/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /** \file CcdPhysicsController.h * \ingroup physbullet */ #ifndef __CCDPHYSICSCONTROLLER_H__ #define __CCDPHYSICSCONTROLLER_H__ #include #include #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 "BulletDynamics/Character/btKinematicCharacterController.h" #include "LinearMath/btTransform.h" #include "PHY_IMotionState.h" #include "PHY_ICharacter.h" extern float gDeactivationTime; extern float gLinearSleepingTreshold; extern float gAngularSleepingTreshold; extern bool gDisableDeactivation; class CcdPhysicsEnvironment; class btMotionState; class RAS_MeshObject; struct DerivedMesh; 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: struct UVco { float uv[2]; }; static CcdShapeConstructionInfo* FindMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, 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_userData(NULL), m_refCount(1), m_meshObject(NULL), m_unscaledShape(NULL), m_forceReInstance(false), m_weldingThreshold1(0.f), m_shapeProxy(NULL) { m_childTrans.setIdentity(); } ~CcdShapeConstructionInfo(); CcdShapeConstructionInfo* AddRef() { m_refCount++; return this; } int Release() { if (--m_refCount > 0) return m_refCount; delete this; return 0; } bool IsUnused(void) { return (m_meshObject==NULL && m_shapeArray.size() == 0 && m_shapeProxy == NULL); } void AddShape(CcdShapeConstructionInfo* shapeInfo); btTriangleMeshShape* GetMeshShape(void) { return (m_unscaledShape); } CcdShapeConstructionInfo* GetChildShape(int i) { if (i < 0 || i >= (int)m_shapeArray.size()) return NULL; return m_shapeArray.at(i); } int FindChildShape(CcdShapeConstructionInfo* shapeInfo, void* userData) { if (shapeInfo == NULL) return -1; for (int i=0; i<(int)m_shapeArray.size(); i++) { CcdShapeConstructionInfo* childInfo = m_shapeArray.at(i); if ((userData == NULL || userData == childInfo->m_userData) && (childInfo == shapeInfo || (childInfo->m_shapeType == PHY_SHAPE_PROXY && childInfo->m_shapeProxy == shapeInfo))) return i; } return -1; } bool RemoveChildShape(int i) { if (i < 0 || i >= (int)m_shapeArray.size()) return false; m_shapeArray.at(i)->Release(); if (i < (int)m_shapeArray.size()-1) m_shapeArray[i] = m_shapeArray.back(); m_shapeArray.pop_back(); return true; } bool SetMesh(class RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope); RAS_MeshObject* GetMesh(void) { return m_meshObject; } bool UpdateMesh(class KX_GameObject* gameobj, class RAS_MeshObject* mesh); bool SetProxy(CcdShapeConstructionInfo* shapeInfo); CcdShapeConstructionInfo* GetProxy(void) { return m_shapeProxy; } btCollisionShape* CreateBulletShape(btScalar margin, bool useGimpact=false, bool useBvh=true); // member variables PHY_ShapeType m_shapeType; btScalar m_radius; btScalar m_height; btVector3 m_halfExtend; btTransform m_childTrans; btVector3 m_childScale; void* m_userData; btAlignedObjectArray m_vertexArray; // Contains both vertex array for polytope shape and // triangle array for concave mesh shape. Each vertex is 3 consecutive values // In this case a triangle is made of 3 consecutive points std::vector m_polygonIndexArray; // Contains the array of polygon index in the // original mesh that correspond to shape triangles. // only set for concave mesh shape. std::vector m_triFaceArray; // Contains an array of triplets of face indices // quads turn into 2 tris std::vector m_triFaceUVcoArray; // Contains an array of pair of UV coordinate for each vertex of faces // quads turn into 2 tris void setVertexWeldingThreshold1(float threshold) { m_weldingThreshold1 = threshold*threshold; } protected: static std::map 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 m_shapeArray; // for compound shapes bool m_forceReInstance; //use gimpact for concave dynamic/moving collision detection float m_weldingThreshold1; //welding closeby vertices together can improve softbody stability etc. CcdShapeConstructionInfo* m_shapeProxy; // only used for PHY_SHAPE_PROXY, pointer to actual shape info #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:CcdShapeConstructionInfo") #endif }; struct CcdConstructionInfo { ///CollisionFilterGroups provides some optional usage of basic collision filtering ///this is done during broadphase, so very early in the pipeline ///more advanced collision filtering should be done in btCollisionDispatcher::NeedsCollision enum CollisionFilterGroups { DefaultFilter = 1, StaticFilter = 2, KinematicFilter = 4, DebrisFilter = 8, SensorFilter = 16, CharacterFilter = 32, AllFilter = DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorFilter | CharacterFilter, }; CcdConstructionInfo() :m_localInertiaTensor(1.f, 1.f, 1.f), m_gravity(0,0,0), m_scaling(1.f,1.f,1.f), m_linearFactor(0.f, 0.f, 0.f), m_angularFactor(0.f, 0.f, 0.f), m_mass(0.f), m_clamp_vel_min(-1.f), m_clamp_vel_max(-1.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_soft_linStiff(1.f), m_soft_angStiff(1.f), m_soft_volume(1.f), m_soft_viterations(0), m_soft_piterations(1), m_soft_diterations(0), m_soft_citerations(4), m_soft_kSRHR_CL(0.1f), m_soft_kSKHR_CL(1.f), m_soft_kSSHR_CL(0.5f), m_soft_kSR_SPLT_CL(0.5f), m_soft_kSK_SPLT_CL(0.5f), m_soft_kSS_SPLT_CL(0.5f), m_soft_kVCF(1.f), m_soft_kDP(0.f), m_soft_kDG(0.f), m_soft_kLF(0.f), m_soft_kPR(0.f), m_soft_kVC(0.f), m_soft_kDF(0.2f), m_soft_kMT(0), m_soft_kCHR(1.0f), m_soft_kKHR(0.1f), m_soft_kSHR(1.0f), m_soft_kAHR(0.7f), m_collisionFlags(0), m_bDyna(false), m_bRigid(false), m_bSoft(false), m_bSensor(false), m_bCharacter(false), m_bGimpact(false), m_collisionFilterGroup(DefaultFilter), m_collisionFilterMask(AllFilter), m_collisionShape(0), m_MotionState(0), m_shapeInfo(0), m_physicsEnv(0), m_inertiaFactor(1.f), m_do_anisotropic(false), m_anisotropicFriction(1.f,1.f,1.f), m_do_fh(false), m_do_rot_fh(false), m_fh_spring(0.f), m_fh_damping(0.f), m_fh_distance(1.f), m_fh_normal(false) // m_contactProcessingThreshold(1e10f) { } btVector3 m_localInertiaTensor; btVector3 m_gravity; btVector3 m_scaling; btVector3 m_linearFactor; btVector3 m_angularFactor; btScalar m_mass; btScalar m_clamp_vel_min; btScalar m_clamp_vel_max; btScalar m_restitution; btScalar m_friction; btScalar m_linearDamping; btScalar m_angularDamping; btScalar m_margin; //////////////////// float m_stepHeight; float m_jumpSpeed; float m_fallSpeed; 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_bDyna; bool m_bRigid; bool m_bSoft; bool m_bSensor; bool m_bCharacter; bool m_bGimpact; // use Gimpact for mesh body ///optional use of collision group/mask: ///only collision with object goups that match the collision mask. ///this is very basic early out. advanced collision filtering should be ///done in the btCollisionDispatcher::NeedsCollision and NeedsResponse ///both values default to 1 short int m_collisionFilterGroup; short int m_collisionFilterMask; ///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 ///m_contactProcessingThreshold allows to process contact points with positive distance ///normally only contacts with negative distance (penetration) are solved ///however, rigid body stacking is more stable when positive contacts are still passed into the constraint solver ///this might sometimes lead to collisions with 'internal edges' such as a sliding character controller ///so disable/set m_contactProcessingThreshold to zero for sliding characters etc. // float m_contactProcessingThreshold;///< Process contacts with positive distance in range [0..INF] }; class btRigidBody; class btCollisionObject; class btSoftBody; class btPairCachingGhostObject; class BlenderBulletCharacterController : public btKinematicCharacterController, public PHY_ICharacter { private: btMotionState* m_motionState; int m_jumps; int m_maxJumps; public: BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight); virtual void updateAction(btCollisionWorld *collisionWorld, btScalar dt); int getMaxJumps() const; void setMaxJumps(int maxJumps); int getJumpCount() const; virtual bool canJump() const; virtual void