Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorErwin Coumans <blender@erwincoumans.com>2006-05-23 01:03:43 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-05-23 01:03:43 +0400
commitab71e2a9b55e0982d1134792d10af55464c7ac9e (patch)
tree4a53791a67d3234360107a33c5365d4de4844bb7 /source/gameengine/Physics
parent677cf7f1333c634a52227a15d6dcb3351b39febc (diff)
-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.
-near sensor support - python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp96
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h30
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp118
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h14
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h2
5 files changed, 241 insertions, 19 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index b8ce09729c2..cddc780aff4 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -23,6 +23,9 @@ subject to the following restrictions:
#include "CcdPhysicsEnvironment.h"
#include "SimdTransformUtil.h"
+#include "CollisionShapes/SphereShape.h"
+#include "CollisionShapes/ConeShape.h"
+
class BP_Proxy;
///todo: fill all the empty CcdPhysicsController methods, hook them up to the RigidBody class
@@ -486,3 +489,96 @@ bool CcdPhysicsController::wantsSleeping()
return false;
}
+PHY_IPhysicsController* CcdPhysicsController::GetReplica()
+{
+ //very experimental, shape sharing is not implemented yet.
+ //just support SphereShape/ConeShape for now
+
+ CcdConstructionInfo cinfo = m_cci;
+ if (cinfo.m_collisionShape)
+ {
+ switch (cinfo.m_collisionShape->GetShapeType())
+ {
+ case SPHERE_SHAPE_PROXYTYPE:
+ {
+ SphereShape* orgShape = (SphereShape*)cinfo.m_collisionShape;
+ cinfo.m_collisionShape = new SphereShape(*orgShape);
+ break;
+ }
+
+ case CONE_SHAPE_PROXYTYPE:
+ {
+ ConeShape* orgShape = (ConeShape*)cinfo.m_collisionShape;
+ cinfo.m_collisionShape = new ConeShape(*orgShape);
+ break;
+ }
+
+
+ default:
+ {
+ return 0;
+ }
+ }
+ }
+
+ cinfo.m_MotionState = new DefaultMotionState();
+
+ CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
+ return replica;
+}
+
+///////////////////////////////////////////////////////////
+///A small utility class, DefaultMotionState
+///
+///////////////////////////////////////////////////////////
+
+DefaultMotionState::DefaultMotionState()
+{
+ m_worldTransform.setIdentity();
+}
+
+
+DefaultMotionState::~DefaultMotionState()
+{
+
+}
+
+void DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
+{
+ posX = m_worldTransform.getOrigin().x();
+ posY = m_worldTransform.getOrigin().y();
+ posZ = m_worldTransform.getOrigin().z();
+}
+
+void DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
+{
+ scaleX = 1.;
+ scaleY = 1.;
+ scaleZ = 1.;
+}
+
+void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
+{
+ quatIma0 = m_worldTransform.getRotation().x();
+ quatIma1 = m_worldTransform.getRotation().y();
+ quatIma2 = m_worldTransform.getRotation().z();
+ quatReal = m_worldTransform.getRotation()[3];
+}
+
+void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
+{
+ SimdPoint3 pos(posX,posY,posZ);
+ m_worldTransform.setOrigin( pos );
+}
+
+void DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
+{
+ SimdQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
+ m_worldTransform.setRotation( orn );
+}
+
+void DefaultMotionState::calculateWorldTransformations()
+{
+
+}
+
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 646b21f285e..056feba652c 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -27,6 +27,7 @@ subject to the following restrictions:
#include "SimdTransform.h"
#include "Dynamics/RigidBody.h"
+#include "PHY_IMotionState.h"
#include "BroadphaseCollision/BroadphaseProxy.h" //for CollisionShape access
class CollisionShape;
@@ -155,7 +156,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
// clientinfo for raycasts for example
virtual void* getNewClientInfo();
virtual void setNewClientInfo(void* clientinfo);
