forked from bartvdbraak/blender
949b6ca80f
Implementation of the PHY_IPhysicsController::SetMargin(), GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo to allow resetting the Near sensor radius. For bullet use the new setUnscaledRadius() function to change sphere radius. In pPreparation of a Fh constraint actuator: - Add KX_IPhysicsController::GetRadius() - Fix implementation of KX_BulletPhysicsController::GetVelocity() (velocity at a point in geometric coordinate) - Don't try to set velocity on static object (Bullet will assert) - Add KX_GameObject::GetVelocity() for C access to local velocity
1528 lines
41 KiB
C++
1528 lines
41 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "CcdPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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#include "PHY_IMotionState.h"
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#include "CcdPhysicsEnvironment.h"
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#include "RAS_MeshObject.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody//btSoftBodyInternals.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "LinearMath/btConvexHull.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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class BP_Proxy;
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///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
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//'temporarily' global variables
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//float gDeactivationTime = 2.f;
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//bool gDisableDeactivation = false;
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extern float gDeactivationTime;
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extern bool gDisableDeactivation;
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float gLinearSleepingTreshold = 0.8f;
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float gAngularSleepingTreshold = 1.0f;
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btVector3 startVel(0,0,0);//-10000);
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CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
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:m_cci(ci)
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{
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m_prototypeTransformInitialized = false;
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m_softbodyMappingDone = false;
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m_collisionDelay = 0;
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m_newClientInfo = 0;
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m_registerCount = 0;
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m_softBodyTransformInitialized = false;
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m_parentCtrl = 0;
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// copy pointers locally to allow smart release
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m_MotionState = ci.m_MotionState;
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m_collisionShape = ci.m_collisionShape;
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// apply scaling before creating rigid body
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m_collisionShape->setLocalScaling(m_cci.m_scaling);
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if (m_cci.m_mass)
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m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
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// shape info is shared, increment ref count
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m_shapeInfo = ci.m_shapeInfo;
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if (m_shapeInfo)
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m_shapeInfo->AddRef();
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m_bulletMotionState = 0;
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CreateRigidbody();
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///???
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#ifdef WIN32
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if (GetRigidBody() && !GetRigidBody()->isStaticObject())
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GetRigidBody()->setLinearVelocity(startVel);
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#endif
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}
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btTransform CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
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{
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btTransform trans;
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float tmp[3];
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motionState->getWorldPosition(tmp[0],tmp[1],tmp[2]);
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trans.setOrigin(btVector3(tmp[0],tmp[1],tmp[2]));
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btQuaternion orn;
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motionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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trans.setRotation(orn);
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return trans;
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}
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class BlenderBulletMotionState : public btMotionState
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{
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PHY_IMotionState* m_blenderMotionState;
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public:
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BlenderBulletMotionState(PHY_IMotionState* bms)
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:m_blenderMotionState(bms)
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{
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}
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virtual void getWorldTransform(btTransform& worldTrans ) const
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{
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float pos[3];
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float quatOrn[4];
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m_blenderMotionState->getWorldPosition(pos[0],pos[1],pos[2]);
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m_blenderMotionState->getWorldOrientation(quatOrn[0],quatOrn[1],quatOrn[2],quatOrn[3]);
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worldTrans.setOrigin(btVector3(pos[0],pos[1],pos[2]));
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worldTrans.setBasis(btMatrix3x3(btQuaternion(quatOrn[0],quatOrn[1],quatOrn[2],quatOrn[3])));
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}
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virtual void setWorldTransform(const btTransform& worldTrans)
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{
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m_blenderMotionState->setWorldPosition(worldTrans.getOrigin().getX(),worldTrans.getOrigin().getY(),worldTrans.getOrigin().getZ());
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btQuaternion rotQuat = worldTrans.getRotation();
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m_blenderMotionState->setWorldOrientation(rotQuat[0],rotQuat[1],rotQuat[2],rotQuat[3]);
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m_blenderMotionState->calculateWorldTransformations();
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}
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};
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btRigidBody* CcdPhysicsController::GetRigidBody()
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{
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return btRigidBody::upcast(m_object);
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}
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btCollisionObject* CcdPhysicsController::GetCollisionObject()
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{
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return m_object;
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}
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btSoftBody* CcdPhysicsController::GetSoftBody()
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{
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return btSoftBody::upcast(m_object);
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}
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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void CcdPhysicsController::CreateRigidbody()
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{
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//btTransform trans = GetTransformFromMotionState(m_MotionState);
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m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
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///either create a btCollisionObject, btRigidBody or btSoftBody
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//create a collision object
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int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
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//disable soft body until first sneak preview is ready
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if (m_cci.m_bSoft && m_cci.m_collisionShape &&
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(shapeType == CONVEX_HULL_SHAPE_PROXYTYPE)|
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(shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
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(shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
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{
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btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
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rbci.m_linearDamping = m_cci.m_linearDamping;
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rbci.m_angularDamping = m_cci.m_angularDamping;
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rbci.m_friction = m_cci.m_friction;
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rbci.m_restitution = m_cci.m_restitution;
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int nodecount = 0;
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int numtriangles = 1;
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btVector3 p(0,0,0);// = getOrigin();
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btScalar h = 1.f;
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btSoftRigidDynamicsWorld* softDynaWorld = (btSoftRigidDynamicsWorld*)m_cci.m_physicsEnv->getDynamicsWorld();
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PHY__Vector3 grav;
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grav[0] = softDynaWorld->getGravity().getX();
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grav[1] = softDynaWorld->getGravity().getY();
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grav[2] = softDynaWorld->getGravity().getZ();
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softDynaWorld->getWorldInfo().m_gravity.setValue(grav[0],grav[1],grav[2]); //??
