/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2013 Blender Foundation * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Joshua Leung, Sergej Reich * * ***** END GPL LICENSE BLOCK ***** */ /** \file rigidbody.c * \ingroup blenkernel * \brief Blender-side interface and methods for dealing with Rigid Body simulations */ #include #include #include #include #include #include #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #ifdef WITH_BULLET # include "RBI_api.h" #endif #include "DNA_ID.h" #include "DNA_group_types.h" #include "DNA_meshdata_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_rigidbody_types.h" #include "DNA_scene_types.h" #include "BKE_cdderivedmesh.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_library.h" #include "BKE_library_query.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_pointcache.h" #include "BKE_rigidbody.h" #include "BKE_scene.h" /* ************************************** */ /* Memory Management */ /* Freeing Methods --------------------- */ #ifndef WITH_BULLET static void RB_dworld_remove_constraint(void *UNUSED(world), void *UNUSED(con)) {} static void RB_dworld_remove_body(void *UNUSED(world), void *UNUSED(body)) {} static void RB_dworld_delete(void *UNUSED(world)) {} static void RB_body_delete(void *UNUSED(body)) {} static void RB_shape_delete(void *UNUSED(shape)) {} static void RB_constraint_delete(void *UNUSED(con)) {} #endif /* Free rigidbody world */ void BKE_rigidbody_free_world(RigidBodyWorld *rbw) { /* sanity check */ if (!rbw) return; if (rbw->physics_world) { /* free physics references, we assume that all physics objects in will have been added to the world */ if (rbw->constraints) { FOREACH_GROUP_OBJECT(rbw->constraints, object) { if (object->rigidbody_constraint) { RigidBodyCon *rbc = object->rigidbody_constraint; if (rbc->physics_constraint) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); } } } FOREACH_GROUP_OBJECT_END } if (rbw->group) { FOREACH_GROUP_OBJECT(rbw->group, object) { if (object->rigidbody_object) { RigidBodyOb *rbo = object->rigidbody_object; if (rbo->physics_object) { RB_dworld_remove_body(rbw->physics_world, rbo->physics_object); } } } FOREACH_GROUP_OBJECT_END } /* free dynamics world */ RB_dworld_delete(rbw->physics_world); } if (rbw->objects) free(rbw->objects); /* free cache */ BKE_ptcache_free_list(&(rbw->ptcaches)); rbw->pointcache = NULL; /* free effector weights */ if (rbw->effector_weights) MEM_freeN(rbw->effector_weights); /* free rigidbody world itself */ MEM_freeN(rbw); } /* Free RigidBody settings and sim instances */ void BKE_rigidbody_free_object(Object *ob) { RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL; /* sanity check */ if (rbo == NULL) return; /* free physics references */ if (rbo->physics_object) { RB_body_delete(rbo->physics_object); rbo->physics_object = NULL; } if (rbo->physics_shape) { RB_shape_delete(rbo->physics_shape); rbo->physics_shape = NULL; } /* free data itself */ MEM_freeN(rbo); ob->rigidbody_object = NULL; } /* Free RigidBody constraint and sim instance */ void BKE_rigidbody_free_constraint(Object *ob) { RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL; /* sanity check */ if (rbc == NULL) return; /* free physics reference */ if (rbc->physics_constraint) { RB_constraint_delete(rbc->physics_constraint); rbc->physics_constraint = NULL; } /* free data itself */ MEM_freeN(rbc); ob->rigidbody_constraint = NULL; } #ifdef WITH_BULLET /* Copying Methods --------------------- */ /* These just copy the data, clearing out references to physics objects. * Anything that uses them MUST verify that the copied object will * be added to relevant groups later... */ RigidBodyOb *BKE_rigidbody_copy_object(const Object *ob, const int UNUSED(flag)) { RigidBodyOb *rboN = NULL; if (ob->rigidbody_object) { /* just duplicate the whole struct first (to catch all the settings) */ rboN = MEM_dupallocN(ob->rigidbody_object); /* tag object as needing to be verified */ rboN->flag |= RBO_FLAG_NEEDS_VALIDATE; /* clear out all the fields which need to be revalidated later */ rboN->physics_object = NULL; rboN->physics_shape = NULL; } /* return new copy of settings */ return rboN; } RigidBodyCon *BKE_rigidbody_copy_constraint(const Object *ob, const int UNUSED(flag)) { RigidBodyCon *rbcN = NULL; if (ob->rigidbody_constraint) { /* just duplicate the whole struct first (to catch all the settings) */ rbcN = MEM_dupallocN(ob->rigidbody_constraint); /* tag object as needing to be verified */ rbcN->flag |= RBC_FLAG_NEEDS_VALIDATE; /* clear out all the fields which need to be revalidated later */ rbcN->physics_constraint = NULL; } /* return new copy of settings */ return rbcN; } /* ************************************** */ /* Setup Utilities - Validate Sim Instances */ /* get the appropriate DerivedMesh based on rigid body mesh source */ static DerivedMesh *rigidbody_get_mesh(Object *ob) { if (ob->rigidbody_object->mesh_source == RBO_MESH_DEFORM) { return ob->derivedDeform; } else if (ob->rigidbody_object->mesh_source == RBO_MESH_FINAL) { return ob->derivedFinal; } else { return CDDM_from_mesh(ob->data); } } /* create collision shape of mesh - convex hull */ static rbCollisionShape *rigidbody_get_shape_convexhull_from_mesh(Object *ob, float margin, bool *can_embed) { rbCollisionShape *shape = NULL; DerivedMesh *dm = NULL; MVert *mvert = NULL; int totvert = 0; if (ob->type == OB_MESH && ob->data) { dm = rigidbody_get_mesh(ob); mvert = (dm) ? dm->getVertArray(dm) : NULL; totvert = (dm) ? dm->getNumVerts(dm) : 0; } else { printf("ERROR: cannot make Convex Hull collision shape for non-Mesh object\n"); } if (totvert) { shape = RB_shape_new_convex_hull((float *)mvert, sizeof(MVert), totvert, margin, can_embed); } else { printf("ERROR: no vertices to define Convex Hull collision shape with\n"); } if (dm && ob->rigidbody_object->mesh_source == RBO_MESH_BASE) dm->release(dm); return shape; } /* create collision shape of mesh - triangulated mesh * returns NULL if creation fails. */ static rbCollisionShape *rigidbody_get_shape_trimesh_from_mesh(Object *ob) { rbCollisionShape *shape = NULL; if (ob->type == OB_MESH) { DerivedMesh *dm = NULL; MVert *mvert; const MLoopTri *looptri; int totvert; int tottri; const MLoop *mloop; dm = rigidbody_get_mesh(ob); /* ensure mesh validity, then grab data */ if (dm == NULL) return NULL; mvert = dm->getVertArray(dm); totvert = dm->getNumVerts(dm); looptri = dm->getLoopTriArray(dm); tottri = dm->getNumLoopTri(dm); mloop = dm->getLoopArray(dm); /* sanity checking - potential case when no data will be present */ if ((totvert == 0) || (tottri == 0)) { printf("WARNING: no geometry data converted for Mesh Collision Shape (ob = %s)\n", ob->id.name + 2); } else { rbMeshData *mdata; int i; /* init mesh data for collision shape */ mdata = RB_trimesh_data_new(tottri, totvert); RB_trimesh_add_vertices(mdata, (float *)mvert, totvert, sizeof(MVert)); /* loop over all faces, adding them as triangles to the collision shape * (so for some faces, more than triangle will get added) */ if (mvert && looptri) { for (i = 0; i < tottri; i++) { /* add first triangle - verts 1,2,3 */ const MLoopTri *lt = &looptri[i]; int vtri[3]; vtri[0] = mloop[lt->tri[0]].v; vtri[1] = mloop[lt->tri[1]].v; vtri[2] = mloop[lt->tri[2]].v; RB_trimesh_add_triangle_indices(mdata, i, UNPACK3(vtri)); } } RB_trimesh_finish(mdata); /* construct collision shape * * These have been chosen to get better speed/accuracy tradeoffs with regards * to limitations of each: * - BVH-Triangle Mesh: for passive objects only. Despite having greater * speed/accuracy, they cannot be used for moving objects. * - GImpact Mesh: for active objects. These are slower and less stable, * but are more flexible for general usage. */ if (ob->rigidbody_object->type == RBO_TYPE_PASSIVE) { shape = RB_shape_new_trimesh(mdata); } else { shape = RB_shape_new_gimpact_mesh(mdata); } } /* cleanup temp data */ if (ob->rigidbody_object->mesh_source == RBO_MESH_BASE) { dm->release(dm); } } else { printf("ERROR: cannot make Triangular Mesh collision shape for non-Mesh object\n"); } return shape; } /* Create new physics sim collision shape for object and store it, * or remove the existing one first and replace... */ static void rigidbody_validate_sim_shape(Object *ob, bool rebuild) { RigidBodyOb *rbo = ob->rigidbody_object; rbCollisionShape *new_shape = NULL; BoundBox *bb = NULL; float size[3] = {1.0f, 1.0f, 1.0f}; float radius = 1.0f; float height = 1.0f; float capsule_height; float hull_margin = 0.0f; bool can_embed = true; bool has_volume; /* sanity check */ if (rbo == NULL) return; /* don't create a new shape if we already have one and don't want to rebuild it */ if (rbo->physics_shape && !rebuild) return; /* if automatically determining dimensions, use the Object's boundbox * - assume that all quadrics are standing upright on local z-axis * - assume even distribution of mass around the Object's pivot * (i.e. Object pivot is centralized in boundbox) */ // XXX: all dimensions are auto-determined now... later can add stored settings for this /* get object dimensions without scaling */ bb = BKE_object_boundbox_get(ob); if (bb) { size[0] = (bb->vec[4][0] - bb->vec[0][0]); size[1] = (bb->vec[2][1] - bb->vec[0][1]); size[2] = (bb->vec[1][2] - bb->vec[0][2]); } mul_v3_fl(size, 0.5f); if (ELEM(rbo->shape, RB_SHAPE_CAPSULE, RB_SHAPE_CYLINDER, RB_SHAPE_CONE)) { /* take radius as largest x/y dimension, and height as z-dimension */ radius = MAX2(size[0], size[1]); height = size[2]; } else if (rbo->shape == RB_SHAPE_SPHERE) { /* take radius to the largest dimension to try and encompass everything */ radius = MAX3(size[0], size[1], size[2]); } /* create new shape */ switch (rbo->shape) { case RB_SHAPE_BOX: new_shape = RB_shape_new_box(size[0], size[1], size[2]); break; case RB_SHAPE_SPHERE: new_shape = RB_shape_new_sphere(radius); break; case RB_SHAPE_CAPSULE: capsule_height = (height - radius) * 2.0f; new_shape = RB_shape_new_capsule(radius, (capsule_height > 0.0f) ? capsule_height : 0.0f); break; case RB_SHAPE_CYLINDER: new_shape = RB_shape_new_cylinder(radius, height); break; case RB_SHAPE_CONE: new_shape = RB_shape_new_cone(radius, height * 2.0f); break; case RB_SHAPE_CONVEXH: /* try to emged collision margin */ has_volume = (MIN3(size[0], size[1], size[2]) > 0.0f); if (!(rbo->flag & RBO_FLAG_USE_MARGIN) && has_volume) hull_margin = 0.04f; new_shape = rigidbody_get_shape_convexhull_from_mesh(ob, hull_margin, &can_embed); if (!(rbo->flag & RBO_FLAG_USE_MARGIN)) rbo->margin = (can_embed && has_volume) ? 0.04f : 0.0f; /* RB_TODO ideally we shouldn't directly change the margin here */ break; case RB_SHAPE_TRIMESH: new_shape = rigidbody_get_shape_trimesh_from_mesh(ob); break; } /* use box shape if we can't fall back to old shape */ if (new_shape == NULL && rbo->physics_shape == NULL) { new_shape = RB_shape_new_box(size[0], size[1], size[2]); } /* assign new collision shape if creation was successful */ if (new_shape) { if (rbo->physics_shape) RB_shape_delete(rbo->physics_shape); rbo->physics_shape = new_shape; RB_shape_set_margin(rbo->physics_shape, RBO_GET_MARGIN(rbo)); } } /* --------------------- */ /* helper function to calculate volume of rigidbody object */ // TODO: allow a parameter to specify method used to calculate this? void BKE_rigidbody_calc_volume(Object *ob, float *r_vol) { RigidBodyOb *rbo = ob->rigidbody_object; float size[3] = {1.0f, 1.0f, 1.0f}; float radius = 1.0f; float height = 1.0f; float volume = 0.0f; /* if automatically determining dimensions, use the Object's boundbox * - assume that all quadrics are standing upright on local z-axis * - assume even distribution of mass around the Object's pivot * (i.e. Object pivot is centralized in boundbox) * - boundbox gives full width */ // XXX: all dimensions are auto-determined now... later can add stored settings for this BKE_object_dimensions_get(ob, size); if (ELEM(rbo->shape, RB_SHAPE_CAPSULE, RB_SHAPE_CYLINDER, RB_SHAPE_CONE)) { /* take radius as largest x/y dimension, and height as z-dimension */ radius = MAX2(size[0], size[1]) * 0.5f; height = size[2]; } else if (rbo->shape == RB_SHAPE_SPHERE) { /* take radius to the largest dimension to try and encompass everything */ radius = max_fff(size[0], size[1], size[2]) * 0.5f; } /* calculate volume as appropriate */ switch (rbo->shape) { case RB_SHAPE_BOX: volume = size[0] * size[1] * size[2]; break; case RB_SHAPE_SPHERE: volume = 4.0f / 3.0f * (float)M_PI * radius * radius * radius; break; /* for now, assume that capsule is close enough to a cylinder... */ case RB_SHAPE_CAPSULE: case RB_SHAPE_CYLINDER: volume = (float)M_PI * radius * radius * height; break; case RB_SHAPE_CONE: volume = (float)M_PI / 3.0f * radius * radius * height; break; case RB_SHAPE_CONVEXH: case RB_SHAPE_TRIMESH: { if (ob->type == OB_MESH) { DerivedMesh *dm = rigidbody_get_mesh(ob); MVert *mvert; const MLoopTri *lt = NULL; int totvert, tottri = 0; const MLoop *mloop = NULL; /* ensure mesh validity, then grab data */ if (dm == NULL) return; mvert = dm->getVertArray(dm); totvert = dm->getNumVerts(dm); lt = dm->getLoopTriArray(dm); tottri = dm->getNumLoopTri(dm); mloop = dm->getLoopArray(dm); if (totvert > 0 && tottri > 0) { BKE_mesh_calc_volume(mvert, totvert, lt, tottri, mloop, &volume, NULL); } /* cleanup temp data */ if (ob->rigidbody_object->mesh_source == RBO_MESH_BASE) { dm->release(dm); } } else { /* rough estimate from boundbox as fallback */ /* XXX could implement other types of geometry here (curves, etc.) */ volume = size[0] * size[1] * size[2]; } break; } #if 0 // XXX: not defined yet case RB_SHAPE_COMPOUND: volume = 0.0f; break; #endif } /* return the volume calculated */ if (r_vol) *r_vol = volume; } void BKE_rigidbody_calc_center_of_mass(Object *ob, float r_center[3]) { RigidBodyOb *rbo = ob->rigidbody_object; float size[3] = {1.0f, 1.0f, 1.0f}; float height = 1.0f; zero_v3(r_center); /* if automatically determining dimensions, use the Object's boundbox * - assume that all quadrics are standing upright on local z-axis * - assume even distribution of mass around the Object's pivot * (i.e. Object pivot is centralized in boundbox) * - boundbox gives full width */ // XXX: all dimensions are auto-determined now... later can add stored settings for this BKE_object_dimensions_get(ob, size); /* calculate volume as appropriate */ switch (rbo->shape) { case RB_SHAPE_BOX: case RB_SHAPE_SPHERE: case RB_SHAPE_CAPSULE: case RB_SHAPE_CYLINDER: break; case RB_SHAPE_CONE: /* take radius as largest x/y dimension, and height as z-dimension */ height = size[2]; /* cone is geometrically centered on the median, * center of mass is 1/4 up from the base */ r_center[2] = -0.25f * height; break; case RB_SHAPE_CONVEXH: case RB_SHAPE_TRIMESH: { if (ob->type == OB_MESH) { DerivedMesh *dm = rigidbody_get_mesh(ob); MVert *mvert; const MLoopTri *looptri; int totvert, tottri; const MLoop *mloop; /* ensure mesh validity, then grab data */ if (dm == NULL) return; mvert = dm->getVertArray(dm); totvert = dm->getNumVerts(dm); looptri = dm->getLoopTriArray(dm); tottri = dm->getNumLoopTri(dm); mloop = dm->getLoopArray(dm); if (totvert > 0 && tottri > 0) { BKE_mesh_calc_volume(mvert, totvert, looptri, tottri, mloop, NULL, r_center); } /* cleanup temp data */ if (ob->rigidbody_object->mesh_source == RBO_MESH_BASE) { dm->release(dm); } } break; } #if 0 // XXX: not defined yet case RB_SHAPE_COMPOUND: volume = 0.0f; break; #endif } } /* --------------------- */ /** * Create physics sim representation of object given RigidBody settings * * \param rebuild Even if an instance already exists, replace it */ static void rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool rebuild) { RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL; float loc[3]; float rot[4]; /* sanity checks: * - object doesn't have RigidBody info already: then why is it here? */ if (rbo == NULL) return; /* make sure collision shape exists */ /* FIXME we shouldn't always have to rebuild collision shapes when rebuilding objects, but it's needed for constraints to update correctly */ if (rbo->physics_shape == NULL || rebuild) rigidbody_validate_sim_shape(ob, true); if (rbo->physics_object && rebuild == false) { RB_dworld_remove_body(rbw->physics_world, rbo->physics_object); } if (!rbo->physics_object || rebuild) { /* remove rigid body if it already exists before creating a new one */ if (rbo->physics_object) { RB_body_delete(rbo->physics_object); } mat4_to_loc_quat(loc, rot, ob->obmat); rbo->physics_object = RB_body_new(rbo->physics_shape, loc, rot); RB_body_set_friction(rbo->physics_object, rbo->friction); RB_body_set_restitution(rbo->physics_object, rbo->restitution); RB_body_set_damping(rbo->physics_object, rbo->lin_damping, rbo->ang_damping); RB_body_set_sleep_thresh(rbo->physics_object, rbo->lin_sleep_thresh, rbo->ang_sleep_thresh); RB_body_set_activation_state(rbo->physics_object, rbo->flag & RBO_FLAG_USE_DEACTIVATION); if (rbo->type == RBO_TYPE_PASSIVE || rbo->flag & RBO_FLAG_START_DEACTIVATED) RB_body_deactivate(rbo->physics_object); RB_body_set_linear_factor(rbo->physics_object, (ob->protectflag & OB_LOCK_LOCX) == 0, (ob->protectflag & OB_LOCK_LOCY) == 0, (ob->protectflag & OB_LOCK_LOCZ) == 0); RB_body_set_angular_factor(rbo->physics_object, (ob->protectflag & OB_LOCK_ROTX) == 0, (ob->protectflag & OB_LOCK_ROTY) == 0, (ob->protectflag & OB_LOCK_ROTZ) == 0); RB_body_set_mass(rbo->physics_object, RBO_GET_MASS(rbo)); RB_body_set_kinematic_state(rbo->physics_object, rbo->flag & RBO_FLAG_KINEMATIC || rbo->flag & RBO_FLAG_DISABLED); } if (rbw && rbw->physics_world) RB_dworld_add_body(rbw->physics_world, rbo->physics_object, rbo->col_groups); } /* --------------------- */ /** * Create physics sim representation of constraint given rigid body constraint settings * * \param rebuild Even if an instance already exists, replace it */ static void rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, bool rebuild) { RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL; float loc[3]; float rot[4]; float lin_lower; float lin_upper; float ang_lower; float ang_upper; /* sanity checks: * - object should have a rigid body constraint * - rigid body constraint should have at least one constrained object */ if (rbc == NULL) { return; } if (ELEM(NULL, rbc->ob1, rbc->ob1->rigidbody_object, rbc->ob2, rbc->ob2->rigidbody_object)) { if (rbc->physics_constraint) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); RB_constraint_delete(rbc->physics_constraint); rbc->physics_constraint = NULL; } return; } if (rbc->physics_constraint && rebuild == false) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); } if (rbc->physics_constraint == NULL || rebuild) { rbRigidBody *rb1 = rbc->ob1->rigidbody_object->physics_object; rbRigidBody *rb2 = rbc->ob2->rigidbody_object->physics_object; /* remove constraint if it already exists before creating a new one */ if (rbc->physics_constraint) { RB_constraint_delete(rbc->physics_constraint); rbc->physics_constraint = NULL; } mat4_to_loc_quat(loc, rot, ob->obmat); if (rb1 && rb2) { switch (rbc->type) { case RBC_TYPE_POINT: rbc->physics_constraint = RB_constraint_new_point(loc, rb1, rb2); break; case RBC_TYPE_FIXED: rbc->physics_constraint = RB_constraint_new_fixed(loc, rot, rb1, rb2); break; case