapeInfo->m_height = 2.f * (bounds_extends[2] - shapeInfo->m_radius);
- if (shapeInfo->m_height < 0.f)
- shapeInfo->m_height = 0.f;
- shapeInfo->m_shapeType = PHY_SHAPE_CAPSULE;
- bm = shapeInfo->CreateBulletShape(ci.m_margin);
- break;
- }
- case OB_BOUND_TRIANGLE_MESH:
- {
- // mesh shapes can be shared, check first if we already have a shape on that mesh
- class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false);
- if (sharedShapeInfo != NULL)
- {
- shapeInfo->Release();
- shapeInfo = sharedShapeInfo;
- shapeInfo->AddRef();
- } else
- {
- shapeInfo->SetMesh(meshobj, dm, false);
- }
-
- // Soft bodies can benefit from welding, don't do it on non-soft bodies
- if (isbulletsoftbody)
- {
- // disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh
- // shapeInfo->setVertexWeldingThreshold1((blenderobject->bsoft) ? blenderobject->bsoft->welding ? 0.f);
- shapeInfo->setVertexWeldingThreshold1(0.f); //todo: expose this to the UI
- }
-
- bm = shapeInfo->CreateBulletShape(ci.m_margin, useGimpact, !isbulletsoftbody);
- //should we compute inertia for dynamic shape?
- //bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
-
- break;
- }
- }
-
-
-// ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);
-
- if (!bm)
- {
- delete motionstate;
- shapeInfo->Release();
- return;
- }
-
- //bm->setMargin(ci.m_margin);
-
-
- if (isCompoundChild)
- {
- //find parent, compound shape and add to it
- //take relative transform into account!
- CcdPhysicsController* parentCtrl = (CcdPhysicsController*)parent->GetPhysicsController();
- assert(parentCtrl);
- CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
- btRigidBody* rigidbody = parentCtrl->GetRigidBody();
- btCollisionShape* colShape = rigidbody->getCollisionShape();
- assert(colShape->isCompound());
- btCompoundShape* compoundShape = (btCompoundShape*)colShape;
-
- // compute the local transform from parent, this may include several node in the chain
- SG_Node* gameNode = gameobj->GetSGNode();
- SG_Node* parentNode = parent->GetSGNode();
- // relative transform
- MT_Vector3 parentScale = parentNode->GetWorldScaling();
- parentScale[0] = MT_Scalar(1.0)/parentScale[0];
- parentScale[1] = MT_Scalar(1.0)/parentScale[1];
- parentScale[2] = MT_Scalar(1.0)/parentScale[2];
- MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
- MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
- MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
- MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();
-
- shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
- bm->setLocalScaling(shapeInfo->m_childScale);
- shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
- float rot[12];
- relativeRot.getValue(rot);
- shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);
-
- parentShapeInfo->AddShape(shapeInfo);
- compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
- //do some recalc?
- //recalc inertia for rigidbody
- if (!rigidbody->isStaticOrKinematicObject())
- {
- btVector3 localInertia;
- float mass = 1.f/rigidbody->getInvMass();
- compoundShape->calculateLocalInertia(mass,localInertia);
- rigidbody->setMassProps(mass,localInertia);
- }
- shapeInfo->Release();
- // delete motionstate as it's not used
- delete motionstate;
- return;
- }
-
- if (hasCompoundChildren)
- {
- // create a compound shape info
- CcdShapeConstructionInfo *compoundShapeInfo = new CcdShapeConstructionInfo();
- compoundShapeInfo->m_shapeType = PHY_SHAPE_COMPOUND;
- compoundShapeInfo->AddShape(shapeInfo);
- // create the compound shape manually as we already have the child shape
- btCompoundShape* compoundShape = new btCompoundShape();
- compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
- // now replace the shape
- bm = compoundShape;
- shapeInfo->Release();
- shapeInfo = compoundShapeInfo;
- }
-
-
-
-
-
-
-#ifdef TEST_SIMD_HULL
- if (bm->IsPolyhedral())
- {
- PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(bm);
- if (!polyhedron->m_optionalHull)
- {
- //first convert vertices in 'Point3' format
- int numPoints = polyhedron->GetNumVertices();
- Point3* points = new Point3[numPoints+1];
- //first 4 points should not be co-planar, so add central point to satisfy MakeHull
- points[0] = Point3(0.f,0.f,0.f);
-
- btVector3 vertex;
- for (int p=0;p<numPoints;p++)
- {
- polyhedron->GetVertex(p,vertex);
- points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ());
- }
-
- Hull* hull = Hull::MakeHull(numPoints+1,points);
- polyhedron->m_optionalHull = hull;
- }
-
- }
-#endif //TEST_SIMD_HULL
-
-
- ci.m_collisionShape = bm;
- ci.m_shapeInfo = shapeInfo;
- ci.m_friction = smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice
- ci.m_restitution = smmaterial->m_restitution;
- ci.m_physicsEnv = env;
- // drag / damping is inverted
- ci.m_linearDamping = 1.f - shapeprops->m_lin_drag;
- ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
- //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 behavior
-
- 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]);
-
-
-//////////
- //do Fh, do Rot Fh
- ci.m_do_fh = shapeprops->m_do_fh;
- ci.m_do_rot_fh = shapeprops->m_do_rot_fh;
- ci.m_fh_damping = smmaterial->m_fh_damping;
- ci.m_fh_distance = smmaterial->m_fh_distance;
- ci.m_fh_normal = smmaterial->m_fh_normal;
- ci.m_fh_spring = smmaterial->m_fh_spring;
-
- ci.m_collisionFilterGroup =
- (isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
- (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
- (isbulletchar) ? short(CcdConstructionInfo::CharacterFilter) :
- short(CcdConstructionInfo::StaticFilter);
- ci.m_collisionFilterMask =
- (isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
- (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) :
- (isbulletchar) ? short(CcdConstructionInfo::AllFilter) :
- short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
- ci.m_bRigid = isbulletdyna && isbulletrigidbody;
- ci.m_bSoft = isbulletsoftbody;
- ci.m_bDyna = isbulletdyna;
- ci.m_bSensor = isbulletsensor;
- ci.m_bCharacter = isbulletchar;
- ci.m_bGimpact = useGimpact;
- MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
- ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
- CcdPhysicsController* physicscontroller = new CcdPhysicsController(ci);
- // shapeInfo is reference counted, decrement now as we don't use it anymore
- if (shapeInfo)
- shapeInfo->Release();
-
- gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
-
- // record animation for dynamic objects
- if (isbulletdyna)
- gameobj->SetRecordAnimation(true);
-
- // don't add automatically sensor object, they are added when a collision sensor is registered
- if (!isbulletsensor && (blenderobject->lay & activeLayerBitInfo) != 0)
- {
- env->AddCcdPhysicsController( physicscontroller);
- }
- physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
- {
- btRigidBody* rbody = physicscontroller->GetRigidBody();
-
- if (rbody)
- {
- if (isbulletrigidbody)
- {
- rbody->setLinearFactor(ci.m_linearFactor);
- rbody->setAngularFactor(ci.m_angularFactor);
- }
-
- if (rbody && (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0)
- {
- rbody->setActivationState(DISABLE_DEACTIVATION);
- }
- }
- }
-
- CcdPhysicsController* parentCtrl = parent ? (CcdPhysicsController*)parent->GetPhysicsController() : 0;
- physicscontroller->SetParentCtrl(parentCtrl);
-
-
- //Now done directly in ci.m_collisionFlags so that it propagates to replica
- //if (objprop->m_ghost)
- //{
- // rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
- //}
-
- if (isbulletdyna && !isbulletrigidbody)
- {
-#if 0
- //setting the inertia could achieve similar results to constraint the up
- //but it is prone to instability, so use special 'Angular' constraint
- btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
- inertia.setX(0.f);
- inertia.setZ(0.f);
-
- physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
- physicscontroller->GetRigidBody()->updateInertiaTensor();
-#endif
-
- //env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
-
- //Now done directly in ci.m_bRigid so that it propagates to replica
- //physicscontroller->GetRigidBody()->setAngularFactor(0.f);
- ;
- }
-
- bool isActor = (blenderobject->gameflag & OB_ACTOR)!=0;
- gameobj->getClientInfo()->m_type =
- (isbulletsensor) ? ((isActor) ? KX_ClientObjectInfo::OBACTORSENSOR : KX_ClientObjectInfo::OBSENSOR) :
- (isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
-
- // should we record animation for this object?
- if ((blenderobject->gameflag & OB_RECORD_ANIMATION) != 0)
- gameobj->SetRecordAnimation(true);
-
- // store materialname in auxinfo, needed for touchsensors
- if (meshobj)
- {
- const STR_String& matname=meshobj->GetMaterialName(0);
- gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
- } else
- {
- gameobj->getClientInfo()->m_auxilary_info = 0;
- }
-
-
-
- STR_String materialname;
- if (meshobj)
- materialname = meshobj->GetMaterialName(0);
-
-
-#if 0
- ///test for soft bodies
- if (objprop->m_softbody && physicscontroller)
- {
- btSoftBody* softBody = physicscontroller->GetSoftBody();
- if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
- {
- //should be a mesh then, so add a soft body deformer
- KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
- gameobj->SetDeformer(softbodyDeformer);
- }
- }
-#endif
-
-}
/* Refresh the physics object from either an object or a mesh.
* gameobj must be valid