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//btSoftBody* psb=btSoftBodyHelpers::CreateRope(sbi, btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25), 16,1+2);
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btSoftBody* psb = 0;
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if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
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{
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btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
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//psb = btSoftBodyHelpers::CreateFromConvexHull(sbi,&transformedVertices[0],convexHull->getNumPoints());
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{
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int nvertices = convexHull->getNumPoints();
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const btVector3* vertices = convexHull->getPoints();
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btSoftBodyWorldInfo& worldInfo = softDynaWorld->getWorldInfo();
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HullDesc hdsc(QF_TRIANGLES,nvertices,vertices);
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HullResult hres;
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HullLibrary hlib;/*??*/
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hdsc.mMaxVertices=nvertices;
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hlib.CreateConvexHull(hdsc,hres);
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psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
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&hres.m_OutputVertices[0],0);
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for(int i=0;i<(int)hres.mNumFaces;++i)
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{
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const int idx[]={ hres.m_Indices[i*3+0],
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hres.m_Indices[i*3+1],
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hres.m_Indices[i*3+2]};
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if(idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]);
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if(idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]);
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if(idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]);
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psb->appendFace(idx[0],idx[1],idx[2]);
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}
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hlib.ReleaseResult(hres);
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}
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} else
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{
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btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
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if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
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btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
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///only deal with meshes that have 1 sub part/component, for now
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if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
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{
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unsigned char* vertexBase;
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PHY_ScalarType vertexType;
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int numverts;
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int vertexstride;
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unsigned char* indexbase;
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int indexstride;
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int numtris;
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PHY_ScalarType indexType;
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trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
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psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
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}
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} else
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{
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btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
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///only deal with meshes that have 1 sub part/component, for now
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if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
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{
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unsigned char* vertexBase;
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PHY_ScalarType vertexType;
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int numverts;
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int vertexstride;
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unsigned char* indexbase;
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int indexstride;
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int numtris;
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PHY_ScalarType indexType;
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trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
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psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
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}
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//psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
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}
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}
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m_object = psb;
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//psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS;
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//psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
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//btSoftBody::Material* pm=psb->appendMaterial();
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btSoftBody::Material* pm=psb->m_materials[0];
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pm->m_kLST = m_cci.m_soft_linStiff;
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pm->m_kAST = m_cci.m_soft_angStiff;
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pm->m_kVST = m_cci.m_soft_volume;
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psb->m_cfg.collisions = 0;
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if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::CL_RS;
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} else
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::SDF_RS;
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}
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if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
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} else
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
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}
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psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
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psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
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psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
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psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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psb->m_cfg.kVCF = m_cci.m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
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psb->m_cfg.kDP = m_cci.m_soft_kDP; /* Damping coefficient [0,1] */
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psb->m_cfg.kDG = m_cci.m_soft_kDG; /* Drag coefficient [0,+inf] */
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psb->m_cfg.kLF = m_cci.m_soft_kLF; /* Lift coefficient [0,+inf] */
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psb->m_cfg.kPR = m_cci.m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
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psb->m_cfg.kVC = m_cci.m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
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psb->m_cfg.kDF = m_cci.m_soft_kDF; /* Dynamic friction coefficient [0,1] */
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psb->m_cfg.kMT = m_cci.m_soft_kMT; /* Pose matching coefficient [0,1] */
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psb->m_cfg.kCHR = m_cci.m_soft_kCHR; /* Rigid contacts hardness [0,1] */
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psb->m_cfg.kKHR = m_cci.m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
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psb->m_cfg.kSHR = m_cci.m_soft_kSHR; /* Soft contacts hardness [0,1] */
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psb->m_cfg.kAHR = m_cci.m_soft_kAHR; /* Anchors hardness [0,1] */
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if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
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{
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psb->generateBendingConstraints(2,pm);
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}
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psb->m_cfg.piterations = m_cci.m_soft_piterations;
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psb->m_cfg.viterations = m_cci.m_soft_viterations;
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psb->m_cfg.diterations = m_cci.m_soft_diterations;
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psb->m_cfg.citerations = m_cci.m_soft_citerations;
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if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
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{
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psb->setPose(false,true);//
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} else
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{
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psb->setPose(true,false);
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}
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psb->randomizeConstraints();
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if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
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{
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psb->generateClusters(m_cci.m_soft_numclusteriterations);
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}
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// psb->activate();
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// psb->setActivationState(1);
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// psb->setDeactivationTime(1.f);
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//psb->m_materials[0]->m_kLST = 0.1+(i/(btScalar)(n-1))*0.9;
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psb->setTotalMass(m_cci.m_mass);
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psb->setCollisionFlags(0);
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///create a mapping between graphics mesh vertices and soft body vertices
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{
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RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
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if (rasMesh && !m_softbodyMappingDone)
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{
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//printf("apply\n");
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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size_t i;
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//for each material
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for (int m=0;m<rasMesh->NumMaterials();m++)
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{
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// The vertex cache can only be updated for this deformer:
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// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
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// share the same mesh (=the same cache). As the rendering is done per polymaterial
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// cycling through the objects, the entire mesh cache cannot be updated in one shot.