- virtual PHY_IPhysicsController* GetReplica() {return 0;}
+ virtual PHY_IPhysicsController* GetReplica();
+
virtual void calcXform() {} ;
virtual void SetMargin(float margin) {};
@@ -184,4 +186,30 @@ class CcdPhysicsController : public PHY_IPhysicsController
};
+
+
+
+///DefaultMotionState implements standard motionstate, using SimdTransform
+class DefaultMotionState : public PHY_IMotionState
+
+{
+ public:
+ DefaultMotionState();
+
+ virtual ~DefaultMotionState();
+
+ virtual void getWorldPosition(float& posX,float& posY,float& posZ);
+ virtual void getWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
+ virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
+
+ virtual void setWorldPosition(float posX,float posY,float posZ);
+ virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
+
+ virtual void calculateWorldTransformations();
+
+ SimdTransform m_worldTransform;
+
+};
+
+
#endif //BULLET2_PHYSICSCONTROLLER_H
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index e24bc1653af..4b4d3f15dae 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -29,6 +29,10 @@ subject to the following restrictions:
#include "CollisionDispatch/CollisionWorld.h"
#include "CollisionShapes/ConvexShape.h"
+#include "CollisionShapes/ConeShape.h"
+
+
+
#include "BroadphaseCollision/Dispatcher.h"
#include "NarrowPhaseCollision/PersistentManifold.h"
#include "CollisionShapes/TriangleMeshShape.h"
@@ -321,6 +325,7 @@ static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdV
CcdPhysicsEnvironment::CcdPhysicsEnvironment(CollisionDispatcher* dispatcher,BroadphaseInterface* broadphase)
:m_scalingPropagated(false),
m_numIterations(10),
+m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
@@ -342,9 +347,9 @@ m_enableSatCollisionDetection(false)
SimdVector3 worldMin(-10000,-10000,-10000);
SimdVector3 worldMax(10000,10000,10000);
- //broadphase = new AxisSweep3(worldMin,worldMax);
+ broadphase = new AxisSweep3(worldMin,worldMax);
- broadphase = new SimpleBroadphase();
+ //broadphase = new SimpleBroadphase();
}
@@ -498,6 +503,8 @@ void CcdPhysicsEnvironment::beginFrame()
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
+ //printf("proceedDeltaTime\n");
+
#ifdef USE_QUICKPROF
//toggle Profiler
@@ -529,16 +536,37 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
if (!SimdFuzzyZero(timeStep))
{
+ {
+ //do the kinematic calculation here, over the full timestep
+ std::vector<CcdPhysicsController*>::iterator i;
+ for (i=m_controllers.begin();
+ !(i==m_controllers.end()); i++)
+ {
- // define this in blender, the stepsize is 30 hertz, 60 hertz works much better
-//#define SPLIT_TIMESTEP 1
+ CcdPhysicsController* ctrl = *i;
-#ifdef SPLIT_TIMESTEP
- proceedDeltaTimeOneStep(0.5f*timeStep);
- proceedDeltaTimeOneStep(0.5f*timeStep);
-#else
- proceedDeltaTimeOneStep(timeStep);
-#endif
+ SimdTransform predictedTrans;
+ RigidBody* body = ctrl->GetRigidBody();
+ if (body->GetActivationState() != ISLAND_SLEEPING)
+ {
+
+ if (body->IsStatic())
+ {
+ //to calculate velocities next frame
+ body->saveKinematicState(timeStep);
+ }
+ }
+ }
+ }
+
+
+ int i;
+ float subTimeStep = timeStep / float(m_numTimeSubSteps);
+
+ for (i=0;i<this->m_numTimeSubSteps;i++)
+ {
+ proceedDeltaTimeOneStep(subTimeStep);
+ }
} else
{
//todo: interpolate
@@ -564,7 +592,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
{
- // printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
+ //printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
if (SimdFuzzyZero(timeStep))
return true;
@@ -812,11 +840,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
if (body->GetActivationState() != ISLAND_SLEEPING)
{
- if (body->IsStatic())
- {
- //to calculate velocities next frame
- body->saveKinematicState(timeStep);
- } else
+ if (!body->IsStatic())
{
body->predictIntegratedTransform(timeStep* toi, predictedTrans);
body->proceedToTransform( predictedTrans);
@@ -1393,10 +1417,34 @@ TypedConstraint* CcdPhysicsEnvironment::getConstraintById(int constraintId)
