blender/source/gameengine/SceneGraph/SG_Spatial.h
Benoit Bolsee 3ea1c1b4b6 BGE: new sensor object to generalize Near and Radar sensor, static-static collision capbility.
A new type of "Sensor" physics object is available in the GE for advanced
collision management. It's called Sensor for its similarities with the
physics objects that underlie the Near and Radar sensors.
Like the Near and Radar object it is:
- static and ghost
- invisible by default
- always active to ensure correct collision detection
- capable of detecting both static and dynamic objects
- ignoring collision with their parent
- capable of broadphase filtering based on:
  * Actor option: the collisioning object must have the Actor flag set to be detected
  * property/material: as specified in the collision sensors attached to it
  Broadphase filtering is important for performance reason: the collision points
  will be computed only for the objects that pass the broahphase filter.
- automatically removed from the simulation when no collision sensor is active on it

Unlike the Near and Radar object it can:
- take any shape, including triangle mesh
- be made visible for debugging (just use the Visible actuator)
- have multiple collision sensors using it

Other than that, the sensor objects are ordinary objects. You can move them
freely or parent them. When parented to a dynamic object, they can provide
advanced collision control to this object.

The type of collision capability depends on the shape:
- box, sphere, cylinder, cone, convex hull provide volume detection.
- triangle mesh provides surface detection but you can give some volume
  to the suface by increasing the margin in the Advanced Settings panel.
  The margin applies on both sides of the surface.

Performance tip:
- Sensor objects perform better than Near and Radar: they do less synchronizations
  because of the Scenegraph optimizations and they can have multiple collision sensors
  on them (with different property filtering for example).
- Always prefer simple shape (box, sphere) to complex shape whenever possible.
- Always use broadphase filtering (avoid collision sensor with empty propery/material)
- Use collision sensor only when you need them. When no collision sensor is active
  on the sensor object, it is removed from the simulation and consume no CPU.

Known limitations:
- When running Blender in debug mode, you will see one warning line of the console:
  "warning btCollisionDispatcher::needsCollision: static-static collision!"
  In release mode this message is not printed.
- Collision margin has no effect on sphere, cone and cylinder shape.

Other performance improvements:
- Remove unnecessary interpolation for Near and Radar objects and by extension
  sensor objects.
- Use direct matrix copy instead of quaternion to synchronize orientation.

Other bug fix:
- Fix Near/Radar position error on newly activated objects. This was causing
  several detection problems in YoFrankie
- Fix margin not passed correctly to gImpact shape.
- Disable force/velocity actions on static objects
2009-05-17 12:51:51 +00:00