RBC_TYPE_HINGE: rbc->physics_constraint = RB_constraint_new_hinge(loc, rot, rb1, rb2); if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_Z) { RB_constraint_set_limits_hinge(rbc->physics_constraint, rbc->limit_ang_z_lower, rbc->limit_ang_z_upper); } else RB_constraint_set_limits_hinge(rbc->physics_constraint, 0.0f, -1.0f); break; case RBC_TYPE_SLIDER: rbc->physics_constraint = RB_constraint_new_slider(loc, rot, rb1, rb2); if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_X) RB_constraint_set_limits_slider(rbc->physics_constraint, rbc->limit_lin_x_lower, rbc->limit_lin_x_upper); else RB_constraint_set_limits_slider(rbc->physics_constraint, 0.0f, -1.0f); break; case RBC_TYPE_PISTON: rbc->physics_constraint = RB_constraint_new_piston(loc, rot, rb1, rb2); if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_X) { lin_lower = rbc->limit_lin_x_lower; lin_upper = rbc->limit_lin_x_upper; } else { lin_lower = 0.0f; lin_upper = -1.0f; } if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_X) { ang_lower = rbc->limit_ang_x_lower; ang_upper = rbc->limit_ang_x_upper; } else { ang_lower = 0.0f; ang_upper = -1.0f; } RB_constraint_set_limits_piston(rbc->physics_constraint, lin_lower, lin_upper, ang_lower, ang_upper); break; case RBC_TYPE_6DOF_SPRING: rbc->physics_constraint = RB_constraint_new_6dof_spring(loc, rot, rb1, rb2); RB_constraint_set_spring_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_X, rbc->flag & RBC_FLAG_USE_SPRING_X); RB_constraint_set_stiffness_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_X, rbc->spring_stiffness_x); RB_constraint_set_damping_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_X, rbc->spring_damping_x); RB_constraint_set_spring_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_Y, rbc->flag & RBC_FLAG_USE_SPRING_Y); RB_constraint_set_stiffness_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_Y, rbc->spring_stiffness_y); RB_constraint_set_damping_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_Y, rbc->spring_damping_y); RB_constraint_set_spring_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_Z, rbc->flag & RBC_FLAG_USE_SPRING_Z); RB_constraint_set_stiffness_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_Z, rbc->spring_stiffness_z); RB_constraint_set_damping_6dof_spring(rbc->physics_constraint, RB_LIMIT_LIN_Z, rbc->spring_damping_z); RB_constraint_set_spring_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_X, rbc->flag & RBC_FLAG_USE_SPRING_ANG_X); RB_constraint_set_stiffness_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_X, rbc->spring_stiffness_ang_x); RB_constraint_set_damping_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_X, rbc->spring_damping_ang_x); RB_constraint_set_spring_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_Y, rbc->flag & RBC_FLAG_USE_SPRING_ANG_Y); RB_constraint_set_stiffness_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_Y, rbc->spring_stiffness_ang_y); RB_constraint_set_damping_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_Y, rbc->spring_damping_ang_y); RB_constraint_set_spring_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_Z, rbc->flag & RBC_FLAG_USE_SPRING_ANG_Z); RB_constraint_set_stiffness_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_Z, rbc->spring_stiffness_ang_z); RB_constraint_set_damping_6dof_spring(rbc->physics_constraint, RB_LIMIT_ANG_Z, rbc->spring_damping_ang_z); RB_constraint_set_equilibrium_6dof_spring(rbc->physics_constraint); ATTR_FALLTHROUGH; case RBC_TYPE_6DOF: if (rbc->type == RBC_TYPE_6DOF) /* a litte awkward but avoids duplicate code for limits */ rbc->physics_constraint = RB_constraint_new_6dof(loc, rot, rb1, rb2); if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_X) RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_X, rbc->limit_lin_x_lower, rbc->limit_lin_x_upper); else RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_X, 0.0f, -1.0f); if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_Y) RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Y, rbc->limit_lin_y_lower, rbc->limit_lin_y_upper); else RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Y, 0.0f, -1.0f); if (rbc->flag & RBC_FLAG_USE_LIMIT_LIN_Z) RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Z, rbc->limit_lin_z_lower, rbc->limit_lin_z_upper); else RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_LIN_Z, 0.0f, -1.0f); if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_X) RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_X, rbc->limit_ang_x_lower, rbc->limit_ang_x_upper); else RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_X, 0.0f, -1.0f); if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_Y) RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Y, rbc->limit_ang_y_lower, rbc->limit_ang_y_upper); else RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Y, 0.0f, -1.0f); if (rbc->flag & RBC_FLAG_USE_LIMIT_ANG_Z) RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Z, rbc->limit_ang_z_lower, rbc->limit_ang_z_upper); else RB_constraint_set_limits_6dof(rbc->physics_constraint, RB_LIMIT_ANG_Z, 0.0f, -1.0f); break; case RBC_TYPE_MOTOR: rbc->physics_constraint = RB_constraint_new_motor(loc, rot, rb1, rb2); RB_constraint_set_enable_motor(rbc->physics_constraint, rbc->flag & RBC_FLAG_USE_MOTOR_LIN, rbc->flag & RBC_FLAG_USE_MOTOR_ANG); RB_constraint_set_max_impulse_motor(rbc->physics_constraint, rbc->motor_lin_max_impulse, rbc->motor_ang_max_impulse); RB_constraint_set_target_velocity_motor(rbc->physics_constraint, rbc->motor_lin_target_velocity, rbc->motor_ang_target_velocity); break; } } else { /* can't create constraint without both rigid bodies */ return; } RB_constraint_set_enabled(rbc->physics_constraint, rbc->flag & RBC_FLAG_ENABLED); if (rbc->flag & RBC_FLAG_USE_BREAKING) RB_constraint_set_breaking_threshold(rbc->physics_constraint, rbc->breaking_threshold); else RB_constraint_set_breaking_threshold(rbc->physics_constraint, FLT_MAX); if (rbc->flag & RBC_FLAG_OVERRIDE_SOLVER_ITERATIONS) RB_constraint_set_solver_iterations(rbc->physics_constraint, rbc->num_solver_iterations); else RB_constraint_set_solver_iterations(rbc->physics_constraint, -1); } if (rbw && rbw->physics_world && rbc->physics_constraint) { RB_dworld_add_constraint(rbw->physics_world, rbc->physics_constraint, rbc->flag & RBC_FLAG_DISABLE_COLLISIONS); } } /* --------------------- */ /* Create physics sim world