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

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2011-02-25 13:37:23 +00:00
/** \file gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
* \ingroup physbullet
*/
/*
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.
*/
#include "CcdPhysicsEnvironment.h"
#include "CcdPhysicsController.h"
#include "CcdGraphicController.h"
#include <algorithm>
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionDispatch/btGhostObject.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
//profiling/timings
#include "LinearMath/btQuickprof.h"
#include "PHY_IMotionState.h"
#include "PHY_ICharacter.h"
#include "KX_GameObject.h"
#include "RAS_MeshObject.h"
#include "RAS_Polygon.h"
#include "RAS_TexVert.h"
#define CCD_CONSTRAINT_DISABLE_LINKED_COLLISION 0x80
bool useIslands = true;
#ifdef NEW_BULLET_VEHICLE_SUPPORT
#include "BulletDynamics/Vehicle/btRaycastVehicle.h"
#include "BulletDynamics/Vehicle/btVehicleRaycaster.h"
#include "BulletDynamics/Vehicle/btWheelInfo.h"
#include "PHY_IVehicle.h"
btRaycastVehicle::btVehicleTuning gTuning;
#endif //NEW_BULLET_VEHICLE_SUPPORT
#include "LinearMath/btAabbUtil2.h"
#include "MT_Matrix4x4.h"
#include "MT_Vector3.h"
#ifdef WIN32
void DrawRasterizerLine(const float* from,const float* to,int color);
#endif
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
#include <stdio.h>
#include <string.h> // for memset
#ifdef NEW_BULLET_VEHICLE_SUPPORT
class WrapperVehicle : public PHY_IVehicle
{
btRaycastVehicle* m_vehicle;
PHY_IPhysicsController* m_chassis;
public:
WrapperVehicle(btRaycastVehicle* vehicle,PHY_IPhysicsController* chassis)
:m_vehicle(vehicle),
m_chassis(chassis)
{
}
btRaycastVehicle* GetVehicle()
{
return m_vehicle;
}
PHY_IPhysicsController* GetChassis()
{
return m_chassis;
}
virtual void AddWheel(
PHY_IMotionState* motionState,
PHY__Vector3 connectionPoint,
PHY__Vector3 downDirection,
PHY__Vector3 axleDirection,
float suspensionRestLength,
float wheelRadius,
bool hasSteering
)
{
btVector3 connectionPointCS0(connectionPoint[0],connectionPoint[1],connectionPoint[2]);
btVector3 wheelDirectionCS0(downDirection[0],downDirection[1],downDirection[2]);
btVector3 wheelAxle(axleDirection[0],axleDirection[1],axleDirection[2]);
btWheelInfo& info = m_vehicle->addWheel(connectionPointCS0,wheelDirectionCS0,wheelAxle,
suspensionRestLength,wheelRadius,gTuning,hasSteering);
info.m_clientInfo = motionState;
}
void SyncWheels()
{
int numWheels = GetNumWheels();
int i;
for (i=0;i<numWheels;i++)
{
btWheelInfo& info = m_vehicle->getWheelInfo(i);
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PHY_IMotionState* motionState = (PHY_IMotionState*)info.m_clientInfo;
// m_vehicle->updateWheelTransformsWS(info,false);
m_vehicle->updateWheelTransform(i,false);
btTransform trans = m_vehicle->getWheelInfo(i).m_worldTransform;
btQuaternion orn = trans.getRotation();
const btVector3& pos = trans.getOrigin();
motionState->setWorldOrientation(orn.x(),orn.y(),orn.z(),orn[3]);
motionState->setWorldPosition(pos.x(),pos.y(),pos.z());
}
}
virtual int GetNumWheels() const
{
return m_vehicle->getNumWheels();
}
virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const
{
btTransform trans = m_vehicle->getWheelTransformWS(wheelIndex);
posX = trans.getOrigin().x();
posY = trans.getOrigin().y();
posZ = trans.getOrigin().z();
}
virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const
{
btTransform trans = m_vehicle->getWheelTransformWS(wheelIndex);
btQuaternion quat = trans.getRotation();
btMatrix3x3 orn2(quat);
quatX = trans.getRotation().x();
quatY = trans.getRotation().y();
quatZ = trans.getRotation().z();
quatW = trans.getRotation()[3];
//printf("test");
}
virtual float GetWheelRotation(int wheelIndex) const
{
float rotation = 0.f;
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
rotation = info.m_rotation;
}
return rotation;
}
virtual int GetUserConstraintId() const
{
return m_vehicle->getUserConstraintId();
}
virtual int GetUserConstraintType() const
{
return m_vehicle->getUserConstraintType();
}
virtual void SetSteeringValue(float steering,int wheelIndex)
{
m_vehicle->setSteeringValue(steering,wheelIndex);
}
virtual void ApplyEngineForce(float force,int wheelIndex)
{
m_vehicle->applyEngineForce(force,wheelIndex);
}
virtual void ApplyBraking(float braking,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
info.m_brake = braking;
}
}
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virtual void SetWheelFriction(float friction,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_frictionSlip = friction;
}
}
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virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_suspensionStiffness = suspensionStiffness;
}
}
virtual void SetSuspensionDamping(float suspensionDamping,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_wheelsDampingRelaxation = suspensionDamping;
}
}
virtual void SetSuspensionCompression(float suspensionCompression,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_wheelsDampingCompression = suspensionCompression;
}
}
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virtual void SetRollInfluence(float rollInfluence,int wheelIndex)
{
if ((wheelIndex>=0) && (wheelIndex< m_vehicle->getNumWheels()))
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{
btWheelInfo& info = m_vehicle->getWheelInfo(wheelIndex);
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info.m_rollInfluence = rollInfluence;
}
}
virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex)
{
m_vehicle->setCoordinateSystem(rightIndex,upIndex,forwardIndex);
}
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};
#endif //NEW_BULLET_VEHICLE_SUPPORT
class CharacterWrapper : public PHY_ICharacter
{
private:
BlenderBulletCharacterController* m_controller;
public:
CharacterWrapper(BlenderBulletCharacterController* cont)
: m_controller(cont)
{}
virtual void Jump()
{
m_controller->jump();
}
virtual bool OnGround()
{
return m_controller->onGround();
}
virtual float GetGravity()
{
return m_controller->getGravity();
}
virtual void SetGravity(float gravity)
{
m_controller->setGravity(gravity);
}
virtual int GetMaxJumps()
{
return m_controller->getMaxJumps();
}
virtual void SetMaxJumps(int maxJumps)
{
m_controller->setMaxJumps(maxJumps);
}
virtual int GetJumpCount()
{
return m_controller->getJumpCount();
}
};
class CcdOverlapFilterCallBack : public btOverlapFilterCallback
{
private:
class CcdPhysicsEnvironment* m_physEnv;
public:
CcdOverlapFilterCallBack(CcdPhysicsEnvironment* env) :
m_physEnv(env)
{
}
virtual ~CcdOverlapFilterCallBack()
{
}
// return true when pairs need collision
virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const;
};
void CcdPhysicsEnvironment::setDebugDrawer(btIDebugDraw* debugDrawer)
{
if (debugDrawer && m_dynamicsWorld)
m_dynamicsWorld->setDebugDrawer(debugDrawer);
m_debugDrawer = debugDrawer;
}
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#if 0
static void DrawAabb(btIDebugDraw* debugDrawer,const btVector3& from,const btVector3& to,const btVector3& color)
{
btVector3 halfExtents = (to-from)* 0.5f;
btVector3 center = (to+from) *0.5f;
int i,j;
btVector3 edgecoord(1.f,1.f,1.f),pa,pb;
for (i=0;i<4;i++)
{
for (j=0;j<3;j++)
{
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pa = btVector3(edgecoord[0]*halfExtents[0], edgecoord[1]*halfExtents[1],
edgecoord[2]*halfExtents[2]);
pa+=center;
int othercoord = j%3;
edgecoord[othercoord]*=-1.f;
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pb = btVector3(edgecoord[0]*halfExtents[0], edgecoord[1]*halfExtents[1],
edgecoord[2]*halfExtents[2]);
pb+=center;
debugDrawer->drawLine(pa,pb,color);
}
edgecoord = btVector3(-1.f,-1.f,-1.f);
if (i<3)
edgecoord[i]*=-1.f;
}
}
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#endif
CcdPhysicsEnvironment::CcdPhysicsEnvironment(bool useDbvtCulling,btDispatcher* dispatcher,btOverlappingPairCache* pairCache)
:m_cullingCache(NULL),
m_cullingTree(NULL),
m_numIterations(10),
m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
m_enableSatCollisionDetection(false),
m_solver(NULL),
m_ownPairCache(NULL),
m_filterCallback(NULL),
m_ghostPairCallback(NULL),
m_ownDispatcher(NULL),
m_scalingPropagated(false)
{
for (int i=0;i<PHY_NUM_RESPONSE;i++)
{
m_triggerCallbacks[i] = 0;
}
// m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
//m_collisionConfiguration->setConvexConvexMultipointIterations();
if (!dispatcher)
{
btCollisionDispatcher* disp = new btCollisionDispatcher(m_collisionConfiguration);
dispatcher = disp;
btGImpactCollisionAlgorithm::registerAlgorithm(disp);
m_ownDispatcher = dispatcher;
}
//m_broadphase = new btAxisSweep3(btVector3(-1000,-1000,-1000),btVector3(1000,1000,1000));
//m_broadphase = new btSimpleBroadphase();
m_broadphase = new btDbvtBroadphase();
// avoid any collision in the culling tree
if (useDbvtCulling) {
m_cullingCache = new btNullPairCache();
m_cullingTree = new btDbvtBroadphase(m_cullingCache);
}
m_filterCallback = new CcdOverlapFilterCallBack(this);
m_ghostPairCallback = new btGhostPairCallback();
m_broadphase->getOverlappingPairCache()->setOverlapFilterCallback(m_filterCallback);
m_broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(m_ghostPairCallback);
setSolverType(1);//issues with quickstep and memory allocations
// m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
m_dynamicsWorld = new btSoftRigidDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
//m_dynamicsWorld->getSolverInfo().m_linearSlop = 0.01f;
//m_dynamicsWorld->getSolverInfo().m_solverMode= SOLVER_USE_WARMSTARTING + SOLVER_USE_2_FRICTION_DIRECTIONS + SOLVER_RANDMIZE_ORDER + SOLVER_USE_FRICTION_WARMSTARTING;
m_debugDrawer = 0;
setGravity(0.f,0.f,-9.81f);
}
void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
{
btRigidBody* body = ctrl->GetRigidBody();
btCollisionObject* obj = ctrl->GetCollisionObject();
//this m_userPointer is just used for triggers, see CallbackTriggers
obj->setUserPointer(ctrl);
if (body)
body->setGravity( m_gravity );
m_controllers.insert(ctrl);
if (body)
{
//use explicit group/filter for finer control over collision in bullet => near/radar sensor
m_dynamicsWorld->addRigidBody(body, ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
} else
{
if (ctrl->GetSoftBody())
{
btSoftBody* softBody = ctrl->GetSoftBody();
m_dynamicsWorld->addSoftBody(softBody);
} else
{
if (obj->getCollisionShape())
{
m_dynamicsWorld->addCollisionObject(obj, ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
}
if (ctrl->GetCharacterController())
{
m_dynamicsWorld->addAction(ctrl->GetCharacterController());
}
}
}
if (obj->isStaticOrKinematicObject())
{
obj->setActivationState(ISLAND_SLEEPING);
}
assert(obj->getBroadphaseHandle());
