#include "CcdPhysicsEnvironment.h" #include "CcdPhysicsController.h" #include #include "SimdTransform.h" #include "Dynamics/RigidBody.h" #include "BroadphaseCollision/BroadphaseInterface.h" #include "BroadphaseCollision/SimpleBroadphase.h" #include "BroadphaseCollision/AxisSweep3.h" #include "CollisionDispatch/CollisionWorld.h" #include "CollisionShapes/ConvexShape.h" #include "BroadphaseCollision/Dispatcher.h" #include "NarrowPhaseCollision/PersistentManifold.h" #include "CollisionShapes/TriangleMeshShape.h" #include "ConstraintSolver/OdeConstraintSolver.h" #include "ConstraintSolver/SimpleConstraintSolver.h" #include "IDebugDraw.h" #include "NarrowPhaseCollision/VoronoiSimplexSolver.h" #include "NarrowPhaseCollision/SubSimplexConvexCast.h" #include "NarrowPhaseCollision/GjkConvexCast.h" #include "CollisionDispatch/CollisionDispatcher.h" #include "PHY_IMotionState.h" #include "CollisionDispatch/EmptyCollisionAlgorithm.h" #include "CollisionDispatch/UnionFind.h" #include "NarrowPhaseCollision/RaycastCallback.h" #include "CollisionShapes/SphereShape.h" bool useIslands = true; #ifdef NEW_BULLET_VEHICLE_SUPPORT #include "Vehicle/RaycastVehicle.h" #include "Vehicle/VehicleRaycaster.h" #include "Vehicle/WheelInfo.h" #include "PHY_IVehicle.h" RaycastVehicle::VehicleTuning gTuning; #endif //NEW_BULLET_VEHICLE_SUPPORT #include "AabbUtil2.h" #include "ConstraintSolver/ConstraintSolver.h" #include "ConstraintSolver/Point2PointConstraint.h" //#include "BroadphaseCollision/QueryDispatcher.h" //#include "BroadphaseCollision/QueryBox.h" //todo: change this to allow dynamic registration of types! #ifdef WIN32 void DrawRasterizerLine(const float* from,const float* to,int color); #endif #include "ConstraintSolver/ContactConstraint.h" #include #ifdef NEW_BULLET_VEHICLE_SUPPORT class WrapperVehicle : public PHY_IVehicle { RaycastVehicle* m_vehicle; PHY_IPhysicsController* m_chassis; public: WrapperVehicle(RaycastVehicle* vehicle,PHY_IPhysicsController* chassis) :m_vehicle(vehicle), m_chassis(chassis) { } RaycastVehicle* GetVehicle() { return m_vehicle; } PHY_IPhysicsController* GetChassis() { return m_chassis; } virtual void AddWheel( PHY_IMotionState* motionState, PHY__Vector3 connectionPoint, PHY__Vector3 downDirection, PHY__Vector3 axleDirection, float suspensionRestLength, float wheelRadius, bool hasSteering ) { SimdVector3 connectionPointCS0(connectionPoint[0],connectionPoint[1],connectionPoint[2]); SimdVector3 wheelDirectionCS0(downDirection[0],downDirection[1],downDirection[2]); SimdVector3 wheelAxle(axleDirection[0],axleDirection[1],axleDirection[2]); WheelInfo& info = m_vehicle->AddWheel(connectionPointCS0,wheelDirectionCS0,wheelAxle, suspensionRestLength,wheelRadius,gTuning,hasSteering); info.m_clientInfo = motionState; } void SyncWheels() { int numWheels = GetNumWheels(); int i; for (i=0;iGetWheelInfo(i); PHY_IMotionState* motionState = (PHY_IMotionState*)info.m_clientInfo ; m_vehicle->UpdateWheelTransform(i); SimdTransform trans = m_vehicle->GetWheelTransformWS(i); SimdQuaternion orn = trans.getRotation(); const SimdVector3& pos = trans.getOrigin(); motionState->setWorldOrientation(orn.x(),orn.y(),orn.z(),orn[3]); motionState->setWorldPosition(pos.x(),pos.y(),pos.z()); } } virtual int GetNumWheels() const { return m_vehicle->GetNumWheels(); } virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const { SimdTransform trans = m_vehicle->GetWheelTransformWS(wheelIndex); posX = trans.getOrigin().x(); posY = trans.getOrigin().y(); posZ = trans.getOrigin().z(); } virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const { SimdTransform trans = m_vehicle->GetWheelTransformWS(wheelIndex); SimdQuaternion quat = trans.getRotation(); SimdMatrix3x3 orn2(quat); quatX = trans.getRotation().x(); quatY = trans.getRotation().y(); quatZ = trans.getRotation().z(); quatW = trans.getRotation()[3]; //printf("test"); } virtual float GetWheelRotation(int wheelIndex) const { float rotation = 0.f; if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); rotation = info.m_rotation; } return rotation; } virtual int GetUserConstraintId() const { return m_vehicle->GetUserConstraintId(); } virtual int GetUserConstraintType() const { return m_vehicle->GetUserConstraintType(); } virtual void SetSteeringValue(float steering,int wheelIndex) { m_vehicle->SetSteeringValue(steering,wheelIndex); } virtual void ApplyEngineForce(float force,int wheelIndex) { m_vehicle->ApplyEngineForce(force,wheelIndex); } virtual void ApplyBraking(float braking,int wheelIndex) { if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); info.m_brake = braking; } } virtual void SetWheelFriction(float friction,int wheelIndex) { if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); info.m_frictionSlip = friction; } } virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) { if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); info.m_suspensionStiffness = suspensionStiffness; } } virtual void SetSuspensionDamping(float suspensionDamping,int wheelIndex) { if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); info.m_wheelsDampingRelaxation = suspensionDamping; } } virtual void SetSuspensionCompression(float suspensionCompression,int wheelIndex) { if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); info.m_wheelsDampingCompression = suspensionCompression; } } virtual void SetRollInfluence(float rollInfluence,int wheelIndex) { if ((wheelIndex>=0) && (wheelIndex< m_vehicle->GetNumWheels())) { WheelInfo& info = m_vehicle->GetWheelInfo(wheelIndex); info.m_rollInfluence = rollInfluence; } } }; #endif //NEW_BULLET_VEHICLE_SUPPORT static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdVector3& to,const SimdVector3& color) { SimdVector3 halfExtents = (to-from)* 0.5f; SimdVector3 center = (to+from) *0.5f; int i,j; SimdVector3 edgecoord(1.f,1.f,1.f),pa,pb; for (i=0;i<4;i++) { for (j=0;j<3;j++) { pa = SimdVector3(edgecoord[0]*halfExtents[0], edgecoord[1]*halfExtents[1], edgecoord[2]*halfExtents[2]); pa+=center; int othercoord = j%3; edgecoord[othercoord]*=-1.f; pb = SimdVector3(edgecoord[0]*halfExtents[0], edgecoord[1]*halfExtents[1], edgecoord[2]*halfExtents[2]); pb+=center; debugDrawer->DrawLine(pa,pb,color); } edgecoord = SimdVector3(-1.f,-1.f,-1.f); if (i<3) edgecoord[i]*=-1.f; } } CcdPhysicsEnvironment::CcdPhysicsEnvironment(CollisionDispatcher* dispatcher,BroadphaseInterface* broadphase) :m_scalingPropagated(false), m_numIterations(10), m_ccdMode(0), m_solverType(-1) { if (!dispatcher) dispatcher = new CollisionDispatcher(); if(!broadphase) { //todo: calculate/let user specify this world sizes SimdVector3 worldMin(-10000,-10000,-10000); SimdVector3 worldMax(10000,10000,10000); broadphase = new AxisSweep3(worldMin,worldMax); //broadphase = new SimpleBroadphase(); } setSolverType(1); m_collisionWorld = new CollisionWorld(dispatcher,broadphase); m_debugDrawer = 0; m_gravity = SimdVector3(0.f,-10.f,0.f); } void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl) { RigidBody* body = ctrl->GetRigidBody(); body->setGravity( m_gravity ); m_controllers.push_back(ctrl); m_collisionWorld->AddCollisionObject(body); assert(body->m_broadphaseHandle); BroadphaseInterface* scene = GetBroadphase(); CollisionShape* shapeinterface = ctrl->GetCollisionShape(); assert(shapeinterface); const SimdTransform& t = ctrl->GetRigidBody()->getCenterOfMassTransform(); SimdPoint3 minAabb,maxAabb; shapeinterface->GetAabb(t,minAabb,maxAabb); float timeStep = 0.02f; //extent it with the motion SimdVector3 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 = SimdVector3(minAabbx,minAabby,minAabbz); maxAabb = SimdVector3(maxAabbx,maxAabby,maxAabbz); } void CcdPhysicsEnvironment::removeCcdPhysicsController(CcdPhysicsController* ctrl) { //also remove constraint { std::vector::iterator i; for (i=m_p2pConstraints.begin(); !(i==m_p2pConstraints.end()); i++) { Point2PointConstraint* p2p = (*i); if ((&p2p->GetRigidBodyA() == ctrl->GetRigidBody() || (&p2p->GetRigidBodyB() == ctrl->GetRigidBody()))) { removeConstraint(p2p->GetUserConstraintId()); //only 1 constraint per constroller break; } } } { std::vector::iterator i; for (i=m_p2pConstraints.begin(); !(i==m_p2pConstraints.end()); i++) { Point2PointConstraint* p2p = (*i); if ((&p2p->GetRigidBodyA() == ctrl->GetRigidBody() || (&p2p->GetRigidBodyB() == ctrl->GetRigidBody()))) { removeConstraint(p2p->GetUserConstraintId()); //only 1 constraint per constroller break; } } } m_collisionWorld->RemoveCollisionObject(ctrl->GetRigidBody()); { std::vector::iterator i = std::find(m_controllers.begin(), m_controllers.end(), ctrl); if (!(i == m_controllers.end())) { std::swap(*i, m_controllers.back()); m_controllers.pop_back(); } } } void CcdPhysicsEnvironment::beginFrame() { } bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep) { if (!SimdFuzzyZero(timeStep)) { //Blender runs 30hertz, so subdivide so we get 60 hertz proceedDeltaTimeOneStep(0.5f*timeStep); proceedDeltaTimeOneStep(0.5f*timeStep); } else { //todo: interpolate } return true; } /// Perform an integration step of duration 'timeStep'. bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep) { // printf("CcdPhysicsEnvironment::proceedDeltaTime\n"); if (SimdFuzzyZero(timeStep)) return true; if (m_debugDrawer) { gDisableDeactivation = (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_NoDeactivation); } //this is needed because scaling is not known in advance, and scaling has to propagate to the shape if (!m_scalingPropagated) { SyncMotionStates(timeStep); m_scalingPropagated = true; } { // std::vector::iterator i; int k; for (k=0;kGetRigidBody(); if (body->GetActivationState() != ISLAND_SLEEPING) { body->applyForces( timeStep); body->integrateVelocities( timeStep); body->predictIntegratedTransform(timeStep,body->m_nextPredictedWorldTransform); } } } BroadphaseInterface* scene = GetBroadphase(); // // collision detection (?) // int numsubstep = m_numIterations; DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; dispatchInfo.m_debugDraw = m_debugDrawer; scene->DispatchAllCollisionPairs(*GetDispatcher(),dispatchInfo);///numsubstep,g); int numRigidBodies = m_controllers.size(); m_collisionWorld->UpdateActivationState(); //contacts struct InplaceSolverIslandCallback : public CollisionDispatcher::IslandCallback { ContactSolverInfo& m_solverInfo; ConstraintSolver* m_solver; IDebugDraw* m_debugDrawer; InplaceSolverIslandCallback( ContactSolverInfo& solverInfo, ConstraintSolver* solver, IDebugDraw* debugDrawer) :m_solverInfo(solverInfo), m_solver(solver), m_debugDrawer(debugDrawer) { } virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds) { m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer); } }; m_solverInfo.m_friction = 0.9f; m_solverInfo.m_numIterations = m_numIterations; m_solverInfo.m_timeStep = timeStep; m_solverInfo.m_restitution = 0.f;//m_restitution; InplaceSolverIslandCallback solverCallback( m_solverInfo, m_solver, m_debugDrawer); GetDispatcher()->BuildAndProcessIslands(numRigidBodies,&solverCallback); for (int g=0;gBuildJacobian(); p2p->SolveConstraint( timeStep ); } } #ifdef NEW_BULLET_VEHICLE_SUPPORT //vehicles int numVehicles = m_wrapperVehicles.size(); for (int i=0;iGetVehicle(); vehicle->UpdateVehicle( timeStep); } #endif //NEW_BULLET_VEHICLE_SUPPORT { { std::vector::iterator i; // // update aabbs, only for moving objects (!) // for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); RigidBody* body = ctrl->GetRigidBody(); SimdPoint3 minAabb,maxAabb; CollisionShape* shapeinterface = ctrl->GetCollisionShape(); shapeinterface->CalculateTemporalAabb(body->getCenterOfMassTransform(), body->getLinearVelocity(),body->getAngularVelocity(), timeStep,minAabb,maxAabb); shapeinterface->GetAabb(body->getCenterOfMassTransform(), minAabb,maxAabb); SimdVector3 manifoldExtraExtents(gContactBreakingTreshold,gContactBreakingTreshold,gContactBreakingTreshold); minAabb -= manifoldExtraExtents; maxAabb += manifoldExtraExtents; BroadphaseProxy* bp = body->m_broadphaseHandle; if (bp) { #ifdef WIN32 SimdVector3 color (1,1,0); if (m_debugDrawer) { //draw aabb switch (body->GetActivationState()) { case ISLAND_SLEEPING: { color.setValue(1,1,1); break; } case WANTS_DEACTIVATION: { color.setValue(0,0,1); break; } case ACTIVE_TAG: { break; } case DISABLE_DEACTIVATION: { color.setValue(1,0,1); }; }; if (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_DrawAabb) { DrawAabb(m_debugDrawer,minAabb,maxAabb,color); } } #endif scene->SetAabb(bp,minAabb,maxAabb); } } float toi = 1.f; if (m_ccdMode == 3) { DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS; scene->DispatchAllCollisionPairs( *GetDispatcher(),dispatchInfo);///numsubstep,g); toi = dispatchInfo.m_timeOfImpact; } // // integrating solution // { std::vector::iterator i; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = *i; SimdTransform predictedTrans; RigidBody* body = ctrl->GetRigidBody(); if (body->GetActivationState() != ISLAND_SLEEPING) { body->predictIntegratedTransform(timeStep* toi, predictedTrans); body->proceedToTransform( predictedTrans); } } } // // disable sleeping physics objects // std::vector m_sleepingControllers; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); RigidBody* body = ctrl->GetRigidBody(); ctrl->UpdateDeactivation(timeStep); if (ctrl->wantsSleeping()) { if (body->GetActivationState() == ACTIVE_TAG) body->SetActivationState( WANTS_DEACTIVATION ); } else { if (body->GetActivationState() != DISABLE_DEACTIVATION) body->SetActivationState( ACTIVE_TAG ); } if (useIslands) { if (body->GetActivationState() == ISLAND_SLEEPING) { m_sleepingControllers.push_back(ctrl); } } else { if (ctrl->wantsSleeping()) { m_sleepingControllers.push_back(ctrl); } } } } SyncMotionStates(timeStep); #ifdef NEW_BULLET_VEHICLE_SUPPORT //sync wheels for vehicles int numVehicles = m_wrapperVehicles.size(); for (int i=0;iSyncWheels(); } #endif //NEW_BULLET_VEHICLE_SUPPORT } return true; } void CcdPhysicsEnvironment::setDebugMode(int debugMode) { if (m_debugDrawer){ m_debugDrawer->SetDebugMode(debugMode); } } void CcdPhysicsEnvironment::setNumIterations(int