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Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp949
1 files changed, 794 insertions, 155 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 99c3e5f77c7..4fe35630784 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -23,6 +23,9 @@ subject to the following restrictions:
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
+#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
+#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
+#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
//profiling/timings
#include "LinearMath/btQuickprof.h"
@@ -30,6 +33,7 @@ subject to the following restrictions:
#include "PHY_IMotionState.h"
+#define CCD_CONSTRAINT_DISABLE_LINKED_COLLISION 0x80
bool useIslands = true;
@@ -53,6 +57,7 @@ void DrawRasterizerLine(const float* from,const float* to,int color);
#include <stdio.h>
+#include <string.h> // for memset
#ifdef NEW_BULLET_VEHICLE_SUPPORT
class WrapperVehicle : public PHY_IVehicle
@@ -251,6 +256,22 @@ public:
};
#endif //NEW_BULLET_VEHICLE_SUPPORT
+class CcdOverlapFilterCallBack : public btOverlapFilterCallback
+{
+private:
+ class CcdPhysicsEnvironment* m_physEnv;
+public:
+ CcdOverlapFilterCallBack(CcdPhysicsEnvironment* env) :
+ m_physEnv(env)
+ {
+ }
+ virtual ~CcdOverlapFilterCallBack()
+ {
+ }
+ // return true when pairs need collision
+ virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const;
+};
+
void CcdPhysicsEnvironment::setDebugDrawer(btIDebugDraw* debugDrawer)
{
@@ -302,33 +323,40 @@ m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
-m_enableSatCollisionDetection(false)
+m_enableSatCollisionDetection(false),
+m_solver(NULL),
+m_ownPairCache(NULL),
+m_ownDispatcher(NULL),
+m_filterCallback(NULL)
{
for (int i=0;i<PHY_NUM_RESPONSE;i++)
{
m_triggerCallbacks[i] = 0;
}
- if (!dispatcher)
- dispatcher = new btCollisionDispatcher();
+// m_collisionConfiguration = new btDefaultCollisionConfiguration();
+ m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
- if(!pairCache)
+ if (!dispatcher)
{
-
- //todo: calculate/let user specify this world sizes
- btVector3 worldMin(-10000,-10000,-10000);
- btVector3 worldMax(10000,10000,10000);
-
- pairCache = new btAxisSweep3(worldMin,worldMax);
-
- //broadphase = new btSimpleBroadphase();
+ btCollisionDispatcher* disp = new btCollisionDispatcher(m_collisionConfiguration);
+ dispatcher = disp;
+ btGImpactCollisionAlgorithm::registerAlgorithm(disp);
+ m_ownDispatcher = dispatcher;
}
+ //m_broadphase = new btAxisSweep3(btVector3(-1000,-1000,-1000),btVector3(1000,1000,1000));
+ //m_broadphase = new btSimpleBroadphase();
+ m_broadphase = new btDbvtBroadphase();
+
+ m_filterCallback = new CcdOverlapFilterCallBack(this);
+ m_broadphase->getOverlappingPairCache()->setOverlapFilterCallback(m_filterCallback);
setSolverType(1);//issues with quickstep and memory allocations
+// m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
+ m_dynamicsWorld = new btSoftRigidDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
- m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,new btSequentialImpulseConstraintSolver());
m_debugDrawer = 0;
m_gravity = btVector3(0.f,-10.f,0.f);
m_dynamicsWorld->setGravity(m_gravity);
@@ -339,23 +367,42 @@ m_enableSatCollisionDetection(false)
void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
{
btRigidBody* body = ctrl->GetRigidBody();
+ btCollisionObject* obj = ctrl->GetCollisionObject();
//this m_userPointer is just used for triggers, see CallbackTriggers
- body->setUserPointer(ctrl);
+ obj->setUserPointer(ctrl);
+ if (body)
+ body->setGravity( m_gravity );
- body->setGravity( m_gravity );
- m_controllers.push_back(ctrl);
+ m_controllers.insert(ctrl);
- m_dynamicsWorld->addRigidBody(body);
- if (body->isStaticOrKinematicObject())
+ if (body)
+ {
+ //use explicit group/filter for finer control over collision in bullet => near/radar sensor
+ m_dynamicsWorld->addRigidBody(body, ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
+ } else
+ {
+ if (ctrl->GetSoftBody())
+ {
+ btSoftBody* softBody = ctrl->GetSoftBody();