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mmat = rasMesh->GetMeshMaterial(m);
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slot = mmat->m_baseslot;
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for(slot->begin(it); !slot->end(it); slot->next(it))
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{
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int index = 0;
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for(i=it.startvertex; i<it.endvertex; i++,index++)
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{
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RAS_TexVert* vertex = &it.vertex[i];
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//search closest index, and store it in vertex
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vertex->setSoftBodyIndex(0);
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btScalar maxDistSqr = 1e30;
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btSoftBody::tNodeArray& nodes(psb->m_nodes);
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btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
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for (int n=0;n<nodes.size();n++)
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{
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btScalar distSqr = (nodes[n].m_x - xyz).length2();
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if (distSqr<maxDistSqr)
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{
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maxDistSqr = distSqr;
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vertex->setSoftBodyIndex(n);
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}
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}
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}
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}
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}
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}
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}
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m_softbodyMappingDone = true;
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// m_object->setCollisionShape(rbci.m_collisionShape);
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btTransform startTrans;
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if (rbci.m_motionState)
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{
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rbci.m_motionState->getWorldTransform(startTrans);
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} else
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{
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startTrans = rbci.m_startWorldTransform;
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}
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//startTrans.setIdentity();
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|
|
//m_object->setWorldTransform(startTrans);
|
|
//m_object->setInterpolationWorldTransform(startTrans);
|
|
m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
|
|
m_MotionState->setWorldOrientation(0,0,0,1);
|
|
|
|
if (!m_prototypeTransformInitialized)
|
|
{
|
|
m_prototypeTransformInitialized = true;
|
|
m_softBodyTransformInitialized = true;
|
|
GetSoftBody()->transform(startTrans);
|
|
}
|
|
|
|
// btVector3 wp = m_softBody->getWorldTransform().getOrigin();
|
|
// MT_Point3 center(wp.getX(),wp.getY(),wp.getZ());
|
|
// m_gameobj->NodeSetWorldPosition(center);
|
|
|
|
|
|
} else
|
|
{
|
|
btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
|
|
rbci.m_linearDamping = m_cci.m_linearDamping;
|
|
rbci.m_angularDamping = m_cci.m_angularDamping;
|
|
rbci.m_friction = m_cci.m_friction;
|
|
rbci.m_restitution = m_cci.m_restitution;
|
|
m_object = new btRigidBody(rbci);
|
|
}
|
|
|
|
//
|
|
// init the rigidbody properly
|
|
//
|
|
|
|
//setMassProps this also sets collisionFlags
|
|
//convert collision flags!
|
|
//special case: a near/radar sensor controller should not be defined static or it will
|
|
//generate loads of static-static collision messages on the console
|
|
if ((m_cci.m_collisionFilterGroup & CcdConstructionInfo::SensorFilter) != 0)
|
|
{
|
|
// reset the flags that have been set so far
|
|
GetCollisionObject()->setCollisionFlags(0);
|
|
}
|
|
GetCollisionObject()->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
|
|
btRigidBody* body = GetRigidBody();
|
|
|
|
if (body)
|
|
{
|
|
body->setGravity( m_cci.m_gravity);
|
|
body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
|
|
|
|
if (!m_cci.m_bRigid)
|
|
{
|
|
body->setAngularFactor(0.f);
|
|
}
|
|
}
|
|
if (m_object && m_cci.m_do_anisotropic)
|
|
{
|
|
m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
|
|
}
|
|
|
|
}
|
|
|
|
static void DeleteBulletShape(btCollisionShape* shape)
|
|
{
|
|
if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
|
|
{
|
|
// shapes based on meshes use an interface that contains the vertices.