void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
+
+ CcdPhysicsController* ctrl1 = (CcdPhysicsController* )ctrl;
+ std::vector<CcdPhysicsController*>::iterator i =
+ std::find(m_controllers.begin(), m_controllers.end(), ctrl);
+ if ((i == m_controllers.end()))
+ {
+ addCcdPhysicsController(ctrl1);
+ }
+
+ requestCollisionCallback(ctrl);
//printf("addSensor\n");
}
+
+void CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
+{
+ std::vector<CcdPhysicsController*>::iterator i =
+ std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl);
+ if (!(i == m_triggerControllers.end()))
+ {
+ std::swap(*i, m_triggerControllers.back());
+ m_triggerControllers.pop_back();
+ }
+}
+
+
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
+ removeCollisionCallback(ctrl);
//printf("removeSensor\n");
}
void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
@@ -1585,3 +1633,41 @@ void CcdPhysicsEnvironment::UpdateAabbs(float timeStep)
}
}
}
+
+PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
+{
+
+ CcdConstructionInfo cinfo;
+ cinfo.m_collisionShape = new SphereShape(radius);
+ cinfo.m_MotionState = 0;
+ cinfo.m_physicsEnv = this;
+ cinfo.m_collisionFlags |= CollisionObject::noContactResponse;
+ DefaultMotionState* motionState = new DefaultMotionState();
+ cinfo.m_MotionState = motionState;
+ motionState->m_worldTransform.setIdentity();
+ motionState->m_worldTransform.setOrigin(SimdVector3(position[0],position[1],position[2]));
+
+ CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
+
+
+ return sphereController;
+}
+
+
+PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
+{
+ CcdConstructionInfo cinfo;
+ cinfo.m_collisionShape = new ConeShape(coneradius,coneheight);
+ cinfo.m_MotionState = 0;
+ cinfo.m_physicsEnv = this;
+ DefaultMotionState* motionState = new DefaultMotionState();
+ cinfo.m_MotionState = motionState;
+ motionState->m_worldTransform.setIdentity();
+// motionState->m_worldTransform.setOrigin(SimdVector3(position[0],position[1],position[2]));
+
+ CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
+
+
+ return sphereController;
+}
+
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 08dff62e236..9de7053d271 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -48,7 +48,11 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
SimdVector3 m_gravity;
IDebugDraw* m_debugDrawer;
+ //solver iterations
int m_numIterations;
+
+ //timestep subdivisions
+ int m_numTimeSubSteps;
int m_ccdMode;
int m_solverType;
int m_profileTimings;
@@ -74,6 +78,10 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
}
virtual void setNumIterations(int numIter);
+ virtual void setNumTimeSubSteps(int numTimeSubSteps)
+ {
+ m_numTimeSubSteps = numTimeSubSteps;
+ }
virtual void setDeactivationTime(float dTime);
virtual void setDeactivationLinearTreshold(float linTresh) ;
virtual void setDeactivationAngularTreshold(float angTresh) ;
@@ -131,8 +139,10 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
- virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;};
- virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight){ return 0;};
+ virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
+
+ virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
+ virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
virtual int getNumContactPoints();
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 6b40b51eba7..cdd67257de2 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -57,6 +57,8 @@ class PHY_IPhysicsEnvironment
virtual void setDebugMode(int debugMode) {}
///setNumIterations set the number of iterations for iterative solvers
virtual void setNumIterations(int numIter) {}
+ ///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
+ virtual void setNumTimeSubSteps(int numTimeSubSteps){}
///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
virtual void setDeactivationTime(float dTime) {}
///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime