blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
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#include "CcdPhysicsController.h"
#include "btBulletDynamicsCommon.h"
#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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#include "PHY_IMotionState.h"
#include "CcdPhysicsEnvironment.h"
#include "RAS_MeshObject.h"
#include "BulletSoftBody/btSoftBody.h"
#include "BulletSoftBody//btSoftBodyInternals.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "LinearMath/btConvexHull.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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class BP_Proxy;
///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
//'temporarily' global variables
//float gDeactivationTime = 2.f;
//bool gDisableDeactivation = false;
extern float gDeactivationTime;
extern bool gDisableDeactivation;
float gLinearSleepingTreshold = 0.8f;
float gAngularSleepingTreshold = 1.0f;
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btVector3 startVel(0,0,0);//-10000);
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CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
:m_cci(ci)
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{
m_collisionDelay = 0;
m_newClientInfo = 0;
m_registerCount = 0;
// copy pointers locally to allow smart release
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m_MotionState = ci.m_MotionState;
m_collisionShape = ci.m_collisionShape;
// apply scaling before creating rigid body
m_collisionShape->setLocalScaling(m_cci.m_scaling);
if (m_cci.m_mass)
m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
// shape info is shared, increment ref count
m_shapeInfo = ci.m_shapeInfo;
if (m_shapeInfo)
m_shapeInfo->AddRef();
m_bulletMotionState = 0;
CreateRigidbody();
///???
#ifdef WIN32
if (GetRigidBody() && !GetRigidBody()->isStaticObject())
GetRigidBody()->setLinearVelocity(startVel);
#endif
}
btTransform CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
{
btTransform trans;
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float tmp[3];
motionState->getWorldPosition(tmp[0],tmp[1],tmp[2]);
trans.setOrigin(btVector3(tmp[0],tmp[1],tmp[2]));
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btQuaternion orn;
motionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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trans.setRotation(orn);
return trans;
}
class BlenderBulletMotionState : public btMotionState
{
PHY_IMotionState* m_blenderMotionState;
public:
BlenderBulletMotionState(PHY_IMotionState* bms)
:m_blenderMotionState(bms)
{
}
virtual void getWorldTransform(btTransform& worldTrans ) const
{
float pos[3];
float quatOrn[4];
m_blenderMotionState->getWorldPosition(pos[0],pos[1],pos[2]);
m_blenderMotionState->getWorldOrientation(quatOrn[0],quatOrn[1],quatOrn[2],quatOrn[3]);
worldTrans.setOrigin(btVector3(pos[0],pos[1],pos[2]));
worldTrans.setBasis(btMatrix3x3(btQuaternion(quatOrn[0],quatOrn[1],quatOrn[2],quatOrn[3])));
}
virtual void setWorldTransform(const btTransform& worldTrans)
{
m_blenderMotionState->setWorldPosition(worldTrans.getOrigin().getX(),worldTrans.getOrigin().getY(),worldTrans.getOrigin().getZ());
btQuaternion rotQuat = worldTrans.getRotation();
m_blenderMotionState->setWorldOrientation(rotQuat[0],rotQuat[1],rotQuat[2],rotQuat[3]);
m_blenderMotionState->calculateWorldTransformations();
}
};
btRigidBody* CcdPhysicsController::GetRigidBody()
{
return btRigidBody::upcast(m_object);
}
btCollisionObject* CcdPhysicsController::GetCollisionObject()
{
return m_object;
}
btSoftBody* CcdPhysicsController::GetSoftBody()
{
return btSoftBody::upcast(m_object);
}
#include "BulletSoftBody/btSoftBodyHelpers.h"
void CcdPhysicsController::CreateRigidbody()
{
btTransform trans = GetTransformFromMotionState(m_MotionState);
m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
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///either create a btCollisionObject, btRigidBody or btSoftBody
//create a collision object
int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
//disable soft body until first sneak preview is ready
if (m_cci.m_bSoft && m_cci.m_collisionShape &&
(shapeType == CONVEX_HULL_SHAPE_PROXYTYPE))
//(shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
//(shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)))
{
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;
int nodecount = 0;
int numtriangles = 1;
btVector3 p(0,0,0);// = getOrigin();
btScalar h = 1.f;
btSoftRigidDynamicsWorld* softDynaWorld = (btSoftRigidDynamicsWorld*)m_cci.m_physicsEnv->getDynamicsWorld();
PHY__Vector3 grav;
grav[0] = softDynaWorld->getGravity().getX();
grav[1] = softDynaWorld->getGravity().getY();
grav[2] = softDynaWorld->getGravity().getZ();
softDynaWorld->getWorldInfo().m_gravity.setValue(grav[0],grav[1],grav[2]); //??