numIter) { m_numIterations = numIter; } void CcdPhysicsEnvironment::setDeactivationTime(float dTime) { gDeactivationTime = dTime; } void CcdPhysicsEnvironment::setDeactivationLinearTreshold(float linTresh) { gLinearSleepingTreshold = linTresh; } void CcdPhysicsEnvironment::setDeactivationAngularTreshold(float angTresh) { gAngularSleepingTreshold = angTresh; } void CcdPhysicsEnvironment::setContactBreakingTreshold(float contactBreakingTreshold) { gContactBreakingTreshold = contactBreakingTreshold; } void CcdPhysicsEnvironment::setCcdMode(int ccdMode) { m_ccdMode = ccdMode; } void CcdPhysicsEnvironment::setSolverSorConstant(float sor) { m_solverInfo.m_sor = sor; } void CcdPhysicsEnvironment::setSolverTau(float tau) { m_solverInfo.m_tau = tau; } void CcdPhysicsEnvironment::setSolverDamping(float damping) { m_solverInfo.m_damping = damping; } void CcdPhysicsEnvironment::setLinearAirDamping(float damping) { gLinearAirDamping = damping; } void CcdPhysicsEnvironment::setUseEpa(bool epa) { gUseEpa = epa; } void CcdPhysicsEnvironment::setSolverType(int solverType) { switch (solverType) { case 1: { if (m_solverType != solverType) { m_solver = new SimpleConstraintSolver(); //printf("Iterative Impulse ConstraintSolver\n"); break; } } case 0: default: if (m_solverType != solverType) { m_solver = new OdeConstraintSolver(); //printf("Quickstep ConstraintSolver\n"); break; } }; m_solverType = solverType ; } void CcdPhysicsEnvironment::SyncMotionStates(float timeStep) { std::vector::iterator i; // // synchronize the physics and graphics transformations // for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); ctrl->SynchronizeMotionStates(timeStep); } } void CcdPhysicsEnvironment::setGravity(float x,float y,float z) { m_gravity = SimdVector3(x,y,z); std::vector::iterator i; //todo: review this gravity stuff for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); ctrl->GetRigidBody()->setGravity(m_gravity); } } #ifdef NEW_BULLET_VEHICLE_SUPPORT class BlenderVehicleRaycaster : public VehicleRaycaster { CcdPhysicsEnvironment* m_physEnv; PHY_IPhysicsController* m_chassis; public: BlenderVehicleRaycaster(CcdPhysicsEnvironment* physEnv,PHY_IPhysicsController* chassis): m_physEnv(physEnv), m_chassis(chassis) { } /* struct VehicleRaycasterResult { VehicleRaycasterResult() :m_distFraction(-1.f){}; SimdVector3 m_hitPointInWorld; SimdVector3 m_hitNormalInWorld; SimdScalar m_distFraction; }; */ virtual void* CastRay(const SimdVector3& from,const SimdVector3& to, VehicleRaycasterResult& result) { float hit[3]; float normal[3]; PHY_IPhysicsController* ignore = m_chassis; void* hitObject = m_physEnv->rayTest(ignore,from.x(),from.y(),from.z(),to.x(),to.y(),to.z(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]); if (hitObject) { result.m_hitPointInWorld[0] = hit[0]; result.m_hitPointInWorld[1] = hit[1]; result.m_hitPointInWorld[2] = hit[2]; result.m_hitNormalInWorld[0] = normal[0]; result.m_hitNormalInWorld[1] = normal[1]; result.m_hitNormalInWorld[2] = normal[2]; result.m_hitNormalInWorld.normalize(); //calc fraction? or put it in the interface? //calc for now result.m_distFraction = (result.m_hitPointInWorld-from).length() / (to-from).length(); //some safety for 'explosion' due to sudden penetration of the full 'ray' /* if (result.m_distFraction<0.1) { printf("Vehicle Raycast: avoided instability due to penetration. Consider moving the connection points deeper inside vehicle chassis"); result.m_distFraction = 1.f; hitObject = 0; } */ /* if (result.m_distFraction>1.) { printf("Vehicle