}
bool CcdPhysicsEnvironment::removeCcdPhysicsController(CcdPhysicsController* ctrl)
{
//also remove constraint
btRigidBody* body = ctrl->GetRigidBody();
if (body)
{
for (int i=body->getNumConstraintRefs()-1;i>=0;i--)
{
btTypedConstraint* con = body->getConstraintRef(i);
m_dynamicsWorld->removeConstraint(con);
body->removeConstraintRef(con);
//delete con; //might be kept by python KX_ConstraintWrapper
}
m_dynamicsWorld->removeRigidBody(ctrl->GetRigidBody());
} else
{
//if a softbody
if (ctrl->GetSoftBody())
{
m_dynamicsWorld->removeSoftBody(ctrl->GetSoftBody());
} else
{
m_dynamicsWorld->removeCollisionObject(ctrl->GetCollisionObject());
if (ctrl->GetCharacterController())
{
m_dynamicsWorld->removeAction(ctrl->GetCharacterController());
}
}
}
if (ctrl->m_registerCount != 0)
printf("Warning: removing controller with non-zero m_registerCount: %d\n", ctrl->m_registerCount);
//remove it from the triggers
m_triggerControllers.erase(ctrl);
return (m_controllers.erase(ctrl) != 0);
}
void CcdPhysicsEnvironment::updateCcdPhysicsController(CcdPhysicsController* ctrl, btScalar newMass, int newCollisionFlags, short int newCollisionGroup, short int newCollisionMask)
{
// this function is used when the collisionning group of a controller is changed
// remove and add the collistioning object
btRigidBody* body = ctrl->GetRigidBody();
btCollisionObject* obj = ctrl->GetCollisionObject();
if (obj)
{
btVector3 inertia(0.0,0.0,0.0);
m_dynamicsWorld->removeCollisionObject(obj);
obj->setCollisionFlags(newCollisionFlags);
if (body)
{
if (newMass)
body->getCollisionShape()->calculateLocalInertia(newMass, inertia);
body->setMassProps(newMass, inertia);
m_dynamicsWorld->addRigidBody(body, newCollisionGroup, newCollisionMask);
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}
else {
m_dynamicsWorld->addCollisionObject(obj, newCollisionGroup, newCollisionMask);
}
}
// to avoid nasty interaction, we must update the property of the controller as well
ctrl->m_cci.m_mass = newMass;
ctrl->m_cci.m_collisionFilterGroup = newCollisionGroup;
ctrl->m_cci.m_collisionFilterMask = newCollisionMask;
ctrl->m_cci.m_collisionFlags = newCollisionFlags;
}
void CcdPhysicsEnvironment::enableCcdPhysicsController(CcdPhysicsController* ctrl)
{
if (m_controllers.insert(ctrl).second)
{
btCollisionObject* obj = ctrl->GetCollisionObject();
obj->setUserPointer(ctrl);
// update the position of the object from the user
if (ctrl->GetMotionState())
{
btTransform xform = CcdPhysicsController::GetTransformFromMotionState(ctrl->GetMotionState());
ctrl->SetCenterOfMassTransform(xform);
}
m_dynamicsWorld->addCollisionObject(obj,
ctrl->GetCollisionFilterGroup(), ctrl->GetCollisionFilterMask());
}
}
void CcdPhysicsEnvironment::disableCcdPhysicsController(CcdPhysicsController* ctrl)
{
if (m_controllers.erase(ctrl))
{
btRigidBody* body = ctrl->GetRigidBody();
if (body)
{
m_dynamicsWorld->removeRigidBody(body);
} else
{
if (ctrl->GetSoftBody())
{
} else
{
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
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m_dynamicsWorld->removeCollisionObject(ctrl->GetCollisionObject());
}
}
}
}
BGE patch: dynamically update the coumpound parent shape when parenting to a compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
2009-01-13 22:59:18 +00:00
void CcdPhysicsEnvironment::refreshCcdPhysicsController(CcdPhysicsController* ctrl)
{
btCollisionObject* obj = ctrl->GetCollisionObject();
if (obj)
{
btBroadphaseProxy* proxy = obj->getBroadphaseHandle();
if (proxy)
{
m_dynamicsWorld->getPairCache()->cleanProxyFromPairs(proxy,m_dynamicsWorld->getDispatcher());
}
}
}
void CcdPhysicsEnvironment::addCcdGraphicController(CcdGraphicController* ctrl)
{
if (m_cullingTree && !ctrl->getBroadphaseHandle())
{
btVector3 minAabb;
btVector3 maxAabb;
ctrl->getAabb(minAabb, maxAabb);
ctrl->setBroadphaseHandle(m_cullingTree->createProxy(
minAabb,
maxAabb,
INVALID_SHAPE_PROXYTYPE, // this parameter is not used
ctrl,
0, // this object does not collision with anything
0,
NULL, // dispatcher => this parameter is not used
0));
assert(ctrl->getBroadphaseHandle());
}
}
void CcdPhysicsEnvironment::removeCcdGraphicController(CcdGraphicController* ctrl)
{
if (m_cullingTree)
{
btBroadphaseProxy* bp = ctrl->getBroadphaseHandle();
if (bp)
{
m_cullingTree->destroyProxy(bp,NULL);
ctrl->setBroadphaseHandle(0);
}
}
}
void CcdPhysicsEnvironment::beginFrame()
{
}
void CcdPhysicsEnvironment::debugDrawWorld()
{
if (m_dynamicsWorld->getDebugDrawer() && m_dynamicsWorld->getDebugDrawer()->getDebugMode() >0)
m_dynamicsWorld->debugDrawWorld();
}
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
{
std::set<CcdPhysicsController*>::iterator it;
int i;
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
(*it)->SynchronizeMotionStates(timeStep);
}
float subStep = timeStep / float(m_numTimeSubSteps);
i = m_dynamicsWorld->stepSimulation(interval,25,subStep);//perform always a full simulation step
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//uncomment next line to see where Bullet spend its time (printf in console)
//CProfileManager::dumpAll();
processFhSprings(curTime,i*subStep);
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
(*it)->SynchronizeMotionStates(timeStep);
}
//for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
//{
// (*it)->SynchronizeMotionStates(timeStep);
//}
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for (i=0;i<m_wrapperVehicles.size();i++)
{
WrapperVehicle* veh = m_wrapperVehicles[i];
veh->SyncWheels();
}
CallbackTriggers();
return true;
}
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class ClosestRayResultCallbackNotMe : public btCollisionWorld::ClosestRayResultCallback
{
btCollisionObject* m_owner;
btCollisionObject* m_parent;
public:
ClosestRayResultCallbackNotMe(const btVector3& rayFromWorld,const btVector3& rayToWorld,btCollisionObject* owner,btCollisionObject* parent)
:btCollisionWorld::ClosestRayResultCallback(rayFromWorld,rayToWorld),
m_owner(owner),
m_parent(parent)
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{
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}
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
{
//don't collide with self
if (proxy0->m_clientObject == m_owner)
return false;
if (proxy0->m_clientObject == m_parent)
return false;
return btCollisionWorld::ClosestRayResultCallback::needsCollision(proxy0);
}
};
void CcdPhysicsEnvironment::processFhSprings(double curTime,float interval)
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{
std::set<CcdPhysicsController*>::iterator it;
// dynamic of Fh spring is based on a timestep of 1/60
int numIter = (int)(interval*60.0001f);
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for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
CcdPhysicsController* ctrl = (*it);
btRigidBody* body = ctrl->GetRigidBody();
if (body && (ctrl->getConstructionInfo().m_do_fh || ctrl->getConstructionInfo().m_do_rot_fh))
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{
//printf("has Fh or RotFh\n");
//re-implement SM_FhObject.cpp using btCollisionWorld::rayTest and info from ctrl->getConstructionInfo()
//send a ray from {0.0, 0.0, 0.0} towards {0.0, 0.0, -10.0}, in local coordinates
CcdPhysicsController* parentCtrl = ctrl->getParentCtrl();
btRigidBody* parentBody = parentCtrl?parentCtrl->GetRigidBody() : 0;
btRigidBody* cl_object = parentBody ? parentBody : body;
if (body->isStaticOrKinematicObject())
continue;
btVector3 rayDirLocal(0,0,-10);
//m_dynamicsWorld
//ctrl->GetRigidBody();
btVector3 rayFromWorld = body->getCenterOfMassPosition();
//btVector3 rayToWorld = rayFromWorld + body->getCenterOfMassTransform().getBasis() * rayDirLocal;
//ray always points down the z axis in world space...
btVector3 rayToWorld = rayFromWorld + rayDirLocal;
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ClosestRayResultCallbackNotMe resultCallback(rayFromWorld,rayToWorld,body,parentBody);
m_dynamicsWorld->rayTest(rayFromWorld,rayToWorld,resultCallback);
if (resultCallback.hasHit())
{
//we hit this one: resultCallback.m_collisionObject;
CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(resultCallback.m_collisionObject->getUserPointer());
if (controller)
{
if (controller->getConstructionInfo().m_fh_distance < SIMD_EPSILON)
continue;
btRigidBody* hit_object = controller->GetRigidBody();
if (!hit_object)
continue;
CcdConstructionInfo& hitObjShapeProps = controller->getConstructionInfo();
float distance = resultCallback.m_closestHitFraction*rayDirLocal.length()-ctrl->getConstructionInfo().m_radius;
if (distance >= hitObjShapeProps.m_fh_distance)
continue;
//btVector3 ray_dir = cl_object->getCenterOfMassTransform().getBasis()* rayDirLocal.normalized();
btVector3 ray_dir = rayDirLocal.normalized();
btVector3 normal = resultCallback.m_hitNormalWorld;
normal.normalize();
for (int i=0; i<numIter; i++)
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{
if (ctrl->getConstructionInfo().m_do_fh)
{
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btVector3 lspot = cl_object->getCenterOfMassPosition() +
rayDirLocal * resultCallback.m_closestHitFraction;
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lspot -= hit_object->getCenterOfMassPosition();
btVector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocityInLocalPoint(lspot);
btScalar rel_vel_ray = ray_dir.dot(rel_vel);
btScalar spring_extent = 1.0 - distance / hitObjShapeProps.m_fh_distance;
btScalar i_spring = spring_extent * hitObjShapeProps.m_fh_spring;
btScalar i_damp = rel_vel_ray * hitObjShapeProps.m_fh_damping;
cl_object->setLinearVelocity(cl_object->getLinearVelocity() + (-(i_spring + i_damp) * ray_dir));
if (hitObjShapeProps.m_fh_normal)
{
cl_object->setLinearVelocity(cl_object->getLinearVelocity()+(i_spring + i_damp) *(normal - normal.dot(ray_dir) * ray_dir));
}
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btVector3 lateral = rel_vel - rel_vel_ray * ray_dir;
if (ctrl->getConstructionInfo().m_do_anisotropic) {
//Bullet basis contains no scaling/shear etc.
const btMatrix3x3& lcs = cl_object->getCenterOfMassTransform().getBasis();
btVector3 loc_lateral = lateral * lcs;
const btVector3& friction_scaling = cl_object->getAnisotropicFriction();
loc_lateral *= friction_scaling;
lateral = lcs * loc_lateral;
}
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btScalar rel_vel_lateral = lateral.length();
if (rel_vel_lateral > SIMD_EPSILON) {
btScalar friction_factor = hit_object->getFriction();//cl_object->getFriction();
btScalar max_friction = friction_factor * btMax(btScalar(0.0), i_spring);
btScalar rel_mom_lateral = rel_vel_lateral / cl_object->getInvMass();
btVector3 friction = (rel_mom_lateral > max_friction) ?