+ m_dynamicsWorld->addSoftBody(softBody);
+ } else
+ {
+ if (obj->getCollisionShape())
+ {
+ m_dynamicsWorld->addCollisionObject(obj,ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
+ }
+ }
+ }
+ if (obj->isStaticOrKinematicObject())
{
- body->setActivationState(ISLAND_SLEEPING);
+ obj->setActivationState(ISLAND_SLEEPING);
}
//CollisionObject(body,ctrl->GetCollisionFilterGroup(),ctrl->GetCollisionFilterMask());
- assert(body->getBroadphaseHandle());
+ assert(obj->getBroadphaseHandle());
btBroadphaseInterface* scene = getBroadphase();
@@ -364,7 +411,7 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
assert(shapeinterface);
- const btTransform& t = ctrl->GetRigidBody()->getCenterOfMassTransform();
+ const btTransform& t = ctrl->GetCollisionObject()->getWorldTransform();
btPoint3 minAabb,maxAabb;
@@ -376,69 +423,123 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
//extent it with the motion
- btVector3 linMotion = body->getLinearVelocity()*timeStep;
-
- float maxAabbx = maxAabb.getX();
- float maxAabby = maxAabb.getY();
- float maxAabbz = maxAabb.getZ();
- float minAabbx = minAabb.getX();
- float minAabby = minAabb.getY();
- float minAabbz = minAabb.getZ();
-
- if (linMotion.x() > 0.f)
- maxAabbx += linMotion.x();
- else
- minAabbx += linMotion.x();
- if (linMotion.y() > 0.f)
- maxAabby += linMotion.y();
- else
- minAabby += linMotion.y();
- if (linMotion.z() > 0.f)
- maxAabbz += linMotion.z();
- else
- minAabbz += linMotion.z();
-
-
- minAabb = btVector3(minAabbx,minAabby,minAabbz);
- maxAabb = btVector3(maxAabbx,maxAabby,maxAabbz);
-
+ if (body)
+ {
+ btVector3 linMotion = body->getLinearVelocity()*timeStep;
+
+ float maxAabbx = maxAabb.getX();
+ float maxAabby = maxAabb.getY();
+ float maxAabbz = maxAabb.getZ();
+ float minAabbx = minAabb.getX();
+ float minAabby = minAabb.getY();
+ float minAabbz = minAabb.getZ();
+
+ if (linMotion.x() > 0.f)
+ maxAabbx += linMotion.x();
+ else
+ minAabbx += linMotion.x();
+ if (linMotion.y() > 0.f)
+ maxAabby += linMotion.y();
+ else
+ minAabby += linMotion.y();
+ if (linMotion.z() > 0.f)
+ maxAabbz += linMotion.z();
+ else
+ minAabbz += linMotion.z();
+
+
+ minAabb = btVector3(minAabbx,minAabby,minAabbz);
+ maxAabb = btVector3(maxAabbx,maxAabby,maxAabbz);
+ }
}
+
+
void CcdPhysicsEnvironment::removeCcdPhysicsController(CcdPhysicsController* ctrl)
{
-
//also remove constraint
-
-
-
- m_dynamicsWorld->removeRigidBody(ctrl->GetRigidBody());
-
-
+ btRigidBody* body = ctrl->GetRigidBody();
+ if (body)
+ {
+ m_dynamicsWorld->removeRigidBody(ctrl->GetRigidBody());
+ } else
{
- std::vector<CcdPhysicsController*>::iterator i =
- std::find(m_controllers.begin(), m_controllers.end(), ctrl);
- if (!(i == m_controllers.end()))
+ //if a softbody
+ if (ctrl->GetSoftBody())
{
- std::swap(*i, m_controllers.back());
- m_controllers.pop_back();
+ m_dynamicsWorld->removeSoftBody(ctrl->GetSoftBody());
+ } else
+ {
+ m_dynamicsWorld->removeCollisionObject(ctrl->GetCollisionObject());
}
}
+ m_controllers.erase(ctrl);
+
+ if (ctrl->m_registerCount != 0)
+ printf("Warning: removing controller with non-zero m_registerCount: %d\n", ctrl->m_registerCount);
//remove it from the triggers
+ m_triggerControllers.erase(ctrl);
+}
+
+void CcdPhysicsEnvironment::updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
+{
+ // this function is used when the collisionning group of a controller is changed
+ // remove and add the collistioning object
+ btRigidBody* body = ctrl->GetRigidBody();
+ btCollisionObject* obj = ctrl->GetCollisionObject();
+ if (obj)
{
- std::vector<CcdPhysicsController*>::iterator i =
- std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl);
- if (!(i == m_triggerControllers.end()))
+ btVector3 inertia(0.0,0.0,0.0);
+ m_dynamicsWorld->removeCollisionObject(obj);
+ obj->setCollisionFlags(newCollisionFlags);
+ if (body)
{
- std::swap(*i, m_triggerControllers.back());
- m_triggerControllers.pop_back();
+ if (newMass)
+ body->getCollisionShape()->calculateLocalInertia(newMass, inertia);
+ body->setMassProps(newMass, inertia);
}