Raycast: avoided instability 1Consider moving the connection points deeper inside vehicle chassis"); result.m_distFraction = 1.f; hitObject = 0; } */ } //? return hitObject; } }; #endif //NEW_BULLET_VEHICLE_SUPPORT static int gConstraintUid = 1; 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) { CcdPhysicsController* c0 = (CcdPhysicsController*)ctrl0; CcdPhysicsController* c1 = (CcdPhysicsController*)ctrl1; RigidBody* rb0 = c0 ? c0->GetRigidBody() : 0; RigidBody* rb1 = c1 ? c1->GetRigidBody() : 0; ASSERT(rb0); SimdVector3 pivotInA(pivotX,pivotY,pivotZ); SimdVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) : pivotInA; switch (type) { case PHY_POINT2POINT_CONSTRAINT: { Point2PointConstraint* p2p = 0; if (rb1) { p2p = new Point2PointConstraint(*rb0, *rb1,pivotInA,pivotInB); } else { p2p = new Point2PointConstraint(*rb0, pivotInA); } m_p2pConstraints.push_back(p2p); p2p->SetUserConstraintId(gConstraintUid++); p2p->SetUserConstraintType(type); //64 bit systems can't cast pointer to int. could use size_t instead. return p2p->GetUserConstraintId(); break; } #ifdef NEW_BULLET_VEHICLE_SUPPORT case PHY_VEHICLE_CONSTRAINT: { RaycastVehicle::VehicleTuning* tuning = new RaycastVehicle::VehicleTuning(); RigidBody* chassis = rb0; BlenderVehicleRaycaster* raycaster = new BlenderVehicleRaycaster(this,ctrl0); RaycastVehicle* vehicle = new RaycastVehicle(*tuning,chassis,raycaster); WrapperVehicle* wrapperVehicle = new WrapperVehicle(vehicle,ctrl0); m_wrapperVehicles.push_back(wrapperVehicle); vehicle->SetUserConstraintId(gConstraintUid++); vehicle->SetUserConstraintType(type); return vehicle->GetUserConstraintId(); break; }; #endif //NEW_BULLET_VEHICLE_SUPPORT default: { } }; //RigidBody& rbA,RigidBody& rbB, const SimdVector3& pivotInA,const SimdVector3& pivotInB return 0; } void CcdPhysicsEnvironment::removeConstraint(int constraintId) { std::vector::iterator i; //std::find(m_p2pConstraints.begin(), m_p2pConstraints.end(), // (Point2PointConstraint *)p2p); for (i=m_p2pConstraints.begin(); !(i==m_p2pConstraints.end()); i++) { Point2PointConstraint* p2p = (*i); if (p2p->GetUserConstraintId() == constraintId) { std::swap(*i, m_p2pConstraints.back()); m_p2pConstraints.pop_back(); break; } } } 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) { float minFraction = 1.f; SimdTransform rayFromTrans,rayToTrans; rayFromTrans.setIdentity(); SimdVector3 rayFrom(fromX,fromY,fromZ); rayFromTrans.setOrigin(rayFrom); rayToTrans.setIdentity(); SimdVector3 rayTo(toX,toY,toZ); rayToTrans.setOrigin(rayTo); //do culling based on aabb (rayFrom/rayTo) SimdVector3 rayAabbMin = rayFrom; SimdVector3 rayAabbMax = rayFrom; rayAabbMin.setMin(rayTo); rayAabbMax.setMax(rayTo); CcdPhysicsController* nearestHit = 0; std::vector::iterator i; SphereShape pointShape(0.0f); /// brute force go over all objects. Once there is a broadphase, use that, or /// add a raycast against aabb first. for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); if (ctrl == ignoreClient) continue; RigidBody* body = ctrl->GetRigidBody(); SimdVector3 bodyAabbMin,bodyAabbMax; body->getAabb(bodyAabbMin,bodyAabbMax); //check aabb overlap if (TestAabbAgainstAabb2(rayAabbMin,rayAabbMax,bodyAabbMin,bodyAabbMax)) { if (body->GetCollisionShape()->IsConvex()) { ConvexCast::CastResult rayResult; rayResult.m_fraction = 1.f; ConvexShape* convexShape = (ConvexShape*) body->GetCollisionShape(); VoronoiSimplexSolver simplexSolver; SubsimplexConvexCast