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-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsController.h2
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp5
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h4
-rw-r--r--source/gameengine/Physics/BlOde/SConscript6
-rw-r--r--source/gameengine/Physics/Bullet/CMakeLists.txt4
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp1175
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h293
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp949
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h59
-rw-r--r--source/gameengine/Physics/Bullet/Makefile5
-rw-r--r--source/gameengine/Physics/Bullet/SConscript6
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp6
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h6
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h1
-rw-r--r--source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp17
-rw-r--r--source/gameengine/Physics/Sumo/SConscript17
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsController.h1
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp43
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h6
-rw-r--r--source/gameengine/Physics/common/PHY_DynamicTypes.h16
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsController.h4
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h51
22 files changed, 2285 insertions, 391 deletions
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsController.h b/source/gameengine/Physics/BlOde/OdePhysicsController.h
index d3eb443ed3a..925f5b6686a 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsController.h
+++ b/source/gameengine/Physics/BlOde/OdePhysicsController.h
@@ -111,6 +111,8 @@ public:
virtual void calcXform(){}
virtual void SetMargin(float margin) {}
virtual float GetMargin() const {return 0.f;}
+ virtual float GetRadius() const {return 0.f;}
+ virtual void SetRadius(float margin) {}
// clientinfo for raycasts for example
virtual void* getNewClientInfo() { return m_clientInfo;}
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
index a04560aaf09..2e8ee31058f 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
@@ -198,7 +198,7 @@ int ODEPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
}
-void ODEPhysicsEnvironment::removeConstraint(int constraintid)
+void ODEPhysicsEnvironment::removeConstraint(void *constraintid)
{
if (constraintid)
{
@@ -206,8 +206,7 @@ void ODEPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* ODEPhysicsEnvironment::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* ODEPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
//m_OdeWorld
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
index ec1b7702ffd..dcc87d614c0 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
@@ -54,8 +54,7 @@ public:
float axisX,float axisY,float axisZ);
virtual void removeConstraint(void * constraintid);
- virtual PHY_IPhysicsController* 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);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//gamelogic callbacks
@@ -65,6 +64,7 @@ public:
{
}
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl) {}
+ virtual void removeCollisionCallback(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;}
diff --git a/source/gameengine/Physics/BlOde/SConscript b/source/gameengine/Physics/BlOde/SConscript
index 0ffeb1dad62..90e949d2d86 100644
--- a/source/gameengine/Physics/BlOde/SConscript
+++ b/source/gameengine/Physics/BlOde/SConscript
@@ -5,11 +5,11 @@ Import ('library_env')
phy_ode_env = library_env.Copy ()
source_files = ['OdePhysicsController.cpp',
- 'OdePhysicsEnvironment.cpp']
+ 'OdePhysicsEnvironment.cpp']
phy_ode_env.Append (CPPPATH=['.',
- '../common',
- ])
+ '../common',
+ ])
phy_ode_env.Append (CPPPATH=user_options_dict['ODE_INCLUDE'])
phy_ode_env.Library (target='#'+user_options_dict['BUILD_DIR']+'/lib/PHY_Ode', source=source_files)
diff --git a/source/gameengine/Physics/Bullet/CMakeLists.txt b/source/gameengine/Physics/Bullet/CMakeLists.txt
index b610fd1bbb0..6c733786caf 100644
--- a/source/gameengine/Physics/Bullet/CMakeLists.txt
+++ b/source/gameengine/Physics/Bullet/CMakeLists.txt
@@ -30,6 +30,10 @@ SET(INC
.
../common
../../../../extern/bullet2/src
+ ../../../../intern/moto/include
+ ../../../kernel/gen_system
+ ../../../../intern/string
+ ../../Rasterizer
)
BLENDERLIB(bf_bullet "${SRC}" "${INC}")
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 5a45ce020cc..c9c30c1b450 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -15,10 +15,18 @@ subject to the following restrictions:
#include "CcdPhysicsController.h"
#include "btBulletDynamicsCommon.h"
-
+#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
#include "PHY_IMotionState.h"
#include "CcdPhysicsEnvironment.h"
+#include "RAS_MeshObject.h"
+#include "BulletSoftBody/btSoftBody.h"
+#include "BulletSoftBody//btSoftBodyInternals.h"
+#include "BulletSoftBody/btSoftBodyHelpers.h"
+#include "LinearMath/btConvexHull.h"
+#include "BulletCollision/Gimpact/btGImpactShape.h"
+
+#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
class BP_Proxy;
@@ -36,24 +44,40 @@ float gAngularSleepingTreshold = 1.0f;
btVector3 startVel(0,0,0);//-10000);
+
CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
:m_cci(ci)
{
+ m_prototypeTransformInitialized = false;
+ m_softbodyMappingDone = false;
m_collisionDelay = 0;
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;
+ // apply scaling before creating rigid body
+ m_collisionShape->setLocalScaling(m_cci.m_scaling);
+ if (m_cci.m_mass)
+ m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
+ // shape info is shared, increment ref count
+ m_shapeInfo = ci.m_shapeInfo;
+ if (m_shapeInfo)
+ m_shapeInfo->AddRef();
+
m_bulletMotionState = 0;
CreateRigidbody();
-
- #ifdef WIN32
- if (m_body->getInvMass())
- m_body->setLinearVelocity(startVel);
- #endif
+///???
+#ifdef WIN32
+ if (GetRigidBody() && !GetRigidBody()->isStaticObject())
+ GetRigidBody()->setLinearVelocity(startVel);
+#endif
}
@@ -105,34 +129,395 @@ public:
};
-void CcdPhysicsController::CreateRigidbody()
+btRigidBody* CcdPhysicsController::GetRigidBody()
+{
+ return btRigidBody::upcast(m_object);
+}
+btCollisionObject* CcdPhysicsController::GetCollisionObject()
+{
+ return m_object;
+}
+btSoftBody* CcdPhysicsController::GetSoftBody()
{
+ return btSoftBody::upcast(m_object);
+}
+
+#include "BulletSoftBody/btSoftBodyHelpers.h"
+
- btTransform trans = GetTransformFromMotionState(m_MotionState);
+void CcdPhysicsController::CreateRigidbody()
+{
+
+ //btTransform trans = GetTransformFromMotionState(m_MotionState);
m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
- m_body = new btRigidBody(m_cci.m_mass,
- m_bulletMotionState,
- m_cci.m_collisionShape,
- m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor,
- m_cci.m_linearDamping,m_cci.m_angularDamping,
- m_cci.m_friction,m_cci.m_restitution);
+ ///either create a btCollisionObject, btRigidBody or btSoftBody
+
+ //create a collision object
+
+ int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
+
+ //disable soft body until first sneak preview is ready
+ if (m_cci.m_bSoft && m_cci.m_collisionShape &&
+ (shapeType == CONVEX_HULL_SHAPE_PROXYTYPE)|
+ (shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
+ (shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
+ {
+ btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
+ rbci.m_linearDamping = m_cci.m_linearDamping;
+ rbci.m_angularDamping = m_cci.m_angularDamping;
+ rbci.m_friction = m_cci.m_friction;
+ rbci.m_restitution = m_cci.m_restitution;
+
+
+ int nodecount = 0;
+
+ int numtriangles = 1;
+
+ btVector3 p(0,0,0);// = getOrigin();
+ btScalar h = 1.f;
+
+ btSoftRigidDynamicsWorld* softDynaWorld = (btSoftRigidDynamicsWorld*)m_cci.m_physicsEnv->getDynamicsWorld();
+
+ PHY__Vector3 grav;
+ grav[0] = softDynaWorld->getGravity().getX();
+ grav[1] = softDynaWorld->getGravity().getY();
+ grav[2] = softDynaWorld->getGravity().getZ();
+ softDynaWorld->getWorldInfo().m_gravity.setValue(grav[0],grav[1],grav[2]); //??