+ m_dynamicsWorld->addCollisionObject(obj, newCollisionGroup, newCollisionMask);
}
+ // to avoid nasty interaction, we must update the property of the controller as well
+ ctrl->m_cci.m_mass = newMass;
+ ctrl->m_cci.m_collisionFilterGroup = newCollisionGroup;
+ ctrl->m_cci.m_collisionFilterMask = newCollisionMask;
+ ctrl->m_cci.m_collisionFlags = newCollisionFlags;
+}
+void CcdPhysicsEnvironment::enableCcdPhysicsController(CcdPhysicsController* ctrl)
+{
+ if (m_controllers.insert(ctrl).second)
+ {
+ btCollisionObject* obj = ctrl->GetCollisionObject();
+ obj->setUserPointer(ctrl);
+ m_dynamicsWorld->addCollisionObject(obj,
+ ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
+ }
+}
+void CcdPhysicsEnvironment::disableCcdPhysicsController(CcdPhysicsController* ctrl)
+{
+ if (m_controllers.erase(ctrl))
+ {
+ btRigidBody* body = ctrl->GetRigidBody();
+ if (body)
+ {
+ m_dynamicsWorld->removeRigidBody(body);
+ } else
+ {
+ if (ctrl->GetSoftBody())
+ {
+ } else
+ {
+ m_dynamicsWorld->removeCollisionObject(body);
+ }
+ }
+ }
}
@@ -450,25 +551,31 @@ void CcdPhysicsEnvironment::beginFrame()
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
+ std::set<CcdPhysicsController*>::iterator it;
+ int i;
- int i,numCtrl = GetNumControllers();
- for (i=0;i<numCtrl;i++)
+ for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
- CcdPhysicsController* ctrl = GetPhysicsController(i);
- ctrl->SynchronizeMotionStates(timeStep);
+ (*it)->SynchronizeMotionStates(timeStep);
}
+ processFhSprings(curTime,timeStep);
+
float subStep = timeStep / float(m_numTimeSubSteps);
for (i=0;i<m_numTimeSubSteps;i++)
{
- m_dynamicsWorld->stepSimulation(subStep,0);//perform always a full simulation step
+// m_dynamicsWorld->stepSimulation(subStep,20,1./240.);//perform always a full simulation step
+ m_dynamicsWorld->stepSimulation(subStep,0);//perform always a full simulation step
}
- numCtrl = GetNumControllers();
- for (i=0;i<numCtrl;i++)
+ for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
- CcdPhysicsController* ctrl = GetPhysicsController(i);
- ctrl->SynchronizeMotionStates(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++)
@@ -477,11 +584,181 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
veh->SyncWheels();
}
+ if (m_dynamicsWorld->getDebugDrawer() && m_dynamicsWorld->getDebugDrawer()->getDebugMode() >0)
+ m_dynamicsWorld->debugDrawWorld();
+
+
CallbackTriggers();
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);
+ btRigidBody* body = ctrl->GetRigidBody();
+
+ if (body && (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
+
+
+ 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)
{
@@ -537,7 +814,7 @@ void CcdPhysicsEnvironment::setSolverDamping(float damping)
void CcdPhysicsEnvironment::setLinearAirDamping(float damping)
{
- gLinearAirDamping = damping;
+ //gLinearAirDamping = damping;
}
void CcdPhysicsEnvironment::setUseEpa(bool epa)
@@ -556,7 +833,7 @@ void CcdPhysicsEnvironment::setSolverType(int solverType)
{
m_solver = new btSequentialImpulseConstraintSolver();
-
+// ((btSequentialImpulseConstraintSolver*)m_solver)->setSolverMode(btSequentialImpulseConstraintSolver::SOLVER_USE_WARMSTARTING | btSequentialImpulseConstraintSolver::SOLVER_RANDMIZE_ORDER);
break;
}
}
@@ -577,7 +854,13 @@ void CcdPhysicsEnvironment::setSolverType(int solverType)
-
+void CcdPhysicsEnvironment::getGravity(PHY__Vector3& grav)
+{
+ const btVector3& gravity = m_dynamicsWorld->getGravity();
+ grav[0] = gravity.getX();
+ grav[1] = gravity.getY();
+ grav[2] = gravity.getZ();
+}
void CcdPhysicsEnvironment::setGravity(float x,float y,float z)
@@ -600,13 +883,16 @@ int CcdPhysicsEnvironment::createUniversalD6Constraint(
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
- const btVector3& angularMaxLimits
+ const btVector3& angularMaxLimits,int flags
)
{
+ bool disableCollisionBetweenLinkedBodies = (0!=(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
+
//we could either add some logic to recognize ball-socket and hinge, or let that up to the user
//perhaps some warning or hint that hinge/ball-socket is more efficient?
