Add Fh/Rot Fh to Bullet.

This commit is contained in:
Erwin Coumans 2008-09-29 06:58:49 +00:00
parent cddd38f539
commit cef5c4b765
6 changed files with 231 additions and 5 deletions

@ -211,6 +211,9 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
//parentcontroller is here be able to avoid collisions between parent/child
PHY_IPhysicsController* parentctrl = NULL;
KX_BulletPhysicsController* parentKxCtrl = NULL;
CcdPhysicsController* ccdParent = NULL;
if (destnode != destnode->GetRootSGParent())
{
@ -230,12 +233,15 @@ SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
KX_GameObject *clientgameobj = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj)
{
parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
parentKxCtrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
parentctrl = parentKxCtrl;
ccdParent = parentKxCtrl;
}
}
}
}
physicsreplica->setParentCtrl(ccdParent);
physicsreplica->PostProcessReplica(motionstate,parentctrl);
physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
return physicsreplica;

@ -1028,10 +1028,16 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);
//smprop->m_do_fh = kxshapeprops->m_do_fh;
//smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
//////////
//do Fh, do Rot Fh
ci.m_do_fh = shapeprops->m_do_fh;
ci.m_do_rot_fh = shapeprops->m_do_rot_fh ;
ci.m_fh_damping = smmaterial->m_fh_damping;
ci.m_fh_distance = smmaterial->m_fh_distance;
ci.m_fh_normal = smmaterial->m_fh_normal;
ci.m_fh_spring = smmaterial->m_fh_spring;
ci.m_radius = objprop->m_radius;
///////////////////
@ -1098,6 +1104,10 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (rbody && objprop->m_disableSleeping)
rbody->setActivationState(DISABLE_DEACTIVATION);
}
CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() : 0;
physicscontroller->setParentCtrl(parentCtrl);
//Now done directly in ci.m_collisionFlags so that it propagates to replica
//if (objprop->m_ghost)

@ -54,7 +54,7 @@ CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
m_newClientInfo = 0;
m_registerCount = 0;
m_softBodyTransformInitialized = false;
m_parentCtrl = 0;
// copy pointers locally to allow smart release
m_MotionState = ci.m_MotionState;
m_collisionShape = ci.m_collisionShape;
@ -628,6 +628,7 @@ void CcdPhysicsController::WriteDynamicsToMotionState()
// controller replication
void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
{
m_softBodyTransformInitialized=false;
m_MotionState = motionstate;
m_registerCount = 0;

@ -264,6 +264,14 @@ struct CcdConstructionInfo
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
};
@ -295,6 +303,9 @@ class CcdPhysicsController : public PHY_IPhysicsController
void* m_newClientInfo;
int m_registerCount; // needed when multiple sensors use the same controller
CcdConstructionInfo m_cci;//needed for replication
CcdPhysicsController* m_parentCtrl;
void GetWorldOrientation(btMatrix3x3& mat);
void CreateRigidbody();
@ -318,6 +329,15 @@ class CcdPhysicsController : public PHY_IPhysicsController
virtual ~CcdPhysicsController();
CcdConstructionInfo& getConstructionInfo()
{
return m_cci;
}
const CcdConstructionInfo& getConstructionInfo() const
{
return m_cci;
}
btRigidBody* GetRigidBody();
btCollisionObject* GetCollisionObject();
@ -422,6 +442,23 @@ class CcdPhysicsController : public PHY_IPhysicsController
{
return m_cci.m_physicsEnv;
}
void setParentCtrl(CcdPhysicsController* parentCtrl)
{
m_parentCtrl = parentCtrl;
}
CcdPhysicsController* getParentCtrl()
{
return m_parentCtrl;
}
const CcdPhysicsController* getParentCtrl() const
{
return m_parentCtrl;
}
};