//btSoftBody* psb=btSoftBodyHelpers::CreateRope(sbi, btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25), 16,1+2);
btSoftBody* psb = 0;
if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
{
btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
btAlignedObjectArray<btVector3> transformedVertices;
transformedVertices.resize(convexHull->getNumPoints());
for (int i=0;i<convexHull->getNumPoints();i++)
{
transformedVertices[i] = trans(convexHull->getPoints()[i]);
}
//psb = btSoftBodyHelpers::CreateFromConvexHull(sbi,&transformedVertices[0],convexHull->getNumPoints());
{
int nvertices = convexHull->getNumPoints();
const btVector3* vertices = &transformedVertices[0];
btSoftBodyWorldInfo& worldInfo = softDynaWorld->getWorldInfo();
HullDesc hdsc(QF_TRIANGLES,nvertices,vertices);
HullResult hres;
HullLibrary hlib;/*??*/
hdsc.mMaxVertices=nvertices;
hlib.CreateConvexHull(hdsc,hres);
psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
&hres.m_OutputVertices[0],0);
for(int i=0;i<(int)hres.mNumFaces;++i)
{
const int idx[]={ hres.m_Indices[i*3+0],
hres.m_Indices[i*3+1],
hres.m_Indices[i*3+2]};
if(idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]);
if(idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]);
if(idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]);
psb->appendFace(idx[0],idx[1],idx[2]);
}
///create a mapping between graphics mesh vertices and soft body vertices
{
RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
if (rasMesh)
{
//printf("apply\n");
RAS_MeshSlot::iterator it;
RAS_MeshMaterial *mmat;
RAS_MeshSlot *slot;
size_t i;
//for each material
for (int m=0;m<rasMesh->NumMaterials();m++)
{
// The vertex cache can only be updated for this deformer:
// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
mmat = rasMesh->GetMeshMaterial(m);
slot = mmat->m_baseslot;
for(slot->begin(it); !slot->end(it); slot->next(it))
{
int index = 0;
for(i=it.startvertex; i<it.endvertex; i++,index++)
{
RAS_TexVert* vertex = &it.vertex[i];
//search closest index, and store it in vertex
vertex->setSoftBodyIndex(0);
btScalar maxDistSqr = 1e30;
btSoftBody::tNodeArray& nodes(psb->m_nodes);
btVector3 xyz = trans(btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]));
for (int n=0;n<nodes.size();n++)
{
btScalar distSqr = (nodes[n].m_x - xyz).length2();
if (distSqr<maxDistSqr)
{
maxDistSqr = distSqr;
vertex->setSoftBodyIndex(n);
}
}
}
}
}
}
}
hlib.ReleaseResult(hres);
}
} else
{
/*
if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
{
btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
///only deal with meshes that have 1 sub part/component, for now
if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
{
unsigned char* vertexBase;
PHY_ScalarType vertexType;
int numverts;
int vertexstride;
unsigned char* indexbase;
int indexstride;
int numtris;
PHY_ScalarType indexType;
trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
}
} else
{
btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
///only deal with meshes that have 1 sub part/component, for now
if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
{
unsigned char* vertexBase;
PHY_ScalarType vertexType;
int numverts;
int vertexstride;
unsigned char* indexbase;
int indexstride;
int numtris;
PHY_ScalarType indexType;
trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
}
//psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
}
*/
}
m_object = psb;
//psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS;
psb->m_cfg.collisions = btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::CL_SS;
//psb->m_cfg.collisions = btSoftBody::fCollision::CL_SS + btSoftBody::fCollision::CL_RS;
//btSoftBody::Material* pm=psb->appendMaterial();
btSoftBody::Material* pm=psb->m_materials[0];
pm->m_kLST = m_cci.m_linearStiffness;
pm->m_kAST = m_cci.m_angularStiffness;
pm->m_kVST = m_cci.m_volumePreservation;
//pm->m_kAST = 0.01f;
//pm->m_kVST = 0.001f;
psb->generateBendingConstraints(2,pm);
//psb->m_cfg.piterations = 4;
//psb->m_cfg.viterations = 4;
//psb->m_cfg.diterations = 4;
//psb->m_cfg.citerations = 4;
if (m_cci.m_gamesoftFlag & 2)//OB_SB_GOAL)
{
psb->setPose(false,true);//
} else
{
psb->setPose(true,false);
}
psb->m_cfg.kDF = 0.5;
psb->m_cfg.kMT = 0.05;
psb->m_cfg.piterations = 5;
psb->m_cfg.piterations = 5;
//psb->m_cfg.kVC = 20;
psb->randomizeConstraints();
/*
psb->m_cfg.kDF = 0.1f;//1.f;
psb->m_cfg.kDP = 0.0001;
//psb->m_cfg.kDP = 0.005;
psb->m_cfg.kCHR = 0.1;
//psb->m_cfg.kVCF = 0.1f;
psb->m_cfg.kVCF = 0.0001f;
//psb->m_cfg.kAHR = 0.1f;
psb->m_cfg.kAHR = 0.0001f;
psb->m_cfg.kMT = 0.1f;
//psb->m_cfg.kDF=1;
*/
// psb->activate();
// psb->setActivationState(1);
// psb->setDeactivationTime(1.f);
//psb->m_materials[0]->m_kLST = 0.1+(i/(btScalar)(n-1))*0.9;
psb->setTotalMass(m_cci.m_mass);
psb->generateClusters(8);//(64);
psb->setCollisionFlags(0);
// m_object->setCollisionShape(rbci.m_collisionShape);
btTransform startTrans;
if (rbci.m_motionState)
{
rbci.m_motionState->getWorldTransform(startTrans);
} else
{
startTrans = rbci.m_startWorldTransform;
}
//startTrans.setIdentity();
//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);
// 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);
}
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//
// 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();
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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);
}
}
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}
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;
}
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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();
}
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}
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/**
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]);
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m_MotionState->calculateWorldTransformations();
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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;
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/* 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);
}
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return true;
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}
/**
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_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
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
m_collisionShape->setMargin(m_cci.m_margin);
m_collisionShape->setLocalScaling(m_cci.m_scaling);
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
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())
{
//not yet
} 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);
}
}
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}
// 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);
}
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}
void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
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{
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);
}
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}
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);
}
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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];
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}
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);
}
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}
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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);
// not required
//m_bulletMotionState->setWorldTransform(xform);
}
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}
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();
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}
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);
}
}
}
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}
// 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);
}
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}
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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)
soft->addForce(force);
}
}
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}
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);
}
{
btTransform xform = m_object->getWorldTransform();
if (local)
{
angvel = xform.getBasis()*angvel;
}
btRigidBody* body = GetRigidBody();
if (body)
body->setAngularVelocity(angvel);
}
}
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}
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);
}
{
btTransform xform = m_object->getWorldTransform();
if (local)
{
linVel = xform.getBasis()*linVel;
}
btRigidBody* body = GetRigidBody();
if (body)
body->setLinearVelocity(linVel);
}
}
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}
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);
}
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}
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;
}
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}
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;
}
}
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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 rel_pos = pos-body->getCenterOfMassPosition();
btVector3 linvel = body->getVelocityInLocalPoint(rel_pos);
linvX = linvel.x();
linvY = linvel.y();
linvZ = linvel.z();
} else
{
linvX = 0.f;
linvY = 0.f;
linvZ = 0.f;
}
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}
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();
}
}
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}
// clientinfo for raycasts for example
void* CcdPhysicsController::getNewClientInfo()
{
return m_newClientInfo;
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}
void CcdPhysicsController::setNewClientInfo(void* clientinfo)
{
m_newClientInfo = clientinfo;
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}
void CcdPhysicsController::UpdateDeactivation(float timeStep)
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{
btRigidBody* body = GetRigidBody();
if (body)
{
body->updateDeactivation( timeStep);
}
}
bool CcdPhysicsController::wantsSleeping()
{
btRigidBody* body = GetRigidBody();
if (body)
{
return body->wantsSleeping();
}
//check it out
return true;
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}
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)
{
// assume no shape information
// no support for dynamic change of shape yet
assert(m_meshObject == NULL);
m_shapeType = PHY_SHAPE_NONE;
m_vertexArray.clear();
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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);
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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);
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
m_polygonIndexArray.push_back(p2);
numvalidpolys++;
}
}
}
}
if (!numvalidpolys)
{
// should not happen
m_shapeType = PHY_SHAPE_NONE;
return false;
}
BGE patch: KX_GameObject::rayCast() improvements to have X-Ray option, return true face normal and hit polygon information. rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
2008-08-27 19:34:19 +00:00
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_unscaledShape)
{
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++);
}
// 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);
}
CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
{
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);
}
}
}