given RigidBody world settings */ // NOTE: this does NOT update object references that the scene uses, in case those aren't ready yet! void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild) { /* sanity checks */ if (rbw == NULL) return; /* create new sim world */ if (rebuild || rbw->physics_world == NULL) { if (rbw->physics_world) RB_dworld_delete(rbw->physics_world); rbw->physics_world = RB_dworld_new(scene->physics_settings.gravity); } RB_dworld_set_solver_iterations(rbw->physics_world, rbw->num_solver_iterations); RB_dworld_set_split_impulse(rbw->physics_world, rbw->flag & RBW_FLAG_USE_SPLIT_IMPULSE); } /* ************************************** */ /* Setup Utilities - Create Settings Blocks */ /* Set up RigidBody world */ RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene) { /* try to get whatever RigidBody world that might be representing this already */ RigidBodyWorld *rbw; /* sanity checks * - there must be a valid scene to add world to * - there mustn't be a sim world using this group already */ if (scene == NULL) return NULL; /* create a new sim world */ rbw = MEM_callocN(sizeof(RigidBodyWorld), "RigidBodyWorld"); /* set default settings */ rbw->effector_weights = BKE_add_effector_weights(NULL); rbw->ltime = PSFRA; rbw->time_scale = 1.0f; rbw->steps_per_second = 60; /* Bullet default (60 Hz) */ rbw->num_solver_iterations = 10; /* 10 is bullet default */ rbw->pointcache = BKE_ptcache_add(&(rbw->ptcaches)); rbw->pointcache->step = 1; /* return this sim world */ return rbw; } RigidBodyWorld *BKE_rigidbody_world_copy(RigidBodyWorld *rbw, const int flag) { RigidBodyWorld *rbw_copy = MEM_dupallocN(rbw); if (rbw->effector_weights) { rbw_copy->effector_weights = MEM_dupallocN(rbw->effector_weights); } if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) { id_us_plus((ID *)rbw_copy->group); id_us_plus((ID *)rbw_copy->constraints); } /* XXX Never copy caches here? */ rbw_copy->pointcache = BKE_ptcache_copy_list(&rbw_copy->ptcaches, &rbw->ptcaches, flag & ~LIB_ID_COPY_CACHES); rbw_copy->objects = NULL; rbw_copy->physics_world = NULL; rbw_copy->numbodies = 0; return rbw_copy; } void BKE_rigidbody_world_groups_relink(RigidBodyWorld *rbw) { ID_NEW_REMAP(rbw->group); ID_NEW_REMAP(rbw->constraints); ID_NEW_REMAP(rbw->effector_weights->group); } void BKE_rigidbody_world_id_loop(RigidBodyWorld *rbw, RigidbodyWorldIDFunc func, void *userdata) { func(rbw, (ID **)&rbw->group, userdata, IDWALK_CB_NOP); func(rbw, (ID **)&rbw->constraints, userdata, IDWALK_CB_NOP); func(rbw, (ID **)&rbw->effector_weights->group, userdata, IDWALK_CB_NOP); if (rbw->objects) { int i; for (i = 0; i < rbw->numbodies; i++) { func(rbw, (ID **)&rbw->objects[i], userdata, IDWALK_CB_NOP); } } } /* Add rigid body settings to the specified object */ RigidBodyOb *BKE_rigidbody_create_object(Scene *scene, Object *ob, short type) { RigidBodyOb *rbo; RigidBodyWorld *rbw = scene->rigidbody_world; /* sanity checks * - rigidbody world must exist * - object must exist * - cannot add rigid body if it already exists */ if (ob == NULL || (ob->rigidbody_object != NULL)) return NULL; /* create new settings data, and link it up */ rbo = MEM_callocN(sizeof(RigidBodyOb), "RigidBodyOb"); /* set default settings */ rbo->type = type; rbo->mass = 1.0f; rbo->friction = 0.5f; /* best when non-zero. 0.5 is Bullet default */ rbo->restitution = 0.0f; /* best when zero. 0.0 is Bullet default */ rbo->margin = 0.04f; /* 0.04 (in meters) is Bullet default */ rbo->lin_sleep_thresh = 0.4f; /* 0.4 is half of Bullet default */ rbo->ang_sleep_thresh = 0.5f; /* 0.5 is half of Bullet default */ rbo->lin_damping = 0.04f; /* 0.04 is game engine default */ rbo->ang_damping = 0.1f; /* 0.1 is game engine default */ rbo->col_groups = 1; /* use triangle meshes for passive objects * use convex hulls for active objects since dynamic triangle meshes are very unstable */ if (type == RBO_TYPE_ACTIVE) rbo->shape = RB_SHAPE_CONVEXH; else rbo->shape = RB_SHAPE_TRIMESH; rbo->mesh_source = RBO_MESH_DEFORM; /* set initial transform */ mat4_to_loc_quat(rbo->pos, rbo->orn, ob->obmat); /* flag cache as outdated */ BKE_rigidbody_cache_reset(rbw); /* return this object */ return rbo; } /* Add rigid body constraint to the specified object */ RigidBodyCon *BKE_rigidbody_create_constraint(Scene *scene, Object *ob, short type) { RigidBodyCon *rbc; RigidBodyWorld *rbw = scene->rigidbody_world; /* sanity checks * - rigidbody world must exist * - object must exist * - cannot add constraint if it already exists */ if (ob == NULL || (ob->rigidbody_constraint != NULL)) return NULL; /* create new settings data, and link it up */ rbc = MEM_callocN(sizeof(RigidBodyCon), "RigidBodyCon"); /* set default settings */ rbc->type = type; rbc->ob1 = NULL; rbc->ob2 = NULL; rbc->flag |= RBC_FLAG_ENABLED; rbc->flag |= RBC_FLAG_DISABLE_COLLISIONS; rbc->breaking_threshold = 10.0f; /* no good default here, just use 10 for now */ rbc->num_solver_iterations = 10; /* 10 is Bullet default */ rbc->limit_lin_x_lower = -1.0f; rbc->limit_lin_x_upper = 1.0f; rbc->limit_lin_y_lower = -1.0f; rbc->limit_lin_y_upper = 1.0f; rbc->limit_lin_z_lower = -1.0f; rbc->limit_lin_z_upper = 1.0f; rbc->limit_ang_x_lower = -M_PI_4; rbc->limit_ang_x_upper = M_PI_4; rbc->limit_ang_y_lower = -M_PI_4; rbc->limit_ang_y_upper = M_PI_4; rbc->limit_ang_z_lower = -M_PI_4; rbc->limit_ang_z_upper = M_PI_4; rbc->spring_damping_x = 0.5f; rbc->spring_damping_y = 0.5f; rbc->spring_damping_z = 0.5f; rbc->spring_damping_ang_x = 0.5f; rbc->spring_damping_ang_y = 0.5f; rbc->spring_damping_ang_z = 0.5f; rbc->spring_stiffness_x = 10.0f; rbc->spring_stiffness_y = 10.0f; rbc->spring_stiffness_z = 10.0f; rbc->spring_stiffness_ang_x = 10.0f; rbc->spring_stiffness_ang_y = 10.0f; rbc->spring_stiffness_ang_z = 10.0f; rbc->motor_lin_max_impulse = 1.0f; rbc->motor_lin_target_velocity = 1.0f; rbc->motor_ang_max_impulse = 1.0f; rbc->motor_ang_target_velocity = 1.0f; /* flag cache as outdated */ BKE_rigidbody_cache_reset(rbw); /* return this object */ return rbc; } /* ************************************** */ /* Utilities API */ /* Get RigidBody world for the given scene, creating one if needed * * \param scene Scene to find active Rigid Body world for */ RigidBodyWorld *BKE_rigidbody_get_world(Scene *scene) { /* sanity check */ if (scene == NULL) return NULL; return scene->rigidbody_world; } void BKE_rigidbody_remove_object(Scene *scene, Object *ob) { RigidBodyWorld *rbw = scene->rigidbody_world; RigidBodyOb *rbo = ob->rigidbody_object; RigidBodyCon *rbc; int i; if (rbw) { /* remove from rigidbody world, free object won't do this */ if (rbw->physics_world && rbo->physics_object) RB_dworld_remove_body(rbw->physics_world, rbo->physics_object); /* remove object from array */ if (rbw && rbw->objects) { for (i = 0; i < rbw->numbodies; i++) { if (rbw->objects[i] == ob) { rbw->objects[i] = NULL; break; } } } /* remove object from rigid body constraints */ if (rbw->constraints) { FOREACH_GROUP_OBJECT(rbw->constraints, obt) { if (obt && obt->rigidbody_constraint) { rbc = obt->rigidbody_constraint; if (ELEM(ob, rbc->ob1, rbc->ob2)) { BKE_rigidbody_remove_constraint(scene, obt); } } } FOREACH_GROUP_OBJECT_END } } /* remove object's settings */ BKE_rigidbody_free_object(ob); /* flag cache as outdated */ BKE_rigidbody_cache_reset(rbw); } void BKE_rigidbody_remove_constraint(Scene *scene, Object *ob) { RigidBodyWorld *rbw = scene->rigidbody_world; RigidBodyCon *rbc = ob->rigidbody_constraint; /* remove from rigidbody world, free object won't do this */ if (rbw && rbw->physics_world && rbc->physics_constraint) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); } /* remove object's settings */ BKE_rigidbody_free_constraint(ob); /* flag cache as outdated */ BKE_rigidbody_cache_reset(rbw); } /* ************************************** */ /* Simulation Interface - Bullet */ /* Update object array and rigid body count so they're in sync with the rigid body group */ static void rigidbody_update_ob_array(RigidBodyWorld *rbw) { int i, n; n = BLI_listbase_count(&rbw->group->view_layer->object_bases); if (rbw->numbodies != n) { rbw->numbodies = n; rbw->objects = realloc(rbw->objects, sizeof(Object *) * rbw->numbodies); } i = 0; FOREACH_GROUP_OBJECT(rbw->group, object) { rbw->objects[i] = object; i++; } FOREACH_GROUP_OBJECT_END } static void rigidbody_update_sim_world(Scene *scene, RigidBodyWorld *rbw) { float adj_gravity[3]; /* adjust gravity to take effector weights into account */ if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) { copy_v3_v3(adj_gravity, scene->physics_settings.gravity); mul_v3_fl(adj_gravity, rbw->effector_weights->global_gravity * rbw->effector_weights->weight[0]); } else { zero_v3(adj_gravity); } /* update gravity, since this RNA setting is not part of RigidBody settings */ RB_dworld_set_gravity(rbw->physics_world, adj_gravity); /* update object array in case there are changes */ rigidbody_update_ob_array(rbw); } static void rigidbody_update_sim_ob(const struct EvaluationContext *eval_ctx, Scene *scene, RigidBodyWorld *rbw, Object *ob, RigidBodyOb *rbo) { float loc[3]; float rot[4]; float scale[3]; /* only update if rigid body exists */ if (rbo->physics_object == NULL) return; if (rbo->shape == RB_SHAPE_TRIMESH && rbo->flag & RBO_FLAG_USE_DEFORM) { DerivedMesh *dm = ob->derivedDeform; if (dm) { MVert *mvert = dm->getVertArray(dm); int totvert = dm->getNumVerts(dm); BoundBox *bb = BKE_object_boundbox_get(ob); RB_shape_trimesh_update(rbo->physics_shape, (float *)mvert, totvert, sizeof(MVert), bb->vec[0], bb->vec[6]); } } mat4_decompose(loc, rot, scale, ob->obmat); /* update scale for all objects */ RB_body_set_scale(rbo->physics_object, scale); /* compensate for embedded convex hull collision margin */ if (!(rbo->flag & RBO_FLAG_USE_MARGIN) && rbo->shape == RB_SHAPE_CONVEXH) RB_shape_set_margin(rbo->physics_shape, RBO_GET_MARGIN(rbo) * MIN3(scale[0], scale[1], scale[2])); /* make transformed objects temporarily kinmatic so that they can be moved by the user during simulation */ if (ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ) { RB_body_set_kinematic_state(rbo->physics_object, true); RB_body_set_mass(rbo->physics_object, 0.0f); } /* update rigid body location and rotation for kinematic bodies */ if (rbo->flag & RBO_FLAG_KINEMATIC || (ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ)) { RB_body_activate(rbo->physics_object); RB_body_set_loc_rot(rbo->physics_object, loc, rot); } /* update influence of effectors - but don't do it on an effector */ /* only dynamic bodies need effector update */ else if (rbo->type == RBO_TYPE_ACTIVE && ((ob->pd == NULL) || (ob->pd->forcefield == PFIELD_NULL))) { EffectorWeights *effector_weights = rbw->effector_weights; EffectedPoint epoint; ListBase *effectors; /* get effectors present in the group specified by effector_weights */ effectors = pdInitEffectors(eval_ctx, scene, ob, NULL, effector_weights, true); if (effectors) { float eff_force[3] = {0.0f, 0.0f, 0.0f}; float eff_loc[3], eff_vel[3]; /* create dummy 'point' which represents last known position of object as result of sim */ // XXX: this can create some inaccuracies with sim position, but is probably better than using unsimulated vals? RB_body_get_position(rbo->physics_object, eff_loc); RB_body_get_linear_velocity(rbo->physics_object, eff_vel); pd_point_from_loc(scene, eff_loc, eff_vel, 0, &epoint); /* calculate net force of effectors, and apply to sim object * - we use 'central force' since apply force requires a "relative position" which we don't have... */ pdDoEffectors(effectors, NULL, effector_weights, &epoint, eff_force, NULL); if (G.f & G_DEBUG) printf("\tapplying force (%f,%f,%f) to '%s'\n", eff_force[0], eff_force[1], eff_force[2], ob->id.name + 2); /* activate object in case it is deactivated */ if (!is_zero_v3(eff_force)) RB_body_activate(rbo->physics_object); RB_body_apply_central_force(rbo->physics_object, eff_force); } else if (G.f & G_DEBUG) printf("\tno forces to apply to '%s'\n", ob->id.name + 2); /* cleanup */ pdEndEffectors(&effectors); } /* NOTE: passive objects don't need to be updated since they don't move */ /* NOTE: no other settings need to be explicitly updated here, * since RNA setters take care of the rest :) */ } /** * Updates and validates world, bodies and shapes. * * \param rebuild Rebuild entire simulation */ static void rigidbody_update_simulation(const struct EvaluationContext *eval_ctx, Scene *scene, RigidBodyWorld *rbw, bool rebuild) { /* update world */ if (rebuild) BKE_rigidbody_validate_sim_world(scene, rbw, true); rigidbody_update_sim_world(scene, rbw); /* XXX TODO For rebuild: remove all constraints first. * Otherwise we can end up deleting objects that are still * referenced by constraints, corrupting bullet's internal list. * * Memory management needs redesign here, this is just a