+
+
+ //btSoftBody* psb=btSoftBodyHelpers::CreateRope(sbi, btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25), 16,1+2);
+
+ btSoftBody* psb = 0;
+
+ if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
+ {
+ btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
+
+ //psb = btSoftBodyHelpers::CreateFromConvexHull(sbi,&transformedVertices[0],convexHull->getNumPoints());
+
+ {
+ int nvertices = convexHull->getNumPoints();
+ const btVector3* vertices = convexHull->getPoints();
+ btSoftBodyWorldInfo& worldInfo = softDynaWorld->getWorldInfo();
+
+ HullDesc hdsc(QF_TRIANGLES,nvertices,vertices);
+ HullResult hres;
+ HullLibrary hlib;/*??*/
+ hdsc.mMaxVertices=nvertices;
+ hlib.CreateConvexHull(hdsc,hres);
+
+ psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
+ &hres.m_OutputVertices[0],0);
+ for(int i=0;i<(int)hres.mNumFaces;++i)
+ {
+ const int idx[]={ hres.m_Indices[i*3+0],
+ hres.m_Indices[i*3+1],
+ hres.m_Indices[i*3+2]};
+ if(idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]);
+ if(idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]);
+ if(idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]);
+ psb->appendFace(idx[0],idx[1],idx[2]);
+ }
+
+
+
+ hlib.ReleaseResult(hres);
+
+
+ }
+
+
+
+
+
+
+ } else
+ {
+
+ btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
+
+ if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
+ {
+ btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
+ btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
+
+ ///only deal with meshes that have 1 sub part/component, for now
+ if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
+ {
+ unsigned char* vertexBase;
+ PHY_ScalarType vertexType;
+ int numverts;
+ int vertexstride;
+ unsigned char* indexbase;
+ int indexstride;
+ int numtris;
+ PHY_ScalarType indexType;
+ trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
+
+ psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
+ }
+ } else
+ {
+ btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
+ ///only deal with meshes that have 1 sub part/component, for now
+ if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
+ {
+ unsigned char* vertexBase;
+ PHY_ScalarType vertexType;
+ int numverts;
+ int vertexstride;
+ unsigned char* indexbase;
+ int indexstride;
+ int numtris;
+ PHY_ScalarType indexType;
+ trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
+
+ psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
+ }
+
+
+ //psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
+ }
+
+ }
+
+ m_object = psb;
+
+ //psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS;
+
+ //psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
+
+
+ //btSoftBody::Material* pm=psb->appendMaterial();
+ btSoftBody::Material* pm=psb->m_materials[0];
+ pm->m_kLST = m_cci.m_soft_linStiff;
+ pm->m_kAST = m_cci.m_soft_angStiff;
+ pm->m_kVST = m_cci.m_soft_volume;
+ psb->m_cfg.collisions = 0;
+
+ if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::CL_RS;
+ } else
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::SDF_RS;
+ }
+ if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
+ } else
+ {
+ psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
+ }
+
+
+ psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
+ psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
+ psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
+ psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+
+ psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
+ psb->m_cfg.kVCF = m_cci.m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
+ psb->m_cfg.kDP = m_cci.m_soft_kDP; /* Damping coefficient [0,1] */
+
+ psb->m_cfg.kDG = m_cci.m_soft_kDG; /* Drag coefficient [0,+inf] */
+ psb->m_cfg.kLF = m_cci.m_soft_kLF; /* Lift coefficient [0,+inf] */
+ psb->m_cfg.kPR = m_cci.m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
+ psb->m_cfg.kVC = m_cci.m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
+
+ psb->m_cfg.kDF = m_cci.m_soft_kDF; /* Dynamic friction coefficient [0,1] */
+ psb->m_cfg.kMT = m_cci.m_soft_kMT; /* Pose matching coefficient [0,1] */
+ psb->m_cfg.kCHR = m_cci.m_soft_kCHR; /* Rigid contacts hardness [0,1] */
+ psb->m_cfg.kKHR = m_cci.m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
+
+ psb->m_cfg.kSHR = m_cci.m_soft_kSHR; /* Soft contacts hardness [0,1] */
+ psb->m_cfg.kAHR = m_cci.m_soft_kAHR; /* Anchors hardness [0,1] */
+
+
+
+ if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
+ {
+ psb->generateBendingConstraints(2,pm);
+ }
+
+ psb->m_cfg.piterations = m_cci.m_soft_piterations;
+ psb->m_cfg.viterations = m_cci.m_soft_viterations;
+ psb->m_cfg.diterations = m_cci.m_soft_diterations;
+ psb->m_cfg.citerations = m_cci.m_soft_citerations;
+
+ if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
+ {
+ psb->setPose(false,true);//
+ } else
+ {
+ psb->setPose(true,false);
+ }
+
+
+
+ psb->randomizeConstraints();
+ if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
+ {
+ psb->generateClusters(m_cci.m_soft_numclusteriterations);
+ }
+
+// psb->activate();
+// psb->setActivationState(1);
+// psb->setDeactivationTime(1.f);
+
+ //psb->m_materials[0]->m_kLST = 0.1+(i/(btScalar)(n-1))*0.9;
+ psb->setTotalMass(m_cci.m_mass);
+
+ psb->setCollisionFlags(0);
+
+ ///create a mapping between graphics mesh vertices and soft body vertices
+ {
+ RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
+
+ if (rasMesh && !m_softbodyMappingDone)
+ {
+
+ //printf("apply\n");
+ RAS_MeshSlot::iterator it;
+ RAS_MeshMaterial *mmat;
+ RAS_MeshSlot *slot;
+ size_t i;
+
+ //for each material
+ for (int m=0;m<rasMesh->NumMaterials();m++)
+ {
+ // The vertex cache can only be updated for this deformer:
+ // Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
+ // share the same mesh (=the same cache). As the rendering is done per polymaterial
+ // cycling through the objects, the entire mesh cache cannot be updated in one shot.
+ mmat = rasMesh->GetMeshMaterial(m);
+
+ slot = mmat->m_baseslot;
+ for(slot->begin(it); !slot->end(it); slot->next(it))
+ {
+ int index = 0;
+ for(i=it.startvertex; i<it.endvertex; i++,index++)
+ {
+ RAS_TexVert* vertex = &it.vertex[i];
+
+
+ //search closest index, and store it in vertex
+ vertex->setSoftBodyIndex(0);
+ btScalar maxDistSqr = 1e30;
+ btSoftBody::tNodeArray& nodes(psb->m_nodes);
+ btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
+ for (int n=0;n<nodes.size();n++)
+ {
+ btScalar distSqr = (nodes[n].m_x - xyz).length2();
+ if (distSqr<maxDistSqr)
+ {
+ maxDistSqr = distSqr;
+
+ vertex->setSoftBodyIndex(n);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ m_softbodyMappingDone = true;
+
+
+
+
+
+
+// m_object->setCollisionShape(rbci.m_collisionShape);
+ btTransform startTrans;
+
+ if (rbci.m_motionState)
+ {
+ rbci.m_motionState->getWorldTransform(startTrans);
+ } else
+ {
+ startTrans = rbci.m_startWorldTransform;
+ }
+ //startTrans.setIdentity();
+
+ //m_object->setWorldTransform(startTrans);
+ //m_object->setInterpolationWorldTransform(startTrans);
+ m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
+ m_MotionState->setWorldOrientation(0,0,0,1);
+
+ if (!m_prototypeTransformInitialized)
+ {
+ m_prototypeTransformInitialized = true;
+ m_softBodyTransformInitialized = true;
+ GetSoftBody()->transform(startTrans);
+ }
+
+// btVector3 wp = m_softBody->getWorldTransform().getOrigin();
+// MT_Point3 center(wp.getX(),wp.getY(),wp.getZ());
+// m_gameobj->NodeSetWorldPosition(center);
+
+
+ } else
+ {
+ btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
+ rbci.m_linearDamping = m_cci.m_linearDamping;
+ rbci.m_angularDamping = m_cci.m_angularDamping;
+ rbci.m_friction = m_cci.m_friction;
+ rbci.m_restitution = m_cci.m_restitution;
+ m_object = new btRigidBody(rbci);
+ }
+
//
// init the rigidbody properly
//
//setMassProps this also sets collisionFlags
//convert collision flags!
