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:
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.h')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h293
1 files changed, 279 insertions, 14 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 11fef56401f..054ec91122a 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -17,11 +17,15 @@ subject to the following restrictions:
#ifndef BULLET2_PHYSICSCONTROLLER_H
#define BULLET2_PHYSICSCONTROLLER_H
+#include <vector>
+#include <map>
+
#include "PHY_IPhysicsController.h"
/// PHY_IPhysicsController is the abstract simplified Interface to a physical object.
/// It contains the IMotionState and IDeformableMesh Interfaces.
#include "btBulletDynamicsCommon.h"
+#include "LinearMath/btTransform.h"
#include "PHY_IMotionState.h"
@@ -31,8 +35,119 @@ extern float gAngularSleepingTreshold;
extern bool gDisableDeactivation;
class CcdPhysicsEnvironment;
class btMotionState;
+class RAS_MeshObject;
+class btCollisionShape;
+
+
+#define CCD_BSB_SHAPE_MATCHING 2
+#define CCD_BSB_BENDING_CONSTRAINTS 8
+#define CCD_BSB_AERO_VPOINT 16 /* aero model, Vertex normals are oriented toward velocity*/
+#define CCD_BSB_AERO_VTWOSIDE 32 /* aero model, Vertex normals are flipped to match velocity */
+
+/* BulletSoftBody.collisionflags */
+#define CCD_BSB_COL_SDF_RS 2 /* SDF based rigid vs soft */
+#define CCD_BSB_COL_CL_RS 4 /* Cluster based rigid vs soft */
+#define CCD_BSB_COL_CL_SS 8 /* Cluster based soft vs soft */
+#define CCD_BSB_COL_VF_SS 16 /* Vertex/Face based soft vs soft */
+
+
+
+// Shape contructor
+// It contains all the information needed to create a simple bullet shape at runtime
+class CcdShapeConstructionInfo
+{
+public:
+
+
+ static CcdShapeConstructionInfo* FindMesh(RAS_MeshObject* mesh, bool polytope);
+
+ CcdShapeConstructionInfo() :
+ m_shapeType(PHY_SHAPE_NONE),
+ m_radius(1.0),
+ m_height(1.0),
+ m_halfExtend(0.f,0.f,0.f),
+ m_childScale(1.0f,1.0f,1.0f),
+ m_refCount(1),
+ m_meshObject(NULL),
+ m_unscaledShape(NULL),
+ m_useGimpact(false),
+ m_weldingThreshold(0.f)
+ {
+ m_childTrans.setIdentity();
+ }
+
+ ~CcdShapeConstructionInfo();
+
+ CcdShapeConstructionInfo* AddRef()
+ {
+ m_refCount++;
+ return this;
+ }
+ int Release()
+ {
+ if (--m_refCount > 0)
+ return m_refCount;
+ delete this;
+ return 0;
+ }
+ void AddShape(CcdShapeConstructionInfo* shapeInfo);
+
+ btTriangleMeshShape* GetMeshShape(void)
+ {
+ return m_unscaledShape;
+ }
+ CcdShapeConstructionInfo* GetChildShape(int i)
+ {
+ if (i < 0 || i >= m_shapeArray.size())
+ return NULL;
+
+ return m_shapeArray.at(i);
+ }
+
+ bool SetMesh(RAS_MeshObject* mesh, bool polytope,bool useGimpact);
+ RAS_MeshObject* GetMesh(void)
+ {
+ return m_meshObject;
+ }
+
+ btCollisionShape* CreateBulletShape();
+
+ // member variables
+ PHY_ShapeType m_shapeType;
+ btScalar m_radius;
+ btScalar m_height;
+ btVector3 m_halfExtend;
+ btTransform m_childTrans;
+ btVector3 m_childScale;
+ std::vector<btPoint3> m_vertexArray; // Contains both vertex array for polytope shape and
+ // triangle array for concave mesh shape.
+ // In this case a triangle is made of 3 consecutive points
+ std::vector<int> m_polygonIndexArray; // Contains the array of polygon index in the
+ // original mesh that correspond to shape triangles.
+ // only set for concave mesh shape.