+
btGeneric6DofConstraint* genericConstraint = 0;
CcdPhysicsController* ctrl0 = (CcdPhysicsController*) ctrlRef;
CcdPhysicsController* ctrl1 = (CcdPhysicsController*) ctrlOther;
@@ -618,9 +904,10 @@ int CcdPhysicsEnvironment::createUniversalD6Constraint(
{
+ bool useReferenceFrameA = true;
genericConstraint = new btGeneric6DofConstraint(
*rb0,*rb1,
- frameInA,frameInB);
+ frameInA,frameInB,useReferenceFrameA);
genericConstraint->setLinearLowerLimit(linearMinLimits);
genericConstraint->setLinearUpperLimit(linearMaxLimits);
genericConstraint->setAngularLowerLimit(angularMinLimits);
@@ -635,7 +922,7 @@ int CcdPhysicsEnvironment::createUniversalD6Constraint(
if (genericConstraint)
{
// m_constraints.push_back(genericConstraint);
- m_dynamicsWorld->addConstraint(genericConstraint);
+ m_dynamicsWorld->addConstraint(genericConstraint,disableCollisionBetweenLinkedBodies);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(PHY_GENERIC_6DOF_CONSTRAINT);
@@ -668,35 +955,54 @@ void CcdPhysicsEnvironment::removeConstraint(int constraintId)
struct FilterClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
- PHY_IPhysicsController* m_ignoreClient;
+ PHY_IRayCastFilterCallback& m_phyRayFilter;
+ const btCollisionShape* m_hitTriangleShape;
+ int m_hitTriangleIndex;
- FilterClosestRayResultCallback (PHY_IPhysicsController* ignoreClient,const btVector3& rayFrom,const btVector3& rayTo)
+ FilterClosestRayResultCallback (PHY_IRayCastFilterCallback& phyRayFilter,const btVector3& rayFrom,const btVector3& rayTo)
: btCollisionWorld::ClosestRayResultCallback(rayFrom,rayTo),
- m_ignoreClient(ignoreClient)
+ m_phyRayFilter(phyRayFilter),
+ m_hitTriangleShape(NULL),
+ m_hitTriangleIndex(0)
{
-
}
virtual ~FilterClosestRayResultCallback()
{
}
- virtual float AddSingleResult( btCollisionWorld::LocalRayResult& rayResult)
+ virtual bool needsCollision(btBroadphaseProxy* proxy0) const
+ {
+ if (!(proxy0->m_collisionFilterGroup & m_collisionFilterMask))
+ return false;
+ if (!(m_collisionFilterGroup & proxy0->m_collisionFilterMask))
+ return false;
+ btCollisionObject* object = (btCollisionObject*)proxy0->m_clientObject;
+ CcdPhysicsController* phyCtrl = static_cast<CcdPhysicsController*>(object->getUserPointer());
+ if (phyCtrl == m_phyRayFilter.m_ignoreController)
+ return false;
+ return m_phyRayFilter.needBroadphaseRayCast(phyCtrl);
+ }
+
+ virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
{
CcdPhysicsController* curHit = static_cast<CcdPhysicsController*>(rayResult.m_collisionObject->getUserPointer());
- //ignore client...
- if (curHit != m_ignoreClient)
- {
- //if valid
- return ClosestRayResultCallback::AddSingleResult(rayResult);
+ // save shape information as ClosestRayResultCallback::AddSingleResult() does not do it
+ if (rayResult.m_localShapeInfo)
+ {
+ m_hitTriangleShape = rayResult.m_collisionObject->getCollisionShape();
+ m_hitTriangleIndex = rayResult.m_localShapeInfo->m_triangleIndex;
+ } else
+ {
+ m_hitTriangleShape = NULL;
+ m_hitTriangleIndex = 0;
}
- return m_closestHitFraction;
+ return ClosestRayResultCallback::addSingleResult(rayResult,normalInWorldSpace);
}
};
-PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
+PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
@@ -710,19 +1016,101 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
//Either Ray Cast with or without filtering
//btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
- FilterClosestRayResultCallback rayCallback(ignoreClient,rayFrom,rayTo);
+ FilterClosestRayResultCallback rayCallback(filterCallback,rayFrom,rayTo);
+
+ PHY_RayCastResult result;
+ memset(&result, 0, sizeof(result));
- PHY_IPhysicsController* nearestHit = 0;
+ // don't collision with sensor object
+ rayCallback.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
+ //, ,filterCallback.m_faceNormal);
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
- if (rayCallback.HasHit())
+ if (rayCallback.hasHit())
{
- nearestHit = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->getUserPointer());
- hitX = rayCallback.m_hitPointWorld.getX();
- hitY = rayCallback.m_hitPointWorld.getY();
- hitZ = rayCallback.m_hitPointWorld.getZ();
+ CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->getUserPointer());
+ result.m_controller = controller;
+ result.m_hitPoint[0] = rayCallback.m_hitPointWorld.getX();
+ result.m_hitPoint[1] = rayCallback.m_hitPointWorld.getY();
+ result.m_hitPoint[2] = rayCallback.m_hitPointWorld.getZ();
+
+ if (rayCallback.m_hitTriangleShape != NULL)
+ {
+ // identify the mesh polygon
+ CcdShapeConstructionInfo* shapeInfo = controller->m_shapeInfo;
+ if (shapeInfo)
+ {
+ btCollisionShape* shape = controller->GetCollisionObject()->getCollisionShape();
+ if (shape->isCompound())
+ {
+ btCompoundShape* compoundShape = (btCompoundShape*)shape;
+ CcdShapeConstructionInfo* compoundShapeInfo = shapeInfo;
+ // need to search which sub-shape has been hit
+ for (int i=0; i<compoundShape->getNumChildShapes(); i++)
+ {
+ shapeInfo = compoundShapeInfo->GetChildShape(i);
+ shape=compoundShape->getChildShape(i);
+ if (shape == rayCallback.m_hitTriangleShape)
+ break;
+ }
+ }
+ if (shape == rayCallback.m_hitTriangleShape &&
+ rayCallback.m_hitTriangleIndex < shapeInfo->m_polygonIndexArray.size())
+ {
+ result.m_meshObject = shapeInfo->GetMesh();
+ result.m_polygon = shapeInfo->m_polygonIndexArray.at(rayCallback.m_hitTriangleIndex);
+ // Bullet returns the normal from "outside".
