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>2008-09-29 10:58:49 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-29 10:58:49 +0400
commitcef5c4b76508d826959fb46f3f77ba0af029046f (patch)
tree26ac9844781fd8ebe348fd548eee23bb0ed15e1a /source/gameengine
parentcddd38f539336052a8a6bfe96b1c5efae8b40165 (diff)
Add Fh/Rot Fh to Bullet.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp16
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp3
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h37
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp171
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h1
6 files changed, 231 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index d7bd1e9c7cd..3d20ce8a3a5 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -211,6 +211,9 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
//parentcontroller is here be able to avoid collisions between parent/child
PHY_IPhysicsController* parentctrl = NULL;
+ KX_BulletPhysicsController* parentKxCtrl = NULL;
+ CcdPhysicsController* ccdParent = NULL;
+
if (destnode != destnode->GetRootSGParent())
{
@@ -230,12 +233,15 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj)
{
- parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
+ parentKxCtrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
+ parentctrl = parentKxCtrl;
+ ccdParent = parentKxCtrl;
}
}
}
}
+ physicsreplica->setParentCtrl(ccdParent);
physicsreplica->PostProcessReplica(motionstate,parentctrl);
physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
return physicsreplica;
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 68e0997aec0..0e7a6d92ec1 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1028,10 +1028,16 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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 ;
-
+//////////
+ //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_radius = objprop->m_radius;
///////////////////
@@ -1098,6 +1104,10 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (rbody && objprop->m_disableSleeping)
rbody->setActivationState(DISABLE_DEACTIVATION);
}
+
+ CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() : 0;
+ physicscontroller->setParentCtrl(parentCtrl);
+
//Now done directly in ci.m_collisionFlags so that it propagates to replica
//if (objprop->m_ghost)
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 8ec040e89ee..7196a1ae095 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -54,7 +54,7 @@ CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
m_newClientInfo = 0;
m_registerCount = 0;
m_softBodyTransformInitialized = false;
-
+ m_parentCtrl = 0;
// copy pointers locally to allow smart release
m_MotionState = ci.m_MotionState;
m_collisionShape = ci.m_collisionShape;
@@ -628,6 +628,7 @@ void CcdPhysicsController::WriteDynamicsToMotionState()
// controller replication
void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
{
+
m_softBodyTransformInitialized=false;
m_MotionState = motionstate;
m_registerCount = 0;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index f001d6043cb..a1245f6a3e9 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -264,6 +264,14 @@ struct CcdConstructionInfo
bool m_do_anisotropic;
btVector3 m_anisotropicFriction;
+ bool m_do_fh; ///< Should the object have a linear Fh spring?
+ bool m_do_rot_fh; ///< Should the object have an angular Fh spring?
+ btScalar m_fh_spring; ///< Spring constant (both linear and angular)
+ btScalar m_fh_damping; ///< Damping factor (linear and angular) in range [0, 1]
+ btScalar m_fh_distance; ///< The range above the surface where Fh is active.
+ bool m_fh_normal; ///< Should the object slide off slopes?