+ //special case: a near/radar sensor controller should not be defined static or it will
+ //generate loads of static-static collision messages on the console
+ if ((m_cci.m_collisionFilterGroup & CcdConstructionInfo::SensorFilter) != 0)
+ {
+ // reset the flags that have been set so far
+ GetCollisionObject()->setCollisionFlags(0);
+ }
+ GetCollisionObject()->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
+ btRigidBody* body = GetRigidBody();
- m_body->setCollisionFlags(m_body->getCollisionFlags() | m_cci.m_collisionFlags);
-
- m_body->setGravity( m_cci.m_gravity);
- m_body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
+ if (body)
+ {
+ body->setGravity( m_cci.m_gravity);
+ body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
+ if (!m_cci.m_bRigid)
+ {
+ body->setAngularFactor(0.f);
+ }
+ }
+ if (m_object && m_cci.m_do_anisotropic)
+ {
+ m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
+ }
+
+}
+
+static void DeleteBulletShape(btCollisionShape* shape)
+{
+ if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
+ {
+ // shapes based on meshes use an interface that contains the vertices.
+ btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
+ btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
+ if (meshInterface)
+ delete meshInterface;
+ }
+ delete shape;
}
CcdPhysicsController::~CcdPhysicsController()
@@ -141,12 +526,35 @@ CcdPhysicsController::~CcdPhysicsController()
if (m_cci.m_physicsEnv)
m_cci.m_physicsEnv->removeCcdPhysicsController(this);
- delete m_MotionState;
+ if (m_MotionState)
+ delete m_MotionState;
if (m_bulletMotionState)
delete m_bulletMotionState;
- delete m_body;
+ delete m_object;
+
+ if (m_collisionShape)
+ {
+ // collision shape is always unique to the controller, can delete it here
+ if (m_collisionShape->isCompound())
+ {
+ // bullet does not delete the child shape, must do it here
+ btCompoundShape* compoundShape = (btCompoundShape*)m_collisionShape;
+ int numChild = compoundShape->getNumChildShapes();
+ for (int i=numChild-1 ; i >= 0; i--)
+ {
+ btCollisionShape* childShape = compoundShape->getChildShape(i);
+ DeleteBulletShape(childShape);
+ }
+ }
+ DeleteBulletShape(m_collisionShape);
+ }
+ if (m_shapeInfo)
+ {
+ m_shapeInfo->Release();
+ }
}
+
/**
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
@@ -154,12 +562,26 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
{
//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
- if (!m_body->isStaticObject())
+ btSoftBody* sb = GetSoftBody();
+ if (sb)
{
- const btVector3& worldPos = m_body->getCenterOfMassPosition();
+ btVector3 aabbMin,aabbMax;
+ sb->getAabb(aabbMin,aabbMax);
+ btVector3 worldPos = (aabbMax+aabbMin)*0.5f;
+ m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
+ m_MotionState->calculateWorldTransformations();
+ return true;
+ }
+
+ btRigidBody* body = GetRigidBody();
+
+ if (body && !body->isStaticObject())
+ {
+
+ const btVector3& worldPos = body->getCenterOfMassPosition();
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
- const btQuaternion& worldquat = m_body->getOrientation();
+ const btQuaternion& worldquat = body->getOrientation();
m_MotionState->setWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
m_MotionState->calculateWorldTransformations();
@@ -178,7 +600,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
btTransform oldTrans = m_body->getCenterOfMassTransform();
btTransform newTrans(worldquat,worldPos);
- m_body->setCenterOfMassTransform(newTrans);
+ SetCenterOfMassTransform(newTrans);
//need to keep track of previous position for friction effects...
m_MotionState->calculateWorldTransformations();
@@ -206,13 +628,41 @@ 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;
+ m_collisionShape = NULL;
-
+ // always create a new shape to avoid scaling bug
+ if (m_shapeInfo)
+ {
+ m_shapeInfo->AddRef();
+ m_collisionShape = m_shapeInfo->CreateBulletShape();
- m_body = 0;
+ if (m_collisionShape)
+ {
+ // new shape has no scaling, apply initial scaling
+ m_collisionShape->setMargin(m_cci.m_margin);
+ m_collisionShape->setLocalScaling(m_cci.m_scaling);
+
+ if (m_cci.m_mass)
+ m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
+ }
+ }
+
+ m_object = 0;
CreateRigidbody();
-
+
+ btRigidBody* body = GetRigidBody();
+
+ if (body)
+ {
+ if (m_cci.m_mass)
+ {
+ body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
+ }
+ }
m_cci.m_physicsEnv->addCcdPhysicsController(this);
@@ -248,60 +698,95 @@ void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionsta
}
+
+void CcdPhysicsController::SetCenterOfMassTransform(btTransform& xform)
+{
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ body->setCenterOfMassTransform(xform);
+ } else
+ {
+ //either collision object or soft body?
+ if (GetSoftBody())
+ {
+
+ } else
+ {
+
+ if (m_object->isStaticOrKinematicObject())
+ {
+ m_object->setInterpolationWorldTransform(m_object->getWorldTransform());
+ } else
+ {
+ m_object->setInterpolationWorldTransform(xform);
+ }
+ if (body)
+ {
+ body->setInterpolationLinearVelocity(body->getLinearVelocity());
+ body->setInterpolationAngularVelocity(body->getAngularVelocity());
+ body->updateInertiaTensor();
+ }
+ m_object->setWorldTransform(xform);
+ }
+ }
+}
+
// kinematic methods
void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
{
- if (m_body)
+ if (m_object)
{
- m_body->activate(true);
- if (m_body->isStaticObject())
+ m_object->activate(true);
+ if (m_object->isStaticObject())
{
- m_body->setCollisionFlags(m_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
+ btRigidBody* body = GetRigidBody();
btVector3 dloc(dlocX,dlocY,dlocZ);
- btTransform xform = m_body->getCenterOfMassTransform();
-
+ btTransform xform = m_object->getWorldTransform();
+
if (local)
{
dloc = xform.getBasis()*dloc;
}
xform.setOrigin(xform.getOrigin() + dloc);
- m_body->setCenterOfMassTransform(xform);
+ SetCenterOfMassTransform(xform);
}
}
void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
{
- if (m_body )
+ if (m_object)
{
- m_body->activate(true);
- if (m_body->isStaticObject())
+ m_object->activate(true);
+ if (m_object->isStaticObject())
{
- m_body->setCollisionFlags(m_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
- btMatrix3x3 drotmat( rotval[0],rotval[1],rotval[2],
- rotval[4],rotval[5],rotval[6],
- rotval[8],rotval[9],rotval[10]);
+ btMatrix3x3 drotmat( rotval[0],rotval[4],rotval[8],
+ rotval[1],rotval[5],rotval[9],
+ rotval[2],rotval[6],rotval[10]);
btMatrix3x3 currentOrn;
GetWorldOrientation(currentOrn);
- btTransform xform = m_body->getCenterOfMassTransform();
-
+ btTransform xform = m_object->getWorldTransform();
+
xform.setBasis(xform.getBasis()*(local ?
