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/CcdPhysicsEnvironment.cpp')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp470
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
+}