+ // If the user requests the real normal, compute it now
+ if (filterCallback.m_faceNormal)
+ {
+ // mesh shapes are shared and stored in the shapeInfo
+ btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape();
+ if (triangleShape)
+ {
+ // this code is copied from Bullet
+ btVector3 triangle[3];
+ const unsigned char *vertexbase;
+ int numverts;
+ PHY_ScalarType type;
+ int stride;
+ const unsigned char *indexbase;
+ int indexstride;
+ int numfaces;
+ PHY_ScalarType indicestype;
+ btStridingMeshInterface* meshInterface = triangleShape->getMeshInterface();
+
+ meshInterface->getLockedReadOnlyVertexIndexBase(
+ &vertexbase,
+ numverts,
+ type,
+ stride,
+ &indexbase,
+ indexstride,
+ numfaces,
+ indicestype,
+ 0);
+
+ unsigned int* gfxbase = (unsigned int*)(indexbase+rayCallback.m_hitTriangleIndex*indexstride);
+ const btVector3& meshScaling = shape->getLocalScaling();
+ for (int j=2;j>=0;j--)
+ {
+ int graphicsindex = indicestype==PHY_SHORT?((unsigned short*)gfxbase)[j]:gfxbase[j];
+
+ btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
+
+ triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
+ }
+ meshInterface->unLockReadOnlyVertexBase(0);
+ btVector3 triangleNormal;
+ triangleNormal = (triangle[1]-triangle[0]).cross(triangle[2]-triangle[0]);
+ rayCallback.m_hitNormalWorld = rayCallback.m_collisionObject->getWorldTransform().getBasis()*triangleNormal;
+ }
+ }
+ }
+ }
+ }
if (rayCallback.m_hitNormalWorld.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
rayCallback.m_hitNormalWorld.normalize();
@@ -730,14 +1118,14 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
{
rayCallback.m_hitNormalWorld.setValue(1,0,0);
}
- normalX = rayCallback.m_hitNormalWorld.getX();
- normalY = rayCallback.m_hitNormalWorld.getY();
- normalZ = rayCallback.m_hitNormalWorld.getZ();
-
+ result.m_hitNormal[0] = rayCallback.m_hitNormalWorld.getX();
+ result.m_hitNormal[1] = rayCallback.m_hitNormalWorld.getY();
+ result.m_hitNormal[2] = rayCallback.m_hitNormalWorld.getZ();
+ filterCallback.reportHit(&result);
}
- return nearestHit;
+ return result.m_controller;
}
@@ -760,6 +1148,13 @@ btBroadphaseInterface* CcdPhysicsEnvironment::getBroadphase()
return m_dynamicsWorld->getBroadphase();
}
+btDispatcher* CcdPhysicsEnvironment::getDispatcher()
+{
+ return m_dynamicsWorld->getDispatcher();
+}
+
+
+
@@ -778,22 +1173,27 @@ CcdPhysicsEnvironment::~CcdPhysicsEnvironment()
delete m_dynamicsWorld;
+ if (NULL != m_ownPairCache)
+ delete m_ownPairCache;
-}
-
+ if (NULL != m_ownDispatcher)
+ delete m_ownDispatcher;
-int CcdPhysicsEnvironment::GetNumControllers()
-{
- return m_controllers.size();
-}
+ if (NULL != m_solver)
+ delete m_solver;
+ if (NULL != m_debugDrawer)
+ delete m_debugDrawer;
-CcdPhysicsController* CcdPhysicsEnvironment::GetPhysicsController( int index)
-{
- return m_controllers[index];
-}
+ if (NULL != m_filterCallback)
+ delete m_filterCallback;
+ if (NULL != m_collisionConfiguration)
+ delete m_collisionConfiguration;
+ if (NULL != m_broadphase)
+ delete m_broadphase;
+}
void CcdPhysicsEnvironment::setConstraintParam(int constraintId,int param,float value0,float value1)
@@ -805,7 +1205,7 @@ void CcdPhysicsEnvironment::setConstraintParam(int constraintId,int param,float
{
//param = 1..12, min0,max0,min1,max1...min6,max6
btGeneric6DofConstraint* genCons = (btGeneric6DofConstraint*)typedConstraint;
- genCons->SetLimit(param,value0,value1);
+ genCons->setLimit(param,value0,value1);
break;
};
default:
@@ -835,15 +1235,18 @@ 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);
- }
+ // addSensor() is a "light" function for bullet because it is used
+ // dynamically when the sensor is activated. Use enableCcdPhysicsController() instead
+ //if (m_controllers.insert(ctrl1).second)
+ //{
+ // addCcdPhysicsController(ctrl1);
+ //}
+ enableCcdPhysicsController(ctrl1);
+
+ //Collision filter/mask is now set at the time of the creation of the controller
//force collision detection with everything, including static objects (might hurt performance!)
