#include "CcdPhysicsEnvironment.h" #include "CcdPhysicsController.h" #include #include "SimdTransform.h" #include "Dynamics/RigidBody.h" #include "BroadphaseCollision/BroadphaseInterface.h" #include "BroadphaseCollision/SimpleBroadphase.h" #include "CollisionShapes/ConvexShape.h" #include "BroadphaseCollision/CollisionDispatcher.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 "CollisionDispatch/ToiContactDispatcher.h" #include "CollisionDispatch/EmptyCollisionAlgorithm.h" #include "CollisionDispatch/UnionFind.h" #include "NarrowPhaseCollision/RaycastCallback.h" #include "CollisionShapes/SphereShape.h" bool useIslands = true; #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 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(ToiContactDispatcher* dispatcher,BroadphaseInterface* bp) :m_dispatcher(dispatcher), m_broadphase(bp), m_scalingPropagated(false), m_numIterations(30), m_ccdMode(0), m_solverType(-1) { if (!m_dispatcher) { setSolverType(0); } if (!m_broadphase) { m_broadphase = new SimpleBroadphase(); } m_debugDrawer = 0; m_gravity = SimdVector3(0.f,-10.f,0.f); } void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl) { ctrl->GetRigidBody()->setGravity( m_gravity ); m_controllers.push_back(ctrl); BroadphaseInterface* scene = m_broadphase; CollisionShape* shapeinterface = ctrl->GetCollisionShape(); assert(shapeinterface); const SimdTransform& t = ctrl->GetRigidBody()->getCenterOfMassTransform(); RigidBody* body = ctrl->GetRigidBody(); 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); if (!ctrl->m_broadphaseHandle) { int type = shapeinterface->GetShapeType(); ctrl->m_broadphaseHandle = scene->CreateProxy( ctrl->GetRigidBody(), type, minAabb, maxAabb); } body->SetCollisionShape( shapeinterface ); } 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(int(p2p)); //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(int(p2p)); //only 1 constraint per constroller break; } } } bool removeFromBroadphase = false; { BroadphaseInterface* scene = m_broadphase; BroadphaseProxy* bp = (BroadphaseProxy*)ctrl->m_broadphaseHandle; if (removeFromBroadphase) { } // // only clear the cached algorithms // scene->CleanProxyFromPairs(bp); } { 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::UpdateActivationState() { m_dispatcher->InitUnionFind(); // put the index into m_controllers into m_tag { std::vector::iterator i; int index = 0; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); RigidBody* body = ctrl->GetRigidBody(); body->m_islandTag1 = index; body->m_hitFraction = 1.f; index++; } } // do the union find m_dispatcher->FindUnions(); // put the islandId ('find' value) into m_tag { UnionFind& unionFind = m_dispatcher->GetUnionFind(); std::vector::iterator i; int index = 0; for (i=m_controllers.begin(); !(i==m_controllers.end()); i++) { CcdPhysicsController* ctrl = (*i); RigidBody* body = ctrl->GetRigidBody(); if (body->mergesSimulationIslands()) { body->m_islandTag1 = unionFind.find(index); } else { body->m_islandTag1 = -1; } index++; } } } /// Perform an integration step of duration 'timeStep'. bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep) { if (timeStep == 0.f) return true; printf("CcdPhysicsEnvironment::proceedDeltaTime\n"); //clamp hardcoded for now if (timeStep > 0.02) timeStep = 0.02; //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); } } } BroadphaseInterface* scene = m_broadphase; // // collision detection (?) // int numsubstep = m_numIterations; DispatcherInfo dispatchInfo; dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_stepCount = 0; scene->DispatchAllCollisionPairs(*m_dispatcher,dispatchInfo);///numsubstep,g); int numRigidBodies = m_controllers.size(); UpdateActivationState(); //contacts m_dispatcher->SolveConstraints(timeStep, m_numIterations ,numRigidBodies,m_debugDrawer); for (int g=0;gBuildJacobian(); p2p->SolveConstraint( timeStep ); } /* //vehicles int numVehicles = m_vehicles.size(); for (i=0;iUpdateVehicle( timeStep ); } */ } { { 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); BroadphaseProxy* bp = (BroadphaseProxy*) ctrl->m_broadphaseHandle; if (bp) { #ifdef WIN32 SimdVector3 color (1,0,0); if (m_debugDrawer) { //draw aabb switch (body->GetActivationState()) { case ISLAND_SLEEPING: { color.setValue(0,1,0); break; } case WANTS_DEACTIVATION: { color.setValue(0,0,1); break; } case ACTIVE_TAG: { break; } }; 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( *m_dispatcher,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 { 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); } 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_dispatcher->SetSor(sor); } void CcdPhysicsEnvironment::setSolverTau(float tau) { m_dispatcher->SetTau(tau); } void CcdPhysicsEnvironment::setSolverDamping(float damping) { m_dispatcher->SetDamping(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) { if (m_dispatcher) delete m_dispatcher; SimpleConstraintSolver* solver= new SimpleConstraintSolver(); m_dispatcher = new ToiContactDispatcher(solver); break; } } case 0: default: if (m_solverType != solverType) { if (m_dispatcher) delete m_dispatcher; OdeConstraintSolver* solver= new OdeConstraintSolver(); m_dispatcher = new ToiContactDispatcher(solver); 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); } } 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); return 0; break; } default: { } }; //RigidBody& rbA,RigidBody& rbB, const SimdVector3& pivotInA,const SimdVector3& pivotInB return 0; } void CcdPhysicsEnvironment::removeConstraint(int constraintid) { Point2PointConstraint* p2p = (Point2PointConstraint*) constraintid; std::vector::iterator i = std::find(m_p2pConstraints.begin(), m_p2pConstraints.end(), p2p); if (!(i == m_p2pConstraints.end()) ) { std::swap(*i, m_p2pConstraints.back()); m_p2pConstraints.pop_back(); } } 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) { printf("raytest\n"); int minFraction = 1.f; SimdTransform rayFromTrans,rayToTrans; rayFromTrans.setIdentity(); rayFromTrans.setOrigin(SimdVector3(fromX,fromY,fromZ)); rayToTrans.setIdentity(); rayToTrans.setOrigin(SimdVector3(toX,toY,toZ)); 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(); if (body->GetCollisionShape()->IsConvex()) { ConvexCast::CastResult rayResult; rayResult.m_fraction = minFraction; ConvexShape* convexShape = (ConvexShape*) body->GetCollisionShape(); VoronoiSimplexSolver simplexSolver; SubsimplexConvexCast convexCaster(&pointShape,convexShape,&simplexSolver); if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,body->getCenterOfMassTransform(),body->getCenterOfMassTransform(),rayResult)) { //add hit 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(); hitX = rayResult.m_hitTransformA.getOrigin().getX(); hitY = rayResult.m_hitTransformA.getOrigin().getY(); hitZ = rayResult.m_hitTransformA.getOrigin().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 aabbMax(1e30f,1e30f,1e30f); triangleMesh->ProcessAllTriangles(&rcb,-aabbMax,aabbMax); if (rcb.m_hitFound && (rcb.m_hitFraction < minFraction)) { printf("hit %f\n",rcb.m_hitFraction); nearestHit = ctrl; minFraction = rcb.m_hitFraction; SimdVector3 hitNormalWorld = body->getCenterOfMassTransform()(rcb.m_hitNormalLocal); 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) { } Dispatcher* CcdPhysicsEnvironment::GetDispatcher() { return m_dispatcher; } CcdPhysicsEnvironment::~CcdPhysicsEnvironment() { m_vehicles.clear(); //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; } int CcdPhysicsEnvironment::GetNumControllers() { return m_controllers.size(); } CcdPhysicsController* CcdPhysicsEnvironment::GetPhysicsController( int index) { return m_controllers[index]; } int CcdPhysicsEnvironment::GetNumManifolds() const { return m_dispatcher->GetNumManifolds(); } const PersistentManifold* CcdPhysicsEnvironment::GetManifold(int index) const { return m_dispatcher->GetManifoldByIndexInternal(index); }