|
|
btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
|
|
btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
|
|
if (meshInterface)
|
|
delete meshInterface;
|
|
}
|
|
delete shape;
|
|
}
|
|
|
|
CcdPhysicsController::~CcdPhysicsController()
|
|
{
|
|
//will be reference counted, due to sharing
|
|
if (m_cci.m_physicsEnv)
|
|
m_cci.m_physicsEnv->removeCcdPhysicsController(this);
|
|
|
|
if (m_MotionState)
|
|
delete m_MotionState;
|
|
if (m_bulletMotionState)
|
|
delete m_bulletMotionState;
|
|
delete m_object;
|
|
|
|
if (m_collisionShape)
|
|
{
|
|
// collision shape is always unique to the controller, can delete it here
|
|
if (m_collisionShape->isCompound())
|
|
{
|
|
// bullet does not delete the child shape, must do it here
|
|
btCompoundShape* compoundShape = (btCompoundShape*)m_collisionShape;
|
|
int numChild = compoundShape->getNumChildShapes();
|
|
for (int i=numChild-1 ; i >= 0; i--)
|
|
{
|
|
btCollisionShape* childShape = compoundShape->getChildShape(i);
|
|
DeleteBulletShape(childShape);
|
|
}
|
|
}
|
|
DeleteBulletShape(m_collisionShape);
|
|
}
|
|
if (m_shapeInfo)
|
|
{
|
|
m_shapeInfo->Release();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
|
*/
|
|
bool CcdPhysicsController::SynchronizeMotionStates(float time)
|
|
{
|
|
//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
|
|
|
|
btSoftBody* sb = GetSoftBody();
|
|
if (sb)
|
|
{
|
|
btVector3 aabbMin,aabbMax;
|
|
sb->getAabb(aabbMin,aabbMax);
|
|
btVector3 worldPos = (aabbMax+aabbMin)*0.5f;
|
|
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
m_MotionState->calculateWorldTransformations();
|
|
return true;
|
|
}
|
|
|
|
btRigidBody* body = GetRigidBody();
|
|
|
|
if (body && !body->isStaticObject())
|
|
{
|
|
|
|
const btVector3& worldPos = body->getCenterOfMassPosition();
|
|
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
|
|
const btQuaternion& worldquat = body->getOrientation();
|
|
m_MotionState->setWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
|
|
|
|
m_MotionState->calculateWorldTransformations();
|
|
|
|
float scale[3];
|
|
m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
|
|
btVector3 scaling(scale[0],scale[1],scale[2]);
|
|
GetCollisionShape()->setLocalScaling(scaling);
|
|
} else
|
|
{
|
|
btVector3 worldPos;
|
|
btQuaternion worldquat;
|
|
|
|
/* m_MotionState->getWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
m_MotionState->getWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
|
|
btTransform oldTrans = m_body->getCenterOfMassTransform();
|
|
btTransform newTrans(worldquat,worldPos);
|
|
|
|
SetCenterOfMassTransform(newTrans);
|
|
//need to keep track of previous position for friction effects...
|
|
|
|
m_MotionState->calculateWorldTransformations();
|
|
*/
|
|
float scale[3];
|
|
m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
|
|
btVector3 scaling(scale[0],scale[1],scale[2]);
|
|
GetCollisionShape()->setLocalScaling(scaling);
|
|
}
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
|
*/
|
|
|
|
void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
|
|
{
|
|
|
|
}
|
|
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;
|
|
m_collisionShape = NULL;
|
|
|
|
// always create a new shape to avoid scaling bug
|
|
if (m_shapeInfo)
|
|
{
|
|
m_shapeInfo->AddRef();
|
|
m_collisionShape = m_shapeInfo->CreateBulletShape();
|
|
|
|
if (m_collisionShape)
|
|
{
|
|
// new shape has no scaling, apply initial scaling
|
|
m_collisionShape->setMargin(m_cci.m_margin);
|
|
m_collisionShape->setLocalScaling(m_cci.m_scaling);
|
|
|
|
if (m_cci.m_mass)
|
|
m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
|
|
}
|
|
}
|
|
|
|
m_object = 0;
|
|
CreateRigidbody();
|
|
|
|
btRigidBody* body = GetRigidBody();
|
|
|
|
if (body)
|
|
{
|
|
if (m_cci.m_mass)
|
|
{
|
|
body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
|
|
}
|
|
}
|
|
m_cci.m_physicsEnv->addCcdPhysicsController(this);
|
|
|
|
|
|
/* SM_Object* dynaparent=0;
|
|
SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
|
|
|
|
if (sumoparentctrl)
|
|
{
|
|
dynaparent = sumoparentctrl->GetSumoObject();
|
|
}
|
|
|
|
SM_Object* orgsumoobject = m_sumoObj;
|
|
|
|
|
|
m_sumoObj = new SM_Object(
|
|
orgsumoobject->getShapeHandle(),
|
|
orgsumoobject->getMaterialProps(),
|
|
orgsumoobject->getShapeProps(),
|
|
dynaparent);
|
|
|
|
m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
|
|
|
|
m_sumoObj->setMargin(orgsumoobject->getMargin());
|
|
m_sumoObj->setPosition(orgsumoobject->getPosition());
|
|
m_sumoObj->setOrientation(orgsumoobject->getOrientation());
|
|
//if it is a dyna, register for a callback
|
|
m_sumoObj->registerCallback(*this);
|
|
|
|
m_sumoScene->add(* (m_sumoObj));
|
|
*/
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
void CcdPhysicsController::SetCenterOfMassTransform(btTransform& xform)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
body->setCenterOfMassTransform(xform);
|
|
} else
|
|
{
|
|
//either collision object or soft body?