-lateral * (max_friction / rel_vel_lateral) :
-lateral;
cl_object->applyCentralImpulse(friction);
}
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}
if (ctrl->getConstructionInfo().m_do_rot_fh) {
btVector3 up2 = cl_object->getWorldTransform().getBasis().getColumn(2);
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btVector3 t_spring = up2.cross(normal) * hitObjShapeProps.m_fh_spring;
btVector3 ang_vel = cl_object->getAngularVelocity();
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// only rotations that tilt relative to the normal are damped
ang_vel -= ang_vel.dot(normal) * normal;
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btVector3 t_damp = ang_vel * hitObjShapeProps.m_fh_damping;
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cl_object->setAngularVelocity(cl_object->getAngularVelocity() + (t_spring - t_damp));
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}
}
}
}
}
}
}
void CcdPhysicsEnvironment::setDebugMode(int debugMode)
{
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if (m_debugDrawer) {
m_debugDrawer->setDebugMode(debugMode);
}
}
void CcdPhysicsEnvironment::setNumIterations(int numIter)
{
m_numIterations = numIter;
}
void CcdPhysicsEnvironment::setDeactivationTime(float dTime)
{
gDeactivationTime = dTime;
}
void CcdPhysicsEnvironment::setDeactivationLinearTreshold(float linTresh)
{
gLinearSleepingTreshold = linTresh;
}
void CcdPhysicsEnvironment::setDeactivationAngularTreshold(float angTresh)
{
gAngularSleepingTreshold = angTresh;
}
void CcdPhysicsEnvironment::setContactBreakingTreshold(float contactBreakingTreshold)
{
gContactBreakingThreshold = contactBreakingTreshold;
}
void CcdPhysicsEnvironment::setCcdMode(int ccdMode)
{
m_ccdMode = ccdMode;
}
void CcdPhysicsEnvironment::setSolverSorConstant(float sor)
{
m_dynamicsWorld->getSolverInfo().m_sor = sor;
}
void CcdPhysicsEnvironment::setSolverTau(float tau)
{
m_dynamicsWorld->getSolverInfo().m_tau = tau;
}
void CcdPhysicsEnvironment::setSolverDamping(float damping)
{
m_dynamicsWorld->getSolverInfo().m_damping = damping;
}
void CcdPhysicsEnvironment::setLinearAirDamping(float damping)
{
//gLinearAirDamping = damping;
}
void CcdPhysicsEnvironment::setUseEpa(bool epa)
{
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//gUseEpa = epa;
}
void CcdPhysicsEnvironment::setSolverType(int solverType)
{
switch (solverType)
{
case 1:
{
if (m_solverType != solverType)
{
m_solver = new btSequentialImpulseConstraintSolver();
break;
}
}
case 0:
default:
if (m_solverType != solverType)
{
// m_solver = new OdeConstraintSolver();
break;
}
};
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m_solverType = solverType;
}
void CcdPhysicsEnvironment::getGravity(PHY__Vector3& grav)
{
const btVector3& gravity = m_dynamicsWorld->getGravity();
grav[0] = gravity.getX();
grav[1] = gravity.getY();
grav[2] = gravity.getZ();
}
void CcdPhysicsEnvironment::setGravity(float x,float y,float z)
{
m_gravity = btVector3(x,y,z);
m_dynamicsWorld->setGravity(m_gravity);
m_dynamicsWorld->getWorldInfo().m_gravity.setValue(x,y,z);
}
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static int gConstraintUid = 1;
//Following the COLLADA physics specification for constraints
int CcdPhysicsEnvironment::createUniversalD6Constraint(
class PHY_IPhysicsController* ctrlRef,class PHY_IPhysicsController* ctrlOther,
btTransform& frameInA,
btTransform& frameInB,
const btVector3& linearMinLimits,
const btVector3& linearMaxLimits,
const btVector3& angularMinLimits,
const btVector3& angularMaxLimits,int flags
)
{
bool disableCollisionBetweenLinkedBodies = (0!=(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
//we could either add some logic to recognize ball-socket and hinge, or let that up to the user
//perhaps some warning or hint that hinge/ball-socket is more efficient?
btGeneric6DofConstraint* genericConstraint = 0;
CcdPhysicsController* ctrl0 = (CcdPhysicsController*) ctrlRef;
CcdPhysicsController* ctrl1 = (CcdPhysicsController*) ctrlOther;
btRigidBody* rb0 = ctrl0->GetRigidBody();
btRigidBody* rb1 = ctrl1->GetRigidBody();
if (rb1)
{
bool useReferenceFrameA = true;
genericConstraint = new btGeneric6DofSpringConstraint(
*rb0,*rb1,
frameInA,frameInB,useReferenceFrameA);
genericConstraint->setLinearLowerLimit(linearMinLimits);
genericConstraint->setLinearUpperLimit(linearMaxLimits);
genericConstraint->setAngularLowerLimit(angularMinLimits);
genericConstraint->setAngularUpperLimit(angularMaxLimits);
} else
{
// TODO: Implement single body case...
//No, we can use a fixed rigidbody in above code, rather than unnecessary duplation of code
}
if (genericConstraint)
{
// m_constraints.push_back(genericConstraint);
m_dynamicsWorld->addConstraint(genericConstraint,disableCollisionBetweenLinkedBodies);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(PHY_GENERIC_6DOF_CONSTRAINT);
//64 bit systems can't cast pointer to int. could use size_t instead.
return genericConstraint->getUserConstraintId();
}
return 0;
}
void CcdPhysicsEnvironment::removeConstraint(int constraintId)
{
int i;
int numConstraints = m_dynamicsWorld->getNumConstraints();
for (i=0;i<numConstraints;i++)
{
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId() == constraintId)
{
constraint->getRigidBodyA().activate();
constraint->getRigidBodyB().activate();
m_dynamicsWorld->removeConstraint(constraint);
break;
}
}
}
struct FilterClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
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
PHY_IRayCastFilterCallback& m_phyRayFilter;
const btCollisionShape* m_hitTriangleShape;
int m_hitTriangleIndex;
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.
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FilterClosestRayResultCallback (PHY_IRayCastFilterCallback& phyRayFilter,const btVector3& rayFrom,const btVector3& rayTo)
: btCollisionWorld::ClosestRayResultCallback(rayFrom,rayTo),
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_phyRayFilter(phyRayFilter),
m_hitTriangleShape(NULL),
m_hitTriangleIndex(0)
{
}
virtual ~FilterClosestRayResultCallback()
{
}
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
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
{
if (!(proxy0->m_collisionFilterGroup & m_collisionFilterMask))
return false;
if (!(m_collisionFilterGroup & proxy0->m_collisionFilterMask))
return false;
btCollisionObject* object = (btCollisionObject*)proxy0->m_clientObject;
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
CcdPhysicsController* phyCtrl = static_cast<CcdPhysicsController*>(object->getUserPointer());
if (phyCtrl == m_phyRayFilter.m_ignoreController)
return false;
return m_phyRayFilter.needBroadphaseRayCast(phyCtrl);
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
}
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
{
//CcdPhysicsController* curHit = static_cast<CcdPhysicsController*>(rayResult.m_collisionObject->getUserPointer());
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
// save shape information as ClosestRayResultCallback::AddSingleResult() does not do it
if (rayResult.m_localShapeInfo)
{
m_hitTriangleShape = rayResult.m_collisionObject->getCollisionShape();
m_hitTriangleIndex = rayResult.m_localShapeInfo->m_triangleIndex;
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
} else
{
m_hitTriangleShape = NULL;
m_hitTriangleIndex = 0;
}
return ClosestRayResultCallback::addSingleResult(rayResult,normalInWorldSpace);
}
};
static bool GetHitTriangle(btCollisionShape* shape, CcdShapeConstructionInfo* shapeInfo, int hitTriangleIndex, btVector3 triangle[])
{
// this code is copied from Bullet
const unsigned char *vertexbase;
int numverts;
PHY_ScalarType type;
int stride;
const unsigned char *indexbase;
int indexstride;
int numfaces;
PHY_ScalarType indicestype;
btStridingMeshInterface* meshInterface = NULL;
btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape();
if (triangleShape)
meshInterface = triangleShape->getMeshInterface();
else
{
// other possibility is gImpact
if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
meshInterface = (static_cast<btGImpactMeshShape*>(shape))->getMeshInterface();
}
if (!meshInterface)
return false;
meshInterface->getLockedReadOnlyVertexIndexBase(
&vertexbase,
numverts,
type,
stride,
&indexbase,
indexstride,
numfaces,
indicestype,
0);
unsigned int* gfxbase = (unsigned int*)(indexbase+hitTriangleIndex*indexstride);
const btVector3& meshScaling = shape->getLocalScaling();
for (int j=2;j>=0;j--)
{
2012-10-20 18:46:57 +00:00
int graphicsindex = (indicestype == PHY_SHORT) ? ((unsigned short *)gfxbase)[j] : gfxbase[j];
btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
2012-09-16 04:58:18 +00:00
triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
}
meshInterface->unLockReadOnlyVertexBase(0);
return true;
}
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
PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback, float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
{
btVector3 rayFrom(fromX,fromY,fromZ);
btVector3 rayTo(toX,toY,toZ);
btVector3 hitPointWorld,normalWorld;
//Either Ray Cast with or without filtering
//btCollisionWorld::ClosestRayResultCallback rayCallback(rayFrom,rayTo);
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
FilterClosestRayResultCallback rayCallback(filterCallback,rayFrom,rayTo);
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
PHY_RayCastResult result;
memset(&result, 0, sizeof(result));
// don't collision with sensor object
rayCallback.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
//, ,filterCallback.m_faceNormal);
m_dynamicsWorld->rayTest(rayFrom,rayTo,rayCallback);
if (rayCallback.hasHit())
{
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
CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(rayCallback.m_collisionObject->getUserPointer());
result.m_controller = controller;
result.m_hitPoint[0] = rayCallback.m_hitPointWorld.getX();
result.m_hitPoint[1] = rayCallback.m_hitPointWorld.getY();
result.m_hitPoint[2] = rayCallback.m_hitPointWorld.getZ();
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
if (rayCallback.m_hitTriangleShape != NULL)
{
// identify the mesh polygon
CcdShapeConstructionInfo* shapeInfo = controller->m_shapeInfo;
if (shapeInfo)
{
btCollisionShape* shape = controller->GetCollisionObject()->getCollisionShape();
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
if (shape->isCompound())
{
btCompoundShape* compoundShape = (btCompoundShape*)shape;
CcdShapeConstructionInfo* compoundShapeInfo = shapeInfo;
// need to search which sub-shape has been hit
for (int i=0; i<compoundShape->getNumChildShapes(); i++)
{
shapeInfo = compoundShapeInfo->GetChildShape(i);
shape=compoundShape->getChildShape(i);
if (shape == rayCallback.m_hitTriangleShape)
break;
}
}
if (shape == rayCallback.m_hitTriangleShape &&
rayCallback.m_hitTriangleIndex < shapeInfo->m_polygonIndexArray.size())
{
// save original collision shape triangle for soft body
int hitTriangleIndex = rayCallback.m_hitTriangleIndex;
result.m_meshObject = shapeInfo->GetMesh();
if (shape->isSoftBody())
{
// soft body using different face numbering because of randomization
// hopefully we have stored the original face number in m_tag
btSoftBody* softBody = static_cast<btSoftBody*>(rayCallback.m_collisionObject);
if (softBody->m_faces[hitTriangleIndex].m_tag != 0)
{
rayCallback.m_hitTriangleIndex = (int)((uintptr_t)(softBody->m_faces[hitTriangleIndex].m_tag)-1);
}
}
// retrieve the original mesh polygon (in case of quad->tri conversion)
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
result.m_polygon = shapeInfo->m_polygonIndexArray.at(rayCallback.m_hitTriangleIndex);
// hit triangle in world coordinate, for face normal and UV coordinate
btVector3 triangle[3];
bool triangleOK = false;
if (filterCallback.m_faceUV && (3*rayCallback.m_hitTriangleIndex) < shapeInfo->m_triFaceUVcoArray.size())
{
// interpolate the UV coordinate of the hit point
CcdShapeConstructionInfo::UVco* uvCo = &shapeInfo->m_triFaceUVcoArray[3*rayCallback.m_hitTriangleIndex];
// 1. get the 3 coordinate of the triangle in world space
btVector3 v1, v2, v3;
if (shape->isSoftBody())
{
// soft body give points directly in world coordinate
btSoftBody* softBody = static_cast<btSoftBody*>(rayCallback.m_collisionObject);
v1 = softBody->m_faces[hitTriangleIndex].m_n[0]->m_x;
v2 = softBody->m_faces[hitTriangleIndex].m_n[1]->m_x;
v3 = softBody->m_faces[hitTriangleIndex].m_n[2]->m_x;
} else
{
// for rigid body we must apply the world transform
triangleOK = GetHitTriangle(shape, shapeInfo, hitTriangleIndex, triangle);
if (!triangleOK)
// if we cannot get the triangle, no use to continue
goto SKIP_UV_NORMAL;
v1 = rayCallback.m_collisionObject->getWorldTransform()(triangle[0]);
v2 = rayCallback.m_collisionObject->getWorldTransform()(triangle[1]);
v3 = rayCallback.m_collisionObject->getWorldTransform()(triangle[2]);
}
// 2. compute barycentric coordinate of the hit point
btVector3 v = v2-v1;
btVector3 w = v3-v1;
btVector3 u = v.cross(w);
btScalar A = u.length();
v = v2-rayCallback.m_hitPointWorld;
w = v3-rayCallback.m_hitPointWorld;
u = v.cross(w);
btScalar A1 = u.length();
v = rayCallback.m_hitPointWorld-v1;
w = v3-v1;
u = v.cross(w);
btScalar A2 = u.length();
btVector3 baryCo;
baryCo.setX(A1/A);
baryCo.setY(A2/A);
baryCo.setZ(1.0f-baryCo.getX()-baryCo.getY());
// 3. compute UV coordinate
result.m_hitUV[0] = baryCo.getX()*uvCo[0].uv[0] + baryCo.getY()*uvCo[1].uv[0] + baryCo.getZ()*uvCo[2].uv[0];
result.m_hitUV[1] = baryCo.getX()*uvCo[0].uv[1] + baryCo.getY()*uvCo[1].uv[1] + baryCo.getZ()*uvCo[2].uv[1];
result.m_hitUVOK = 1;
}
// Bullet returns the normal from "outside".
