/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifdef USE_ODE #include "OdePhysicsController.h" #include "PHY_IMotionState.h" #include #ifdef HAVE_CONFIG_H #include #endif /////////////////////////////////////////////////////////////////////////// // // general to-do list for ODE physics. This is maintained in doxygen format. // /// \todo determine assignment time for bounding spheres. /// /// it appears you have to select "sphere" for bounding volume AND "draw bounds" /// in order for a bounding sphere to be generated. otherwise a box is generated. /// determine exactly when and how the bounding volumes are generated and make /// this consistent. /// } /// /// \todo bounding sphere size incorrect /// /// it appears NOT to use the size of the shown bounding sphere (button "draw bounds"). /// it appears instead to use the size of the "size" dynamic parameter in the /// gamebuttons but this "size" draws an incorrectly-sized circle on screen for the /// bounding sphere (leftover skewed size calculation from sumo?) so figure out WHERE /// its getting the radius from. /// /// \todo ODE collisions must fire collision actuator /// /// See OdePhysicsEnvironment::OdeNearCallback. If a sensor was created to check /// for the presence of this collision, then in the NearCallback you need to /// take appropriate action regarding the sensor - something like checking its /// controller and if needed firing its actuator. Need to find similar code in /// Fuzzics which fires collision controllers/actuators. /// /// \todo Are ghost collisions possible? /// /// How do ghost collisions work? Do they require collision detection through ODE /// and NON-CREATION of contact-joint in OdeNearCallback? Currently OdeNearCallback /// creates joints ALWAYS for collisions. /// /// \todo Why is KX_GameObject::addLinearVelocity commented out? /// /// Try putting this code back in. /// /// \todo Too many non-dynamic actors bogs down ODE physics /// /// Lots of "geoms" (ODE static geometry) probably slows down ode. Try a test file /// with lots of static geometry - the game performance in Blender says it is /// spending all its time in physics, and I bet all that time is in collision /// detection. It's ode's non-hierarchical collision detection. /// try making a separate ode test program (not within blender) with 1000 geoms and /// see how fast it is. if it is really slow, there is the culprit. /// isnt someone working on an improved ODE collision detector? check /// ode mailing list. /// /// /// \todo support collision of dynas with non-dynamic triangle meshes /// /// ODE has trimesh-collision support but only for trimeshes without a transform /// matrix. update ODE tricollider to support a transform matrix. this will allow /// moving trimeshes non-dynamically (e.g. through Ipos). then collide trimeshes /// with dynas. this allows dynamic primitives (spheres, boxes) to collide with /// non-dynamic or kinematically controlled tri-meshes. full dynamic trimesh to /// dynamic trimesh support is hard because it requires (a) collision and penetration /// depth for trimesh to trimesh and (hard to compute) (b) an intertia tensor /// (easy to compute). /// /// a triangle mesh collision geometry should be created when the blender /// bounding volume (F9, EDITBUTTONS) is set to "polyheder", since this is /// currently the place where sphere/box selection is made /// /// \todo specify ODE ERP+CFM in blender interface /// /// when ODE physics selected, have to be able to set global cfm and erp. /// per-joint erp/cfm could be handled in constraint window. /// /// \todo moving infinite mass objects should impart extra impulse to objects they collide with /// /// currently ODE's ERP pushes them apart but doesn't account for their motion. /// you have to detect if one body in a collision is a non-dyna. This /// requires adding a new accessor method to /// KX_IPhysicsInterfaceController to access the hidden m_isDyna variable, /// currently it can only be written, not read). If one of the bodies in a /// collision is a non-dyna, then impart an extra impulse based on the /// motion of the static object (using its last 2 frames as an approximation /// of its linear and angular velocity). Linear velocity is easy to /// approximate, but angular? you have orientation at this frame and /// orientation at previous frame. The question is what is the angular /// velocity which would have taken you from the previous frame's orientation /// to this frame's orientation? /// /// \todo allow tweaking bounding volume size /// /// the scene converter currently uses