blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
2011-09-01 02:12:53 +00:00

539 lines
17 KiB
C++

/** \file gameengine/Ketsji/KX_BulletPhysicsController.cpp
* \ingroup ketsji
*/
//under visual studio the #define in KX_ConvertPhysicsObject.h is quicker for recompilation
#include "KX_ConvertPhysicsObject.h"
#ifdef USE_BULLET
#include "KX_BulletPhysicsController.h"
#include "btBulletDynamicsCommon.h"
#include "SG_Spatial.h"
#include "KX_GameObject.h"
#include "KX_MotionState.h"
#include "KX_ClientObjectInfo.h"
#include "PHY_IPhysicsEnvironment.h"
#include "CcdPhysicsEnvironment.h"
#include "BulletSoftBody/btSoftBody.h"
KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool sensor, bool compound)
: KX_IPhysicsController(dyna,sensor,compound,(PHY_IPhysicsController*)this),
CcdPhysicsController(ci),
m_savedCollisionFlags(0),
m_savedCollisionFilterGroup(0),
m_savedCollisionFilterMask(0),
m_savedMass(0.0),
m_savedDyna(false),
m_suspended(false),
m_bulletChildShape(NULL)
{
}
KX_BulletPhysicsController::~KX_BulletPhysicsController ()
{
// The game object has a direct link to
if (m_pObject)
{
// If we cheat in SetObject, we must also cheat here otherwise the
// object will still things it has a physical controller
// Note that it requires that m_pObject is reset in case the object is deleted
// before the controller (usual case, see KX_Scene::RemoveNodeDestructObjec)
// The non usual case is when the object is not deleted because its reference is hanging
// in a AddObject actuator but the node is deleted. This case is covered here.
KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
gameobj->SetPhysicsController(NULL,false);
}
}
void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
{
CcdPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ);
}
///////////////////////////////////
// KX_IPhysicsController interface
////////////////////////////////////
void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
{
CcdPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
}
float KX_BulletPhysicsController::GetLinVelocityMin()
{
return (float)CcdPhysicsController::GetLinVelocityMin();
}
void KX_BulletPhysicsController::SetLinVelocityMin(float val)
{
CcdPhysicsController::SetLinVelocityMin(val);
}
float KX_BulletPhysicsController::GetLinVelocityMax()
{
return (float)CcdPhysicsController::GetLinVelocityMax();
}
void KX_BulletPhysicsController::SetLinVelocityMax(float val)
{
CcdPhysicsController::SetLinVelocityMax(val);
}
void KX_BulletPhysicsController::SetObject (SG_IObject* object)
{
SG_Controller::SetObject(object);
// cheating here...
//should not be necessary, is it for duplicates ?
KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
gameobj->SetPhysicsController(this,gameobj->IsDynamic());
CcdPhysicsController::setNewClientInfo(gameobj->getClientInfo());
if (m_bSensor)
{
// use a different callback function for sensor object,
// bullet will not synchronize, we must do it explicitely
SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
}
}
MT_Scalar KX_BulletPhysicsController::GetRadius()
{
return MT_Scalar(CcdPhysicsController::GetRadius());
}
void KX_BulletPhysicsController::setMargin (float collisionMargin)
{
CcdPhysicsController::SetMargin(collisionMargin);
}
void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
{
CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
}
void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
{
float rotval[12];
drot.getValue(rotval);