// If the user requests the real normal, compute it now
2011-09-01 02:12:53 +00:00
if (filterCallback.m_faceNormal)
{
if (shape->isSoftBody())
{
// we can get the real normal directly from the body
btSoftBody* softBody = static_cast<btSoftBody*>(rayCallback.m_collisionObject);
rayCallback.m_hitNormalWorld = softBody->m_faces[hitTriangleIndex].m_normal;
} else
{
if (!triangleOK)
triangleOK = GetHitTriangle(shape, shapeInfo, hitTriangleIndex, triangle);
if (triangleOK)
{
btVector3 triangleNormal;
triangleNormal = (triangle[1]-triangle[0]).cross(triangle[2]-triangle[0]);
rayCallback.m_hitNormalWorld = rayCallback.m_collisionObject->getWorldTransform().getBasis()*triangleNormal;
}
}
}
SKIP_UV_NORMAL:
;
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
}
}
}
if (rayCallback.m_hitNormalWorld.length2() > (SIMD_EPSILON*SIMD_EPSILON))
{
rayCallback.m_hitNormalWorld.normalize();
} else
{
rayCallback.m_hitNormalWorld.setValue(1,0,0);
}
result.m_hitNormal[0] = rayCallback.m_hitNormalWorld.getX();
result.m_hitNormal[1] = rayCallback.m_hitNormalWorld.getY();
result.m_hitNormal[2] = rayCallback.m_hitNormalWorld.getZ();
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
filterCallback.reportHit(&result);
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}
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
return result.m_controller;
}
// Handles occlusion culling.
// The implementation is based on the CDTestFramework
struct OcclusionBuffer
{
struct WriteOCL
{
static inline bool Process(btScalar& q,btScalar v) { if (q<v) q=v;return(false); }
static inline void Occlusion(bool& flag) { flag = true; }
};
struct QueryOCL
{
static inline bool Process(btScalar& q,btScalar v) { return(q<=v); }
static inline void Occlusion(bool& flag) { }
};
btScalar* m_buffer;
size_t m_bufferSize;
bool m_initialized;
bool m_occlusion;
int m_sizes[2];
btScalar m_scales[2];
btScalar m_offsets[2];
btScalar m_wtc[16]; // world to clip transform
btScalar m_mtc[16]; // model to clip transform
// constructor: size=largest dimension of the buffer.
// Buffer size depends on aspect ratio
OcclusionBuffer()
{
m_initialized=false;
m_occlusion = false;
m_buffer = NULL;
m_bufferSize = 0;
}
// multiplication of column major matrices: m=m1*m2
template<typename T1, typename T2>
void CMmat4mul(btScalar* m, const T1* m1, const T2* m2)
{
m[ 0] = btScalar(m1[ 0]*m2[ 0]+m1[ 4]*m2[ 1]+m1[ 8]*m2[ 2]+m1[12]*m2[ 3]);
m[ 1] = btScalar(m1[ 1]*m2[ 0]+m1[ 5]*m2[ 1]+m1[ 9]*m2[ 2]+m1[13]*m2[ 3]);
m[ 2] = btScalar(m1[ 2]*m2[ 0]+m1[ 6]*m2[ 1]+m1[10]*m2[ 2]+m1[14]*m2[ 3]);
m[ 3] = btScalar(m1[ 3]*m2[ 0]+m1[ 7]*m2[ 1]+m1[11]*m2[ 2]+m1[15]*m2[ 3]);
m[ 4] = btScalar(m1[ 0]*m2[ 4]+m1[ 4]*m2[ 5]+m1[ 8]*m2[ 6]+m1[12]*m2[ 7]);
m[ 5] = btScalar(m1[ 1]*m2[ 4]+m1[ 5]*m2[ 5]+m1[ 9]*m2[ 6]+m1[13]*m2[ 7]);
m[ 6] = btScalar(m1[ 2]*m2[ 4]+m1[ 6]*m2[ 5]+m1[10]*m2[ 6]+m1[14]*m2[ 7]);
m[ 7] = btScalar(m1[ 3]*m2[ 4]+m1[ 7]*m2[ 5]+m1[11]*m2[ 6]+m1[15]*m2[ 7]);
m[ 8] = btScalar(m1[ 0]*m2[ 8]+m1[ 4]*m2[ 9]+m1[ 8]*m2[10]+m1[12]*m2[11]);
m[ 9] = btScalar(m1[ 1]*m2[ 8]+m1[ 5]*m2[ 9]+m1[ 9]*m2[10]+m1[13]*m2[11]);
m[10] = btScalar(m1[ 2]*m2[ 8]+m1[ 6]*m2[ 9]+m1[10]*m2[10]+m1[14]*m2[11]);
m[11] = btScalar(m1[ 3]*m2[ 8]+m1[ 7]*m2[ 9]+m1[11]*m2[10]+m1[15]*m2[11]);
m[12] = btScalar(m1[ 0]*m2[12]+m1[ 4]*m2[13]+m1[ 8]*m2[14]+m1[12]*m2[15]);
m[13] = btScalar(m1[ 1]*m2[12]+m1[ 5]*m2[13]+m1[ 9]*m2[14]+m1[13]*m2[15]);
m[14] = btScalar(m1[ 2]*m2[12]+m1[ 6]*m2[13]+m1[10]*m2[14]+m1[14]*m2[15]);
m[15] = btScalar(m1[ 3]*m2[12]+m1[ 7]*m2[13]+m1[11]*m2[14]+m1[15]*m2[15]);
}
void setup(int size, const int *view, double modelview[16], double projection[16])
{
m_initialized=false;
m_occlusion=false;
// compute the size of the buffer
int maxsize;
double ratio;
maxsize = (view[2] > view[3]) ? view[2] : view[3];
assert(maxsize > 0);
ratio = 1.0/(2*maxsize);
// ensure even number
m_sizes[0] = 2*((int)(size*view[2]*ratio+0.5));
m_sizes[1] = 2*((int)(size*view[3]*ratio+0.5));
m_scales[0]=btScalar(m_sizes[0]/2);
m_scales[1]=btScalar(m_sizes[1]/2);
m_offsets[0]=m_scales[0]+0.5f;
m_offsets[1]=m_scales[1]+0.5f;
// prepare matrix
// at this time of the rendering, the modelview matrix is the
// world to camera transformation and the projection matrix is
// camera to clip transformation. combine both so that
CMmat4mul(m_wtc, projection, modelview);
}
void initialize()
{
size_t newsize = (m_sizes[0]*m_sizes[1])*sizeof(btScalar);
if (m_buffer)
{
// see if we can reuse
if (newsize > m_bufferSize)
{
free(m_buffer);
m_buffer = NULL;
m_bufferSize = 0;
}
}
if (!m_buffer)
{
m_buffer = (btScalar*)calloc(1, newsize);
m_bufferSize = newsize;
} else
{
// buffer exists already, just clears it
memset(m_buffer, 0, newsize);
}
// memory allocate must succeed
assert(m_buffer != NULL);
m_initialized = true;
m_occlusion = false;
}
void SetModelMatrix(double *fl)
{
CMmat4mul(m_mtc,m_wtc,fl);
if (!m_initialized)
initialize();
}
// transform a segment in world coordinate to clip coordinate
void transformW(const btVector3& x, btVector4& t)
{
t[0] = x[0]*m_wtc[0]+x[1]*m_wtc[4]+x[2]*m_wtc[8]+m_wtc[12];
t[1] = x[0]*m_wtc[1]+x[1]*m_wtc[5]+x[2]*m_wtc[9]+m_wtc[13];
t[2] = x[0]*m_wtc[2]+x[1]*m_wtc[6]+x[2]*m_wtc[10]+m_wtc[14];
t[3] = x[0]*m_wtc[3]+x[1]*m_wtc[7]+x[2]*m_wtc[11]+m_wtc[15];
}
void transformM(const float* x, btVector4& t)
{
t[0] = x[0]*m_mtc[0]+x[1]*m_mtc[4]+x[2]*m_mtc[8]+m_mtc[12];
t[1] = x[0]*m_mtc[1]+x[1]*m_mtc[5]+x[2]*m_mtc[9]+m_mtc[13];
t[2] = x[0]*m_mtc[2]+x[1]*m_mtc[6]+x[2]*m_mtc[10]+m_mtc[14];
t[3] = x[0]*m_mtc[3]+x[1]*m_mtc[7]+x[2]*m_mtc[11]+m_mtc[15];
}
// convert polygon to device coordinates
static bool project(btVector4* p,int n)
{
for (int i=0;i<n;++i)
2012-09-16 04:58:18 +00:00
{
p[i][2]=1/p[i][3];
p[i][0]*=p[i][2];
p[i][1]*=p[i][2];
}
return(true);
}
// pi: closed polygon in clip coordinate, NP = number of segments
// po: same polygon with clipped segments removed
template <const int NP>
static int clip(const btVector4* pi,btVector4* po)
{
btScalar s[2*NP];
btVector4 pn[2*NP];
int i, j, m, n, ni;
// deal with near clipping
for (i=0, m=0;i<NP;++i)
{
s[i]=pi[i][2]+pi[i][3];
if (s[i]<0) m+=1<<i;
}
if (m==((1<<NP)-1))
return(0);
if (m!=0)
{
for (i=NP-1,j=0,n=0;j<NP;i=j++)
{
const btVector4& a=pi[i];
const btVector4& b=pi[j];
const btScalar t=s[i]/(a[3]+a[2]-b[3]-b[2]);
if ((t>0)&&(t<1))
{
pn[n][0] = a[0]+(b[0]-a[0])*t;
pn[n][1] = a[1]+(b[1]-a[1])*t;
pn[n][2] = a[2]+(b[2]-a[2])*t;
pn[n][3] = a[3]+(b[3]-a[3])*t;
++n;
}
if (s[j]>0) pn[n++]=b;
}
// ready to test far clipping, start from the modified polygon
pi = pn;
ni = n;
} else
{
// no clipping on the near plane, keep same vector
ni = NP;
}
// now deal with far clipping
for (i=0, m=0;i<ni;++i)
{
s[i]=pi[i][2]-pi[i][3];
if (s[i]>0) m+=1<<i;
}
if (m==((1<<ni)-1))
return(0);
if (m!=0)
{
for (i=ni-1,j=0,n=0;j<ni;i=j++)
{
const btVector4& a=pi[i];
const btVector4& b=pi[j];
const btScalar t=s[i]/(a[2]-a[3]-b[2]+b[3]);
if ((t>0)&&(t<1))
{
po[n][0] = a[0]+(b[0]-a[0])*t;
po[n][1] = a[1]+(b[1]-a[1])*t;
po[n][2] = a[2]+(b[2]-a[2])*t;
po[n][3] = a[3]+(b[3]-a[3])*t;
++n;
}
if (s[j]<0) po[n++]=b;
}
return(n);
}
for (int i=0;i<ni;++i) po[i]=pi[i];
return(ni);
}
// write or check a triangle to buffer. a,b,c in device coordinates (-1,+1)
template <typename POLICY>
inline bool draw( const btVector4& a,
const btVector4& b,
const btVector4& c,
const float face,
const btScalar minarea)
{
const btScalar a2=btCross(b-a,c-a)[2];
if ((face*a2)<0.f || btFabs(a2)<minarea)
return false;
// further down we are normally going to write to the Zbuffer, mark it so
POLICY::Occlusion(m_occlusion);
int x[3], y[3], ib=1, ic=2;
btScalar z[3];
x[0]=(int)(a.x()*m_scales[0]+m_offsets[0]);
y[0]=(int)(a.y()*m_scales[1]+m_offsets[1]);
z[0]=a.z();
if (a2 < 0.f)
{
// negative aire is possible with double face => must
// change the order of b and c otherwise the algorithm doesn't work
ib=2;
ic=1;
}
x[ib]=(int)(b.x()*m_scales[0]+m_offsets[0]);
x[ic]=(int)(c.x()*m_scales[0]+m_offsets[0]);
y[ib]=(int)(b.y()*m_scales[1]+m_offsets[1]);
y[ic]=(int)(c.y()*m_scales[1]+m_offsets[1]);
z[ib]=b.z();
z[ic]=c.z();
const int mix=btMax(0,btMin(x[0],btMin(x[1],x[2])));
const int mxx=btMin(m_sizes[0],1+btMax(x[0],btMax(x[1],x[2])));