jump(); const btVector3& getWalkDirection(); // PHY_ICharacter interface virtual void Jump() { jump(); } virtual bool OnGround(){ return onGround(); } virtual float GetGravity() { return getGravity(); } virtual void SetGravity(float gravity) { setGravity(gravity); } virtual int GetMaxJumps() { return getMaxJumps(); } virtual void SetMaxJumps(int maxJumps) { setMaxJumps(maxJumps); } virtual int GetJumpCount() { return getJumpCount(); } virtual void SetWalkDirection(const MT_Vector3& dir) { btVector3 vec = btVector3(dir[0], dir[1], dir[2]); setWalkDirection(vec); } virtual MT_Vector3 GetWalkDirection() { btVector3 vec = getWalkDirection(); return MT_Vector3(vec[0], vec[1], vec[2]); } #ifdef WITH_CXX_GUARDEDALLOC using PHY_ICharacter::operator new; using PHY_ICharacter::operator delete; #endif }; ///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution. class CcdPhysicsController : public PHY_IPhysicsController { protected: btCollisionObject* m_object; BlenderBulletCharacterController* m_characterController; class PHY_IMotionState* m_MotionState; btMotionState* m_bulletMotionState; class btCollisionShape* m_collisionShape; class CcdShapeConstructionInfo* m_shapeInfo; btCollisionShape* m_bulletChildShape; btAlignedObjectArray m_ccdConstraintRefs; // keep track of typed constraints referencing this rigid body 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; int m_registerCount; // needed when multiple sensors use the same controller CcdConstructionInfo m_cci;//needed for replication CcdPhysicsController* m_parentCtrl; int m_savedCollisionFlags; short m_savedCollisionFilterGroup; short m_savedCollisionFilterMask; MT_Scalar m_savedMass; bool m_savedDyna; bool m_suspended; void GetWorldOrientation(btMatrix3x3& mat); void CreateRigidbody(); bool CreateSoftbody(); bool CreateCharacterController(); bool Register() { return (m_registerCount++ == 0) ? true : false; } bool Unregister() { return (--m_registerCount == 0) ? true : false; } void addCcdConstraintRef(btTypedConstraint* c); void removeCcdConstraintRef(btTypedConstraint* c); btTypedConstraint* getCcdConstraintRef(int index); int getNumCcdConstraintRefs() const; void SetWorldOrientation(const btMatrix3x3& mat); void ForceWorldTransform(const btMatrix3x3& mat, const btVector3& pos); public: int m_collisionDelay; CcdPhysicsController (const CcdConstructionInfo& ci); bool DeleteControllerShape(); bool ReplaceControllerShape(btCollisionShape *newShape); virtual ~CcdPhysicsController(); CcdConstructionInfo& GetConstructionInfo() { return m_cci; } const CcdConstructionInfo& GetConstructionInfo() const { return m_cci; } btRigidBody* GetRigidBody(); const btRigidBody* GetRigidBody() const; btCollisionObject* GetCollisionObject(); btSoftBody* GetSoftBody(); btKinematicCharacterController* GetCharacterController(); CcdShapeConstructionInfo* GetShapeInfo() { return m_shapeInfo; } btCollisionShape* GetCollisionShape() { return m_object->getCollisionShape(); } //////////////////////////////////// // PHY_IPhysicsController interface //////////////////////////////////// /** * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') */ virtual bool SynchronizeMotionStates(float time); /** * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') */ virtual void WriteMotionStateToDynamics(bool nondynaonly); virtual void WriteDynamicsToMotionState(); // controller replication virtual void PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl); virtual void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env); // kinematic methods virtual void RelativeTranslate(const MT_Vector3& dloc,bool local); virtual void RelativeRotate(const MT_Matrix3x3&rotval, bool local); virtual MT_Matrix3x3 GetOrientation(); virtual void SetOrientation(const MT_Matrix3x3& orn); virtual void SetPosition(const MT_Vector3& pos); virtual void GetPosition(MT_Vector3& pos) const; virtual void SetScaling(const MT_Vector3& scale); virtual void SetTransform(); virtual MT_Scalar GetMass(); virtual void