+
+ void setVertexWeldingThreshold(float threshold)
+ {
+ m_weldingThreshold = threshold;
+ }
+ float getVertexWeldingThreshold() const
+ {
+ return m_weldingThreshold;
+ }
+protected:
+ static std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> m_meshShapeMap;
+ int m_refCount; // this class is shared between replicas
+ // keep track of users so that we can release it
+ RAS_MeshObject* m_meshObject; // Keep a pointer to the original mesh
+ btBvhTriangleMeshShape* m_unscaledShape;// holds the shared unscale BVH mesh shape,
+ // the actual shape is of type btScaledBvhTriangleMeshShape
+ std::vector<CcdShapeConstructionInfo*> m_shapeArray; // for compound shapes
+ bool m_useGimpact; //use gimpact for concave dynamic/moving collision detection
+ float m_weldingThreshold; //welding closeby vertices together can improve softbody stability etc.
+
+};
struct CcdConstructionInfo
{
@@ -46,24 +161,34 @@ struct CcdConstructionInfo
StaticFilter = 2,
KinematicFilter = 4,
DebrisFilter = 8,
- AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter,
+ SensorFilter = 16,
+ AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter,
};
CcdConstructionInfo()
- : m_gravity(0,0,0),
+ : m_localInertiaTensor(1.f, 1.f, 1.f),
+ m_gravity(0,0,0),
m_scaling(1.f,1.f,1.f),
m_mass(0.f),
m_restitution(0.1f),
m_friction(0.5f),
m_linearDamping(0.1f),
m_angularDamping(0.1f),
+ m_margin(0.06f),
+ m_gamesoftFlag(0),
m_collisionFlags(0),
+ m_bRigid(false),
+ m_bSoft(false),
m_collisionFilterGroup(DefaultFilter),
m_collisionFilterMask(AllFilter),
+ m_collisionShape(0),
m_MotionState(0),
+ m_shapeInfo(0),
m_physicsEnv(0),
- m_inertiaFactor(1.f)
+ m_inertiaFactor(1.f),
+ m_do_anisotropic(false),
+ m_anisotropicFriction(1.f,1.f,1.f)
{
}
@@ -75,7 +200,50 @@ struct CcdConstructionInfo
btScalar m_friction;
btScalar m_linearDamping;
btScalar m_angularDamping;
+ btScalar m_margin;
+
+ ////////////////////
+ int m_gamesoftFlag;
+ float m_soft_linStiff; /* linear stiffness 0..1 */
+ float m_soft_angStiff; /* angular stiffness 0..1 */
+ float m_soft_volume; /* volume preservation 0..1 */
+
+ int m_soft_viterations; /* Velocities solver iterations */
+ int m_soft_piterations; /* Positions solver iterations */
+ int m_soft_diterations; /* Drift solver iterations */
+ int m_soft_citerations; /* Cluster solver iterations */
+
+ float m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
+ float m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
+ float m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
+ float m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+
+ float m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ float m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ float m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
+ float m_soft_kDP; /* Damping coefficient [0,1] */
+
+ float m_soft_kDG; /* Drag coefficient [0,+inf] */
+ float m_soft_kLF; /* Lift coefficient [0,+inf] */
+ float m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
+ float m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
+
+ float m_soft_kDF; /* Dynamic friction coefficient [0,1] */
+ float m_soft_kMT; /* Pose matching coefficient [0,1] */
+ float m_soft_kCHR; /* Rigid contacts hardness [0,1] */
+ float m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
+
+ float m_soft_kSHR; /* Soft contacts hardness [0,1] */
+ float m_soft_kAHR; /* Anchors hardness [0,1] */
+ int m_soft_collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
+ int m_soft_numclusteriterations; /* number of iterations to refine collision clusters*/
+///////////////////
+
+
+
int m_collisionFlags;
+ bool m_bRigid;
+ bool m_bSoft;
///optional use of collision group/mask:
///only collision with object goups that match the collision mask.