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __SG_SPATIAL_H
#define __SG_SPATIAL_H
#include <MT_Vector3.h>
#include <MT_Point3.h>
#include <MT_Matrix3x3.h> // or Quaternion later ?
#include "SG_IObject.h"
#include "SG_BBox.h"
#include "SG_ParentRelation.h"
class SG_Node;
class SG_ParentRelation;
/**
* SG_Spatial contains spatial information (local & world position, rotation
* and scaling) for a Scene graph node.
* It also contains a link to the node's parent.
*/
class SG_Spatial : public SG_IObject
{
protected:
MT_Point3 m_localPosition;
MT_Matrix3x3 m_localRotation;
MT_Vector3 m_localScaling;
MT_Point3 m_worldPosition;
MT_Matrix3x3 m_worldRotation;
MT_Vector3 m_worldScaling;
SG_ParentRelation * m_parent_relation;
SG_BBox m_bbox;
MT_Scalar m_radius;
bool m_modified;
bool m_ogldirty; // true if the openGL matrix for this object must be recomputed
public:
inline void ClearModified()
{
m_modified = false;
m_ogldirty = true;
}
inline void SetModified()
{
m_modified = true;
ActivateScheduleUpdateCallback();
}
inline void ClearDirty()
{
m_ogldirty = false;
}
/**
* Define the realtionship this node has with it's parent
* node. You should pass an unshared instance of an SG_ParentRelation
* allocated on the heap to this method. Ownership of this
* instance is assumed by this class.
* You may call this function several times in the lifetime
* of a node to change the relationship dynamically.
* You must call this method before the first call to UpdateSpatialData().
* An assertion willl be fired at run-time in debug if this is not
* the case.
* The relation is activated only if no controllers of this object
* updated the coordinates of the child.
*/
void
SetParentRelation(
SG_ParentRelation *relation
);
SG_ParentRelation * GetParentRelation()
{
return m_parent_relation;
}
/**
* Apply a translation relative to the current position.
* if local then the translation is assumed to be in the
* local coordinates of this object. If not then the translation
* is assumed to be in global coordinates. In this case
* you must provide a pointer to the parent of this object if it
* exists otherwise if there is no parent set it to NULL
*/
void
RelativeTranslate(
const MT_Vector3& trans,
const SG_Spatial *parent,
bool local
);
void SetLocalPosition(const MT_Point3& trans)
{
m_localPosition = trans;
SetModified();
}
void SetWorldPosition(const MT_Point3& trans)
{
m_worldPosition = trans;
}
void
RelativeRotate(
const MT_Matrix3x3& rot,
bool local
);
void SetLocalOrientation(const MT_Matrix3x3& rot)
{
m_localRotation = rot;
SetModified();
}
// rot is arrange like openGL matrix
void SetLocalOrientation(const float* rot)
{
m_localRotation.setValue(rot);
SetModified();
}
void SetWorldOrientation(const MT_Matrix3x3& rot)
{
m_worldRotation = rot;
}
void RelativeScale(const MT_Vector3& scale)
{
m_localScaling = m_localScaling * scale;
SetModified();
}
void SetLocalScale(const MT_Vector3& scale)
{
m_localScaling = scale;
SetModified();
}
void SetWorldScale(const MT_Vector3& scale)
{
m_worldScaling = scale;
}
const MT_Point3& GetLocalPosition() const
{
return m_localPosition;
}
const MT_Matrix3x3& GetLocalOrientation() const
{
return m_localRotation;
}
const MT_Vector3& GetLocalScale() const
{
return m_localScaling;
}
const MT_Point3& GetWorldPosition() const
{
return m_worldPosition;
}
const MT_Matrix3x3& GetWorldOrientation() const
{
return m_worldRotation;
}
const MT_Vector3& GetWorldScaling() const
{
return m_worldScaling;
}
void SetWorldFromLocalTransform()
{
m_worldPosition= m_localPosition;
m_worldScaling= m_localScaling;
m_worldRotation= m_localRotation;
}
MT_Transform GetWorldTransform() const;
bool ComputeWorldTransforms(const SG_Spatial *parent, bool& parentUpdated)
{
return m_parent_relation->UpdateChildCoordinates(this,parent,parentUpdated);
}
/**
* Bounding box functions.
*/
SG_BBox& BBox()
{
return m_bbox;
}
void SetBBox(SG_BBox& bbox)
{
m_bbox = bbox;
}
bool inside(const MT_Point3 &point) const;
void getBBox(MT_Point3 *box) const;
void getAABBox(MT_Point3 *box) const;
MT_Scalar Radius() const { return m_radius; }
void SetRadius(MT_Scalar radius) { m_radius = radius; }
bool IsModified() { return m_modified; }
bool IsDirty() { return m_ogldirty; }
protected:
friend class SG_Controller;
friend class KX_BoneParentRelation;
friend class KX_VertexParentRelation;
friend class KX_SlowParentRelation;
friend class KX_NormalParentRelation;
/**
* Protected constructor this class is not
* designed for direct instantiation
*/
SG_Spatial(
void* clientobj,
void* clientinfo,
SG_Callbacks& callbacks
);
SG_Spatial(
const SG_Spatial& other
);
virtual ~SG_Spatial();
/**
* Update the world coordinates of this spatial node. This also informs
* any controllers to update this object.
*/
bool
UpdateSpatialData(
const SG_Spatial *parent,
double time,
bool& parentUpdated
);
};
#endif //__SG_SPATIAL_H