the blender bounding volume of the selected /// object as the geometry for ODE collision purposes. this is good and automatic /// intuitive - lets you choose between cube, sphere, mesh. but you need to be able /// to tweak this size for physics. /// /// \todo off center meshes totally wrong for ode /// /// ode uses x, y, z extents regradless of center. then places geom at center of object. /// but visual geom is not necessarily at center. need to detect off-center situations. /// then do what? treat it as an encapsulated off-center mass, or recenter it? /// /// i.o.w. recalculate center, or recalculate mass distribution (using encapsulation)? /// /// \todo allow off-center mass /// /// using ode geometry encapsulators /// /// \todo allow entering compound geoms for complex collision shapes specified as a union of simpler shapes /// /// The collision shape for arbitrary triangle meshes can probably in general be ///well approximated by a compound ODE geometry object, which is merely a combination ///of many primitives (capsule, sphere, box). I eventually want to add the ability ///to associate compound geometry objects with Blender gameobjects. I think one ///way of doing this would be to add a new button in the GameButtons, "RigidBodyCompound". ///If the object is "Dynamic" + "RigidBody", then the object's bounding volume (sphere, ///box) is created. If an object is "Dynamic" + "RigidBodyCompound", then the object itself ///will merely create a "wrapper" compound object, with the actual geometry objects ///being created from the object's children in Blender. E.g. if I wanted to make a ///compound collision object consisting of a sphere and 2 boxes, I would create a ///parent gameobject with the actual triangle mesh, and set its GameButtons to ///"RigidBodyCompound". I would then create 3 children of this object, 1 sphere and ///2 boxes, and set the GameButtons for the children to be "RigidBody". Then at ///scene conversion time, the scene converter sees "RigidBodyCompound" for the ///top-level object, then appropriately traverses the children and creates the compound ///collision geometry consisting of 2 boxes and a sphere. In this way, arbitrary ///mesh-mesh collision becomes much less necessary - the artist can (or must, ///depending on your point of view!) approximate the collision shape for arbitrary ///meshes with a combination of one or more primitive shapes. I think using the ///parent/child relationship in Blender and a new button "RigidBodyCompound" for the ///parent object of a compound is a feasible way of doing this in Blender. /// ///See ODE demo test_boxstack and look at the code when you drop a compound object ///with the "X" key. /// /// \todo add visual specification of constraints /// /// extend the armature constraint system. by using empties and constraining one empty /// to "copy location" of another, you can get a p2p constraint between the two empties. /// by making the two empties each a parent of a blender object, you effectively have /// a p2p constraint between 2 blender bodies. the scene converter can detect these /// empties, detect the constraint, and generate an ODE constraint. /// /// then add a new constraint type "hinge" and "slider" to correspond to ODE joints. /// e.g. a slider would be a constraint which restricts the axis of its object to lie /// along the same line as another axis of a different object. e.g. you constrain x-axis /// of one empty to lie along the same line as the z-axis of another empty; this gives /// a slider joint. /// /// open questions: how to handle powered joints? to what extent should/must constraints /// be enforced during modeling? use CCD-style algorithm in modeler to enforce constraints? /// how about ODE powered constraints e.g. motors? /// /// \todo enable suspension of bodies /// ODE offers native support for suspending dynas. but what about suspending non-dynas /// (e.g. geoms)? suspending geoms is also necessary to ease the load of ODE's (simple?) /// collision detector. suspending dynas and geoms is important for the activity culling, /// which apparently works at a simple level. perhaps suspension should actually /// remove or insert geoms/dynas into the ODE space/world? is this operation (insertion/ /// removal) fast enough at run-time? test it. if fast enough, then suspension=remove from /// ODE simulation, awakening=insertion into ODE simulation. /// /// \todo python interface for tweaking constraints via python /// /// \todo raytesting to support gameengine sensors that need it /// /// \todo investigate compatibility issues with