blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp

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/*
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.
*/
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include <algorithm>
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
//profiling/timings
#include "LinearMath/btQuickprof.h"
#include "PHY_IMotionState.h"
bool useIslands = true;
#ifdef NEW_BULLET_VEHICLE_SUPPORT
#include "BulletDynamics/Vehicle/btRaycastVehicle.h"
#include "BulletDynamics/Vehicle/btVehicleRaycaster.h"
#include "BulletDynamics/Vehicle/btWheelInfo.h"
#include "PHY_IVehicle.h"
btRaycastVehicle::btVehicleTuning gTuning;
#endif //NEW_BULLET_VEHICLE_SUPPORT
#include "LinearMath/btAabbUtil2.h"
#ifdef WIN32
void DrawRasterizerLine(const float* from,const float* to,int color);
#endif
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
#include <stdio.h>
#ifdef NEW_BULLET_VEHICLE_SUPPORT
class WrapperVehicle : public PHY_IVehicle
{
btRaycastVehicle* m_vehicle;
PHY_IPhysicsController* m_chassis;
public:
WrapperVehicle(btRaycastVehicle* vehicle,PHY_IPhysicsController* chassis)
:m_vehicle(vehicle),
m_chassis(chassis)
{
}
btRaycastVehicle* 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
)
{
btVector3 connectionPointCS0(connectionPoint[0],connectionPoint[1],connectionPoint[2]);
btVector3 wheelDirectionCS0(downDirection[0],downDirection[1],downDirection[2]);
btVector3 wheelAxle(axleDirection[0],axleDirection[1],axleDirection[2]);
btWheelInfo& 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;i<numWheels;i++)
{
btWheelInfo& info = m_vehicle->getWheelInfo(i);
PHY_IMotionState* motionState = (PHY_IMotionState*)info.m_clientInfo ;
m_vehicle->updateWheelTransform(i);
btTransform trans = m_vehicle->getWheelTransformWS(i);
btQuaternion orn = trans.getRotation();
const btVector3& 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
{
btTransform 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
{
btTransform trans = m_vehicle->getWheelTransformWS(wheelIndex);
btQuaternion quat = trans.getRotation();
btMatrix3x3 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()))
{
btWheelInfo& 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()))
{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
info.m_brake = braking;
}
}
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virtual void SetWheelFriction(float friction,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_frictionSlip = friction;
}
}
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virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_suspensionStiffness = suspensionStiffness;
}
}
virtual void SetSuspensionDamping(float suspensionDamping,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_wheelsDampingRelaxation = suspensionDamping;
}
}
virtual void SetSuspensionCompression(float suspensionCompression,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_wheelsDampingCompression = suspensionCompression;
}
}
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virtual void SetRollInfluence(float rollInfluence,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_rollInfluence = rollInfluence;
}
}
virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex)
{
m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);
}
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};
#endif //NEW_BULLET_VEHICLE_SUPPORT
void CcdPhysicsEnvironment::setDebugDrawer(btIDebugDraw* debugDrawer)
{
if (debugDrawer && m_dynamicsWorld)
m_dynamicsWorld->setDebugDrawer(debugDrawer);
m_debugDrawer = debugDrawer;
}
static void DrawAabb(btIDebugDraw* debugDrawer,const btVector3& from,const btVector3& to,const btVector3& color)
{
btVector3 halfExtents = (to-from)* 0.5f;
btVector3 center = (to+from) *0.5f;
int i,j;
btVector3 edgecoord(1.f,1.f,1.f),pa,pb;
for (i=0;i<4;i++)
{
for (j=0;j<3;j++)
{
pa = btVector3(edgecoord[0]*halfExtents[0], edgecoord[1]*halfExtents[1],
edgecoord[2]*halfExtents[2]);
pa+=center;
int othercoord = j%3;
edgecoord[othercoord]*=-1.f;
pb = btVector3(edgecoord[0]*halfExtents[0], edgecoord[1]*halfExtents[1],
edgecoord[2]*halfExtents[2]);
pb+=center;
debugDrawer->drawLine(pa,pb,color);
}
edgecoord = btVector3(-1.f,-1.f,-1.f);
if (i<3)
edgecoord[i]*=-1.f;
}
}
CcdPhysicsEnvironment::CcdPhysicsEnvironment(btDispatcher* dispatcher,btOverlappingPairCache* pairCache)