const int miy=btMax(0,btMin(y[0],btMin(y[1],y[2])));
const int mxy=btMin(m_sizes[1],1+btMax(y[0],btMax(y[1],y[2])));
const int width=mxx-mix;
const int height=mxy-miy;
if ((width*height) <= 1)
{
// degenerated in at most one single pixel
btScalar* scan=&m_buffer[miy*m_sizes[0]+mix];
// use for loop to detect the case where width or height == 0
for (int iy=miy;iy<mxy;++iy)
{
for (int ix=mix;ix<mxx;++ix)
{
if (POLICY::Process(*scan,z[0]))
return(true);
if (POLICY::Process(*scan,z[1]))
return(true);
if (POLICY::Process(*scan,z[2]))
return(true);
}
}
2012-10-22 08:15:51 +00:00
}
else if (width == 1) {
// Degenerated in at least 2 vertical lines
// The algorithm below doesn't work when face has a single pixel width
// We cannot use general formulas because the plane is degenerated.
// We have to interpolate along the 3 edges that overlaps and process each pixel.
// sort the y coord to make formula simpler
int ytmp;
btScalar ztmp;
if (y[0] > y[1]) { ytmp=y[1];y[1]=y[0];y[0]=ytmp;ztmp=z[1];z[1]=z[0];z[0]=ztmp; }
if (y[0] > y[2]) { ytmp=y[2];y[2]=y[0];y[0]=ytmp;ztmp=z[2];z[2]=z[0];z[0]=ztmp; }
if (y[1] > y[2]) { ytmp=y[2];y[2]=y[1];y[1]=ytmp;ztmp=z[2];z[2]=z[1];z[1]=ztmp; }
2012-10-22 08:15:51 +00:00
int dy[] = {y[0] - y[1],
y[1] - y[2],
y[2] - y[0]};
btScalar dzy[3];
2012-10-22 08:15:51 +00:00
dzy[0] = (dy[0]) ? (z[0] - z[1]) / dy[0] : btScalar(0.f);
dzy[1] = (dy[1]) ? (z[1] - z[2]) / dy[1] : btScalar(0.f);
dzy[2] = (dy[2]) ? (z[2] - z[0]) / dy[2] : btScalar(0.f);
btScalar v[3] = {dzy[0] * (miy - y[0]) + z[0],
dzy[1] * (miy - y[1]) + z[1],
dzy[2] * (miy - y[2]) + z[2]};
dy[0] = y[1]-y[0];
dy[1] = y[0]-y[1];
dy[2] = y[2]-y[0];
btScalar* scan=&m_buffer[miy*m_sizes[0]+mix];
for (int iy=miy;iy<mxy;++iy)
{
if (dy[0] >= 0 && POLICY::Process(*scan,v[0]))
return(true);
if (dy[1] >= 0 && POLICY::Process(*scan,v[1]))
return(true);
if (dy[2] >= 0 && POLICY::Process(*scan,v[2]))
return(true);
scan+=m_sizes[0];
v[0] += dzy[0]; v[1] += dzy[1]; v[2] += dzy[2];
dy[0]--; dy[1]++, dy[2]--;
}
} else if (height == 1)
{
// Degenerated in at least 2 horizontal lines
// The algorithm below doesn't work when face has a single pixel width
// We cannot use general formulas because the plane is degenerated.
// We have to interpolate along the 3 edges that overlaps and process each pixel.
int xtmp;
btScalar ztmp;
if (x[0] > x[1]) { xtmp=x[1];x[1]=x[0];x[0]=xtmp;ztmp=z[1];z[1]=z[0];z[0]=ztmp; }
if (x[0] > x[2]) { xtmp=x[2];x[2]=x[0];x[0]=xtmp;ztmp=z[2];z[2]=z[0];z[0]=ztmp; }
if (x[1] > x[2]) { xtmp=x[2];x[2]=x[1];x[1]=xtmp;ztmp=z[2];z[2]=z[1];z[1]=ztmp; }
2012-10-22 08:15:51 +00:00
int dx[] = {x[0] - x[1],
x[1] - x[2],
x[2] - x[0]};
btScalar dzx[3];
dzx[0] = (dx[0]) ? (z[0]-z[1])/dx[0] : btScalar(0.f);
dzx[1] = (dx[1]) ? (z[1]-z[2])/dx[1] : btScalar(0.f);
dzx[2] = (dx[2]) ? (z[2]-z[0])/dx[2] : btScalar(0.f);
2012-10-22 08:15:51 +00:00
btScalar v[3] = {dzx[0] * (mix - x[0]) + z[0],
dzx[1] * (mix - x[1]) + z[1],
dzx[2] * (mix - x[2]) + z[2]};
dx[0] = x[1]-x[0];
dx[1] = x[0]-x[1];
dx[2] = x[2]-x[0];
btScalar* scan=&m_buffer[miy*m_sizes[0]+mix];
for (int ix=mix;ix<mxx;++ix)
{
if (dx[0] >= 0 && POLICY::Process(*scan,v[0]))
return(true);
if (dx[1] >= 0 && POLICY::Process(*scan,v[1]))
return(true);
if (dx[2] >= 0 && POLICY::Process(*scan,v[2]))
return(true);
scan++;
v[0] += dzx[0]; v[1] += dzx[1]; v[2] += dzx[2];
dx[0]--; dx[1]++, dx[2]--;
}
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}
else {
// general case
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const int dx[] = {y[0] - y[1],
y[1] - y[2],
y[2] - y[0]};
const int dy[] = {x[1] - x[0] - dx[0] * width,
x[2] - x[1] - dx[1] * width,
x[0] - x[2] - dx[2] * width};
const int a = x[2] * y[0] + x[0] * y[1] - x[2] * y[1] - x[0] * y[2] + x[1] * y[2] - x[1] * y[0];
const btScalar ia = 1 / (btScalar)a;
const btScalar dzx = ia*(y[2]*(z[1]-z[0])+y[1]*(z[0]-z[2])+y[0]*(z[2]-z[1]));
const btScalar dzy = ia*(x[2]*(z[0]-z[1])+x[0]*(z[1]-z[2])+x[1]*(z[2]-z[0]))-(dzx*width);
int c[] = {miy*x[1]+mix*y[0]-x[1]*y[0]-mix*y[1]+x[0]*y[1]-miy*x[0],
miy*x[2]+mix*y[1]-x[2]*y[1]-mix*y[2]+x[1]*y[2]-miy*x[1],
miy*x[0]+mix*y[2]-x[0]*y[2]-mix*y[0]+x[2]*y[0]-miy*x[2]};
btScalar v = ia*((z[2]*c[0])+(z[0]*c[1])+(z[1]*c[2]));
btScalar *scan = &m_buffer[miy*m_sizes[0]];
for (int iy=miy;iy<mxy;++iy)
{
for (int ix=mix;ix<mxx;++ix)
{
if ((c[0]>=0)&&(c[1]>=0)&&(c[2]>=0))
{
if (POLICY::Process(scan[ix],v))
return(true);
}
c[0]+=dx[0];c[1]+=dx[1];c[2]+=dx[2];v+=dzx;
}
c[0]+=dy[0];c[1]+=dy[1];c[2]+=dy[2];v+=dzy;
scan+=m_sizes[0];
}
}
return(false);
}
// clip than write or check a polygon
template <const int NP,typename POLICY>
inline bool clipDraw( const btVector4* p,
const float face,
btScalar minarea)
{
btVector4 o[NP*2];
int n=clip<NP>(p,o);
bool earlyexit=false;
if (n)
{
project(o,n);
for (int i=2;i<n && !earlyexit;++i)
{
earlyexit|=draw<POLICY>(o[0],o[i-1],o[i],face,minarea);
}
}
return(earlyexit);
}
// add a triangle (in model coordinate)
// face = 0.f if face is double side,
// = 1.f if face is single sided and scale is positive
// = -1.f if face is single sided and scale is negative
void appendOccluderM(const float* a,
const float* b,
const float* c,
const float face)
{
btVector4 p[3];
transformM(a,p[0]);
transformM(b,p[1]);
transformM(c,p[2]);
clipDraw<3,WriteOCL>(p,face,btScalar(0.f));
}
// add a quad (in model coordinate)
void appendOccluderM(const float* a,
const float* b,
const float* c,
const float* d,
const float face)
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{
btVector4 p[4];
transformM(a,p[0]);
transformM(b,p[1]);
transformM(c,p[2]);
transformM(d,p[3]);
clipDraw<4,WriteOCL>(p,face,btScalar(0.f));
}
// query occluder for a box (c=center, e=extend) in world coordinate
inline bool queryOccluderW( const btVector3& c,
const btVector3& e)
{
if (!m_occlusion)
// no occlusion yet, no need to check
return true;
btVector4 x[8];
transformW(btVector3(c[0]-e[0],c[1]-e[1],c[2]-e[2]),x[0]);
transformW(btVector3(c[0]+e[0],c[1]-e[1],c[2]-e[2]),x[1]);
transformW(btVector3(c[0]+e[0],c[1]+e[1],c[2]-e[2]),x[2]);
transformW(btVector3(c[0]-e[0],c[1]+e[1],c[2]-e[2]),x[3]);
transformW(btVector3(c[0]-e[0],c[1]-e[1],c[2]+e[2]),x[4]);
transformW(btVector3(c[0]+e[0],c[1]-e[1],c[2]+e[2]),x[5]);
transformW(btVector3(c[0]+e[0],c[1]+e[1],c[2]+e[2]),x[6]);
transformW(btVector3(c[0]-e[0],c[1]+e[1],c[2]+e[2]),x[7]);
for (int i=0;i<8;++i)
{
// the box is clipped, it's probably a large box, don't waste our time to check
if ((x[i][2]+x[i][3])<=0) return(true);
}
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static const int d[] = {1,0,3,2,
4,5,6,7,
4,7,3,0,
6,5,1,2,
7,6,2,3,
5,4,0,1};
for (unsigned int i=0;i<(sizeof(d)/sizeof(d[0]));)
{
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const btVector4 p[] = {x[d[i++]],
x[d[i++]],
x[d[i++]],
x[d[i++]]};
if (clipDraw<4,QueryOCL>(p,1.f,0.f))
return(true);
}
return(false);
}
};
struct DbvtCullingCallback : btDbvt::ICollide
{
PHY_CullingCallback m_clientCallback;
void* m_userData;
OcclusionBuffer *m_ocb;
DbvtCullingCallback(PHY_CullingCallback clientCallback, void* userData)
{
m_clientCallback = clientCallback;
m_userData = userData;
m_ocb = NULL;
}
bool Descent(const btDbvtNode* node)
{
return(m_ocb->queryOccluderW(node->volume.Center(),node->volume.Extents()));
}
void Process(const btDbvtNode* node,btScalar depth)
{
Process(node);
}
void Process(const btDbvtNode* leaf)
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{
btBroadphaseProxy* proxy=(btBroadphaseProxy*)leaf->data;
// the client object is a graphic controller
CcdGraphicController* ctrl = static_cast<CcdGraphicController*>(proxy->m_clientObject);
KX_ClientObjectInfo* info = (KX_ClientObjectInfo*)ctrl->getNewClientInfo();
if (m_ocb)
{
// means we are doing occlusion culling. Check if this object is an occluders
KX_GameObject* gameobj = KX_GameObject::GetClientObject(info);
if (gameobj && gameobj->GetOccluder())
{
double* fl = gameobj->GetOpenGLMatrixPtr()->getPointer();
// this will create the occlusion buffer if not already done
// and compute the transformation from model local space to clip space
m_ocb->SetModelMatrix(fl);
float face = (gameobj->IsNegativeScaling()) ? -1.0f : 1.0f;
// walk through the meshes and for each add to buffer