+ float m_radius;//for fh backwards compatibility
+
};
@@ -295,6 +303,9 @@ class CcdPhysicsController : public PHY_IPhysicsController
void* m_newClientInfo;
int m_registerCount; // needed when multiple sensors use the same controller
CcdConstructionInfo m_cci;//needed for replication
+
+ CcdPhysicsController* m_parentCtrl;
+
void GetWorldOrientation(btMatrix3x3& mat);
void CreateRigidbody();
@@ -318,6 +329,15 @@ class CcdPhysicsController : public PHY_IPhysicsController
virtual ~CcdPhysicsController();
+ CcdConstructionInfo& getConstructionInfo()
+ {
+ return m_cci;
+ }
+ const CcdConstructionInfo& getConstructionInfo() const
+ {
+ return m_cci;
+ }
+
btRigidBody* GetRigidBody();
btCollisionObject* GetCollisionObject();
@@ -422,6 +442,23 @@ class CcdPhysicsController : public PHY_IPhysicsController
{
return m_cci.m_physicsEnv;
}
+
+ void setParentCtrl(CcdPhysicsController* parentCtrl)
+ {
+ m_parentCtrl = parentCtrl;
+ }
+
+ CcdPhysicsController* getParentCtrl()
+ {
+ return m_parentCtrl;
+ }
+
+ const CcdPhysicsController* getParentCtrl() const
+ {
+ return m_parentCtrl;
+ }
+
+
};
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 763fc148a04..483f829c2bd 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -558,6 +558,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
(*it)->SynchronizeMotionStates(timeStep);
}
+ processFhSprings(curTime,timeStep);
+
float subStep = timeStep / float(m_numTimeSubSteps);
for (i=0;i<m_numTimeSubSteps;i++)
{
@@ -570,6 +572,11 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
(*it)->SynchronizeMotionStates(timeStep);
}
+ for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
+ {
+ (*it)->SynchronizeMotionStates(timeStep);
+ }
+
for (i=0;i<m_wrapperVehicles.size();i++)
{
WrapperVehicle* veh = m_wrapperVehicles[i];
@@ -585,6 +592,170 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
return true;
}
+class ClosestRayResultCallbackNotMe : public btCollisionWorld::ClosestRayResultCallback
+{
+ btCollisionObject* m_owner;
+ btCollisionObject* m_parent;
+
+public:
+ ClosestRayResultCallbackNotMe(const btVector3& rayFromWorld,const btVector3& rayToWorld,btCollisionObject* owner,btCollisionObject* parent)
+ :btCollisionWorld::ClosestRayResultCallback(rayFromWorld,rayToWorld),
+ m_owner(owner)
+ {
+
+ }
+
+ virtual bool needsCollision(btBroadphaseProxy* proxy0) const
+ {
+ //don't collide with self
+ if (proxy0->m_clientObject == m_owner)
+ return false;
+
+ if (proxy0->m_clientObject == m_parent)
+ return false;
+
+ return btCollisionWorld::ClosestRayResultCallback::needsCollision(proxy0);
+ }
+
+};
+
+void CcdPhysicsEnvironment::processFhSprings(double curTime,float timeStep)
+{
+ std::set<CcdPhysicsController*>::iterator it;
+
+ for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
+ {
+ CcdPhysicsController* ctrl = (*it);
+ if (ctrl->GetRigidBody() && ctrl->getConstructionInfo().m_do_fh || ctrl->getConstructionInfo().m_do_rot_fh)
+ {
+ //printf("has Fh or RotFh\n");
+ //re-implement SM_FhObject.cpp using btCollisionWorld::rayTest and info from ctrl->getConstructionInfo()
+ //send a ray from {0.0, 0.0, 0.0} towards {0.0, 0.0, -10.0}, in local coordinates
+
+ btRigidBody* body = ctrl->GetRigidBody();
+ CcdPhysicsController* parentCtrl = ctrl->getParentCtrl();
+ btRigidBody* parentBody = parentCtrl?parentCtrl->GetRigidBody() : 0;
+ btRigidBody* cl_object = parentBody ? parentBody : body;
+
+ if (body->isStaticOrKinematicObject())
+ continue;
+
+ btVector3 rayDirLocal(0,0,-10);
+
+ //m_dynamicsWorld
+ //ctrl->GetRigidBody();
+ btVector3 rayFromWorld = body->getCenterOfMassPosition();
+ //btVector3 rayToWorld = rayFromWorld + body->getCenterOfMassTransform().getBasis() * rayDirLocal;
+ //ray always points down the z axis in world space...