drotmat : (currentOrn.inverse() * drotmat * currentOrn)));
- m_body->setCenterOfMassTransform(xform);
+ SetCenterOfMassTransform(xform);
}
-
}
+
void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
{
float orn[4];
@@ -312,7 +797,7 @@ void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
{
- btQuaternion q = m_body->getCenterOfMassTransform().getRotation();
+ btQuaternion q = m_object->getWorldTransform().getRotation();
quatImag0 = q[0];
quatImag1 = q[1];
quatImag2 = q[2];
@@ -320,33 +805,75 @@ void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,flo
}
void CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
{
- m_body->activate(true);
- if (m_body->isStaticObject())
+ if (m_object)
{
- m_body->setCollisionFlags(m_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ m_object->activate(true);
+ if (m_object->isStaticObject())
+ {
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ }
+ // not required
+ //m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
+ btTransform xform = m_object->getWorldTransform();
+ xform.setRotation(btQuaternion(quatImag0,quatImag1,quatImag2,quatReal));
+ SetCenterOfMassTransform(xform);
+ // not required
+ //m_bulletMotionState->setWorldTransform(xform);
+
+
+
}
- m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
- btTransform xform = m_body->getCenterOfMassTransform();
- xform.setRotation(btQuaternion(quatImag0,quatImag1,quatImag2,quatReal));
- m_body->setCenterOfMassTransform(xform);
- m_bulletMotionState->setWorldTransform(xform);
+}
+
+void CcdPhysicsController::setWorldOrientation(const btMatrix3x3& orn)
+{
+ if (m_object)
+ {
+ m_object->activate(true);
+ if (m_object->isStaticObject())
+ {
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ }
+ // not required
+ //m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
+ btTransform xform = m_object->getWorldTransform();
+ xform.setBasis(orn);
+ SetCenterOfMassTransform(xform);
+ // not required
+ //m_bulletMotionState->setWorldTransform(xform);
+ //only once!
+ if (!m_softBodyTransformInitialized && GetSoftBody())
+ {
+ m_softbodyStartTrans.setBasis(orn);
+ xform.setOrigin(m_softbodyStartTrans.getOrigin());
+ GetSoftBody()->transform(xform);
+ m_softBodyTransformInitialized = true;
+ }
+
+ }
}
void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
{
- m_body->activate(true);
- if (m_body->isStaticObject())
+ if (m_object)
{
- m_body->setCollisionFlags(m_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ m_object->activate(true);
+ if (m_object->isStaticObject())
+ {
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ }
+ // not required, this function is only used to update the physic controller
+ //m_MotionState->setWorldPosition(posX,posY,posZ);
+ btTransform xform = m_object->getWorldTransform();
+ xform.setOrigin(btVector3(posX,posY,posZ));
+ SetCenterOfMassTransform(xform);
+ if (!m_softBodyTransformInitialized)
+ m_softbodyStartTrans.setOrigin(xform.getOrigin());
+ // not required
+ //m_bulletMotionState->setWorldTransform(xform);
}
-
- m_MotionState->setWorldPosition(posX,posY,posZ);
- btTransform xform = m_body->getCenterOfMassTransform();
- xform.setOrigin(btVector3(posX,posY,posZ));
- m_body->setCenterOfMassTransform(xform);
- m_bulletMotionState->setWorldTransform(xform);
}
@@ -356,7 +883,7 @@ void CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvel
void CcdPhysicsController::getPosition(PHY__Vector3& pos) const
{
- const btTransform& xform = m_body->getCenterOfMassTransform();
+ const btTransform& xform = m_object->getWorldTransform();
pos[0] = xform.getOrigin().x();
pos[1] = xform.getOrigin().y();
pos[2] = xform.getOrigin().z();
@@ -370,15 +897,16 @@ void CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
{
m_cci.m_scaling = btVector3(scaleX,scaleY,scaleZ);
- if (m_body && m_body->getCollisionShape())
+ if (m_object && m_object->getCollisionShape())
{
- m_body->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
+ m_object->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
//printf("no inertia recalc for fixed objects with mass=0\n");
- if (m_cci.m_mass)
+ btRigidBody* body = GetRigidBody();
+ if (body && m_cci.m_mass)
{
- m_body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
- m_body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
+ body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
+ body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
}
}
@@ -389,51 +917,81 @@ void CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
{
btVector3 torque(torqueX,torqueY,torqueZ);
- btTransform xform = m_body->getCenterOfMassTransform();
- if (torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
- {
- m_body->activate();
- }
- if (local)
+ btTransform xform = m_object->getWorldTransform();
+
+
+ if (m_object && torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
- torque = xform.getBasis()*torque;
+ btRigidBody* body = GetRigidBody();
+ m_object->activate();
+ if (m_object->isStaticObject())
+ {
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ }
+ if (local)
+ {
+ torque = xform.getBasis()*torque;
+ }
+ if (body)
+ body->applyTorque(torque);
}
- m_body->applyTorque(torque);
}
void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
{
btVector3 force(forceX,forceY,forceZ);
- if (force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
- {
- m_body->activate();
- }
-
- btTransform xform = m_body->getCenterOfMassTransform();
- if (local)
+ if (m_object && force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
- force = xform.getBasis()*force;
+ m_object->activate();
+ if (m_object->isStaticObject())
+ {
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ }
+
+ {
+ btTransform xform = m_object->getWorldTransform();
+
+ if (local)
+ {
+ force = xform.getBasis()*force;
+ }
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ body->applyCentralForce(force);
+ btSoftBody* soft = GetSoftBody();
+ if (soft)
+ {
+ // the force is applied on each node, must reduce it in the same extend
+ if (soft->m_nodes.size() > 0)
+ force /= soft->m_nodes.size();
+ soft->addForce(force);
+ }
+ }
}
- m_body->applyCentralForce(force);
}
void CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
{
btVector3 angvel(ang_velX,ang_velY,ang_velZ);
- if (angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
- {
- m_body->activate(true);
- }
-
+ if (m_object && angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
- btTransform xform = m_body->getCenterOfMassTransform();
- if (local)
+ m_object->activate(true);
+ if (m_object->isStaticObject())
{
- angvel = xform.getBasis()*angvel;
- }
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ } else
+ {
+ btTransform xform = m_object->getWorldTransform();
+ if (local)
+ {
+ angvel = xform.getBasis()*angvel;
+ }
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ body->setAngularVelocity(angvel);
- m_body->setAngularVelocity(angvel);
+ }
}
}
@@ -441,33 +999,53 @@ void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,floa
{
btVector3 linVel(lin_velX,lin_velY,lin_velZ);
- if (linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
- {
- m_body->activate(true);
- }
-
+ if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/)
{
- btTransform xform = m_body->getCenterOfMassTransform();
- if (local)
+ m_object->activate(true);
+ if (m_object->isStaticObject())
{
- linVel = xform.getBasis()*linVel;
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ return;
+ }
+
+ btSoftBody* soft = GetSoftBody();
+ if (soft)
+ {
+ if (local)
+ {
+ linVel = m_softbodyStartTrans.getBasis()*linVel;
+ }
+ soft->setVelocity(linVel);
+ } else
+ {
+ btTransform xform = m_object->getWorldTransform();
+ if (local)
+ {
+ linVel = xform.getBasis()*linVel;
+ }
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ body->setLinearVelocity(linVel);
}
- m_body->setLinearVelocity(linVel);
}
}
void CcdPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
{
btVector3 impulse(impulseX,impulseY,impulseZ);
- if (impulse.length2() > (SIMD_EPSILON*SIMD_EPSILON))
+ if (m_object && impulse.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
- m_body->activate();
+ m_object->activate();
+ if (m_object->isStaticObject())
+ {
+ m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
+ }
btVector3 pos(attachX,attachY,attachZ);
-
- m_body->activate();
-
- m_body->applyImpulse(impulse,pos);
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ body->applyImpulse(impulse,pos);
+
}
}