for (int i=0; i<gameobj->GetMeshCount(); i++)
{
RAS_MeshObject* meshobj = gameobj->GetMesh(i);
const float *v1, *v2, *v3, *v4;
int polycount = meshobj->NumPolygons();
for (int j=0; j<polycount; j++)
{
RAS_Polygon* poly = meshobj->GetPolygon(j);
switch (poly->VertexCount())
{
case 3:
v1 = poly->GetVertex(0)->getXYZ();
v2 = poly->GetVertex(1)->getXYZ();
v3 = poly->GetVertex(2)->getXYZ();
m_ocb->appendOccluderM(v1,v2,v3,((poly->IsTwoside())?0.f:face));
break;
case 4:
v1 = poly->GetVertex(0)->getXYZ();
v2 = poly->GetVertex(1)->getXYZ();
v3 = poly->GetVertex(2)->getXYZ();
v4 = poly->GetVertex(3)->getXYZ();
m_ocb->appendOccluderM(v1,v2,v3,v4,((poly->IsTwoside())?0.f:face));
break;
}
}
}
}
}
if (info)
(*m_clientCallback)(info, m_userData);
}
};
static OcclusionBuffer gOcb;
bool CcdPhysicsEnvironment::cullingTest(PHY_CullingCallback callback, void* userData, PHY__Vector4 *planes, int nplanes, int occlusionRes, const int *viewport, double modelview[16], double projection[16])
{
if (!m_cullingTree)
return false;
DbvtCullingCallback dispatcher(callback, userData);
btVector3 planes_n[6];
btScalar planes_o[6];
if (nplanes > 6)
nplanes = 6;
for (int i=0; i<nplanes; i++)
{
planes_n[i].setValue(planes[i][0], planes[i][1], planes[i][2]);
planes_o[i] = planes[i][3];
}
// if occlusionRes != 0 => occlusion culling
if (occlusionRes)
{
gOcb.setup(occlusionRes, viewport, modelview, projection);
dispatcher.m_ocb = &gOcb;
// occlusion culling, the direction of the view is taken from the first plan which MUST be the near plane
btDbvt::collideOCL(m_cullingTree->m_sets[1].m_root,planes_n,planes_o,planes_n[0],nplanes,dispatcher);
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btDbvt::collideOCL(m_cullingTree->m_sets[0].m_root,planes_n,planes_o,planes_n[0],nplanes,dispatcher);
}
else {
btDbvt::collideKDOP(m_cullingTree->m_sets[1].m_root,planes_n,planes_o,nplanes,dispatcher);
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btDbvt::collideKDOP(m_cullingTree->m_sets[0].m_root,planes_n,planes_o,nplanes,dispatcher);
}
return true;
}
int CcdPhysicsEnvironment::getNumContactPoints()
{
return 0;
}
void CcdPhysicsEnvironment::getContactPoint(int i,float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
{
}
btBroadphaseInterface* CcdPhysicsEnvironment::getBroadphase()
{
return m_dynamicsWorld->getBroadphase();
}
btDispatcher* CcdPhysicsEnvironment::getDispatcher()
{
return m_dynamicsWorld->getDispatcher();
}
void CcdPhysicsEnvironment::MergeEnvironment(CcdPhysicsEnvironment *other)
{
std::set<CcdPhysicsController*>::iterator it;
while (other->m_controllers.begin() != other->m_controllers.end())
{
it= other->m_controllers.begin();
CcdPhysicsController* ctrl= (*it);
other->removeCcdPhysicsController(ctrl);
this->addCcdPhysicsController(ctrl);
}
}
CcdPhysicsEnvironment::~CcdPhysicsEnvironment()
{
#ifdef NEW_BULLET_VEHICLE_SUPPORT
m_wrapperVehicles.clear();
#endif //NEW_BULLET_VEHICLE_SUPPORT
//m_broadphase->DestroyScene();
//delete broadphase ? release reference on broadphase ?
//first delete scene, then dispatcher, because pairs have to release manifolds on the dispatcher
//delete m_dispatcher;
delete m_dynamicsWorld;
if (NULL != m_ownPairCache)
delete m_ownPairCache;
if (NULL != m_ownDispatcher)
delete m_ownDispatcher;
if (NULL != m_solver)
delete m_solver;
if (NULL != m_debugDrawer)
delete m_debugDrawer;
if (NULL != m_filterCallback)
delete m_filterCallback;
if (NULL != m_ghostPairCallback)
delete m_ghostPairCallback;
if (NULL != m_collisionConfiguration)
delete m_collisionConfiguration;
if (NULL != m_broadphase)
delete m_broadphase;
if (NULL != m_cullingTree)
delete m_cullingTree;
if (NULL != m_cullingCache)
delete m_cullingCache;
}
float CcdPhysicsEnvironment::getConstraintParam(int constraintId,int param)
{
btTypedConstraint* typedConstraint = getConstraintById(constraintId);
switch (typedConstraint->getUserConstraintType())
{
case PHY_GENERIC_6DOF_CONSTRAINT:
{
switch (param)
{
case 0: case 1: case 2:
{
//param = 0..2 are linear constraint values
btGeneric6DofConstraint* genCons = (btGeneric6DofConstraint*)typedConstraint;
genCons->calculateTransforms();
return genCons->getRelativePivotPosition(param);
break;
}
case 3: case 4: case 5:
{
//param = 3..5 are relative constraint (Euler) angles
btGeneric6DofConstraint* genCons = (btGeneric6DofConstraint*)typedConstraint;
genCons->calculateTransforms();
return genCons->getAngle(param-3);
break;
}
default:
{
}
}
break;
};
default:
{
};
};
return 0.f;
}
void CcdPhysicsEnvironment::setConstraintParam(int constraintId,int param,float value0,float value1)
{
btTypedConstraint* typedConstraint = getConstraintById(constraintId);
switch (typedConstraint->getUserConstraintType())
{
case PHY_GENERIC_6DOF_CONSTRAINT:
{
switch (param)
{
case 0: case 1: case 2: case 3: case 4: case 5:
{
//param = 0..5 are constraint limits, with low/high limit value
btGeneric6DofConstraint* genCons = (btGeneric6DofConstraint*)typedConstraint;
genCons->setLimit(param,value0,value1);
break;
}
case 6: case 7: case 8:
{
//param = 6,7,8 are translational motors, with value0=target velocity, value1 = max motor force
btGeneric6DofConstraint* genCons = (btGeneric6DofConstraint*)typedConstraint;
int transMotorIndex = param-6;
btTranslationalLimitMotor* transMotor = genCons->getTranslationalLimitMotor();
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transMotor->m_targetVelocity[transMotorIndex] = value0;
transMotor->m_maxMotorForce[transMotorIndex] = value1;
transMotor->m_enableMotor[transMotorIndex] = (value1>0.f);
break;
}
case 9: case 10: case 11:
{
//param = 9,10,11 are rotational motors, with value0=target velocity, value1 = max motor force
btGeneric6DofConstraint* genCons = (btGeneric6DofConstraint*)typedConstraint;
int angMotorIndex = param-9;
btRotationalLimitMotor* rotMotor = genCons->getRotationalLimitMotor(angMotorIndex);
rotMotor->m_enableMotor = (value1 > 0.f);
rotMotor->m_targetVelocity = value0;
rotMotor->m_maxMotorForce = value1;
break;
}
case 12: case 13: case 14: case 15: case 16: case 17:
{
//param 13-17 are for motorized springs on each of the degrees of freedom
btGeneric6DofSpringConstraint* genCons = (btGeneric6DofSpringConstraint*)typedConstraint;
int springIndex = param-12;
if (value0!=0.f)
{
bool springEnabled = true;
genCons->setStiffness(springIndex,value0);
genCons->setDamping(springIndex,value1);
genCons->enableSpring(springIndex,springEnabled);
genCons->setEquilibriumPoint(springIndex);
} else
{
bool springEnabled = false;
genCons->enableSpring(springIndex,springEnabled);
}
break;
}
default:
{
}
};
break;
};
case PHY_CONE_TWIST_CONSTRAINT:
{
switch (param)
{
case 3: case 4: case 5:
{
//param = 3,4,5 are constraint limits, high limit values
btConeTwistConstraint* coneTwist = (btConeTwistConstraint*)typedConstraint;
if (value1<0.0f)
coneTwist->setLimit(param,btScalar(BT_LARGE_FLOAT));
else
coneTwist->setLimit(param,value1);
break;
}
default:
{
}
};
break;
};
case PHY_ANGULAR_CONSTRAINT:
case PHY_LINEHINGE_CONSTRAINT:
{
switch (param)
{
case 3:
{
//param = 3 is a constraint limit, with low/high limit value
btHingeConstraint* hingeCons = (btHingeConstraint*)typedConstraint;
hingeCons->setLimit(value0,value1);
break;
}
default:
{
}
}
break;
};
default:
{
};
};
}
btTypedConstraint* CcdPhysicsEnvironment::getConstraintById(int constraintId)
{
int numConstraints = m_dynamicsWorld->getNumConstraints();
int i;
for (i=0;i<numConstraints;i++)
{
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId()==constraintId)
{
return constraint;
}
}
return 0;
}
void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ctrl1 = (CcdPhysicsController* )ctrl;
// addSensor() is a "light" function for bullet because it is used
// dynamically when the sensor is activated. Use enableCcdPhysicsController() instead
//if (m_controllers.insert(ctrl1).second)
//{
// addCcdPhysicsController(ctrl1);
//}
enableCcdPhysicsController(ctrl1);
}
bool CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = (CcdPhysicsController*)ctrl;
if (!ccdCtrl->Unregister())
return false;
m_triggerControllers.erase(ccdCtrl);
return true;
}
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
disableCcdPhysicsController((CcdPhysicsController*)ctrl);
}