@@ -85,32 +253,73 @@ struct CcdConstructionInfo
short int m_collisionFilterGroup;
short int m_collisionFilterMask;
-
- btCollisionShape* m_collisionShape;
- class PHY_IMotionState* m_MotionState;
+ ///these pointers are used as argument passing for the CcdPhysicsController constructor
+ ///and not anymore after that
+ class btCollisionShape* m_collisionShape;
+ class PHY_IMotionState* m_MotionState;
+ class CcdShapeConstructionInfo* m_shapeInfo;
CcdPhysicsEnvironment* m_physicsEnv; //needed for self-replication
float m_inertiaFactor;//tweak the inertia (hooked up to Blender 'formfactor'
+ 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
+
};
class btRigidBody;
+class btCollisionObject;
+class btSoftBody;
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
class CcdPhysicsController : public PHY_IPhysicsController
{
- btRigidBody* m_body;
- class PHY_IMotionState* m_MotionState;
+
+ btCollisionObject* m_object;
+
+
+ class PHY_IMotionState* m_MotionState;
btMotionState* m_bulletMotionState;
+ class btCollisionShape* m_collisionShape;
+ class CcdShapeConstructionInfo* m_shapeInfo;
+ friend class CcdPhysicsEnvironment; // needed when updating the controller
+
+ //some book keeping for replication
+ bool m_softbodyMappingDone;
+ bool m_softBodyTransformInitialized;
+ bool m_prototypeTransformInitialized;
+ btTransform m_softbodyStartTrans;
- void* m_newClientInfo;
+ 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();
+ bool Register() {
+ return (m_registerCount++ == 0) ? true : false;
+ }
+ bool Unregister() {
+ return (--m_registerCount == 0) ? true : false;
+ }
+
+ protected:
+ void setWorldOrientation(const btMatrix3x3& mat);
+
public:
int m_collisionDelay;
@@ -120,11 +329,24 @@ class CcdPhysicsController : public PHY_IPhysicsController
virtual ~CcdPhysicsController();
+ CcdConstructionInfo& getConstructionInfo()
+ {
+ return m_cci;
+ }
+ const CcdConstructionInfo& getConstructionInfo() const
+ {
+ return m_cci;
+ }
+
- btRigidBody* GetRigidBody() { return m_body;}
+ btRigidBody* GetRigidBody();
+ btCollisionObject* GetCollisionObject();
+ btSoftBody* GetSoftBody();
+
+ CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; }
btCollisionShape* GetCollisionShape() {
- return m_body->getCollisionShape();
+ return m_object->getCollisionShape();
}
////////////////////////////////////
// PHY_IPhysicsController interface
@@ -190,16 +412,38 @@ class CcdPhysicsController : public PHY_IPhysicsController
return m_cci.m_collisionFilterMask;
}
-
virtual void calcXform() {} ;
- virtual void SetMargin(float margin) {};
- virtual float GetMargin() const {return 0.f;};
+ virtual void SetMargin(float margin)
+ {
+ if (m_collisionShape)
+ m_collisionShape->setMargin(btScalar(margin));
+ }
+ virtual float GetMargin() const
+ {
+ return (m_collisionShape) ? m_collisionShape->getMargin() : 0.f;
+ }
+ virtual float GetRadius() const
+ {
+ // this is not the actual shape radius, it's only used for Fh support
+ return m_cci.m_radius;
+ }
+ virtual void SetRadius(float margin)
+ {
+ if (m_collisionShape && m_collisionShape->getShapeType() == SPHERE_SHAPE_PROXYTYPE)
+ {
+ btSphereShape* sphereShape = static_cast<btSphereShape*>(m_collisionShape);
+ sphereShape->setUnscaledRadius(margin);
+ }
+ m_cci.m_radius = margin;
+ }
bool wantsSleeping();
void UpdateDeactivation(float timeStep);
+ void SetCenterOfMassTransform(btTransform& xform);
+
static btTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
void setAabb(const btVector3& aabbMin,const btVector3& aabbMax);
@@ -215,7 +459,28 @@ class CcdPhysicsController : public PHY_IPhysicsController
return m_MotionState;
}
+ class CcdPhysicsEnvironment* GetPhysicsEnvironment()
+ {
+ return m_cci.m_physicsEnv;
+ }
+ void setParentCtrl(CcdPhysicsController* parentCtrl)
+ {
+ m_parentCtrl = parentCtrl;
+ }
+
+ CcdPhysicsController* getParentCtrl()
+ {
+ return m_parentCtrl;
+ }
+
+ const CcdPhysicsController* getParentCtrl() const
+ {
+ return m_parentCtrl;
+ }
+
+
+
};