:m_scalingPropagated(false),
m_numIterations(10),
m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
m_enableSatCollisionDetection(false)
{
for (int i=0;i<PHY_NUM_RESPONSE;i++)
{
m_triggerCallbacks[i] = 0;
}
if (!dispatcher)
dispatcher = new btCollisionDispatcher();
if(!pairCache)
{
//todo: calculate/let user specify this world sizes
btVector3 worldMin(-10000,-10000,-10000);
btVector3 worldMax(10000,10000,10000);
pairCache = new btAxisSweep3(worldMin,worldMax);
//broadphase = new btSimpleBroadphase();
}
setSolverType(1);//issues with quickstep and memory allocations
m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,new btSequentialImpulseConstraintSolver2());
m_debugDrawer = 0;
m_gravity = btVector3(0.f,-10.f,0.f);
m_dynamicsWorld->setGravity(m_gravity);
}
void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
{
btRigidBody* body = ctrl->GetRigidBody();
//this m_userPointer is just used for triggers, see CallbackTriggers
body->setUserPointer(ctrl);
body->setGravity( m_gravity );
m_controllers.push_back(ctrl);
m_dynamicsWorld->addRigidBody(body);
if (body->isStaticOrKinematicObject())
{
body->setActivationState(ISLAND_SLEEPING);
}
//CollisionObject(body,ctrl->GetCollisionFilterGroup(),ctrl->GetCollisionFilterMask());
assert(body->getBroadphaseHandle());
btBroadphaseInterface* scene = getBroadphase();
btCollisionShape* shapeinterface = ctrl->GetCollisionShape();
assert(shapeinterface);
const btTransform& t = ctrl->GetRigidBody()->getCenterOfMassTransform();
btPoint3 minAabb,maxAabb;
shapeinterface->getAabb(t,minAabb,maxAabb);
float timeStep = 0.02f;
//extent it with the motion
btVector3 linMotion = body->getLinearVelocity()*timeStep;
float maxAabbx = maxAabb.getX();
float maxAabby = maxAabb.getY();
float maxAabbz = maxAabb.getZ();
float minAabbx = minAabb.getX();
float minAabby = minAabb.getY();
float minAabbz = minAabb.getZ();
if (linMotion.x() > 0.f)
maxAabbx += linMotion.x();
else
minAabbx += linMotion.x();
if (linMotion.y() > 0.f)
maxAabby += linMotion.y();
else
minAabby += linMotion.y();
if (linMotion.z() > 0.f)
maxAabbz += linMotion.z();
else
minAabbz += linMotion.z();
minAabb = btVector3(minAabbx,minAabby,minAabbz);
maxAabb = btVector3(maxAabbx,maxAabby,maxAabbz);
}
void CcdPhysicsEnvironment::removeCcdPhysicsController(CcdPhysicsController* ctrl)
{
//also remove constraint
m_dynamicsWorld->removeRigidBody(ctrl->GetRigidBody());
{
std::vector<CcdPhysicsController*>::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();
}
}
//remove it from the triggers
{
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl);
if (!(i == m_triggerControllers.end()))
{
std::swap(*i, m_triggerControllers.back());
m_triggerControllers.pop_back();
}
}
}
void CcdPhysicsEnvironment::beginFrame()
{
}
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
int i,numCtrl = GetNumControllers();
for (i=0;i<numCtrl;i++)
{
CcdPhysicsController* ctrl = GetPhysicsController(i);
ctrl->SynchronizeMotionStates(timeStep);
}
m_dynamicsWorld->stepSimulation(timeStep,5);//5);
numCtrl = GetNumControllers();
for (i=0;i<numCtrl;i++)
{
CcdPhysicsController* ctrl = GetPhysicsController(i);
ctrl->SynchronizeMotionStates(timeStep);
}
for (i=0;i<m_wrapperVehicles.size();i++)
{
WrapperVehicle* veh = m_wrapperVehicles[i];
veh->SyncWheels();
}
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)
{
gContactBreakingThreshold = 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 btSequentialImpulseConstraintSolver();
break;
}
}
case 0:
default:
if (m_solverType != solverType)
{
// m_solver = new OdeConstraintSolver();
break;
}
};
m_solverType = solverType ;
}
void CcdPhysicsEnvironment::setGravity(float x,float y,float z)
{
m_gravity = btVector3(x,y,z);
m_dynamicsWorld->setGravity(m_gravity);
}
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static int gConstraintUid = 1;
//Following the COLLADA physics specification for constraints
int CcdPhysicsEnvironment::createUniversalD6Constraint(
class PHY_IPhysicsController* ctrlRef,class PHY_IPhysicsController* ctrlOther,
btTransform& frameInA,
btTransform& frameInB,
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
const btVector3& angularMaxLimits
)
{
//we could either add some logic to recognize ball-socket and hinge, or let that up to the user
//perhaps some warning or hint that hinge/ball-socket is more efficient?