void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
/* printf("addTouchCallback\n(response class = %i)\n",response_class);
//map PHY_ convention into SM_ convention
switch (response_class)
{
case PHY_FH_RESPONSE:
printf("PHY_FH_RESPONSE\n");
break;
case PHY_SENSOR_RESPONSE:
printf("PHY_SENSOR_RESPONSE\n");
break;
case PHY_CAMERA_RESPONSE:
printf("PHY_CAMERA_RESPONSE\n");
break;
case PHY_OBJECT_RESPONSE:
printf("PHY_OBJECT_RESPONSE\n");
break;
case PHY_STATIC_RESPONSE:
printf("PHY_STATIC_RESPONSE\n");
break;
default:
assert(0);
return;
}
*/
m_triggerCallbacks[response_class] = callback;
m_triggerCallbacksUserPtrs[response_class] = user;
}
bool CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ccdCtrl = static_cast<CcdPhysicsController*>(ctrl);
if (!ccdCtrl->Register())
return false;
m_triggerControllers.insert(ccdCtrl);
return true;
}
void CcdPhysicsEnvironment::CallbackTriggers()
{
if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints)))
{
//walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
btDispatcher* dispatcher = m_dynamicsWorld->getDispatcher();
int numManifolds = dispatcher->getNumManifolds();
for (int i=0;i<numManifolds;i++)
{
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
int numContacts = manifold->getNumContacts();
if (numContacts)
{
btRigidBody* rb0 = static_cast<btRigidBody*>(manifold->getBody0());
btRigidBody* rb1 = static_cast<btRigidBody*>(manifold->getBody1());
if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints))
{
for (int j=0;j<numContacts;j++)
{
btVector3 color(1,0,0);
const btManifoldPoint& cp = manifold->getContactPoint(j);
if (m_debugDrawer)
m_debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
}
}
btRigidBody* obj0 = rb0;
btRigidBody* obj1 = rb1;
//m_internalOwner is set in 'addPhysicsController'
CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->getUserPointer());
CcdPhysicsController* ctrl1 = static_cast<CcdPhysicsController*>(obj1->getUserPointer());
std::set<CcdPhysicsController*>::const_iterator i = m_triggerControllers.find(ctrl0);
if (i == m_triggerControllers.end())
{
i = m_triggerControllers.find(ctrl1);
}
if (!(i == m_triggerControllers.end()))
{
m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
ctrl0,ctrl1,0);
}
// Bullet does not refresh the manifold contact point for object without contact response
// may need to remove this when a newer Bullet version is integrated
if (!dispatcher->needsResponse(rb0, rb1))
{
// Refresh algorithm fails sometimes when there is penetration
// (usuall the case with ghost and sensor objects)
// Let's just clear the manifold, in any case, it is recomputed on each frame.
manifold->clearManifold(); //refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform());
}
}
}
}
}
// This call back is called before a pair is added in the cache
// Handy to remove objects that must be ignored by sensors
bool CcdOverlapFilterCallBack::needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
{
btCollisionObject *colObj0, *colObj1;
CcdPhysicsController *sensorCtrl, *objCtrl;
KX_GameObject *kxObj0 = KX_GameObject::GetClientObject(
(KX_ClientObjectInfo*)
((CcdPhysicsController*)
(((btCollisionObject*)proxy0->m_clientObject)->getUserPointer()))
->getNewClientInfo());
KX_GameObject *kxObj1 = KX_GameObject::GetClientObject(
(KX_ClientObjectInfo*)
((CcdPhysicsController*)
(((btCollisionObject*)proxy1->m_clientObject)->getUserPointer()))
->getNewClientInfo());
// First check the filters. Note that this is called during scene
// conversion, so we can't assume the KX_GameObject instances exist. This
// may make some objects erroneously collide on the first frame, but the
// alternative is to have them erroneously miss.
bool collides;
collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
if (kxObj0 && kxObj1) {
collides = collides && kxObj0->CheckCollision(kxObj1);
collides = collides && kxObj1->CheckCollision(kxObj0);
}
if (!collides)
return false;
// additional check for sensor object
if (proxy0->m_collisionFilterGroup & btBroadphaseProxy::SensorTrigger)
{
// this is a sensor object, the other one can't be a sensor object because
// they exclude each other in the above test
assert(!(proxy1->m_collisionFilterGroup & btBroadphaseProxy::SensorTrigger));
colObj0 = (btCollisionObject*)proxy0->m_clientObject;
colObj1 = (btCollisionObject*)proxy1->m_clientObject;
}
else if (proxy1->m_collisionFilterGroup & btBroadphaseProxy::SensorTrigger)
{
colObj0 = (btCollisionObject*)proxy1->m_clientObject;
colObj1 = (btCollisionObject*)proxy0->m_clientObject;
}
else
{
return true;
}
if (!colObj0 || !colObj1)
return false;
sensorCtrl = static_cast<CcdPhysicsController*>(colObj0->getUserPointer());
objCtrl = static_cast<CcdPhysicsController*>(colObj1->getUserPointer());
if (m_physEnv->m_triggerCallbacks[PHY_BROADPH_RESPONSE])
{
return m_physEnv->m_triggerCallbacks[PHY_BROADPH_RESPONSE](m_physEnv->m_triggerCallbacksUserPtrs[PHY_BROADPH_RESPONSE], sensorCtrl, objCtrl, 0);
}
return true;
}
#ifdef NEW_BULLET_VEHICLE_SUPPORT
//complex constraint for vehicles
PHY_IVehicle* CcdPhysicsEnvironment::getVehicleConstraint(int constraintId)
{
int i;
int numVehicles = m_wrapperVehicles.size();
for (i=0;i<numVehicles;i++)
{
WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
if (wrapperVehicle->GetVehicle()->getUserConstraintId() == constraintId)
return wrapperVehicle;
}
return 0;
}
#endif //NEW_BULLET_VEHICLE_SUPPORT
PHY_ICharacter* CcdPhysicsEnvironment::getCharacterController(KX_GameObject *ob)
{
CcdPhysicsController* controller = (CcdPhysicsController*)ob->GetPhysicsController()->GetUserData();
if (controller->GetCharacterController())
return new CharacterWrapper((BlenderBulletCharacterController*)controller->GetCharacterController());
return NULL;
}
int currentController = 0;
int numController = 0;
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
CcdConstructionInfo cinfo;
memset(&cinfo, 0, sizeof(cinfo)); /* avoid uninitialized values */
cinfo.m_collisionShape = new btSphereShape(radius); // memory leak! The shape is not deleted by Bullet and we cannot add it to the KX_Scene.m_shapes list
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
// declare this object as Dyamic rather than static!!
// The reason as it is designed to detect all type of object, including static object
// It would cause static-static message to be printed on the console otherwise
cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_STATIC_OBJECT;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
// we will add later the possibility to select the filter from option
cinfo.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
cinfo.m_collisionFilterGroup = CcdConstructionInfo::SensorFilter;
cinfo.m_bSensor = true;
motionState->m_worldTransform.setIdentity();
motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}
int findClosestNode(btSoftBody* sb,const btVector3& worldPoint);
int findClosestNode(btSoftBody* sb,const btVector3& worldPoint)
{
int node = -1;
btSoftBody::tNodeArray& nodes(sb->m_nodes);
float maxDistSqr = 1e30f;
for (int n=0;n<nodes.size();n++)
{
btScalar distSqr = (nodes[n].m_x - worldPoint).length2();
if (distSqr<maxDistSqr)
{
maxDistSqr = distSqr;
node = n;
}
}
return node;
}
int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl0,class PHY_IPhysicsController* ctrl1,PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ,
float axis1X,float axis1Y,float axis1Z,
float axis2X,float axis2Y,float axis2Z,int flags
)
{
bool disableCollisionBetweenLinkedBodies = (0!=(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
CcdPhysicsController* c0 = (CcdPhysicsController*)ctrl0;
CcdPhysicsController* c1 = (CcdPhysicsController*)ctrl1;
btRigidBody* rb0 = c0 ? c0->GetRigidBody() : 0;
btRigidBody* rb1 = c1 ? c1->GetRigidBody() : 0;
bool rb0static = rb0 ? rb0->isStaticOrKinematicObject() : true;
bool rb1static = rb1 ? rb1->isStaticOrKinematicObject() : true;
btCollisionObject* colObj0 = c0->GetCollisionObject();
if (!colObj0)
{
return 0;
}
btVector3 pivotInA(pivotX,pivotY,pivotZ);
//it might be a soft body, let's try
btSoftBody* sb0 = c0 ? c0->GetSoftBody() : 0;
btSoftBody* sb1 = c1 ? c1->GetSoftBody() : 0;
if (sb0 && sb1)
{
//not between two soft bodies?
