diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-04-24 05:39:33 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-04-24 05:39:33 +0400 |
commit | 8cee587bcb44b24cc17a9d6527a63d19dade4e5d (patch) | |
tree | bae00bdf6ac197296c9ea9cdacfb5918f8c3ebf3 /source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp | |
parent | 89c61b20f019766fa57835b3548c4f84d36f6214 (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/Physics/Bullet/CcdPhysicsEnvironment.cpp')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp | 470 |
1 files changed, 470 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index 4a9fd6aa3c6..3c9c5d0a239 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -39,6 +39,7 @@ subject to the following restrictions: #include "PHY_IMotionState.h" #include "PHY_ICharacter.h" +#include "PHY_Pro.h" #include "KX_GameObject.h" #include "KX_PythonInit.h" // for KX_RasterizerDrawDebugLine #include "RAS_MeshObject.h" @@ -47,6 +48,12 @@ subject to the following restrictions: #include "DNA_scene_types.h" #include "DNA_world_types.h" +#include "DNA_object_force.h" + +extern "C" { + #include "BLI_utildefines.h" + #include "BKE_object.h" +} #define CCD_CONSTRAINT_DISABLE_LINKED_COLLISION 0x80 @@ -61,6 +68,7 @@ static btRaycastVehicle::btVehicleTuning gTuning; #include "LinearMath/btAabbUtil2.h" #include "MT_Matrix4x4.h" #include "MT_Vector3.h" +#include "MT_MinMax.h" #ifdef WIN32 void DrawRasterizerLine(const float* from,const float* to,int color); @@ -73,6 +81,21 @@ void DrawRasterizerLine(const float* from,const float* to,int color); #include <stdio.h> #include <string.h> // for memset +// This was copied from the old KX_ConvertPhysicsObjects +#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 + #ifdef NEW_BULLET_VEHICLE_SUPPORT class WrapperVehicle : public PHY_IVehicle { @@ -2959,3 +2982,450 @@ CcdPhysicsEnvironment *CcdPhysicsEnvironment::Create(Scene *blenderscene, bool v return ccdPhysEnv; } + +void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject *meshobj, DerivedMesh *dm, KX_Scene *kxscene, PHY_ShapeProps *shapeprops, PHY_MaterialProps *smmaterial, PHY_IMotionState *motionstate, int activeLayerBitInfo, bool isCompoundChild, bool hasCompoundChildren) +{ + Object* blenderobject = gameobj->GetBlenderObject(); + + 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 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 = this; + // 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) + { + this->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 + + //this->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); + ; + } + + + 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 +} |