SetMass(MT_Scalar newmass); // physics methods virtual void ApplyImpulse(const MT_Point3& attach, const MT_Vector3& impulsein, bool local); virtual void ApplyTorque(const MT_Vector3& torque,bool local); virtual void ApplyForce(const MT_Vector3& force,bool local); virtual void SetAngularVelocity(const MT_Vector3& ang_vel,bool local); virtual void SetLinearVelocity(const MT_Vector3& lin_vel,bool local); virtual void Jump(); virtual void SetActive(bool active); virtual float GetLinearDamping() const; virtual float GetAngularDamping() const; virtual void SetLinearDamping(float damping); virtual void SetAngularDamping(float damping); virtual void SetDamping(float linear, float angular); // reading out information from physics virtual MT_Vector3 GetLinearVelocity(); virtual MT_Vector3 GetAngularVelocity(); virtual MT_Vector3 GetVelocity(const MT_Point3& posin); virtual MT_Vector3 GetLocalInertia(); // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted virtual void SetRigidBody(bool rigid); virtual void ResolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ); virtual void SuspendDynamics(bool ghost); virtual void RestoreDynamics(); // Shape control virtual void AddCompoundChild(PHY_IPhysicsController* child); virtual void RemoveCompoundChild(PHY_IPhysicsController* child); // clientinfo for raycasts for example virtual void* GetNewClientInfo(); virtual void SetNewClientInfo(void* clientinfo); virtual PHY_IPhysicsController* GetReplica(); virtual PHY_IPhysicsController* GetReplicaForSensors(); ///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors short int GetCollisionFilterGroup() const { return m_cci.m_collisionFilterGroup; } ///There should be no 'SetCollisionFilterGroup' method, as changing this during run-time is will result in errors short int GetCollisionFilterMask() const { return m_cci.m_collisionFilterMask; } virtual void CalcXform() {} 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(m_collisionShape); sphereShape->setUnscaledRadius(margin); } m_cci.m_radius = margin; } // velocity clamping virtual void SetLinVelocityMin(float val) { m_cci.m_clamp_vel_min= val; } virtual float GetLinVelocityMin() const { return m_cci.m_clamp_vel_min; } virtual void SetLinVelocityMax(float val) { m_cci.m_clamp_vel_max= val; } virtual float GetLinVelocityMax() const { return m_cci.m_clamp_vel_max; } bool WantsSleeping(); void UpdateDeactivation(float timeStep); void SetCenterOfMassTransform(btTransform& xform); static btTransform& GetTransformFromMotionState(PHY_IMotionState* motionState); void setAabb(const btVector3& aabbMin,const btVector3& aabbMax); class PHY_IMotionState* GetMotionState() { return m_MotionState; } const class PHY_IMotionState* GetMotionState() const { 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; } virtual bool IsDynamic() { return GetConstructionInfo().m_bDyna; } virtual bool IsCompound() { return GetConstructionInfo().m_shapeInfo->m_shapeType == PHY_SHAPE_COMPOUND; } virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj); #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:CcdPhysicsController") #endif }; ///DefaultMotionState implements standard motionstate, using btTransform class DefaultMotionState : public PHY_IMotionState { public: DefaultMotionState(); virtual ~DefaultMotionState(); virtual void GetWorldPosition(float& posX,float& posY,float& posZ); virtual void GetWorldScaling(float& scaleX,float& scaleY,float& scaleZ); virtual void GetWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal); virtual void SetWorldPosition(float posX,float posY,float posZ); virtual void SetWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal); virtual void GetWorldOrientation(float* ori); virtual void SetWorldOrientation(const float* ori); virtual void CalculateWorldTransformations(); btTransform m_worldTransform; btVector3 m_localScaling; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:DefaultMotionState") #endif }; #endif /* __CCDPHYSICSCONTROLLER_H__ */