return 0;
}
if (sb0)
{
//either cluster or node attach, let's find closest node first
//the soft body doesn't have a 'real' world transform, so get its initial world transform for now
btVector3 pivotPointSoftWorld = sb0->m_initialWorldTransform(pivotInA);
int node=findClosestNode(sb0,pivotPointSoftWorld);
if (node >=0)
{
bool clusterconstaint = false;
/*
switch (type)
{
case PHY_LINEHINGE_CONSTRAINT:
{
if (sb0->clusterCount() && rb1)
{
btSoftBody::LJoint::Specs ls;
ls.erp=0.5f;
ls.position=sb0->clusterCom(0);
sb0->appendLinearJoint(ls,rb1);
clusterconstaint = true;
break;
}
}
case PHY_GENERIC_6DOF_CONSTRAINT:
{
if (sb0->clusterCount() && rb1)
{
btSoftBody::AJoint::Specs as;
as.erp = 1;
as.cfm = 1;
as.axis.setValue(axisX,axisY,axisZ);
sb0->appendAngularJoint(as,rb1);
clusterconstaint = true;
break;
}
break;
}
default:
{
}
};
*/
if (!clusterconstaint)
{
if (rb1)
{
sb0->appendAnchor(node,rb1,disableCollisionBetweenLinkedBodies);
} else
{
sb0->setMass(node,0.f);
}
}
}
return 0;//can't remove soft body anchors yet
}
if (sb1)
{
btVector3 pivotPointAWorld = colObj0->getWorldTransform()(pivotInA);
int node=findClosestNode(sb1,pivotPointAWorld);
if (node >=0)
{
bool clusterconstaint = false;
/*
switch (type)
{
case PHY_LINEHINGE_CONSTRAINT:
{
if (sb1->clusterCount() && rb0)
{
btSoftBody::LJoint::Specs ls;
ls.erp=0.5f;
ls.position=sb1->clusterCom(0);
sb1->appendLinearJoint(ls,rb0);
clusterconstaint = true;
break;
}
}
case PHY_GENERIC_6DOF_CONSTRAINT:
{
if (sb1->clusterCount() && rb0)
{
btSoftBody::AJoint::Specs as;
as.erp = 1;
as.cfm = 1;
as.axis.setValue(axisX,axisY,axisZ);
sb1->appendAngularJoint(as,rb0);
clusterconstaint = true;
break;
}
break;
}
default:
{
}
};*/
if (!clusterconstaint)
{
if (rb0)
{
sb1->appendAnchor(node,rb0,disableCollisionBetweenLinkedBodies);
} else
{
sb1->setMass(node,0.f);
}
}
}
return 0;//can't remove soft body anchors yet
}
if (rb0static && rb1static)
{
return 0;
}
if (!rb0)
return 0;
btVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) :
rb0->getCenterOfMassTransform() * pivotInA;
btVector3 axisInA(axisX,axisY,axisZ);
bool angularOnly = false;
switch (type)
{
case PHY_POINT2POINT_CONSTRAINT:
{
btPoint2PointConstraint* p2p = 0;
if (rb1)
{
p2p = new btPoint2PointConstraint(*rb0,
*rb1,pivotInA,pivotInB);
} else
{
p2p = new btPoint2PointConstraint(*rb0,
pivotInA);
}
m_dynamicsWorld->addConstraint(p2p,disableCollisionBetweenLinkedBodies);
// m_constraints.push_back(p2p);
p2p->setUserConstraintId(gConstraintUid++);
p2p->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
return p2p->getUserConstraintId();
break;
}
case PHY_GENERIC_6DOF_CONSTRAINT:
{
btGeneric6DofConstraint* genericConstraint = 0;
if (rb1)
{
btTransform frameInA;
btTransform frameInB;
btVector3 axis1(axis1X,axis1Y,axis1Z), axis2(axis2X,axis2Y,axis2Z);
if (axis1.length() == 0.0)
{
btPlaneSpace1( axisInA, axis1, axis2 );
}
frameInA.getBasis().setValue( axisInA.x(), axis1.x(), axis2.x(),
axisInA.y(), axis1.y(), axis2.y(),
axisInA.z(), axis1.z(), axis2.z() );
frameInA.setOrigin( pivotInA );
btTransform inv = rb1->getCenterOfMassTransform().inverse();
btTransform globalFrameA = rb0->getCenterOfMassTransform() * frameInA;
frameInB = inv * globalFrameA;
bool useReferenceFrameA = true;
genericConstraint = new btGeneric6DofSpringConstraint(
*rb0,*rb1,
frameInA,frameInB,useReferenceFrameA);
} else
{
static btRigidBody s_fixedObject2( 0,0,0);
btTransform frameInA;
btTransform frameInB;
btVector3 axis1, axis2;
btPlaneSpace1( axisInA, axis1, axis2 );
frameInA.getBasis().setValue( axisInA.x(), axis1.x(), axis2.x(),
2011-09-03 02:15:49 +00:00
axisInA.y(), axis1.y(), axis2.y(),
axisInA.z(), axis1.z(), axis2.z() );
frameInA.setOrigin( pivotInA );
///frameInB in worldspace
frameInB = rb0->getCenterOfMassTransform() * frameInA;
bool useReferenceFrameA = true;
genericConstraint = new btGeneric6DofSpringConstraint(
*rb0,s_fixedObject2,
frameInA,frameInB,useReferenceFrameA);
}
if (genericConstraint)
{
//m_constraints.push_back(genericConstraint);
m_dynamicsWorld->addConstraint(genericConstraint,disableCollisionBetweenLinkedBodies);
genericConstraint->setUserConstraintId(gConstraintUid++);
genericConstraint->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
return genericConstraint->getUserConstraintId();
}
break;
}
case PHY_CONE_TWIST_CONSTRAINT:
{
btConeTwistConstraint* coneTwistContraint = 0;
if (rb1)
{
btTransform frameInA;
btTransform frameInB;
btVector3 axis1(axis1X,axis1Y,axis1Z), axis2(axis2X,axis2Y,axis2Z);
if (axis1.length() == 0.0)
{
btPlaneSpace1( axisInA, axis1, axis2 );
}
frameInA.getBasis().setValue( axisInA.x(), axis1.x(), axis2.x(),
axisInA.y(), axis1.y(), axis2.y(),
axisInA.z(), axis1.z(), axis2.z() );
frameInA.setOrigin( pivotInA );
btTransform inv = rb1->getCenterOfMassTransform().inverse();
btTransform globalFrameA = rb0->getCenterOfMassTransform() * frameInA;
frameInB = inv * globalFrameA;
coneTwistContraint = new btConeTwistConstraint( *rb0,*rb1,
frameInA,frameInB);
} else
{
static btRigidBody s_fixedObject2( 0,0,0);
btTransform frameInA;
btTransform frameInB;
btVector3 axis1, axis2;
btPlaneSpace1( axisInA, axis1, axis2 );
frameInA.getBasis().setValue( axisInA.x(), axis1.x(), axis2.x(),
axisInA.y(), axis1.y(), axis2.y(),
axisInA.z(), axis1.z(), axis2.z() );
frameInA.setOrigin( pivotInA );
///frameInB in worldspace
frameInB = rb0->getCenterOfMassTransform() * frameInA;
coneTwistContraint = new btConeTwistConstraint(
*rb0,s_fixedObject2,
frameInA,frameInB);
}
if (coneTwistContraint)
{
//m_constraints.push_back(genericConstraint);
m_dynamicsWorld->addConstraint(coneTwistContraint,disableCollisionBetweenLinkedBodies);
coneTwistContraint->setUserConstraintId(gConstraintUid++);
coneTwistContraint->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
return coneTwistContraint->getUserConstraintId();
}
break;
}
case PHY_ANGULAR_CONSTRAINT:
angularOnly = true;
case PHY_LINEHINGE_CONSTRAINT:
{
btHingeConstraint* hinge = 0;
if (rb1)
{
// We know the orientations so we should use them instead of
// having btHingeConstraint fill in the blanks any way it wants to.
btTransform frameInA;
btTransform frameInB;
btVector3 axis1(axis1X,axis1Y,axis1Z), axis2(axis2X,axis2Y,axis2Z);
if (axis1.length() == 0.0)
{
btPlaneSpace1( axisInA, axis1, axis2 );
}
// Internally btHingeConstraint's hinge-axis is z
frameInA.getBasis().setValue( axis1.x(), axis2.x(), axisInA.x(),
axis1.y(), axis2.y(), axisInA.y(),
axis1.z(), axis2.z(), axisInA.z() );
frameInA.setOrigin( pivotInA );
btTransform inv = rb1->getCenterOfMassTransform().inverse();
btTransform globalFrameA = rb0->getCenterOfMassTransform() * frameInA;
frameInB = inv * globalFrameA;
hinge = new btHingeConstraint(*rb0,*rb1,frameInA,frameInB);
} else
{
static btRigidBody s_fixedObject2( 0,0,0);
btTransform frameInA;
btTransform frameInB;
btVector3 axis1(axis1X,axis1Y,axis1Z), axis2(axis2X,axis2Y,axis2Z);
if (axis1.length() == 0.0)
{
btPlaneSpace1( axisInA, axis1, axis2 );
}
// Internally btHingeConstraint's hinge-axis is z
frameInA.getBasis().setValue( axis1.x(), axis2.x(), axisInA.x(),
axis1.y(), axis2.y(), axisInA.y(),
axis1.z(), axis2.z(), axisInA.z() );
frameInA.setOrigin( pivotInA );
frameInB = rb0->getCenterOfMassTransform() * frameInA;
hinge = new btHingeConstraint(*rb0, s_fixedObject2, frameInA, frameInB);
}
hinge->setAngularOnly(angularOnly);
//m_constraints.push_back(hinge);
m_dynamicsWorld->addConstraint(hinge,disableCollisionBetweenLinkedBodies);
hinge->setUserConstraintId(gConstraintUid++);
hinge->setUserConstraintType(type);
//64 bit systems can't cast pointer to int. could use size_t instead.
return hinge->getUserConstraintId();
break;
}
#ifdef NEW_BULLET_VEHICLE_SUPPORT
case PHY_VEHICLE_CONSTRAINT:
{
btRaycastVehicle::btVehicleTuning* tuning = new btRaycastVehicle::btVehicleTuning();
btRigidBody* chassis = rb0;
btDefaultVehicleRaycaster* raycaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
btRaycastVehicle* vehicle = new btRaycastVehicle(*tuning,chassis,raycaster);
WrapperVehicle* wrapperVehicle = new WrapperVehicle(vehicle,ctrl0);
m_wrapperVehicles.push_back(wrapperVehicle);
m_dynamicsWorld->addVehicle(vehicle);
vehicle->setUserConstraintId(gConstraintUid++);
vehicle->setUserConstraintType(type);
return vehicle->getUserConstraintId();
break;
};
#endif //NEW_BULLET_VEHICLE_SUPPORT
default:
{
}
};
//btRigidBody& rbA,btRigidBody& rbB, const btVector3& pivotInA,const btVector3& pivotInB
return 0;
}
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
CcdConstructionInfo cinfo;
//don't memset cinfo: this is C++ and values should be set in the constructor!
// we don't need a CcdShapeConstructionInfo for this shape:
// it is simple enough for the standard copy constructor (see CcdPhysicsController::GetReplica)
cinfo.m_collisionShape = new btConeShape(coneradius,coneheight);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
cinfo.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_STATIC_OBJECT;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
// we will add later the possibility to select the filter from option
cinfo.m_collisionFilterMask = CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter;
cinfo.m_collisionFilterGroup = CcdConstructionInfo::SensorFilter;
cinfo.m_bSensor = true;
motionState->m_worldTransform.setIdentity();
// motionState->m_worldTransform.setOrigin(btVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}
float CcdPhysicsEnvironment::getAppliedImpulse(int constraintid)
{
int i;
int numConstraints = m_dynamicsWorld->getNumConstraints();
for (i=0;i<numConstraints;i++)
{
btTypedConstraint* constraint = m_dynamicsWorld->getConstraint(i);
if (constraint->getUserConstraintId() == constraintid)
{
return constraint->getAppliedImpulse();
}
}
return 0.f;
}
void CcdPhysicsEnvironment::exportFile(const char* filename)
{
btDefaultSerializer* serializer = new btDefaultSerializer();
for (int i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
{
btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
CcdPhysicsController* controller = static_cast<CcdPhysicsController*>(colObj->getUserPointer());
if (controller)
{
const char* name = controller->getName();
if (name)
{
serializer->registerNameForPointer(colObj,name);
}
}
}
m_dynamicsWorld->serialize(serializer);
FILE* file = fopen(filename,"wb");
if (file)
{
fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
fclose(file);
}
}