btGeneric6DofConstraint* genericConstraint = 0;
CcdPhysicsController* ctrl0 = (CcdPhysicsController*) ctrlRef;
CcdPhysicsController* ctrl1 = (CcdPhysicsController*) ctrlOther;
btRigidBody* rb0 = ctrl0->GetRigidBody();
btRigidBody* rb1 = ctrl1->GetRigidBody();
if (rb1)
{
genericConstraint = new btGeneric6DofConstraint(
*rb0,*rb1,
frameInA,frameInB);
genericConstraint->setLinearLowerLimit(linearMinLimits);
genericConstraint->setLinearUpperLimit(linearMaxLimits);
genericConstraint->setAngularLowerLimit(angularMinLimits);
genericConstraint->setAngularUpperLimit(angularMaxLimits);
} else
{
// TODO: Implement single body case...
//No, we can use a fixed rigidbody in above code, rather then unnecessary duplation of code
}
if (genericConstraint)
{
// m_constraints.push_back(genericConstraint);
m_dynamicsWorld->addConstraint(genericConstraint);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(PHY_GENERIC_6DOF_CONSTRAINT);
//64 bit systems can't cast pointer to int. could use size_t instead.
return genericConstraint->getUserConstraintId();
}
return 0;
}
void CcdPhysicsEnvironment::removeConstraint(int constraintId)
{
int i;
int numConstraints = m_dynamicsWorld->getNumConstraints();
for (i=0;i<numConstraints;i++)
{
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId() == constraintId)
{
m_dynamicsWorld->removeConstraint(constraint);
break;
}
}
}
struct FilterClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
PHY_IPhysicsController* m_ignoreClient;
FilterClosestRayResultCallback (PHY_IPhysicsController* ignoreClient,const btVector3& rayFrom,const btVector3& rayTo)
: btCollisionWorld::ClosestRayResultCallback(rayFrom,rayTo),
m_ignoreClient(ignoreClient)
{
}
virtual ~FilterClosestRayResultCallback()
{
}
virtual float AddSingleResult( btCollisionWorld::LocalRayResult& rayResult)
{
CcdPhysicsController* curHit = static_cast<CcdPhysicsController*>(rayResult.m_collisionObject->getUserPointer());
//ignore client...