dirty workaround. */ if (rebuild && rbw->constraints) { FOREACH_GROUP_OBJECT(rbw->constraints, ob) { RigidBodyCon *rbc = ob->rigidbody_constraint; if (rbc && rbc->physics_constraint) { RB_dworld_remove_constraint(rbw->physics_world, rbc->physics_constraint); RB_constraint_delete(rbc->physics_constraint); rbc->physics_constraint = NULL; } } FOREACH_GROUP_OBJECT_END } /* update objects */ FOREACH_GROUP_OBJECT(rbw->group, ob) { if (ob->type == OB_MESH) { /* validate that we've got valid object set up here... */ RigidBodyOb *rbo = ob->rigidbody_object; /* update transformation matrix of the object so we don't get a frame of lag for simple animations */ BKE_object_where_is_calc(eval_ctx, scene, ob); if (rbo == NULL) { /* Since this object is included in the sim group but doesn't have * rigid body settings (perhaps it was added manually), add! * - assume object to be active? That is the default for newly added settings... */ ob->rigidbody_object = BKE_rigidbody_create_object(scene, ob, RBO_TYPE_ACTIVE); rigidbody_validate_sim_object(rbw, ob, true); rbo = ob->rigidbody_object; } else { /* perform simulation data updates as tagged */ /* refresh object... */ if (rebuild) { /* World has been rebuilt so rebuild object */ rigidbody_validate_sim_object(rbw, ob, true); } else if (rbo->flag & RBO_FLAG_NEEDS_VALIDATE) { rigidbody_validate_sim_object(rbw, ob, false); } /* refresh shape... */ if (rbo->flag & RBO_FLAG_NEEDS_RESHAPE) { /* mesh/shape data changed, so force shape refresh */ rigidbody_validate_sim_shape(ob, true); /* now tell RB sim about it */ // XXX: we assume that this can only get applied for active/passive shapes that will be included as rigidbodies RB_body_set_collision_shape(rbo->physics_object, rbo->physics_shape); } rbo->flag &= ~(RBO_FLAG_NEEDS_VALIDATE | RBO_FLAG_NEEDS_RESHAPE); } /* update simulation object... */ rigidbody_update_sim_ob(eval_ctx, scene, rbw, ob, rbo); } } FOREACH_GROUP_OBJECT_END /* update constraints */ if (rbw->constraints == NULL) /* no constraints, move on */ return; FOREACH_GROUP_OBJECT(rbw->constraints, ob) { /* validate that we've got valid object set up here... */ RigidBodyCon *rbc = ob->rigidbody_constraint; /* update transformation matrix of the object so we don't get a frame of lag for simple animations */ BKE_object_where_is_calc(eval_ctx, scene, ob); if (rbc == NULL) { /* Since this object is included in the group but doesn't have * constraint settings (perhaps it was added manually), add! */ ob->rigidbody_constraint = BKE_rigidbody_create_constraint(scene, ob, RBC_TYPE_FIXED); rigidbody_validate_sim_constraint(rbw, ob, true); rbc = ob->rigidbody_constraint; } else { /* perform simulation data updates as tagged */ if (rebuild) { /* World has been rebuilt so rebuild constraint */ rigidbody_validate_sim_constraint(rbw, ob, true); } else if (rbc->flag & RBC_FLAG_NEEDS_VALIDATE) { rigidbody_validate_sim_constraint(rbw, ob, false); } rbc->flag &= ~RBC_FLAG_NEEDS_VALIDATE; } } FOREACH_GROUP_OBJECT_END } static void rigidbody_update_simulation_post_step(RigidBodyWorld *rbw) { FOREACH_GROUP_BASE(rbw->group, base) { Object *ob = base->object; RigidBodyOb *rbo = ob->rigidbody_object; /* Reset kinematic state for transformed objects. */ if (rbo && (base->flag & BASE_SELECTED) && (G.moving & G_TRANSFORM_OBJ)) { RB_body_set_kinematic_state(rbo->physics_object, rbo->flag & RBO_FLAG_KINEMATIC || rbo->flag & RBO_FLAG_DISABLED); RB_body_set_mass(rbo->physics_object, RBO_GET_MASS(rbo)); /* Deactivate passive objects so they don't interfere with deactivation of active objects. */ if (rbo->type == RBO_TYPE_PASSIVE) RB_body_deactivate(rbo->physics_object); } } FOREACH_GROUP_BASE_END } bool BKE_rigidbody_check_sim_running(RigidBodyWorld *rbw, float ctime) { return (rbw && (rbw->flag & RBW_FLAG_MUTED) == 0 && ctime > rbw->pointcache->startframe); } /* Sync rigid body and object transformations */ void BKE_rigidbody_sync_transforms(RigidBodyWorld *rbw, Object *ob, float ctime) { RigidBodyOb *rbo = ob->rigidbody_object; /* keep original transform for kinematic and passive objects */ if (ELEM(NULL, rbw, rbo) || rbo->flag & RBO_FLAG_KINEMATIC || rbo->type == RBO_TYPE_PASSIVE) return; /* use rigid body transform after cache start frame if objects is not being transformed */ if (BKE_rigidbody_check_sim_running(rbw, ctime) && !(ob->flag & SELECT && G.moving & G_TRANSFORM_OBJ)) { float mat[4][4], size_mat[4][4], size[3]; normalize_qt(rbo->orn); // RB_TODO investigate why quaternion isn't normalized at this point quat_to_mat4(mat, rbo->orn); copy_v3_v3(mat[3], rbo->pos); mat4_to_size(size, ob->obmat); size_to_mat4(size_mat, size); mul_m4_m4m4(mat, mat, size_mat); copy_m4_m4(ob->obmat, mat); } /* otherwise set rigid body transform to current obmat */ else { mat4_to_loc_quat(rbo->pos, rbo->orn, ob->obmat); } } /* Used when canceling transforms - return rigidbody and object to initial states */ void BKE_rigidbody_aftertrans_update(Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle) { RigidBodyOb *rbo = ob->rigidbody_object; bool correct_delta = !(rbo->flag & RBO_FLAG_KINEMATIC || rbo->type == RBO_TYPE_PASSIVE); /* return rigid body and object to their initial states */ copy_v3_v3(rbo->pos, ob->loc); copy_v3_v3(ob->loc, loc); if (correct_delta) { add_v3_v3(rbo->pos, ob->dloc); } if (ob->rotmode > 0) { float qt[4]; eulO_to_quat(qt, ob->rot, ob->rotmode); if (correct_delta) { float dquat[4]; eulO_to_quat(dquat, ob->drot, ob->rotmode); mul_qt_qtqt(rbo->orn, dquat, qt); } else { copy_qt_qt(rbo->orn, qt); } copy_v3_v3(ob->rot, rot); } else if (ob->rotmode == ROT_MODE_AXISANGLE) { float qt[4]; axis_angle_to_quat(qt, ob->rotAxis, ob->rotAngle); if (correct_delta) { float dquat[4]; axis_angle_to_quat(dquat, ob->drotAxis, ob->drotAngle); mul_qt_qtqt(rbo->orn, dquat, qt); } else { copy_qt_qt(rbo->orn, qt); } copy_v3_v3(ob->rotAxis, rotAxis); ob->rotAngle = rotAngle; } else { if (correct_delta) { mul_qt_qtqt(rbo->orn, ob->dquat, ob->quat); } else { copy_qt_qt(rbo->orn, ob->quat); } copy_qt_qt(ob->quat, quat); } if (rbo->physics_object) { /* allow passive objects to return to original transform */ if (rbo->type == RBO_TYPE_PASSIVE) RB_body_set_kinematic_state(rbo->physics_object, true); RB_body_set_loc_rot(rbo->physics_object, rbo->pos, rbo->orn); } // RB_TODO update rigid body physics object's loc/rot for dynamic objects here as well (needs to be done outside bullet's update loop) } void