CcdPhysicsController::RelativeRotate(rotval,local);
}
void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
{
CcdPhysicsController::ApplyTorque(torque.x(),torque.y(),torque.z(),local);
}
void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
{
CcdPhysicsController::ApplyForce(force.x(),force.y(),force.z(),local);
}
MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity()
{
float angVel[3];
//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
CcdPhysicsController::GetLinearVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
return MT_Vector3(angVel[0],angVel[1],angVel[2]);
}
MT_Vector3 KX_BulletPhysicsController::GetAngularVelocity()
{
float angVel[3];
//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
return MT_Vector3(angVel[0],angVel[1],angVel[2]);
}
MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos)
{
float linVel[3];
CcdPhysicsController::GetVelocity(pos[0], pos[1], pos[2], linVel[0],linVel[1],linVel[2]);
return MT_Vector3(linVel[0],linVel[1],linVel[2]);
}
void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
{
CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local);
}
void KX_BulletPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
{
CcdPhysicsController::SetLinearVelocity(lin_vel.x(),lin_vel.y(),lin_vel.z(),local);
}
void KX_BulletPhysicsController::getOrientation(MT_Quaternion& orn)
{
float myorn[4];
CcdPhysicsController::getOrientation(myorn[0],myorn[1],myorn[2],myorn[3]);
orn = MT_Quaternion(myorn[0],myorn[1],myorn[2],myorn[3]);
}
void KX_BulletPhysicsController::setOrientation(const MT_Matrix3x3& orn)
{
btMatrix3x3 btmat(orn[0][0], orn[0][1], orn[0][2], orn[1][0], orn[1][1], orn[1][2], orn[2][0], orn[2][1], orn[2][2]);
CcdPhysicsController::setWorldOrientation(btmat);
}
void KX_BulletPhysicsController::setPosition(const MT_Point3& pos)
{
CcdPhysicsController::setPosition(pos.x(),pos.y(),pos.z());
}
void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling)
{
CcdPhysicsController::setScaling(scaling.x(),scaling.y(),scaling.z());
}
void KX_BulletPhysicsController::SetTransform()
{
btVector3 pos;
btVector3 scale;
float ori[12];
m_MotionState->getWorldPosition(pos.m_floats[0],pos.m_floats[1],pos.m_floats[2]);
m_MotionState->getWorldScaling(scale.m_floats[0],scale.m_floats[1],scale.m_floats[2]);
m_MotionState->getWorldOrientation(ori);
btMatrix3x3 rot(ori[0], ori[4], ori[8],
ori[1], ori[5], ori[9],
ori[2], ori[6], ori[10]);
CcdPhysicsController::forceWorldTransform(rot, pos);
}
MT_Scalar KX_BulletPhysicsController::GetMass()
{
if (GetSoftBody())
return GetSoftBody()->getTotalMass();
MT_Scalar invmass = 0.f;
if (GetRigidBody())
invmass = GetRigidBody()->getInvMass();
if (invmass)
return 1.f/invmass;
return 0.f;
}
MT_Vector3 KX_BulletPhysicsController::GetLocalInertia()
{
MT_Vector3 inertia(0.f, 0.f, 0.f);
btVector3 inv_inertia;
if (GetRigidBody()) {
inv_inertia = GetRigidBody()->getInvInertiaDiagLocal();
if (!btFuzzyZero(inv_inertia.getX()) &&
!btFuzzyZero(inv_inertia.getY()) &&
!btFuzzyZero(inv_inertia.getZ()))
inertia = MT_Vector3(1.f/inv_inertia.getX(), 1.f/inv_inertia.getY(), 1.f/inv_inertia.getZ());
}
return inertia;
}
MT_Vector3 KX_BulletPhysicsController::getReactionForce()
{
assert(0);
return MT_Vector3(0.f,0.f,0.f);
}
void KX_BulletPhysicsController::setRigidBody(bool rigid)
{
}
/* This function dynamically adds the collision shape of another controller to
the current controller shape provided it is a compound shape.