|
|
if (GetSoftBody())
|
|
{
|
|
|
|
} else
|
|
{
|
|
|
|
if (m_object->isStaticOrKinematicObject())
|
|
{
|
|
m_object->setInterpolationWorldTransform(m_object->getWorldTransform());
|
|
} else
|
|
{
|
|
m_object->setInterpolationWorldTransform(xform);
|
|
}
|
|
if (body)
|
|
{
|
|
body->setInterpolationLinearVelocity(body->getLinearVelocity());
|
|
body->setInterpolationAngularVelocity(body->getAngularVelocity());
|
|
body->updateInertiaTensor();
|
|
}
|
|
m_object->setWorldTransform(xform);
|
|
}
|
|
}
|
|
}
|
|
|
|
// kinematic methods
|
|
void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
|
|
btRigidBody* body = GetRigidBody();
|
|
|
|
btVector3 dloc(dlocX,dlocY,dlocZ);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
if (local)
|
|
{
|
|
dloc = xform.getBasis()*dloc;
|
|
}
|
|
|
|
xform.setOrigin(xform.getOrigin() + dloc);
|
|
SetCenterOfMassTransform(xform);
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
|
|
btMatrix3x3 drotmat( rotval[0],rotval[4],rotval[8],
|
|
rotval[1],rotval[5],rotval[9],
|
|
rotval[2],rotval[6],rotval[10]);
|
|
|
|
|
|
btMatrix3x3 currentOrn;
|
|
GetWorldOrientation(currentOrn);
|
|
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
xform.setBasis(xform.getBasis()*(local ?
|
|
drotmat : (currentOrn.inverse() * drotmat * currentOrn)));
|
|
|
|
SetCenterOfMassTransform(xform);
|
|
}
|
|
}
|
|
|
|
|
|
void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
|
|
{
|
|
float orn[4];
|
|
m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
|
|
btQuaternion quat(orn[0],orn[1],orn[2],orn[3]);
|
|
mat.setRotation(quat);
|
|
}
|
|
|
|
void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
|
|
{
|
|
btQuaternion q = m_object->getWorldTransform().getRotation();
|
|
quatImag0 = q[0];
|
|
quatImag1 = q[1];
|
|
quatImag2 = q[2];
|
|
quatReal = q[3];
|
|
}
|
|
void CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
// not required
|
|
//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
xform.setRotation(btQuaternion(quatImag0,quatImag1,quatImag2,quatReal));
|
|
SetCenterOfMassTransform(xform);
|
|
// not required
|
|
//m_bulletMotionState->setWorldTransform(xform);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::setWorldOrientation(const btMatrix3x3& orn)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
// not required
|
|
//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
xform.setBasis(orn);
|
|
SetCenterOfMassTransform(xform);
|
|
// not required
|
|
//m_bulletMotionState->setWorldTransform(xform);
|
|
//only once!
|
|
if (!m_softBodyTransformInitialized && GetSoftBody())
|
|
{
|
|
m_softbodyStartTrans.setBasis(orn);
|
|
xform.setOrigin(m_softbodyStartTrans.getOrigin());
|
|
GetSoftBody()->transform(xform);
|
|
m_softBodyTransformInitialized = true;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
// not required, this function is only used to update the physic controller
|
|
//m_MotionState->setWorldPosition(posX,posY,posZ);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
xform.setOrigin(btVector3(posX,posY,posZ));
|
|
SetCenterOfMassTransform(xform);
|
|
if (!m_softBodyTransformInitialized)
|
|
m_softbodyStartTrans.setOrigin(xform.getOrigin());
|
|
// not required
|
|
//m_bulletMotionState->setWorldTransform(xform);
|
|
}
|
|
|
|
|
|
}
|
|
void CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
|
|
{
|
|
}
|
|
|
|
void CcdPhysicsController::getPosition(PHY__Vector3& pos) const
|
|
{
|
|
const btTransform& xform = m_object->getWorldTransform();
|
|
pos[0] = xform.getOrigin().x();
|
|
pos[1] = xform.getOrigin().y();
|
|
pos[2] = xform.getOrigin().z();
|
|
}
|
|
|
|
void CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
|
|
{
|
|
if (!btFuzzyZero(m_cci.m_scaling.x()-scaleX) ||
|
|
!btFuzzyZero(m_cci.m_scaling.y()-scaleY) ||
|
|
!btFuzzyZero(m_cci.m_scaling.z()-scaleZ))
|
|
{
|
|
m_cci.m_scaling = btVector3(scaleX,scaleY,scaleZ);
|
|
|
|
if (m_object && m_object->getCollisionShape())
|
|
{
|
|
m_object->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
|
|
|
|
//printf("no inertia recalc for fixed objects with mass=0\n");
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body && m_cci.m_mass)
|
|
{
|
|
body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
|
|
body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// physics methods
|
|
void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
|
|
{
|
|
btVector3 torque(torqueX,torqueY,torqueZ);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
|
|
if (m_object && torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
m_object->activate();
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
if (local)
|
|
{
|
|
torque = xform.getBasis()*torque;
|
|
}
|
|
if (body)
|
|
body->applyTorque(torque);
|
|
}
|
|
}
|