if (curHit != m_ignoreClient)
{
//if valid
return ClosestRayResultCallback::AddSingleResult(rayResult);
}
return m_closestHitFraction;
}
};
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;
btVector3 rayFrom(fromX,fromY,fromZ);
btVector3 rayTo(toX,toY,toZ);
btVector3 hitPointWorld,normalWorld;
//Either Ray Cast with or without filtering
//btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
FilterClosestRayResultCallback rayCallback(ignoreClient,rayFrom,rayTo);
PHY_IPhysicsController* nearestHit = 0;
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
if (rayCallback.HasHit())
{
nearestHit = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->getUserPointer());
hitX = rayCallback.m_hitPointWorld.getX();
hitY = rayCallback.m_hitPointWorld.getY();
hitZ = rayCallback.m_hitPointWorld.getZ();
normalX = rayCallback.m_hitNormalWorld.getX();
normalY = rayCallback.m_hitNormalWorld.getY();
normalZ = rayCallback.m_hitNormalWorld.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)
{
}
btBroadphaseInterface* CcdPhysicsEnvironment::getBroadphase()
{
return m_dynamicsWorld->getBroadphase();
}
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_dynamicsWorld;
}
int CcdPhysicsEnvironment::GetNumControllers()
{
return m_controllers.size();
}
CcdPhysicsController* CcdPhysicsEnvironment::GetPhysicsController( int index)
{
return m_controllers[index];
}
btTypedConstraint* CcdPhysicsEnvironment::getConstraintById(int constraintId)
{
return 0;
/*
int numConstraint = m_constraints.size();
int i;
for (i=0;i<numConstraint;i++)
{
btTypedConstraint* constraint = m_constraints[i];
if (constraint->getUserConstraintId()==constraintId)
{
return constraint;
}
}
*/
return 0;
}
void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ctrl1 = (CcdPhysicsController* )ctrl;
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_controllers.begin(), m_controllers.end(), ctrl);
if ((i == m_controllers.end()))
{
addCcdPhysicsController(ctrl1);
}
requestCollisionCallback(ctrl);
//printf("addSensor\n");
}
void CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl);
if (!(i == m_triggerControllers.end()))
{
std::swap(*i, m_triggerControllers.back());
m_triggerControllers.pop_back();
}
}
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
removeCollisionCallback(ctrl);
//printf("removeSensor\n");
}
void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
/* printf("addTouchCallback\n(response class = %i)\n",response_class);
//map PHY_ convention into SM_ convention
switch (response_class)
{
case PHY_FH_RESPONSE:
printf("PHY_FH_RESPONSE\n");
break;
case PHY_SENSOR_RESPONSE:
printf("PHY_SENSOR_RESPONSE\n");
break;
case PHY_CAMERA_RESPONSE:
printf("PHY_CAMERA_RESPONSE\n");
break;
case PHY_OBJECT_RESPONSE:
printf("PHY_OBJECT_RESPONSE\n");
break;
case PHY_STATIC_RESPONSE:
printf("PHY_STATIC_RESPONSE\n");
break;
default:
assert(0);
return;
}
*/
m_triggerCallbacks[response_class] = callback;
m_triggerCallbacksUserPtrs[response_class] = user;
}
void CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = static_cast<CcdPhysicsController*>(ctrl);
//printf("requestCollisionCallback\n");
m_triggerControllers.push_back(ccdCtrl);
}
void CcdPhysicsEnvironment::CallbackTriggers()
{
CcdPhysicsController* ctrl0=0,*ctrl1=0;
if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints)))
{
//walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
int numManifolds = m_dynamicsWorld->getDispatcher()->getNumManifolds();
for (int i=0;i<numManifolds;i++)
{
btPersistentManifold* manifold = m_dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
int numContacts = manifold->getNumContacts();
if (numContacts)
{
if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints))
{
for (int j=0;j<numContacts;j++)
{
btVector3 color(1,0,0);
const btManifoldPoint& cp = manifold->getContactPoint(j);
if (m_debugDrawer)
m_debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
}
}
btRigidBody* obj0 = static_cast<btRigidBody* >(manifold->getBody0());
btRigidBody* obj1 = static_cast<btRigidBody* >(manifold->getBody1());
//m_internalOwner is set in 'addPhysicsController'
CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->getUserPointer());
CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(obj1->getUserPointer());
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl0);
if (i == m_triggerControllers.end())
{
i = std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl1);
}
if (!(i == m_triggerControllers.end()))
{
m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
ctrl0,ctrl1,0);
}
}
}
}
}
#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;i<numVehicles;i++)
{
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
if (wrapperVehicle->GetVehicle()->getUserConstraintId() == constraintId)
return wrapperVehicle;
}
return 0;
}
#endif //NEW_BULLET_VEHICLE_SUPPORT
int currentController = 0;
int numController = 0;
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
CcdConstructionInfo cinfo;
cinfo.m_collisionShape = new btSphereShape(radius);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
motionState->m_worldTransform.setIdentity();
motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}
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;
btRigidBody* rb0 = c0 ? c0->GetRigidBody() : 0;
btRigidBody* rb1 = c1 ? c1->GetRigidBody() : 0;
bool rb0static = rb0 ? rb0->isStaticOrKinematicObject() : true;
bool rb1static = rb1 ? rb1->isStaticOrKinematicObject() : true;
if (rb0static && rb1static)
return 0;
ASSERT(rb0);
btVector3 pivotInA(pivotX,pivotY,pivotZ);
btVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) : pivotInA;
btVector3 axisInA(axisX,axisY,axisZ);
btVector3 axisInB = rb1 ?