@@ -477,29 +1055,55 @@ void CcdPhysicsController::SetActive(bool active)
// reading out information from physics
void CcdPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
{
- const btVector3& linvel = this->m_body->getLinearVelocity();
- linvX = linvel.x();
- linvY = linvel.y();
- linvZ = linvel.z();
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ const btVector3& linvel = body->getLinearVelocity();
+ linvX = linvel.x();
+ linvY = linvel.y();
+ linvZ = linvel.z();
+ } else
+ {
+ linvX = 0.f;
+ linvY = 0.f;
+ linvZ = 0.f;
+ }
}
void CcdPhysicsController::GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ)
{
- const btVector3& angvel= m_body->getAngularVelocity();
- angVelX = angvel.x();
- angVelY = angvel.y();
- angVelZ = angvel.z();
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ const btVector3& angvel= body->getAngularVelocity();
+ angVelX = angvel.x();
+ angVelY = angvel.y();
+ angVelZ = angvel.z();
+ } else
+ {
+ angVelX = 0.f;
+ angVelY = 0.f;
+ angVelZ = 0.f;
+ }
}
void CcdPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
{
btVector3 pos(posX,posY,posZ);
- btVector3 rel_pos = pos-m_body->getCenterOfMassPosition();
- btVector3 linvel = m_body->getVelocityInLocalPoint(rel_pos);
- linvX = linvel.x();
- linvY = linvel.y();
- linvZ = linvel.z();
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ btVector3 linvel = body->getVelocityInLocalPoint(pos);
+ linvX = linvel.x();
+ linvY = linvel.y();
+ linvZ = linvel.z();
+ } else
+ {
+ linvX = 0.f;
+ linvY = 0.f;
+ linvZ = 0.f;
+ }
}
void CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
{
@@ -510,11 +1114,15 @@ void CcdPhysicsController::setRigidBody(bool rigid)
{
if (!rigid)
{
- //fake it for now
- btVector3 inertia = m_body->getInvInertiaDiagLocal();
- inertia[1] = 0.f;
- m_body->setInvInertiaDiagLocal(inertia);
- m_body->updateInertiaTensor();
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ //fake it for now
+ btVector3 inertia = body->getInvInertiaDiagLocal();
+ inertia[1] = 0.f;
+ body->setInvInertiaDiagLocal(inertia);
+ body->updateInertiaTensor();
+ }
}
}
@@ -531,40 +1139,52 @@ void CcdPhysicsController::setNewClientInfo(void* clientinfo)
void CcdPhysicsController::UpdateDeactivation(float timeStep)
{
- m_body->updateDeactivation( timeStep);
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ body->updateDeactivation( timeStep);
+ }
}
bool CcdPhysicsController::wantsSleeping()
{
-
- return m_body->wantsSleeping();
+ btRigidBody* body = GetRigidBody();
+ if (body)
+ {
+ return body->wantsSleeping();
+ }
+ //check it out
+ return true;
}
PHY_IPhysicsController* CcdPhysicsController::GetReplica()
{
- //very experimental, shape sharing is not implemented yet.
- //just support btSphereShape/ConeShape for now
-
+ // This is used only to replicate Near and Radar sensor controllers
+ // The replication of object physics controller is done in KX_BulletPhysicsController::GetReplica()
CcdConstructionInfo cinfo = m_cci;
- if (cinfo.m_collisionShape)
+ if (m_shapeInfo)
+ {
+ // This situation does not normally happen
+ cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape();
+ }
+ else if (m_collisionShape)
{
- switch (cinfo.m_collisionShape->getShapeType())
+ switch (m_collisionShape->getShapeType())
{
case SPHERE_SHAPE_PROXYTYPE:
{
- btSphereShape* orgShape = (btSphereShape*)cinfo.m_collisionShape;
+ btSphereShape* orgShape = (btSphereShape*)m_collisionShape;
cinfo.m_collisionShape = new btSphereShape(*orgShape);
break;
}
- case CONE_SHAPE_PROXYTYPE:
+ case CONE_SHAPE_PROXYTYPE:
{
- btConeShape* orgShape = (btConeShape*)cinfo.m_collisionShape;
+ btConeShape* orgShape = (btConeShape*)m_collisionShape;
cinfo.m_collisionShape = new btConeShape(*orgShape);
break;
}
-
default:
{
return 0;
@@ -573,6 +1193,7 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplica()
}
cinfo.m_MotionState = new DefaultMotionState();
+ cinfo.m_shapeInfo = m_shapeInfo;
CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
return replica;
@@ -634,3 +1255,273 @@ void DefaultMotionState::calculateWorldTransformations()
}
+// Shape constructor
+std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
+
+CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, bool polytope)
+{
+ if (polytope)
+ // not yet supported
+ return NULL;
+
+ std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::const_iterator mit = m_meshShapeMap.find(mesh);
+ if (mit != m_meshShapeMap.end())
+ return mit->second;
+ return NULL;
+}
+
+bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bool useGimpact)
+{
+ m_useGimpact = useGimpact;
+
+ // assume no shape information
+ // no support for dynamic change of shape yet
+ assert(m_meshObject == NULL);
+ m_shapeType = PHY_SHAPE_NONE;
+ m_vertexArray.clear();
+ m_polygonIndexArray.clear();
+ m_meshObject = NULL;
+
+ if (!meshobj)
+ return false;
+
+ // Mesh has no polygons!
+ int numpolys = meshobj->NumPolygons();
+ if (!numpolys)
+ {
+ return false;
+ }
+
+ // check that we have at least one colliding polygon
+ int numvalidpolys = 0;
+
+ for (int p=0; p<numpolys; p++)
+ {
+ RAS_Polygon* poly = meshobj->GetPolygon(p);
+
+ // only add polygons that have the collisionflag set
+ if (poly->IsCollider())
+ {
+ numvalidpolys++;
+ break;
+ }
+ }
+
+ // No collision polygons
+ if (numvalidpolys < 1)
+ return false;
+
+ m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
+
+ numvalidpolys = 0;
+
+ for (int p2=0; p2<numpolys; p2++)
+ {
+ RAS_Polygon* poly = meshobj->GetPolygon(p2);
+
+ // only add polygons that have the collisionflag set
+ if (poly->IsCollider())
+ {
+ //Bullet can raycast any shape, so
+ if (polytope)
+ {
+ for (int i=0;i<poly->VertexCount();i++)
+ {
+ const float* vtx = poly->GetVertex(i)->getXYZ();
+ btPoint3 point(vtx[0],vtx[1],vtx[2]);
+ //avoid duplicates (could better directly use vertex offsets, rather than a vertex compare)
+ bool found = false;
+ for (int j=0;j<m_vertexArray.size();j++)
+ {
+ if (m_vertexArray[j]==point)
+ {
+ found = true;
+ break;
+ }
+ }
+ if (!found)
+ m_vertexArray.push_back(point);
+
+ numvalidpolys++;
+ }
+ } else
+ {
+ {
+ const float* vtx = poly->GetVertex(2)->getXYZ();
+ btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
+
+ vtx = poly->GetVertex(1)->getXYZ();
+ btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
+
+ vtx = poly->GetVertex(0)->getXYZ();
+ btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
+
+ m_vertexArray.push_back(vertex0);
+ m_vertexArray.push_back(vertex1);
+ m_vertexArray.push_back(vertex2);
+ m_polygonIndexArray.push_back(p2);
+ numvalidpolys++;
+ }
+ if (poly->VertexCount() == 4)
+ {
+ const float* vtx = poly->GetVertex(3)->getXYZ();
+ btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
+
+ vtx = poly->GetVertex(2)->getXYZ();
+ btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
+
+ vtx = poly->GetVertex(0)->getXYZ();
+ btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
+
+ m_vertexArray.push_back(vertex0);
+ m_vertexArray.push_back(vertex1);
+ m_vertexArray.push_back(vertex2);
+ m_polygonIndexArray.push_back(p2);
+ numvalidpolys++;
+ }
+ }
+ }
+ }
+
+ if (!numvalidpolys)
+ {
+ // should not happen
+ m_shapeType = PHY_SHAPE_NONE;
+ return false;
+ }
+ m_meshObject = meshobj;
+ if (!polytope)
+ {
+ // triangle shape can be shared, store the mesh object in the map
+ m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
+ }
+ return true;
+}
+
+btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
+{
+ btCollisionShape* collisionShape = 0;
+ btTriangleMeshShape* concaveShape = 0;
+ btTriangleMesh* collisionMeshData = 0;
+ btCompoundShape* compoundShape = 0;
+ CcdShapeConstructionInfo* nextShapeInfo;
+
+ switch (m_shapeType)
+ {
+ case PHY_SHAPE_NONE:
+ break;
+
+ case PHY_SHAPE_BOX:
+ collisionShape = new btBoxShape(m_halfExtend);
+ break;
+
+ case PHY_SHAPE_SPHERE:
+ collisionShape = new btSphereShape(m_radius);
+ break;
+
+ case PHY_SHAPE_CYLINDER:
+ collisionShape = new btCylinderShapeZ(m_halfExtend);
+ break;
+
+ case PHY_SHAPE_CONE:
+ collisionShape = new btConeShapeZ(m_radius, m_height);
+ break;
+
+ case PHY_SHAPE_POLYTOPE:
+ collisionShape = new btConvexHullShape(&m_vertexArray.begin()->getX(), m_vertexArray.size());
+ break;
+
+ case PHY_SHAPE_MESH:
+ // Let's use the latest btScaledBvhTriangleMeshShape: it allows true sharing of
+ // triangle mesh information between duplicates => drastic performance increase when
+ // duplicating complex mesh objects.