The idea is that dynamic parenting on a compound object will dynamically extend the shape
*/
void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* child)
{
if (child == NULL || !IsCompound())
return;
// other controller must be a bullet controller too
// verify that body and shape exist and match
KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child);
btRigidBody* rootBody = GetRigidBody();
btRigidBody* childBody = childCtrl->GetRigidBody();
if (!rootBody || !childBody)
return;
const btCollisionShape* rootShape = rootBody->getCollisionShape();
const btCollisionShape* childShape = childBody->getCollisionShape();
if (!rootShape ||
!childShape ||
rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE ||
childShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE)
return;
btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
// compute relative transformation between parent and child
btTransform rootTrans;
btTransform childTrans;
rootBody->getMotionState()->getWorldTransform(rootTrans);
childBody->getMotionState()->getWorldTransform(childTrans);
btVector3 rootScale = rootShape->getLocalScaling();
rootScale[0] = 1.0/rootScale[0];
rootScale[1] = 1.0/rootScale[1];
rootScale[2] = 1.0/rootScale[2];
// relative scale = child_scale/parent_scale
btVector3 relativeScale = childShape->getLocalScaling()*rootScale;
btMatrix3x3 rootRotInverse = rootTrans.getBasis().transpose();
// relative pos = parent_rot^-1 * ((parent_pos-child_pos)/parent_scale)
btVector3 relativePos = rootRotInverse*((childTrans.getOrigin()-rootTrans.getOrigin())*rootScale);
// relative rot = parent_rot^-1 * child_rot
btMatrix3x3 relativeRot = rootRotInverse*childTrans.getBasis();
// create a proxy shape info to store the transformation
CcdShapeConstructionInfo* proxyShapeInfo = new CcdShapeConstructionInfo();
// store the transformation to this object shapeinfo
proxyShapeInfo->m_childTrans.setOrigin(relativePos);
proxyShapeInfo->m_childTrans.setBasis(relativeRot);
proxyShapeInfo->m_childScale.setValue(relativeScale[0], relativeScale[1], relativeScale[2]);
// we will need this to make sure that we remove the right proxy later when unparenting
proxyShapeInfo->m_userData = childCtrl;
proxyShapeInfo->SetProxy(childCtrl->GetShapeInfo()->AddRef());
// add to parent compound shapeinfo (increments ref count)
GetShapeInfo()->AddShape(proxyShapeInfo);
// create new bullet collision shape from the object shapeinfo and set scaling
btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape(childCtrl->GetMargin(), childCtrl->getConstructionInfo().m_bGimpact, true);
newChildShape->setLocalScaling(relativeScale);
// add bullet collision shape to parent compound collision shape
compoundShape->addChildShape(proxyShapeInfo->m_childTrans,newChildShape);
// proxyShapeInfo is not needed anymore, release it
proxyShapeInfo->Release();
// remember we created this shape
childCtrl->m_bulletChildShape = newChildShape;
// recompute inertia of parent
if (!rootBody->isStaticOrKinematicObject())
{
btVector3 localInertia;
float mass = 1.f/rootBody->getInvMass();
compoundShape->calculateLocalInertia(mass,localInertia);
rootBody->setMassProps(mass,localInertia);
}
// must update the broadphase cache,
GetPhysicsEnvironment()->refreshCcdPhysicsController(this);
// remove the children
GetPhysicsEnvironment()->disableCcdPhysicsController(childCtrl);
}
/* Reverse function of the above, it will remove a shape from a compound shape
provided that the former was added to the later using AddCompoundChild()
*/
void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* child)
{
if (child == NULL || !IsCompound())
return;
// other controller must be a bullet controller too
// verify that body and shape exist and match
KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child);
btRigidBody* rootBody = GetRigidBody();
btRigidBody* childBody = childCtrl->GetRigidBody();
if (!rootBody || !childBody)
return;
const btCollisionShape* rootShape = rootBody->getCollisionShape();
if (!rootShape ||
rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE)
return;
btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
// retrieve the shapeInfo
CcdShapeConstructionInfo* childShapeInfo = childCtrl->GetShapeInfo();
CcdShapeConstructionInfo* rootShapeInfo = GetShapeInfo();
// and verify that the child is part of the parent
int i = rootShapeInfo->FindChildShape(childShapeInfo, childCtrl);
if (i < 0)
return;
rootShapeInfo->RemoveChildShape(i);
if (childCtrl->m_bulletChildShape)
{
int numChildren = compoundShape->getNumChildShapes();