|
|
|
void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
|
|
{
|
|
btVector3 force(forceX,forceY,forceZ);
|
|
|
|
|
|
if (m_object && force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
m_object->activate();
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
|
|
{
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
if (local)
|
|
{
|
|
force = xform.getBasis()*force;
|
|
}
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->applyCentralForce(force);
|
|
btSoftBody* soft = GetSoftBody();
|
|
if (soft)
|
|
{
|
|
// the force is applied on each node, must reduce it in the same extend
|
|
if (soft->m_nodes.size() > 0)
|
|
force /= soft->m_nodes.size();
|
|
soft->addForce(force);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
void CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
|
|
{
|
|
btVector3 angvel(ang_velX,ang_velY,ang_velZ);
|
|
if (m_object && angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
} else
|
|
{
|
|
btTransform xform = m_object->getWorldTransform();
|
|
if (local)
|
|
{
|
|
angvel = xform.getBasis()*angvel;
|
|
}
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->setAngularVelocity(angvel);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
|
|
{
|
|
|
|
btVector3 linVel(lin_velX,lin_velY,lin_velZ);
|
|
if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
return;
|
|
}
|
|
|
|
btSoftBody* soft = GetSoftBody();
|
|
if (soft)
|
|
{
|
|
if (local)
|
|
{
|
|
linVel = m_softbodyStartTrans.getBasis()*linVel;
|
|
}
|
|
soft->setVelocity(linVel);
|
|
} else
|
|
{
|
|
btTransform xform = m_object->getWorldTransform();
|
|
if (local)
|
|
{
|
|
linVel = xform.getBasis()*linVel;
|
|
}
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->setLinearVelocity(linVel);
|
|
}
|
|
}
|
|
}
|
|
void CcdPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
|
|
{
|
|
btVector3 impulse(impulseX,impulseY,impulseZ);
|
|
|
|
if (m_object && impulse.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
m_object->activate();
|
|
if (m_object->isStaticObject())
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
|
|
btVector3 pos(attachX,attachY,attachZ);
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->applyImpulse(impulse,pos);
|
|
|
|
}
|
|
|
|
}
|
|
void CcdPhysicsController::SetActive(bool active)
|
|
{
|
|
}
|
|
// reading out information from physics
|
|
void CcdPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
const btVector3& linvel = body->getLinearVelocity();
|
|
linvX = linvel.x();
|
|
linvY = linvel.y();
|
|
linvZ = linvel.z();
|
|
} else
|
|
{
|
|
linvX = 0.f;
|
|
linvY = 0.f;
|
|
linvZ = 0.f;
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
const btVector3& angvel= body->getAngularVelocity();
|
|
angVelX = angvel.x();
|
|
angVelY = angvel.y();
|
|
angVelZ = angvel.z();
|
|
} else
|
|
{
|
|
angVelX = 0.f;
|
|
angVelY = 0.f;
|
|
angVelZ = 0.f;
|
|
}
|
|
}
|
|
|
|
void CcdPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
|
|
{
|
|
btVector3 pos(posX,posY,posZ);
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
btVector3 linvel = body->getVelocityInLocalPoint(pos);
|
|
linvX = linvel.x();
|
|
linvY = linvel.y();
|
|
linvZ = linvel.z();
|
|
} else
|
|
{
|
|
linvX = 0.f;
|
|
linvY = 0.f;
|
|
linvZ = 0.f;
|
|
}
|
|
}
|
|
void CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
|
|
{
|
|
}
|
|
|
|
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
|
|
void CcdPhysicsController::setRigidBody(bool rigid)
|
|
{
|
|
if (!rigid)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
//fake it for now
|
|
btVector3 inertia = body->getInvInertiaDiagLocal();
|
|
inertia[1] = 0.f;
|
|
body->setInvInertiaDiagLocal(inertia);
|
|
body->updateInertiaTensor();
|
|
}
|
|
}
|
|
}
|
|
|
|
// clientinfo for raycasts for example
|
|
void* CcdPhysicsController::getNewClientInfo()
|
|
{
|
|
return m_newClientInfo;
|
|
}
|
|
void CcdPhysicsController::setNewClientInfo(void* clientinfo)
|
|
{
|
|
m_newClientInfo = clientinfo;
|
|
}
|
|
|
|
|
|
void CcdPhysicsController::UpdateDeactivation(float timeStep)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
body->updateDeactivation( timeStep);
|
|
}
|
|
}
|
|
|
|
bool CcdPhysicsController::wantsSleeping()
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
return body->wantsSleeping();
|
|
}
|
|
//check it out
|
|
return true;
|
|
}
|
|
|
|
PHY_IPhysicsController* CcdPhysicsController::GetReplica()
|
|
{
|
|
// This is used only to replicate Near and Radar sensor controllers
|
|
// The replication of object physics controller is done in KX_BulletPhysicsController::GetReplica()
|
|
CcdConstructionInfo cinfo = m_cci;
|
|
if (m_shapeInfo)
|
|
{
|
|
// This situation does not normally happen
|
|
cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape();
|
|
}