+ // BUT it causes a small performance decrease when sharing is not required:
+ // 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
+ // One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
+ // and btScaledBvhTriangleMeshShape otherwise.
+ if (m_useGimpact)
+ {
+ collisionMeshData = new btTriangleMesh();
+
+
+ // m_vertexArray is necessarily a multiple of 3
+ for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
+ {
+ collisionMeshData->addTriangle(*it++,*it++,*it++);
+ }
+ btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(collisionMeshData);
+
+ collisionShape = gimpactShape;
+ gimpactShape->updateBound();
+
+ } else
+ {
+ if (!m_unscaledShape)
+ {
+ collisionMeshData = new btTriangleMesh(true,false);
+ collisionMeshData->m_weldingThreshold = m_weldingThreshold;
+
+ // m_vertexArray is necessarily a multiple of 3
+ for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
+ {
+ collisionMeshData->addTriangle(*it++,*it++,*it++);
+ }
+ // this shape will be shared and not deleted until shapeInfo is deleted
+ m_unscaledShape = new btBvhTriangleMeshShape( collisionMeshData, true );
+ m_unscaledShape->recalcLocalAabb();
+ }
+ collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
+ }
+ break;
+
+ case PHY_SHAPE_COMPOUND:
+ if (m_shapeArray.size() > 0)
+ {
+ compoundShape = new btCompoundShape();
+ for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
+ sit != m_shapeArray.end();
+ sit++)
+ {
+ collisionShape = (*sit)->CreateBulletShape();
+ if (collisionShape)
+ {
+ collisionShape->setLocalScaling((*sit)->m_childScale);
+ compoundShape->addChildShape((*sit)->m_childTrans, collisionShape);
+ }
+ }
+ collisionShape = compoundShape;
+ }
+ }
+ return collisionShape;
+}
+
+void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
+{
+ m_shapeArray.push_back(shapeInfo);
+}
+
+CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
+{
+ for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
+ sit != m_shapeArray.end();
+ sit++)
+ {
+ (*sit)->Release();
+ }
+ m_shapeArray.clear();
+ if (m_unscaledShape)
+ {
+ DeleteBulletShape(m_unscaledShape);
+ }
+ m_vertexArray.clear();
+ if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL)
+ {
+ std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
+ if (mit != m_meshShapeMap.end() && mit->second == this)
+ {
+ m_meshShapeMap.erase(mit);
+ }
+ }
+}
+
+
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;
+ }
+
+
+
};
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]));
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index 66a6ed59c17..74384dd8cf2 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -18,6 +18,7 @@ subject to the following restrictions:
#include "PHY_IPhysicsEnvironment.h"
#include <vector>
+#include <set>
class CcdPhysicsController;
#include "LinearMath/btVector3.h"
#include "LinearMath/btTransform.h"
@@ -42,6 +43,7 @@ class btBroadphaseInterface;
class btOverlappingPairCache;
class btIDebugDraw;
class PHY_IVehicle;
+class CcdOverlapFilterCallBack;
/// CcdPhysicsEnvironment is an experimental mainloop for physics simulation using optional continuous collision detection.
/// Physics Environment takes care of stepping the simulation and is a container for physics entities.
@@ -49,12 +51,15 @@ class PHY_IVehicle;
/// A derived class may be able to 'construct' entities by loading and/or converting
class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
{
+ friend class CcdOverlapFilterCallBack;
btVector3 m_gravity;
-
-
protected:
btIDebugDraw* m_debugDrawer;
+
+ class btDefaultCollisionConfiguration* m_collisionConfiguration;
+ class btBroadphaseInterface* m_broadphase;
+
//solver iterations
int m_numIterations;
@@ -69,6 +74,7 @@ protected:
btContactSolverInfo m_solverInfo;
+ void processFhSprings(double curTime,float timeStep);
public:
CcdPhysicsEnvironment(btDispatcher* dispatcher=0, btOverlappingPairCache* pairCache=0);
@@ -114,12 +120,14 @@ protected:
virtual void setDebugMode(int debugMode);
virtual void setGravity(float x,float y,float z);
+ virtual void getGravity(PHY__Vector3& grav);
+
virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ,
float axis1X=0,float axis1Y=0,float axis1Z=0,
- float axis2X=0,float axis2Y=0,float axis2Z=0
+ float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
);
@@ -131,7 +139,7 @@ protected:
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
- const btVector3& angularMaxLimits
+ const btVector3& angularMaxLimits,int flags
);
virtual void setConstraintParam(int constraintId,int param,float value,float value1);
@@ -156,8 +164,7 @@ protected:
btTypedConstraint* getConstraintById(int constraintId);
- virtual PHY_IPhysicsController* 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);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//Methods for gamelogic collision/physics callbacks
@@ -166,7 +173,7 @@ protected:
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
-
+ //These two methods are used *solely* to create controllers for Near/Radar sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
@@ -183,10 +190,15 @@ protected:
void removeCcdPhysicsController(CcdPhysicsController* ctrl);
+ void updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask);
+
+ void disableCcdPhysicsController(CcdPhysicsController* ctrl);
+
+ void enableCcdPhysicsController(CcdPhysicsController* ctrl);
+
btBroadphaseInterface* getBroadphase();
-
-
+ btDispatcher* getDispatcher();
bool IsSatCollisionDetectionEnabled() const
@@ -200,18 +212,15 @@ protected:
}
- int GetNumControllers();
-
- CcdPhysicsController* GetPhysicsController( int index);
-
-
-
const btPersistentManifold* GetManifold(int index) const;
void SyncMotionStates(float timeStep);
-
+ class btSoftRigidDynamicsWorld* getDynamicsWorld()
+ {
+ return m_dynamicsWorld;
+ }
class btConstraintSolver* GetConstraintSolver();
@@ -220,19 +229,31 @@ protected:
- std::vector<CcdPhysicsController*> m_controllers;
+ std::set<CcdPhysicsController*> m_controllers;
- std::vector<CcdPhysicsController*> m_triggerControllers;
+ std::set<CcdPhysicsController*> m_triggerControllers;
PHY_ResponseCallback m_triggerCallbacks[PHY_NUM_RESPONSE];
void* m_triggerCallbacksUserPtrs[PHY_NUM_RESPONSE];
std::vector<WrapperVehicle*> m_wrapperVehicles;
- class btDynamicsWorld* m_dynamicsWorld;
+ //use explicit btSoftRigidDynamicsWorld/btDiscreteDynamicsWorld* so that we have access to
+ //btDiscreteDynamicsWorld::addRigidBody(body,filter,group)
+ //so that we can set the body collision filter/group at the time of creation
+ //and not afterwards (breaks the collision system for radar/near sensor)
+ //Ideally we would like to have access to this function from the btDynamicsWorld interface
+ //class btDynamicsWorld* m_dynamicsWorld;
+ class btSoftRigidDynamicsWorld* m_dynamicsWorld;
class btConstraintSolver* m_solver;
+ class btOverlappingPairCache* m_ownPairCache;
+