- ctrl1->GetRigidBody()->getBroadphaseHandle()->m_collisionFilterMask = btBroadphaseProxy::AllFilter;
- ctrl1->GetRigidBody()->getBroadphaseHandle()->m_collisionFilterGroup = btBroadphaseProxy::AllFilter;
+ //ctrl1->GetRigidBody()->getBroadphaseHandle()->m_collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::SensorTrigger;
+ //ctrl1->GetRigidBody()->getBroadphaseHandle()->m_collisionFilterGroup = btBroadphaseProxy::SensorTrigger;
//todo: make this 'sensor'!
requestCollisionCallback(ctrl);
@@ -852,21 +1255,19 @@ void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
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();
- }
+ CcdPhysicsController* ccdCtrl = (CcdPhysicsController*)ctrl;
+ if (ccdCtrl->Unregister())
+ m_triggerControllers.erase(ccdCtrl);
}
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
removeCollisionCallback(ctrl);
- //printf("removeSensor\n");
+
+ disableCcdPhysicsController((CcdPhysicsController*)ctrl);
}
+
void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
/* printf("addTouchCallback\n(response class = %i)\n",response_class);
@@ -903,11 +1304,10 @@ void CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctr
{
CcdPhysicsController* ccdCtrl = static_cast<CcdPhysicsController*>(ctrl);
- //printf("requestCollisionCallback\n");
- m_triggerControllers.push_back(ccdCtrl);
+ if (ccdCtrl->Register())
+ m_triggerControllers.insert(ccdCtrl);
}
-
void CcdPhysicsEnvironment::CallbackTriggers()
{
@@ -916,13 +1316,16 @@ void CcdPhysicsEnvironment::CallbackTriggers()
if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints)))
{
//walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
- int numManifolds = m_dynamicsWorld->getDispatcher()->getNumManifolds();
+ btDispatcher* dispatcher = m_dynamicsWorld->getDispatcher();
+ int numManifolds = dispatcher->getNumManifolds();
for (int i=0;i<numManifolds;i++)
{
- btPersistentManifold* manifold = m_dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
+ btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
int numContacts = manifold->getNumContacts();
if (numContacts)
{
+ btRigidBody* rb0 = static_cast<btRigidBody*>(manifold->getBody0());
+ btRigidBody* rb1 = static_cast<btRigidBody*>(manifold->getBody1());
if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints))
{
for (int j=0;j<numContacts;j++)
@@ -933,18 +1336,17 @@ void CcdPhysicsEnvironment::CallbackTriggers()
m_debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
}
}
- btRigidBody* obj0 = static_cast<btRigidBody* >(manifold->getBody0());
- btRigidBody* obj1 = static_cast<btRigidBody* >(manifold->getBody1());
+ btRigidBody* obj0 = rb0;
+ btRigidBody* obj1 = rb1;
//m_internalOwner is set in 'addPhysicsController'
CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->getUserPointer());
CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(obj1->getUserPointer());
- std::vector<CcdPhysicsController*>::iterator i =
- std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl0);
+ std::set<CcdPhysicsController*>::const_iterator i = m_triggerControllers.find(ctrl0);
if (i == m_triggerControllers.end())
{
- i = std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl1);
+ i = m_triggerControllers.find(ctrl1);
}
if (!(i == m_triggerControllers.end()))
@@ -952,6 +1354,15 @@ void CcdPhysicsEnvironment::CallbackTriggers()
m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
ctrl0,ctrl1,0);
}
+ // Bullet does not refresh the manifold contact point for object without contact response
+ // may need to remove this when a newer Bullet version is integrated
+ if (!dispatcher->needsResponse(rb0, rb1))
+ {
+ // Refresh algorithm fails sometimes when there is penetration
+ // (usuall the case with ghost and sensor objects)
+ // Let's just clear the manifold, in any case, it is recomputed on each frame.