|
|
else if (m_collisionShape)
|
|
{
|
|
switch (m_collisionShape->getShapeType())
|
|
{
|
|
case SPHERE_SHAPE_PROXYTYPE:
|
|
{
|
|
btSphereShape* orgShape = (btSphereShape*)m_collisionShape;
|
|
cinfo.m_collisionShape = new btSphereShape(*orgShape);
|
|
break;
|
|
}
|
|
|
|
case CONE_SHAPE_PROXYTYPE:
|
|
{
|
|
btConeShape* orgShape = (btConeShape*)m_collisionShape;
|
|
cinfo.m_collisionShape = new btConeShape(*orgShape);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
cinfo.m_MotionState = new DefaultMotionState();
|
|
cinfo.m_shapeInfo = m_shapeInfo;
|
|
|
|
CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
|
|
return replica;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////
|
|
///A small utility class, DefaultMotionState
|
|
///
|
|
///////////////////////////////////////////////////////////
|
|
|
|
DefaultMotionState::DefaultMotionState()
|
|
{
|
|
m_worldTransform.setIdentity();
|
|
m_localScaling.setValue(1.f,1.f,1.f);
|
|
}
|
|
|
|
|
|
DefaultMotionState::~DefaultMotionState()
|
|
{
|
|
|
|
}
|
|
|
|
void DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
|
|
{
|
|
posX = m_worldTransform.getOrigin().x();
|
|
posY = m_worldTransform.getOrigin().y();
|
|
posZ = m_worldTransform.getOrigin().z();
|
|
}
|
|
|
|
void DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
|
|
{
|
|
scaleX = m_localScaling.getX();
|
|
scaleY = m_localScaling.getY();
|
|
scaleZ = m_localScaling.getZ();
|
|
}
|
|
|
|
void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
|
|
{
|
|
quatIma0 = m_worldTransform.getRotation().x();
|
|
quatIma1 = m_worldTransform.getRotation().y();
|
|
quatIma2 = m_worldTransform.getRotation().z();
|
|
quatReal = m_worldTransform.getRotation()[3];
|
|
}
|
|
|
|
void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
|
|
{
|
|
btPoint3 pos(posX,posY,posZ);
|
|
m_worldTransform.setOrigin( pos );
|
|
}
|
|
|
|
void DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
|
|
{
|
|
btQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
|
|
m_worldTransform.setRotation( orn );
|
|
}
|
|
|
|
void DefaultMotionState::calculateWorldTransformations()
|
|
{
|
|
|
|
}
|
|
|
|
// Shape constructor
|
|
std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
|
|
|
|
CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, bool polytope)
|
|
{
|
|
if (polytope)
|
|
// not yet supported
|
|
return NULL;
|
|
|
|
std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::const_iterator mit = m_meshShapeMap.find(mesh);
|
|
if (mit != m_meshShapeMap.end())
|
|
return mit->second;
|
|
return NULL;
|
|
}
|
|
|
|
bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, bool polytope,bool useGimpact)
|
|
{
|
|
m_useGimpact = useGimpact;
|
|
|
|
// assume no shape information
|
|
// no support for dynamic change of shape yet
|
|
assert(m_meshObject == NULL);
|
|
m_shapeType = PHY_SHAPE_NONE;
|
|
m_vertexArray.clear();
|
|
m_polygonIndexArray.clear();
|
|
m_meshObject = NULL;
|
|
|
|
if (!meshobj)
|
|
return false;
|
|
|
|
// Mesh has no polygons!
|
|
int numpolys = meshobj->NumPolygons();
|
|
if (!numpolys)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// check that we have at least one colliding polygon
|
|
int numvalidpolys = 0;
|
|
|
|
for (int p=0; p<numpolys; p++)
|
|
{
|
|
RAS_Polygon* poly = meshobj->GetPolygon(p);
|
|
|
|
// only add polygons that have the collisionflag set
|
|
if (poly->IsCollider())
|
|
{
|
|
numvalidpolys++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// No collision polygons
|
|
if (numvalidpolys < 1)
|
|
return false;
|
|
|
|
m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
|
|
|
|
numvalidpolys = 0;
|
|
|
|
for (int p2=0; p2<numpolys; p2++)
|
|
{
|
|
RAS_Polygon* poly = meshobj->GetPolygon(p2);
|
|
|
|
// only add polygons that have the collisionflag set
|
|
if (poly->IsCollider())
|
|
{
|
|
//Bullet can raycast any shape, so
|
|
if (polytope)
|
|
{
|
|
for (int i=0;i<poly->VertexCount();i++)
|
|
{
|
|
const float* vtx = poly->GetVertex(i)->getXYZ();
|
|
btPoint3 point(vtx[0],vtx[1],vtx[2]);
|
|
//avoid duplicates (could better directly use vertex offsets, rather than a vertex compare)
|
|
bool found = false;
|
|
for (int j=0;j<m_vertexArray.size();j++)
|
|
{
|
|
if (m_vertexArray[j]==point)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!found)
|
|
m_vertexArray.push_back(point);
|
|
|
|
numvalidpolys++;
|
|
}
|
|
} else
|
|
{
|
|
{
|
|
const float* vtx = poly->GetVertex(2)->getXYZ();
|
|
btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
|
|
|
|
vtx = poly->GetVertex(1)->getXYZ();
|
|
btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
|
|
|
|
vtx = poly->GetVertex(0)->getXYZ();
|
|
btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
|
|
|
|
m_vertexArray.push_back(vertex0);
|
|