+ class CcdOverlapFilterCallBack* m_filterCallback;
+
+ class btDispatcher* m_ownDispatcher;
+
bool m_scalingPropagated;
diff --git a/source/gameengine/Physics/Bullet/Makefile b/source/gameengine/Physics/Bullet/Makefile
index 49259d0a67c..d5570e75833 100644
--- a/source/gameengine/Physics/Bullet/Makefile
+++ b/source/gameengine/Physics/Bullet/Makefile
@@ -37,5 +37,10 @@ CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
CPPFLAGS += -I$(NAN_BULLET2)/include
CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
+CPPFLAGS += -I$(NAN_STRING)/include
+CPPFLAGS += -I$(NAN_MOTO)/include
+CPPFLAGS += -I../../../kernel/gen_system
CPPFLAGS += -I../../Physics/common
CPPFLAGS += -I../../Physics/Dummy
+CPPFLAGS += -I../../Rasterizer
+
diff --git a/source/gameengine/Physics/Bullet/SConscript b/source/gameengine/Physics/Bullet/SConscript
index 04abca6e4a5..138ae493013 100644
--- a/source/gameengine/Physics/Bullet/SConscript
+++ b/source/gameengine/Physics/Bullet/SConscript
@@ -3,13 +3,13 @@ Import ('env')
sources = 'CcdPhysicsEnvironment.cpp CcdPhysicsController.cpp'
-incs = '. ../common'
+incs = '. ../common #source/kernel/gen_system #intern/string #intern/moto/include #source/gameengine/Rasterizer'
incs += ' ' + env['BF_BULLET_INC']
cflags = []
if env['OURPLATFORM']=='win32-vc':
- cflags.append('/GR')
- cflags.append('/O2')
+ cflags.append('/GR')
+ cflags.append('/O2')
env.BlenderLib ( 'bf_bullet', Split(sources), Split(incs), [], libtype=['game','player'], priority=[15,80] )
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
index f512d44c9f2..ba196b5cf55 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
@@ -92,8 +92,7 @@ void DummyPhysicsEnvironment::setGravity(float x,float y,float z)
int DummyPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,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 flag
)
{
@@ -109,8 +108,7 @@ void DummyPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* DummyPhysicsEnvironment::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* DummyPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
//collision detection / raytesting
return NULL;
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index f0761618e4e..a92b1e7f4a6 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -58,7 +58,7 @@ public:
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ,
float axis1X=0,float axis1Y=0,float axis1Z=0,
- float axis2X=0,float axis2Y=0,float axis2Z=0
+ float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
);
virtual void removeConstraint(int constraintid);
@@ -69,8 +69,7 @@ public:
return 0;
}
- virtual PHY_IPhysicsController* 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);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//gamelogic callbacks
@@ -80,6 +79,7 @@ public:
{
}
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl) {}
+ virtual void removeCollisionCallback(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;}
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h
index a43ddbec483..42b5ab48ab6 100644
--- a/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h
+++ b/source/gameengine/Physics/Sumo/Fuzzics/include/SM_Callback.h
@@ -4,6 +4,7 @@
class SM_Callback {
public:
virtual void do_me() = 0;
+ virtual ~SM_Callback() {}
};
#endif
diff --git a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
index b5bf67b14ea..f0791bbf89f 100644
--- a/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
+++ b/source/gameengine/Physics/Sumo/Fuzzics/src/SM_Scene.cpp
@@ -98,12 +98,17 @@ void SM_Scene::addTouchCallback(int response_class, DT_ResponseCallback callback
void SM_Scene::addSensor(SM_Object& object)
{
- object.calcXform();
- m_objectList.push_back(&object);
- DT_AddObject(m_scene, object.getObjectHandle());
- DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
- DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass[SENSOR_RESPONSE]);
- DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
+ T_ObjectList::iterator i =
+ std::find(m_objectList.begin(), m_objectList.end(), &object);
+ if (i == m_objectList.end())
+ {
+ object.calcXform();
+ m_objectList.push_back(&object);
+ DT_AddObject(m_scene, object.getObjectHandle());
+ DT_SetResponseClass(m_respTable, object.getObjectHandle(), m_ResponseClass[SENSOR_RESPONSE]);
+ DT_SetResponseClass(m_secondaryRespTable, object.getObjectHandle(), m_secondaryResponseClass [SENSOR_RESPONSE]);
+ DT_SetResponseClass(m_fixRespTable, object.getObjectHandle(), m_fixResponseClass[SENSOR_RESPONSE]);
+ }
}
void SM_Scene::add(SM_Object& object) {
diff --git a/source/gameengine/Physics/Sumo/SConscript b/source/gameengine/Physics/Sumo/SConscript
index b5900919321..fdf6fdafec2 100644
--- a/source/gameengine/Physics/Sumo/SConscript
+++ b/source/gameengine/Physics/Sumo/SConscript
@@ -1,22 +1,21 @@
#!/usr/bin/python
Import ('env')
-sumoenv = env.Clone()
sources = ['SumoPHYCallbackBridge.cpp',
- 'SumoPhysicsController.cpp',
- 'SumoPhysicsEnvironment.cpp',
- 'Fuzzics/src/SM_FhObject.cpp',
- 'Fuzzics/src/SM_Object.cpp',
- 'Fuzzics/src/SM_Scene.cpp',
- 'Fuzzics/src/SM_MotionState.cpp'
- ]
+ 'SumoPhysicsController.cpp',
+ 'SumoPhysicsEnvironment.cpp',
+ 'Fuzzics/src/SM_FhObject.cpp',
+ 'Fuzzics/src/SM_Object.cpp',
+ 'Fuzzics/src/SM_Scene.cpp',
+ 'Fuzzics/src/SM_MotionState.cpp'
+ ]
incs =['.',
'../common',
'Fuzzics/include',
'#/intern/moto/include'
]
-incs += [sumoenv['BF_SOLID_INC']]
+incs += [env['BF_SOLID_INC']]
cflags = []
if env['OURPLATFORM']=='win32-vc':
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsController.h b/source/gameengine/Physics/Sumo/SumoPhysicsController.h
index 95f01b45f2b..d8ee54935d7 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsController.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsController.h
@@ -120,6 +120,7 @@ public:
virtual void SetMargin(float margin) ;
virtual float GetMargin() const;
virtual float GetRadius() const ;
+ virtual void SetRadius(float margin) { SetMargin(margin); }
// clientinfo for raycasts for example
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
index f324b979fb9..3be5e027345 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
@@ -26,6 +26,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
+#include <string.h> // memset
#include "SumoPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
#include "SumoPhysicsController.h"
@@ -110,8 +111,8 @@ int SumoPhysicsEnvironment::createConstraint(
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 flag
)
{
int constraintid = 0;
@@ -125,37 +126,35 @@ void SumoPhysicsEnvironment::removeConstraint(int constraintid)
}
}
-PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClientCtrl,
+PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,
float fromX,float fromY,float fromZ,
- float toX,float toY,float toZ,
- float& hitX,float& hitY,float& hitZ,
- float& normalX,float& normalY,float& normalZ)
+ float toX,float toY,float toZ)
{
- SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (ignoreClientCtrl);
+ SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (filterCallback.m_ignoreController);
//collision detection / raytesting
MT_Point3 hit, normal;
- PHY_IPhysicsController *ret = 0;
+ PHY_RayCastResult result;
SM_Object* sm_ignore = 0;
if (ignoreCtr)
sm_ignore = ignoreCtr->GetSumoObject();
+ memset(&result, 0, sizeof(result));
SM_Object* smOb = m_sumoScene->rayTest(sm_ignore,MT_Point3(fromX, fromY, fromZ),MT_Point3(toX, toY, toZ), hit, normal);
if (smOb)
{
- ret = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
+ result.m_controller = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
+ result.m_hitPoint[0] = hit[0];
+ result.m_hitPoint[1] = hit[1];
+ result.m_hitPoint[2] = hit[2];
+ result.m_hitNormal[0] = normal[0];
+ result.m_hitNormal[1] = normal[1];
+ result.m_hitNormal[2] = normal[2];
+ filterCallback.reportHit(&result);
}
- hitX = hit[0];
- hitY = hit[1];
- hitZ = hit[2];
-
- normalX = normal[0];
- normalY = normal[1];
- normalZ = normal[2];
-
- return ret;
+ return result.m_controller;
}
//gamelogic callbacks
void SumoPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
@@ -203,6 +202,8 @@ void SumoPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCa
case PHY_STATIC_RESPONSE:
sumoRespClass = PHY_STATIC_RESPONSE;
break;
+ case PHY_BROADPH_RESPONSE:
+ return;
default:
assert(0);
return;
@@ -226,6 +227,12 @@ void SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ct
m_sumoScene->requestCollisionCallback(*smObject);
}
}
+
+void SumoPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
+{
+ // intentionally empty
+}
+
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
DT_ShapeHandle shape = DT_NewSphere(0.0);
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
index ce5cd70e8cc..65b07a7a0be 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
@@ -63,7 +63,7 @@ public:
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ,
float axis1X=0,float axis1Y=0,float axis1Z=0,
- float axis2X=0,float axis2Y=0,float axis2Z=0
+ float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
);
@@ -75,8 +75,7 @@ public:
return 0;
}
- virtual PHY_IPhysicsController* 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);
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ);
//gamelogic callbacks
@@ -84,6 +83,7 @@ public:
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
+ virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
diff --git a/source/gameengine/Physics/common/PHY_DynamicTypes.h b/source/gameengine/Physics/common/PHY_DynamicTypes.h
index 68b60192fbc..3b3e42c38d2 100644
--- a/source/gameengine/Physics/common/PHY_DynamicTypes.h
+++ b/source/gameengine/Physics/common/PHY_DynamicTypes.h
@@ -19,7 +19,6 @@ subject to the following restrictions:
-class PHY_ResponseTable;
class PHY_Shape;
@@ -40,10 +39,11 @@ struct PHY__Vector3
typedef enum
{
PHY_FH_RESPONSE,
- PHY_SENSOR_RESPONSE, /* Touch Sensors */
+ PHY_SENSOR_RESPONSE, /* Touch Sensors */
PHY_CAMERA_RESPONSE, /* Visibility Culling */
PHY_OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
PHY_STATIC_RESPONSE, /* Static Geometry Response */
+ PHY_BROADPH_RESPONSE, /* broadphase Response */
PHY_NUM_RESPONSE
};
@@ -87,6 +87,18 @@ typedef enum PHY_ConstraintType {
} PHY_ConstraintType;
+typedef enum PHY_ShapeType {
+ PHY_SHAPE_NONE,
+ PHY_SHAPE_BOX,
+ PHY_SHAPE_SPHERE,
+ PHY_SHAPE_CYLINDER,
+ PHY_SHAPE_CONE,
+ PHY_SHAPE_MESH,
+ PHY_SHAPE_POLYTOPE,
+ PHY_SHAPE_COMPOUND
+} PHY_ShapeType;
+
+
typedef float PHY_Vector3[3];
#endif //__PHY_DYNAMIC_TYPES
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
index 2f1d0b34eb2..884e14cfb5a 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsController.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h
@@ -82,7 +82,6 @@ class PHY_IPhysicsController
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
virtual void setRigidBody(bool rigid)=0;
-
// clientinfo for raycasts for example
virtual void* getNewClientInfo()=0;
virtual void setNewClientInfo(void* clientinfo)=0;
@@ -91,7 +90,8 @@ class PHY_IPhysicsController
virtual void calcXform() =0;
virtual void SetMargin(float margin) =0;
virtual float GetMargin() const=0;
- virtual float GetRadius() const { return 0.f;}
+ virtual float GetRadius() const=0;
+ virtual void SetRadius(float margin) = 0;
PHY__Vector3 GetWorldPosition(PHY__Vector3& localpos);
};
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 7f01d16a796..0e9c571924c 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -33,6 +33,50 @@
#include <vector>
#include "PHY_DynamicTypes.h"
class PHY_IVehicle;
+class RAS_MeshObject;
+class PHY_IPhysicsController;
+
+/**
+ * pass back information from rayTest
+ */
+struct PHY_RayCastResult
+{
+ PHY_IPhysicsController* m_controller;
+ PHY__Vector3 m_hitPoint;
+ PHY__Vector3 m_hitNormal;
+ const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
+ int m_polygon; // index of the polygon hit by the ray,
+ // only if m_meshObject != NULL
+};
+
+/**
+ * This class replaces the ignoreController parameter of rayTest function.
+ * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
+ * It is only used to its full extend by the Ccd physics environement (Bullet).
+ */
+class PHY_IRayCastFilterCallback
+{
+public:
+ PHY_IPhysicsController* m_ignoreController;
+ bool m_faceNormal;
+
+ virtual ~PHY_IRayCastFilterCallback()
+ {
+ }
+
+ virtual bool needBroadphaseRayCast(PHY_IPhysicsController* controller)
+ {
+ return true;
+ }
+
+ virtual void reportHit(PHY_RayCastResult* result) = 0;
+
+ PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false)
+ :m_ignoreController(ignoreController),
+ m_faceNormal(faceNormal)
+ {
+ }
+};
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
@@ -85,7 +129,7 @@ class PHY_IPhysicsEnvironment
float pivotX,float pivotY,float pivotZ,
float axis0X,float axis0Y,float axis0Z,
float axis1X=0,float axis1Y=0,float axis1Z=0,
- float axis2X=0,float axis2Y=0,float axis2Z=0
+ float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=0;
virtual void removeConstraint(int constraintid)=0;
virtual float getAppliedImpulse(int constraintid){ return 0.f;}
@@ -94,8 +138,7 @@ class PHY_IPhysicsEnvironment
//complex constraint for vehicles
virtual PHY_IVehicle* getVehicleConstraint(int constraintId) =0;
- virtual PHY_IPhysicsController* 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)=0;
+ virtual PHY_IPhysicsController* rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)=0;
//Methods for gamelogic collision/physics callbacks
@@ -104,6 +147,8 @@ class PHY_IPhysicsEnvironment
virtual void removeSensor(PHY_IPhysicsController* ctrl)=0;
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)=0;
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl)=0;
+ //These two methods are *solely* used to create controllers for sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;