+ manifold->clearManifold(); //refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform());
+ }
}
}
@@ -962,9 +1373,47 @@ void CcdPhysicsEnvironment::CallbackTriggers()
}
-
-
-
+// This call back is called before a pair is added in the cache
+// Handy to remove objects that must be ignored by sensors
+bool CcdOverlapFilterCallBack::needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
+{
+ btCollisionObject *colObj0, *colObj1;
+ CcdPhysicsController *sensorCtrl, *objCtrl;
+ bool collides;
+ // first check the filters
+ collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
+ collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
+ if (!collides)
+ return false;
+
+ // additional check for sensor object
+ if (proxy0->m_collisionFilterGroup & btBroadphaseProxy::SensorTrigger)
+ {
+ // this is a sensor object, the other one can't be a sensor object because
+ // they exclude each other in the above test
+ assert(!(proxy1->m_collisionFilterGroup & btBroadphaseProxy::SensorTrigger));
+ colObj0 = (btCollisionObject*)proxy0->m_clientObject;
+ colObj1 = (btCollisionObject*)proxy1->m_clientObject;
+ }
+ else if (proxy1->m_collisionFilterGroup & btBroadphaseProxy::SensorTrigger)
+ {
+ colObj0 = (btCollisionObject*)proxy1->m_clientObject;
+ colObj1 = (btCollisionObject*)proxy0->m_clientObject;
+ }
+ else
+ {
+ return true;
+ }
+ if (!colObj0 || !colObj1)
+ return false;
+ sensorCtrl = static_cast<CcdPhysicsController*>(colObj0->getUserPointer());
+ objCtrl = static_cast<CcdPhysicsController*>(colObj1->getUserPointer());
+ if (m_physEnv->m_triggerCallbacks[PHY_BROADPH_RESPONSE])
+ {
+ return m_physEnv->m_triggerCallbacks[PHY_BROADPH_RESPONSE](m_physEnv->m_triggerCallbacksUserPtrs[PHY_BROADPH_RESPONSE], sensorCtrl, objCtrl, 0);
+ }
+ return true;
+}
#ifdef NEW_BULLET_VEHICLE_SUPPORT
@@ -998,29 +1447,58 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radi
{
CcdConstructionInfo cinfo;
+ // memory leak! The shape is not deleted by Bullet and we cannot add it to the KX_Scene.m_shapes list
cinfo.m_collisionShape = new btSphereShape(radius);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
- cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_KINEMATIC_OBJECT;
+ // declare this object as Dyamic rather then static!!
+ // The reason as it is designed to detect all type of object, including static object
+ // It would cause static-static message to be printed on the console otherwise
+ cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE/* | btCollisionObject::CF_KINEMATIC_OBJECT*/;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
+ // we will add later the possibility to select the filter from option
+ cinfo.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
+ cinfo.m_collisionFilterGroup = CcdConstructionInfo::SensorFilter;
motionState->m_worldTransform.setIdentity();
motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
-
return sphereController;
}
+int findClosestNode(btSoftBody* sb,const btVector3& worldPoint);
+int findClosestNode(btSoftBody* sb,const btVector3& worldPoint)
+{
+ int node = -1;
+
+ btSoftBody::tNodeArray& nodes(sb->m_nodes);
+ float maxDistSqr = 1e30f;
+
+ for (int n=0;n<nodes.size();n++)
+ {
+ btScalar distSqr = (nodes[n].m_x - worldPoint).length2();
+ if (distSqr<maxDistSqr)
+ {
+ maxDistSqr = distSqr;
+ node = n;
+ }
+ }
+ return node;
+}
+
int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl0,class PHY_IPhysicsController* ctrl1,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ,
float axis1X,float axis1Y,float axis1Z,
- float axis2X,float axis2Y,float axis2Z
+ float axis2X,float axis2Y,float axis2Z,int flags
)
{
+ bool disableCollisionBetweenLinkedBodies = (0!=(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
+
+
CcdPhysicsController* c0 = (CcdPhysicsController*)ctrl0;
CcdPhysicsController* c1 = (CcdPhysicsController*)ctrl1;
@@ -1028,14 +1506,166 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
btRigidBody* rb0 = c0 ? c0->GetRigidBody() : 0;
btRigidBody* rb1 = c1 ? c1->GetRigidBody() : 0;
+
+
+
bool rb0static = rb0 ? rb0->isStaticOrKinematicObject() : true;
bool rb1static = rb1 ? rb1->isStaticOrKinematicObject() : true;
+
+ btCollisionObject* colObj0 = c0->GetCollisionObject();
+ if (!colObj0)
+ {
+ return 0;
+ }
+
+ btVector3 pivotInA(pivotX,pivotY,pivotZ);
+
+ //it might be a soft body, let's try
+ btSoftBody* sb0 = c0 ? c0->GetSoftBody() : 0;
+ btSoftBody* sb1 = c1 ? c1->GetSoftBody() : 0;
+ if (sb0 && sb1)
+ {
+ //not between two soft bodies?