BKE_rigidbody_cache_reset(RigidBodyWorld *rbw) { if (rbw) { rbw->pointcache->flag |= PTCACHE_OUTDATED; } } /* ------------------ */ /* Rebuild rigid body world */ /* NOTE: this needs to be called before frame update to work correctly */ void BKE_rigidbody_rebuild_world(const struct EvaluationContext *eval_ctx, Scene *scene, float ctime) { RigidBodyWorld *rbw = scene->rigidbody_world; PointCache *cache; PTCacheID pid; int startframe, endframe; BKE_ptcache_id_from_rigidbody(&pid, NULL, rbw); BKE_ptcache_id_time(&pid, scene, ctime, &startframe, &endframe, NULL); cache = rbw->pointcache; /* flag cache as outdated if we don't have a world or number of objects in the simulation has changed */ if (rbw->physics_world == NULL || rbw->numbodies != BLI_listbase_count(&rbw->group->view_layer->object_bases)) { cache->flag |= PTCACHE_OUTDATED; } if (ctime == startframe + 1 && rbw->ltime == startframe) { if (cache->flag & PTCACHE_OUTDATED) { BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED); rigidbody_update_simulation(eval_ctx, scene, rbw, true); BKE_ptcache_validate(cache, (int)ctime); cache->last_exact = 0; cache->flag &= ~PTCACHE_REDO_NEEDED; } } } /* Run RigidBody simulation for the specified physics world */ void BKE_rigidbody_do_simulation(const struct EvaluationContext *eval_ctx, Scene *scene, float ctime) { float timestep; RigidBodyWorld *rbw = scene->rigidbody_world; PointCache *cache; PTCacheID pid; int startframe, endframe; BKE_ptcache_id_from_rigidbody(&pid, NULL, rbw); BKE_ptcache_id_time(&pid, scene, ctime, &startframe, &endframe, NULL); cache = rbw->pointcache; if (ctime <= startframe) { rbw->ltime = startframe; return; } /* make sure we don't go out of cache frame range */ else if (ctime > endframe) { ctime = endframe; } /* don't try to run the simulation if we don't have a world yet but allow reading baked cache */ if (rbw->physics_world == NULL && !(cache->flag & PTCACHE_BAKED)) return; else if (rbw->objects == NULL) rigidbody_update_ob_array(rbw); /* try to read from cache */ // RB_TODO deal with interpolated, old and baked results bool can_simulate = (ctime == rbw->ltime + 1) && !(cache->flag & PTCACHE_BAKED); if (BKE_ptcache_read(&pid, ctime, can_simulate) == PTCACHE_READ_EXACT) { BKE_ptcache_validate(cache, (int)ctime); rbw->ltime = ctime; return; } /* advance simulation, we can only step one frame forward */ if (ctime == rbw->ltime + 1) { /* write cache for first frame when on second frame */ if (rbw->ltime == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact == 0)) { BKE_ptcache_write(&pid, startframe); } /* update and validate simulation */ rigidbody_update_simulation(eval_ctx, scene, rbw, false); /* calculate how much time elapsed since last step in seconds */ timestep = 1.0f / (float)FPS * (ctime - rbw->ltime) * rbw->time_scale; /* step simulation by the requested timestep, steps per second are adjusted to take time scale into account */ RB_dworld_step_simulation(rbw->physics_world, timestep, INT_MAX, 1.0f / (float)rbw->steps_per_second * min_ff(rbw->time_scale, 1.0f)); rigidbody_update_simulation_post_step(rbw); /* write cache for current frame */ BKE_ptcache_validate(cache, (int)ctime); BKE_ptcache_write(&pid, (unsigned int)ctime); rbw->ltime = ctime; } } /* ************************************** */ #else /* WITH_BULLET */ /* stubs */ #ifdef __GNUC__ # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wunused-parameter" #endif struct RigidBodyOb *BKE_rigidbody_copy_object(const Object *ob, const int flag) { return NULL; } struct RigidBodyCon *BKE_rigidbody_copy_constraint(const Object *ob, const int flag) { return NULL; } void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild) {} void BKE_rigidbody_calc_volume(Object *ob, float *r_vol) { if (r_vol) *r_vol = 0.0f; } void BKE_rigidbody_calc_center_of_mass(Object *ob, float r_center[3]) { zero_v3(r_center); } struct RigidBodyWorld *BKE_rigidbody_create_world(Scene *scene) { return NULL; } struct RigidBodyWorld *BKE_rigidbody_world_copy(RigidBodyWorld *rbw, const int flag) { return NULL; } void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw) {} void BKE_rigidbody_world_id_loop(struct RigidBodyWorld *rbw, RigidbodyWorldIDFunc func, void *userdata) {} struct RigidBodyOb *BKE_rigidbody_create_object(Scene *scene, Object *ob, short type) { return NULL; } struct RigidBodyCon *BKE_rigidbody_create_constraint(Scene *scene, Object *ob, short type) { return NULL; } struct RigidBodyWorld *BKE_rigidbody_get_world(Scene *scene) { return NULL; } void BKE_rigidbody_remove_object(Scene *scene, Object *ob) {} void BKE_rigidbody_remove_constraint(Scene *scene, Object *ob) {} void BKE_rigidbody_sync_transforms(RigidBodyWorld *rbw, Object *ob, float ctime) {} void BKE_rigidbody_aftertrans_update(Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle) {} bool BKE_rigidbody_check_sim_running(RigidBodyWorld *rbw, float ctime) { return false; } void BKE_rigidbody_cache_reset(RigidBodyWorld *rbw) {} void BKE_rigidbody_rebuild_world(const struct EvaluationContext *eval_ctx, Scene *scene, float ctime) {} void BKE_rigidbody_do_simulation(const struct EvaluationContext *eval_ctx, Scene *scene, float ctime) {} #ifdef __GNUC__ # pragma GCC diagnostic pop #endif #endif /* WITH_BULLET */ /* -------------------- */ /* Depsgraph evaluation */ void BKE_rigidbody_rebuild_sim(const struct EvaluationContext *eval_ctx, Scene *scene) { float ctime = BKE_scene_frame_get(scene); if (G.debug & G_DEBUG_DEPSGRAPH) { printf("%s at %f\n", __func__, ctime); } /* rebuild sim data (i.e. after resetting to start of timeline) */ if (BKE_scene_check_rigidbody_active(scene)) { BKE_rigidbody_rebuild_world(eval_ctx, scene, ctime); } } void BKE_rigidbody_eval_simulation(const struct EvaluationContext *eval_ctx, Scene *scene) { float ctime = BKE_scene_frame_get(scene); if (G.debug & G_DEBUG_DEPSGRAPH) { printf("%s at %f\n", __func__, ctime); } /* evaluate rigidbody sim */ if (BKE_scene_check_rigidbody_active(scene)) { BKE_rigidbody_do_simulation(eval_ctx, scene, ctime); } } void BKE_rigidbody_object_sync_transforms(const struct EvaluationContext *UNUSED(eval_ctx), Scene *scene, Object *ob) { RigidBodyWorld *rbw = scene->rigidbody_world; float ctime = BKE_scene_frame_get(scene); if (G.debug & G_DEBUG_DEPSGRAPH) { printf("%s on %s\n", __func__, ob->id.name); } /* read values pushed into RBO from sim/cache... */ BKE_rigidbody_sync_transforms(rbw, ob, ctime); }