old Blender 2.25 physics engine (sumo/fuzzics) /// is it possible to have compatibility? how hard is it? how important is it? ODEPhysicsController::ODEPhysicsController(bool dyna, bool fullRigidBody, bool phantom, class PHY_IMotionState* motionstate, struct dxSpace* space, struct dxWorld* world, float mass,float friction,float restitution, bool implicitsphere,float center[3],float extents[3],float radius) : m_OdeDyna(dyna), m_firstTime(true), m_bFullRigidBody(fullRigidBody), m_bPhantom(phantom), m_bKinematic(false), m_bPrevKinematic(false), m_MotionState(motionstate), m_OdeSuspendDynamics(false), m_space(space), m_world(world), m_mass(mass), m_friction(friction), m_restitution(restitution), m_bodyId(0), m_geomId(0), m_implicitsphere(implicitsphere), m_radius(radius) { m_center[0] = center[0]; m_center[1] = center[1]; m_center[2] = center[2]; m_extends[0] = extents[0]; m_extends[1] = extents[1]; m_extends[2] = extents[2]; }; ODEPhysicsController::~ODEPhysicsController() { if (m_geomId) { dGeomDestroy (m_geomId); } } float ODEPhysicsController::getMass() { dMass mass; dBodyGetMass(m_bodyId,&mass); return mass.mass; } ////////////////////////////////////////////////////////////////////// /// \todo Impart some extra impulse to dynamic objects when they collide with kinematically controlled "static" objects (ODE geoms), by using last 2 frames as 1st order approximation to the linear/angular velocity, and computing an appropriate impulse. Sumo (old physics engine) did this, see for details. /// \todo handle scaling of static ODE geoms or fail with error message if Ipo tries to change scale of a static geom object bool ODEPhysicsController::SynchronizeMotionStates(float time) { /** 'Late binding' of the rigidbody, because the World Scaling is not available until the scenegraph is traversed */ if (m_firstTime) { m_firstTime=false; m_MotionState->calculateWorldTransformations(); dQuaternion worldquat; float worldpos[3]; #ifdef dDOUBLE m_MotionState->getWorldOrientation((float)worldquat[1], (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]); #else m_MotionState->getWorldOrientation(worldquat[1], worldquat[2],worldquat[3],worldquat[0]); #endif m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]); float scaling[3]; m_MotionState->getWorldScaling(scaling[0],scaling[1],scaling[2]); if (!m_bPhantom) { if (m_implicitsphere) { m_geomId = dCreateSphere (m_space,m_radius*scaling[0]); } else { m_geomId = dCreateBox (m_space, m_extends[0]*scaling[0],m_extends[1]*scaling[1],m_extends[2]*scaling[2]); } } else { m_geomId=0; } if (m_geomId) dGeomSetData(m_geomId,this); if (!this->m_OdeDyna) { if (!m_bPhantom) { dGeomSetPosition (this->m_geomId,worldpos[0],worldpos[1],worldpos[2]); dMatrix3 R; dQtoR (worldquat, R); dGeomSetRotation (this->m_geomId,R); } } else { //it's dynamic, so create a 'model' m_bodyId = dBodyCreate(this->m_world); dBodySetPosition (m_bodyId,worldpos[0],worldpos[1],worldpos[2]); dBodySetQuaternion (this->m_bodyId,worldquat); //this contains both scalar mass and inertia tensor dMass m; float length=1,width=1,height=1; dMassSetBox (&m,1,m_extends[0]*scaling[0],m_extends[1]*scaling[1],m_extends[2]*scaling[2]); dMassAdjust (&m,this->m_mass); dBodySetMass (m_bodyId,&m); if (!m_bPhantom) { dGeomSetBody (m_geomId,m_bodyId); } } if (this->m_OdeDyna && !m_bFullRigidBody) { // ?? huh? what to do here? } } if (m_OdeDyna) { if (this->m_OdeSuspendDynamics) { return false; } const float* worldPos = (float *)dBodyGetPosition(m_bodyId); m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]); const float* worldquat = (float *)dBodyGetQuaternion(m_bodyId); m_MotionState->setWorldOrientation(worldquat[1],worldquat[2],worldquat[3],worldquat[0]); } else { // not a dyna, so dynamics (i.e. this controller) has not updated // anything. BUT! an Ipo or something else might have changed the // position/orientation of this geometry. // so update the static geom position /// \todo impart some extra impulse to colliding objects! dQuaternion worldquat; float worldpos[3]; #ifdef dDOUBLE m_MotionState->getWorldOrientation((float)worldquat[1], (float)worldquat[2],(float)worldquat[3],(float)worldquat[0]); #else m_MotionState->getWorldOrientation(worldquat[1], worldquat[2],worldquat[3],worldquat[0]); #endif m_MotionState->getWorldPosition(worldpos[0],worldpos[1],worldpos[2]); float scaling[3]; m_MotionState->getWorldScaling(scaling[0],scaling[1],scaling[2]); /// \todo handle scaling! what if Ipo changes scale of object? // Must propagate to geom... is scaling geoms possible with ODE? Also // what about scaling trimeshes, that is certainly