+ return 0;
+ }
+
+ if (sb0)
+ {
+ //either cluster or node attach, let's find closest node first
+ //the soft body doesn't have a 'real' world transform, so get its initial world transform for now
+ btVector3 pivotPointSoftWorld = sb0->m_initialWorldTransform(pivotInA);
+ int node=findClosestNode(sb0,pivotPointSoftWorld);
+ if (node >=0)
+ {
+ bool clusterconstaint = false;
+/*
+ switch (type)
+ {
+ case PHY_LINEHINGE_CONSTRAINT:
+ {
+ if (sb0->clusterCount() && rb1)
+ {
+ btSoftBody::LJoint::Specs ls;
+ ls.erp=0.5f;
+ ls.position=sb0->clusterCom(0);
+ sb0->appendLinearJoint(ls,rb1);
+ clusterconstaint = true;
+ break;
+ }
+ }
+ case PHY_GENERIC_6DOF_CONSTRAINT:
+ {
+ if (sb0->clusterCount() && rb1)
+ {
+ btSoftBody::AJoint::Specs as;
+ as.erp = 1;
+ as.cfm = 1;
+ as.axis.setValue(axisX,axisY,axisZ);
+ sb0->appendAngularJoint(as,rb1);
+ clusterconstaint = true;
+ break;
+ }
+
+ break;
+ }
+ default:
+ {
+
+ }
+ };
+ */
+
+ if (!clusterconstaint)
+ {
+ if (rb1)
+ {
+ sb0->appendAnchor(node,rb1,disableCollisionBetweenLinkedBodies);
+ } else
+ {
+ sb0->setMass(node,0.f);
+ }
+ }
+
+
+ }
+ return 0;//can't remove soft body anchors yet
+ }
+
+ if (sb1)
+ {
+ btVector3 pivotPointAWorld = colObj0->getWorldTransform()(pivotInA);
+ int node=findClosestNode(sb1,pivotPointAWorld);
+ if (node >=0)
+ {
+ bool clusterconstaint = false;
+
+ /*
+ switch (type)
+ {
+ case PHY_LINEHINGE_CONSTRAINT:
+ {
+ if (sb1->clusterCount() && rb0)
+ {
+ btSoftBody::LJoint::Specs ls;
+ ls.erp=0.5f;
+ ls.position=sb1->clusterCom(0);
+ sb1->appendLinearJoint(ls,rb0);
+ clusterconstaint = true;
+ break;
+ }
+ }
+ case PHY_GENERIC_6DOF_CONSTRAINT:
+ {
+ if (sb1->clusterCount() && rb0)
+ {
+ btSoftBody::AJoint::Specs as;
+ as.erp = 1;
+ as.cfm = 1;
+ as.axis.setValue(axisX,axisY,axisZ);
+ sb1->appendAngularJoint(as,rb0);
+ clusterconstaint = true;
+ break;
+ }
+
+ break;
+ }
+ default:
+ {
+
+
+ }
+ };*/
+
+
+ if (!clusterconstaint)
+ {
+ if (rb0)
+ {
+ sb1->appendAnchor(node,rb0,disableCollisionBetweenLinkedBodies);
+ } else
+ {
+ sb1->setMass(node,0.f);
+ }
+ }
+
+
+ }
+ return 0;//can't remove soft body anchors yet
+ }
+
if (rb0static && rb1static)
+ {
+
return 0;
+ }
+
- btVector3 pivotInA(pivotX,pivotY,pivotZ);
+ if (!rb0)
+ return 0;
+
+
btVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) :
rb0->getCenterOfMassTransform() * pivotInA;
btVector3 axisInA(axisX,axisY,axisZ);
@@ -1060,7 +1690,7 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
pivotInA);
}
- m_dynamicsWorld->addConstraint(p2p);
+ m_dynamicsWorld->addConstraint(p2p,disableCollisionBetweenLinkedBodies);
// m_constraints.push_back(p2p);
p2p->setUserConstraintId(gConstraintUid++);
@@ -1096,10 +1726,11 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
btTransform globalFrameA = rb0->getCenterOfMassTransform() * frameInA;
frameInB = inv * globalFrameA;
-
+ bool useReferenceFrameA = true;
+
genericConstraint = new btGeneric6DofConstraint(
*rb0,*rb1,
- frameInA,frameInB);
+ frameInA,frameInB,useReferenceFrameA);
} else
@@ -1120,15 +1751,16 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
///frameInB in worldspace
frameInB = rb0->getCenterOfMassTransform() * frameInA;
+ bool useReferenceFrameA = true;
genericConstraint = new btGeneric6DofConstraint(
*rb0,s_fixedObject2,
- frameInA,frameInB);
+ frameInA,frameInB,useReferenceFrameA);
}
if (genericConstraint)
{
//m_constraints.push_back(genericConstraint);
- m_dynamicsWorld->addConstraint(genericConstraint);
+ m_dynamicsWorld->addConstraint(genericConstraint,disableCollisionBetweenLinkedBodies);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
@@ -1194,7 +1826,7 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
if (coneTwistContraint)
{
//m_constraints.push_back(genericConstraint);
- m_dynamicsWorld->addConstraint(coneTwistContraint);
+ m_dynamicsWorld->addConstraint(coneTwistContraint,disableCollisionBetweenLinkedBodies);
coneTwistContraint->setUserConstraintId(gConstraintUid++);
coneTwistContraint->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
@@ -1233,7 +1865,7 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
hinge->setAngularOnly(angularOnly);
//m_constraints.push_back(hinge);
- m_dynamicsWorld->addConstraint(hinge);
+ m_dynamicsWorld->addConstraint(hinge,disableCollisionBetweenLinkedBodies);
hinge->setUserConstraintId(gConstraintUid++);
hinge->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
@@ -1275,12 +1907,19 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
CcdConstructionInfo cinfo;
+
+ // we don't need a CcdShapeConstructionInfo for this shape:
+ // it is simple enough for the standard copy constructor (see CcdPhysicsController::GetReplica)
cinfo.m_collisionShape = new btConeShape(coneradius,coneheight);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
+
+ // we will add later the possibility to select the filter from option
+ cinfo.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
+ cinfo.m_collisionFilterGroup = CcdConstructionInfo::SensorFilter;
motionState->m_worldTransform.setIdentity();
// motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));