for (i=0; i<numChildren; i++)
{
if (compoundShape->getChildShape(i) == childCtrl->m_bulletChildShape)
{
compoundShape->removeChildShapeByIndex(i);
compoundShape->recalculateLocalAabb();
break;
}
}
delete childCtrl->m_bulletChildShape;
childCtrl->m_bulletChildShape = NULL;
}
// recompute inertia of parent
if (!rootBody->isStaticOrKinematicObject())
{
btVector3 localInertia;
float mass = 1.f/rootBody->getInvMass();
compoundShape->calculateLocalInertia(mass,localInertia);
rootBody->setMassProps(mass,localInertia);
}
// must update the broadphase cache,
GetPhysicsEnvironment()->refreshCcdPhysicsController(this);
// reactivate the children
GetPhysicsEnvironment()->enableCcdPhysicsController(childCtrl);
}
void KX_BulletPhysicsController::SetMass(MT_Scalar newmass)
{
btRigidBody *body = GetRigidBody();
if (body && !m_suspended && newmass>MT_EPSILON && GetMass()>MT_EPSILON)
{
btVector3 grav = body->getGravity();
btVector3 accel = grav / GetMass();
btBroadphaseProxy* handle = body->getBroadphaseHandle();
GetPhysicsEnvironment()->updateCcdPhysicsController(this,
newmass,
body->getCollisionFlags(),
handle->m_collisionFilterGroup,
handle->m_collisionFilterMask);
body->setGravity(accel);
}
}
void KX_BulletPhysicsController::SuspendDynamics(bool ghost)
{
btRigidBody *body = GetRigidBody();
if (body && !m_suspended && !IsSensor())
{
btBroadphaseProxy* handle = body->getBroadphaseHandle();
m_savedCollisionFlags = body->getCollisionFlags();
m_savedMass = GetMass();
m_savedDyna = m_bDyna;
m_savedCollisionFilterGroup = handle->m_collisionFilterGroup;
m_savedCollisionFilterMask = handle->m_collisionFilterMask;
m_suspended = true;
GetPhysicsEnvironment()->updateCcdPhysicsController(this,
0.0,
btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)),
btBroadphaseProxy::StaticFilter,
btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
m_bDyna = false;
}
}
void KX_BulletPhysicsController::RestoreDynamics()
{
btRigidBody *body = GetRigidBody();
if (body && m_suspended)
{
// before make sure any position change that was done in this logic frame are accounted for
SetTransform();
GetPhysicsEnvironment()->updateCcdPhysicsController(this,
m_savedMass,
m_savedCollisionFlags,
m_savedCollisionFilterGroup,
m_savedCollisionFilterMask);
body->activate();
m_bDyna = m_savedDyna;
m_suspended = false;
}
}
SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
{
PHY_IMotionState* motionstate = new KX_MotionState(destnode);
KX_BulletPhysicsController* physicsreplica = new KX_BulletPhysicsController(*this);
//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())
{
KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
if (clientgameobj)
{
parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
} else
{
// it could be a false node, try the children
NodeList::const_iterator childit;
for (
childit = destnode->GetSGChildren().begin();
childit!= destnode->GetSGChildren().end();
++childit
) {
KX_GameObject *clientgameobj_child = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
if (clientgameobj_child)
{
parentKxCtrl = (KX_BulletPhysicsController*)clientgameobj_child->GetPhysicsController();
parentctrl = parentKxCtrl;
ccdParent = parentKxCtrl;
}
}
}
}
physicsreplica->setParentCtrl(ccdParent);
physicsreplica->PostProcessReplica(motionstate,parentctrl);
physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
physicsreplica->m_bulletChildShape = NULL;
return physicsreplica;
}
void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
{
if (!m_bDyna && !m_bSensor)
{
btCollisionObject* object = GetRigidBody();
object->setActivationState(ACTIVE_TAG);
object->setCollisionFlags(object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
} else
{
if (!nondynaonly)
{
/*
btTransform worldTrans;
if (GetRigidBody())
{
GetRigidBody()->getMotionState()->getWorldTransform(worldTrans);
GetRigidBody()->setCenterOfMassTransform(worldTrans);
}
*/
/*
scaling?
if (m_bDyna)
{
m_sumoObj->setScaling(MT_Vector3(1,1,1));
} else
{
MT_Vector3 scale;
GetWorldScaling(scale);
m_sumoObj->setScaling(scale);
}
*/
}
}
}
// todo: remove next line !
void KX_BulletPhysicsController::SetSimulatedTime(double time)
{
}
// call from scene graph to update
bool KX_BulletPhysicsController::Update(double time)
{
return false;
// todo: check this code
//if (GetMass())
//{
// return false;//true;
// }
// return false;
}
const char* KX_BulletPhysicsController::getName()
{
if (m_pObject)
{
KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
return gameobj->GetName();
}
return 0;
}
#endif // USE_BULLET