convexCaster(&pointShape,convexShape,&simplexSolver); //GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver); if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,body->getCenterOfMassTransform(),body->getCenterOfMassTransform(),rayResult)) { //add hit if (rayResult.m_normal.length2() > 0.0001f) { rayResult.m_normal.normalize(); if (rayResult.m_fraction < minFraction) { minFraction = rayResult.m_fraction; nearestHit = ctrl; normalX = rayResult.m_normal.getX(); normalY = rayResult.m_normal.getY(); normalZ = rayResult.m_normal.getZ(); SimdVector3 hitWorld; hitWorld.setInterpolate3(rayFromTrans.getOrigin(),rayToTrans.getOrigin(),rayResult.m_fraction); hitX = hitWorld.getX(); hitY = hitWorld.getY(); hitZ = hitWorld.getZ(); } } } } else { if (body->GetCollisionShape()->IsConcave()) { TriangleMeshShape* triangleMesh = (TriangleMeshShape*)body->GetCollisionShape(); SimdTransform worldToBody = body->getCenterOfMassTransform().inverse(); SimdVector3 rayFromLocal = worldToBody * rayFromTrans.getOrigin(); SimdVector3 rayToLocal = worldToBody * rayToTrans.getOrigin(); RaycastCallback rcb(rayFromLocal,rayToLocal); rcb.m_hitFraction = minFraction; SimdVector3 rayAabbMinLocal = rayFromLocal; rayAabbMinLocal.setMin(rayToLocal); SimdVector3 rayAabbMaxLocal = rayFromLocal; rayAabbMaxLocal.setMax(rayToLocal); triangleMesh->ProcessAllTriangles(&rcb,rayAabbMinLocal,rayAabbMaxLocal); if (rcb.m_hitFound) { nearestHit = ctrl; minFraction = rcb.m_hitFraction; SimdVector3 hitNormalWorld = body->getCenterOfMassTransform().getBasis()*rcb.m_hitNormalLocal; hitNormalWorld.normalize(); normalX = hitNormalWorld.getX(); normalY = hitNormalWorld.getY(); normalZ = hitNormalWorld.getZ(); SimdVector3 hitWorld; hitWorld.setInterpolate3(rayFromTrans.getOrigin(),rayToTrans.getOrigin(),rcb.m_hitFraction); hitX = hitWorld.getX(); hitY = hitWorld.getY(); hitZ = hitWorld.getZ(); } } } } } return nearestHit; } int CcdPhysicsEnvironment::getNumContactPoints() { return 0; } void CcdPhysicsEnvironment::getContactPoint(int i,float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ) { } BroadphaseInterface* CcdPhysicsEnvironment::GetBroadphase() { return m_collisionWorld->GetBroadphase(); } const CollisionDispatcher* CcdPhysicsEnvironment::GetDispatcher() const { return m_collisionWorld->GetDispatcher(); } CollisionDispatcher* CcdPhysicsEnvironment::GetDispatcher() { return m_collisionWorld->GetDispatcher(); } CcdPhysicsEnvironment::~CcdPhysicsEnvironment() { #ifdef NEW_BULLET_VEHICLE_SUPPORT m_wrapperVehicles.clear(); #endif //NEW_BULLET_VEHICLE_SUPPORT //m_broadphase->DestroyScene(); //delete broadphase ? release reference on broadphase ? //first delete scene, then dispatcher, because pairs have to release manifolds on the dispatcher //delete m_dispatcher; delete m_collisionWorld; } int CcdPhysicsEnvironment::GetNumControllers() { return m_controllers.size(); } CcdPhysicsController* CcdPhysicsEnvironment::GetPhysicsController( int index) { return m_controllers[index]; } int CcdPhysicsEnvironment::GetNumManifolds() const { return GetDispatcher()->GetNumManifolds(); } const PersistentManifold* CcdPhysicsEnvironment::GetManifold(int index) const { return GetDispatcher()->GetManifoldByIndexInternal(index); } #ifdef NEW_BULLET_VEHICLE_SUPPORT //complex constraint for vehicles PHY_IVehicle* CcdPhysicsEnvironment::getVehicleConstraint(int constraintId) { int i; int numVehicles = m_wrapperVehicles.size(); for (i=0;iGetVehicle()->GetUserConstraintId() == constraintId) return wrapperVehicle; } return 0; } #endif //NEW_BULLET_VEHICLE_SUPPORT