+ btVector3 rayToWorld = rayFromWorld + rayDirLocal;
+
+ ClosestRayResultCallbackNotMe resultCallback(rayFromWorld,rayToWorld,body,parentBody);
+
+ m_dynamicsWorld->rayTest(rayFromWorld,rayToWorld,resultCallback);
+ if (resultCallback.hasHit())
+ {
+ //we hit this one: resultCallback.m_collisionObject;
+ CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(resultCallback.m_collisionObject->getUserPointer());
+
+ if (controller)
+ {
+ if (controller->getConstructionInfo().m_fh_distance < SIMD_EPSILON)
+ continue;
+
+ btRigidBody* hit_object = controller->GetRigidBody();
+ if (!hit_object)
+ continue;
+
+ CcdConstructionInfo& hitObjShapeProps = controller->getConstructionInfo();
+
+ float distance = resultCallback.m_closestHitFraction*rayDirLocal.length()-ctrl->getConstructionInfo().m_radius;
+ if (distance >= hitObjShapeProps.m_fh_distance)
+ continue;
+
+
+
+ //btVector3 ray_dir = cl_object->getCenterOfMassTransform().getBasis()* rayDirLocal.normalized();
+ btVector3 ray_dir = rayDirLocal.normalized();
+ btVector3 normal = resultCallback.m_hitNormalWorld;
+ normal.normalize();
+
+
+ if (ctrl->getConstructionInfo().m_do_fh)
+ {
+ btVector3 lspot = cl_object->getCenterOfMassPosition()
+ + rayDirLocal * resultCallback.m_closestHitFraction;
+
+
+
+
+ lspot -= hit_object->getCenterOfMassPosition();
+ btVector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocityInLocalPoint(lspot);
+ btScalar rel_vel_ray = ray_dir.dot(rel_vel);
+ btScalar spring_extent = 1.0 - distance / hitObjShapeProps.m_fh_distance;
+
+ btScalar i_spring = spring_extent * hitObjShapeProps.m_fh_spring;
+ btScalar i_damp = rel_vel_ray * hitObjShapeProps.m_fh_damping;
+
+ cl_object->setLinearVelocity(cl_object->getLinearVelocity() + (-(i_spring + i_damp) * ray_dir));
+ if (hitObjShapeProps.m_fh_normal)
+ {
+ cl_object->setLinearVelocity(cl_object->getLinearVelocity()+(i_spring + i_damp) *(normal - normal.dot(ray_dir) * ray_dir));
+ }
+
+ btVector3 lateral = rel_vel - rel_vel_ray * ray_dir;
+
+
+ if (ctrl->getConstructionInfo().m_do_anisotropic) {
+ //Bullet basis contains no scaling/shear etc.
+ const btMatrix3x3& lcs = cl_object->getCenterOfMassTransform().getBasis();
+ btVector3 loc_lateral = lateral * lcs;
+ const btVector3& friction_scaling = cl_object->getAnisotropicFriction();
+ loc_lateral *= friction_scaling;
+ lateral = lcs * loc_lateral;
+ }
+
+ btScalar rel_vel_lateral = lateral.length();
+
+ if (rel_vel_lateral > SIMD_EPSILON) {
+ btScalar friction_factor = hit_object->getFriction();//cl_object->getFriction();
+
+ btScalar max_friction = friction_factor * btMax(btScalar(0.0), i_spring);
+
+ btScalar rel_mom_lateral = rel_vel_lateral / cl_object->getInvMass();
+
+ btVector3 friction = (rel_mom_lateral > max_friction) ?
+ -lateral * (max_friction / rel_vel_lateral) :
+ -lateral;
+
+ cl_object->applyCentralImpulse(friction);
+ }
+ }
+
+
+ if (ctrl->getConstructionInfo().m_do_rot_fh) {
+ btVector3 up2 = cl_object->getWorldTransform().getBasis().getColumn(2);
+
+ btVector3 t_spring = up2.cross(normal) * hitObjShapeProps.m_fh_spring;
+ btVector3 ang_vel = cl_object->getAngularVelocity();
+
+ // only rotations that tilt relative to the normal are damped
+ ang_vel -= ang_vel.dot(normal) * normal;
+
+ btVector3 t_damp = ang_vel * hitObjShapeProps.m_fh_damping;
+
+ cl_object->setAngularVelocity(cl_object->getAngularVelocity() + (t_spring - t_damp));
+ }
+
+ }
+
+
+ }
+
+
+ }
+ }
+
+}
void CcdPhysicsEnvironment::setDebugMode(int debugMode)
{
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 56a639509c5..3d9d5442b8f 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -74,6 +74,7 @@ protected:
btContactSolverInfo m_solverInfo;
+ void processFhSprings(double curTime,float timeStep);
public:
CcdPhysicsEnvironment(btDispatcher* dispatcher=0, btOverlappingPairCache* pairCache=0);