(rb1->getCenterOfMassTransform().getBasis().inverse()*(rb0->getCenterOfMassTransform().getBasis() * axisInA)) :
rb0->getCenterOfMassTransform().getBasis() * axisInA;
bool angularOnly = false;
switch (type)
{
case PHY_POINT2POINT_CONSTRAINT:
{
btPoint2PointConstraint* p2p = 0;
if (rb1)
{
p2p = new btPoint2PointConstraint(*rb0,
*rb1,pivotInA,pivotInB);
} else
{
p2p = new btPoint2PointConstraint(*rb0,
pivotInA);
}
m_dynamicsWorld->addConstraint(p2p);
// m_constraints.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;
}
case PHY_GENERIC_6DOF_CONSTRAINT:
{
btGeneric6DofConstraint* genericConstraint = 0;
if (rb1)
{
btTransform frameInA;
btTransform frameInB;
btVector3 axis1, axis2;
btPlaneSpace1( axisInA, axis1, axis2 );
frameInA.getBasis().setValue( axisInA.x(), axis1.x(), axis2.x(),
axisInA.y(), axis1.y(), axis2.y(),
axisInA.z(), axis1.z(), axis2.z() );
btPlaneSpace1( axisInB, axis1, axis2 );
frameInB.getBasis().setValue( axisInB.x(), axis1.x(), axis2.x(),
axisInB.y(), axis1.y(), axis2.y(),
axisInB.z(), axis1.z(), axis2.z() );
frameInA.setOrigin( pivotInA );
frameInB.setOrigin( pivotInB );
genericConstraint = new btGeneric6DofConstraint(
*rb0,*rb1,
frameInA,frameInB);
} else
{
// TODO: Implement single body case...
}
//m_constraints.push_back(genericConstraint);
m_dynamicsWorld->addConstraint(genericConstraint);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
return genericConstraint->getUserConstraintId();
break;
}
case PHY_ANGULAR_CONSTRAINT:
angularOnly = true;
case PHY_LINEHINGE_CONSTRAINT:
{
btHingeConstraint* hinge = 0;
if (rb1)
{
hinge = new btHingeConstraint(
*rb0,
*rb1,pivotInA,pivotInB,axisInA,axisInB);
} else
{
hinge = new btHingeConstraint(*rb0,
pivotInA,axisInA);
}
hinge->setAngularOnly(angularOnly);
//m_constraints.push_back(hinge);
m_dynamicsWorld->addConstraint(hinge);
hinge->setUserConstraintId(gConstraintUid++);
hinge->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
return hinge->getUserConstraintId();
break;
}
#ifdef NEW_BULLET_VEHICLE_SUPPORT
case PHY_VEHICLE_CONSTRAINT:
{
btRaycastVehicle::btVehicleTuning* tuning = new btRaycastVehicle::btVehicleTuning();
btRigidBody* chassis = rb0;
btDefaultVehicleRaycaster* raycaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
btRaycastVehicle* vehicle = new btRaycastVehicle(*tuning,chassis,raycaster);
WrapperVehicle* wrapperVehicle = new WrapperVehicle(vehicle,ctrl0);
m_wrapperVehicles.push_back(wrapperVehicle);
m_dynamicsWorld->addVehicle(vehicle);
vehicle->setUserConstraintId(gConstraintUid++);
vehicle->setUserConstraintType(type);
return vehicle->getUserConstraintId();
break;
};
#endif //NEW_BULLET_VEHICLE_SUPPORT
default:
{
}
};
//btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB
return 0;
}
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
CcdConstructionInfo cinfo;
cinfo.m_collisionShape = new btConeShape(coneradius,coneheight);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
motionState->m_worldTransform.setIdentity();
// motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}
float CcdPhysicsEnvironment::getAppliedImpulse(int constraintid)
{
int i;
int numConstraints = m_dynamicsWorld->getNumConstraints();
for (i=0;i<numConstraints;i++)
{
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId() == constraintid)
{
return constraint->getAppliedImpulse();
}
}
return 0.f;
}