m_vertexArray.push_back(vertex1);
|
|
m_vertexArray.push_back(vertex2);
|
|
m_polygonIndexArray.push_back(p2);
|
|
numvalidpolys++;
|
|
}
|
|
if (poly->VertexCount() == 4)
|
|
{
|
|
const float* vtx = poly->GetVertex(3)->getXYZ();
|
|
btPoint3 vertex0(vtx[0],vtx[1],vtx[2]);
|
|
|
|
vtx = poly->GetVertex(2)->getXYZ();
|
|
btPoint3 vertex1(vtx[0],vtx[1],vtx[2]);
|
|
|
|
vtx = poly->GetVertex(0)->getXYZ();
|
|
btPoint3 vertex2(vtx[0],vtx[1],vtx[2]);
|
|
|
|
m_vertexArray.push_back(vertex0);
|
|
m_vertexArray.push_back(vertex1);
|
|
m_vertexArray.push_back(vertex2);
|
|
m_polygonIndexArray.push_back(p2);
|
|
numvalidpolys++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!numvalidpolys)
|
|
{
|
|
// should not happen
|
|
m_shapeType = PHY_SHAPE_NONE;
|
|
return false;
|
|
}
|
|
m_meshObject = meshobj;
|
|
if (!polytope)
|
|
{
|
|
// triangle shape can be shared, store the mesh object in the map
|
|
m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape()
|
|
{
|
|
btCollisionShape* collisionShape = 0;
|
|
btTriangleMeshShape* concaveShape = 0;
|
|
btTriangleMesh* collisionMeshData = 0;
|
|
btCompoundShape* compoundShape = 0;
|
|
CcdShapeConstructionInfo* nextShapeInfo;
|
|
|
|
switch (m_shapeType)
|
|
{
|
|
case PHY_SHAPE_NONE:
|
|
break;
|
|
|
|
case PHY_SHAPE_BOX:
|
|
collisionShape = new btBoxShape(m_halfExtend);
|
|
break;
|
|
|
|
case PHY_SHAPE_SPHERE:
|
|
collisionShape = new btSphereShape(m_radius);
|
|
break;
|
|
|
|
case PHY_SHAPE_CYLINDER:
|
|
collisionShape = new btCylinderShapeZ(m_halfExtend);
|
|
break;
|
|
|
|
case PHY_SHAPE_CONE:
|
|
collisionShape = new btConeShapeZ(m_radius, m_height);
|
|
break;
|
|
|
|
case PHY_SHAPE_POLYTOPE:
|
|
collisionShape = new btConvexHullShape(&m_vertexArray.begin()->getX(), m_vertexArray.size());
|
|
break;
|
|
|
|
case PHY_SHAPE_MESH:
|
|
// Let's use the latest btScaledBvhTriangleMeshShape: it allows true sharing of
|
|
// triangle mesh information between duplicates => drastic performance increase when
|
|
// duplicating complex mesh objects.
|
|
// BUT it causes a small performance decrease when sharing is not required:
|
|
// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
|
|
// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
|
|
// and btScaledBvhTriangleMeshShape otherwise.
|
|
if (m_useGimpact)
|
|
{
|
|
collisionMeshData = new btTriangleMesh();
|
|
|
|
|
|
// m_vertexArray is necessarily a multiple of 3
|
|
for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
|
|
{
|
|
collisionMeshData->addTriangle(*it++,*it++,*it++);
|
|
}
|
|
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(collisionMeshData);
|
|
|
|
collisionShape = gimpactShape;
|
|
gimpactShape->updateBound();
|
|
|
|
} else
|
|
{
|
|
if (!m_unscaledShape)
|
|
{
|
|
collisionMeshData = new btTriangleMesh(true,false);
|
|
collisionMeshData->m_weldingThreshold = m_weldingThreshold;
|
|
|
|
// m_vertexArray is necessarily a multiple of 3
|
|
for (std::vector<btPoint3>::iterator it=m_vertexArray.begin(); it != m_vertexArray.end(); )
|
|
{
|
|
collisionMeshData->addTriangle(*it++,*it++,*it++);
|
|
}
|
|
// this shape will be shared and not deleted until shapeInfo is deleted
|
|
m_unscaledShape = new btBvhTriangleMeshShape( collisionMeshData, true );
|
|
m_unscaledShape->recalcLocalAabb();
|
|
}
|
|
collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
|
|
}
|
|
break;
|
|
|
|
case PHY_SHAPE_COMPOUND:
|
|
if (m_shapeArray.size() > 0)
|
|
{
|
|
compoundShape = new btCompoundShape();
|
|
for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
|
|
sit != m_shapeArray.end();
|
|
sit++)
|
|
{
|
|
collisionShape = (*sit)->CreateBulletShape();
|
|
if (collisionShape)
|
|
{
|
|
collisionShape->setLocalScaling((*sit)->m_childScale);
|
|
compoundShape->addChildShape((*sit)->m_childTrans, collisionShape);
|
|
}
|
|
}
|
|
collisionShape = compoundShape;
|
|
}
|
|
}
|
|
return collisionShape;
|
|
}
|
|
|
|
void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
|
|
{
|
|
m_shapeArray.push_back(shapeInfo);
|
|
}
|
|
|
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CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
|
|
{
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|
for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
|
|
sit != m_shapeArray.end();
|
|
sit++)
|
|
{
|
|
(*sit)->Release();
|
|
}
|
|
m_shapeArray.clear();
|
|
if (m_unscaledShape)
|
|
{
|
|
DeleteBulletShape(m_unscaledShape);
|
|
}
|
|
m_vertexArray.clear();
|
|
if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL)
|
|
{
|
|
std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
|
|
if (mit != m_meshShapeMap.end() && mit->second == this)
|
|
{
|
|
m_meshShapeMap.erase(mit);
|
|
}
|
|
}
|
|
}
|
|
|
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|