@ -558,6 +558,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
(*it)->SynchronizeMotionStates(timeStep);
}
processFhSprings(curTime,timeStep);
float subStep = timeStep / float(m_numTimeSubSteps);
for (i=0;i<m_numTimeSubSteps;i++)
{
@ -570,6 +572,11 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
(*it)->SynchronizeMotionStates(timeStep);
}
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
(*it)->SynchronizeMotionStates(timeStep);
}
for (i=0;i<m_wrapperVehicles.size();i++)
{
WrapperVehicle* veh = m_wrapperVehicles[i];
@ -585,6 +592,170 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
return true;
}
class ClosestRayResultCallbackNotMe : public btCollisionWorld::ClosestRayResultCallback
{
btCollisionObject* m_owner;
btCollisionObject* m_parent;
public:
ClosestRayResultCallbackNotMe(const btVector3& rayFromWorld,const btVector3& rayToWorld,btCollisionObject* owner,btCollisionObject* parent)
:btCollisionWorld::ClosestRayResultCallback(rayFromWorld,rayToWorld),
m_owner(owner)
{
}
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
{
//don't collide with self
if (proxy0->m_clientObject == m_owner)
return false;
if (proxy0->m_clientObject == m_parent)
return false;
return btCollisionWorld::ClosestRayResultCallback::needsCollision(proxy0);
}
};
void CcdPhysicsEnvironment::processFhSprings(double curTime,float timeStep)
{
std::set<CcdPhysicsController*>::iterator it;
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
CcdPhysicsController* ctrl = (*it);
if (ctrl->GetRigidBody() && ctrl->getConstructionInfo().m_do_fh || ctrl->getConstructionInfo().m_do_rot_fh)
{
//printf("has Fh or RotFh\n");
//re-implement SM_FhObject.cpp using btCollisionWorld::rayTest and info from ctrl->getConstructionInfo()
//send a ray from {0.0, 0.0, 0.0} towards {0.0, 0.0, -10.0}, in local coordinates
btRigidBody* body = ctrl->GetRigidBody();
CcdPhysicsController* parentCtrl = ctrl->getParentCtrl();
btRigidBody* parentBody = parentCtrl?parentCtrl->GetRigidBody() : 0;
btRigidBody* cl_object = parentBody ? parentBody : body;
if (body->isStaticOrKinematicObject())
continue;
btVector3 rayDirLocal(0,0,-10);
//m_dynamicsWorld
//ctrl->GetRigidBody();
btVector3 rayFromWorld = body->getCenterOfMassPosition();
//btVector3 rayToWorld = rayFromWorld + body->getCenterOfMassTransform().getBasis() * rayDirLocal;
//ray always points down the z axis in world space...
btVector3 rayToWorld = rayFromWorld + rayDirLocal;
ClosestRayResultCallbackNotMe resultCallback(rayFromWorld,rayToWorld,body,parentBody);
m_dynamicsWorld->rayTest(rayFromWorld,rayToWorld,resultCallback);
if (resultCallback.hasHit())
{
//we hit this one: resultCallback.m_collisionObject;
CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(resultCallback.m_collisionObject->getUserPointer());
if (controller)
{
if (controller->getConstructionInfo().m_fh_distance < SIMD_EPSILON)
continue;
btRigidBody* hit_object = controller->GetRigidBody();
if (!hit_object)
continue;
CcdConstructionInfo& hitObjShapeProps = controller->getConstructionInfo();
float distance = resultCallback.m_closestHitFraction*rayDirLocal.length()-ctrl->getConstructionInfo().m_radius;
if (distance >= hitObjShapeProps.m_fh_distance)
continue;
//btVector3 ray_dir = cl_object->getCenterOfMassTransform().getBasis()* rayDirLocal.normalized();
btVector3 ray_dir = rayDirLocal.normalized();
btVector3 normal = resultCallback.m_hitNormalWorld;
normal.normalize();
if (ctrl->getConstructionInfo().m_do_fh)
{
btVector3 lspot = cl_object->getCenterOfMassPosition()
+ rayDirLocal * resultCallback.m_closestHitFraction;
lspot -= hit_object->getCenterOfMassPosition();
btVector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocityInLocalPoint(lspot);
btScalar rel_vel_ray = ray_dir.dot(rel_vel);
btScalar spring_extent = 1.0 - distance / hitObjShapeProps.m_fh_distance;
btScalar i_spring = spring_extent * hitObjShapeProps.m_fh_spring;
btScalar i_damp = rel_vel_ray * hitObjShapeProps.m_fh_damping;
cl_object->setLinearVelocity(cl_object->getLinearVelocity() + (-(i_spring + i_damp) * ray_dir));
if (hitObjShapeProps.m_fh_normal)
{
cl_object->setLinearVelocity(cl_object->getLinearVelocity()+(i_spring + i_damp) *(normal - normal.dot(ray_dir) * ray_dir));
}
btVector3 lateral = rel_vel - rel_vel_ray * ray_dir;
if (ctrl->getConstructionInfo().m_do_anisotropic) {
//Bullet basis contains no scaling/shear etc.
const btMatrix3x3& lcs = cl_object->getCenterOfMassTransform().getBasis();
btVector3 loc_lateral = lateral * lcs;
const btVector3& friction_scaling = cl_object->getAnisotropicFriction();
loc_lateral *= friction_scaling;
lateral = lcs * loc_lateral;
}
btScalar rel_vel_lateral = lateral.length();
if (rel_vel_lateral > SIMD_EPSILON) {
btScalar friction_factor = hit_object->getFriction();//cl_object->getFriction();
btScalar max_friction = friction_factor * btMax(btScalar(0.0), i_spring);
btScalar rel_mom_lateral = rel_vel_lateral / cl_object->getInvMass();
btVector3 friction = (rel_mom_lateral > max_friction) ?
-lateral * (max_friction / rel_vel_lateral) :
-lateral;
cl_object->applyCentralImpulse(friction);
}
}
if (ctrl->getConstructionInfo().m_do_rot_fh) {
btVector3 up2 = cl_object->getWorldTransform().getBasis().getColumn(2);
btVector3 t_spring = up2.cross(normal) * hitObjShapeProps.m_fh_spring;
btVector3 ang_vel = cl_object->getAngularVelocity();
// only rotations that tilt relative to the normal are damped
ang_vel -= ang_vel.dot(normal) * normal;
btVector3 t_damp = ang_vel * hitObjShapeProps.m_fh_damping;
cl_object->setAngularVelocity(cl_object->getAngularVelocity() + (t_spring - t_damp));
}
}
}
}
}
}
void CcdPhysicsEnvironment::setDebugMode(int debugMode)
{

@ -74,6 +74,7 @@ protected:
btContactSolverInfo m_solverInfo;
void processFhSprings(double curTime,float timeStep);
public:
CcdPhysicsEnvironment(btDispatcher* dispatcher=0, btOverlappingPairCache* pairCache=0);