difficult... dGeomSetPosition (this->m_geomId,worldpos[0],worldpos[1],worldpos[2]); dMatrix3 R; dQtoR (worldquat, R); dGeomSetRotation (this->m_geomId,R); } return false; //it update the worldpos } // kinematic methods void ODEPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local) { } void ODEPhysicsController::RelativeRotate(const float drot[9],bool local) { } void ODEPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal) { dQuaternion worldquat; worldquat[0] = quatReal; worldquat[1] = quatImag0; worldquat[2] = quatImag1; worldquat[3] = quatImag2; if (!this->m_OdeDyna) { dMatrix3 R; dQtoR (worldquat, R); dGeomSetRotation (this->m_geomId,R); } else { dBodySetQuaternion (m_bodyId,worldquat); this->m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal); } } void ODEPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal) { float q[4]; this->m_MotionState->getWorldOrientation(q[0],q[1],q[2],q[3]); quatImag0=q[0]; quatImag1=q[1]; quatImag2=q[2]; quatReal=q[3]; } void ODEPhysicsController::getPosition(PHY__Vector3& pos) const { m_MotionState->getWorldPosition(pos[0],pos[1],pos[2]); } void ODEPhysicsController::setPosition(float posX,float posY,float posZ) { if (!m_bPhantom) { if (!this->m_OdeDyna) { dGeomSetPosition (m_geomId, posX, posY, posZ); } else { dBodySetPosition (m_bodyId, posX, posY, posZ); } } } void ODEPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ) { } // physics methods void ODEPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local) { if (m_OdeDyna) { if(local) { dBodyAddRelTorque(m_bodyId, torqueX, torqueY, torqueZ); } else { dBodyAddTorque (m_bodyId, torqueX, torqueY, torqueZ); } } } void ODEPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local) { if (m_OdeDyna) { if(local) { dBodyAddRelForce(m_bodyId, forceX, forceY, forceZ); } else { dBodyAddForce (m_bodyId, forceX, forceY, forceZ); } } } void ODEPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local) { if (m_OdeDyna) { if(local) { // TODO: translate angular vel into local frame, then apply } else { dBodySetAngularVel (m_bodyId, ang_velX,ang_velY,ang_velZ); } } } void ODEPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local) { if (m_OdeDyna) { dVector3 vel = {lin_velX,lin_velY,lin_velZ, 1.0}; if (local) { dMatrix3 worldmat; dVector3 localvel; dQuaternion worldquat; #ifdef dDOUBLE m_MotionState->getWorldOrientation((float)worldquat[1], (float)worldquat[2], (float)worldquat[3],(float)worldquat[0]); #else m_MotionState->getWorldOrientation(worldquat[1],worldquat[2], worldquat[3],worldquat[0]); #endif dQtoR (worldquat, worldmat); dMULTIPLY0_331 (localvel,worldmat,vel); dBodySetLinearVel (m_bodyId, localvel[0],localvel[1],localvel[2]); } else { dBodySetLinearVel (m_bodyId, lin_velX,lin_velY,lin_velZ); } } } void ODEPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ) { if (m_OdeDyna) { //apply linear and angular effect const dReal* linvel = dBodyGetLinearVel(m_bodyId); float mass = getMass(); if (mass >= 0.00001f) { float massinv = 1.f/mass; float newvel[3]; newvel[0]=linvel[0]+impulseX*massinv; newvel[1]=linvel[1]+impulseY*massinv; newvel[2]=linvel[2]+impulseZ*massinv; dBodySetLinearVel(m_bodyId,newvel[0],newvel[1],newvel[2]); const float* worldPos = (float *)dBodyGetPosition(m_bodyId); const float* angvelc = (float *)dBodyGetAngularVel(m_bodyId); float angvel[3]; angvel[0]=angvelc[0]; angvel[1]=angvelc[1]; angvel[2]=angvelc[2]; dVector3 impulse; impulse[0]=impulseX; impulse[1]=impulseY; impulse[2]=impulseZ; dVector3 ap; ap[0]=attachX-worldPos[0]; ap[1]=attachY-worldPos[1]; ap[2]=attachZ-worldPos[2]; dCROSS(angvel,+=,ap,impulse); dBodySetAngularVel(m_bodyId,angvel[0],angvel[1],angvel[2]); } } } void ODEPhysicsController::SuspendDynamics() { } void ODEPhysicsController::RestoreDynamics() { } /** reading out information from physics */ void ODEPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ) { if (m_OdeDyna) { const float* vel = (float *)dBodyGetLinearVel(m_bodyId); linvX = vel[0]; linvY = vel[1]; linvZ = vel[2]; } else { linvX = 0.f; linvY = 0.f; linvZ = 0.f; } } /** GetVelocity parameters are in geometric coordinates (Origin is not center of mass!). */ void ODEPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ) { } void ODEPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ) { } void ODEPhysicsController::setRigidBody(bool rigid) { } void ODEPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl) { m_MotionState = motionstate; m_bKinematic = false; m_bPrevKinematic = false; m_firstTime = true; } void ODEPhysicsController::SetSimulatedTime(float time) { } void ODEPhysicsController::WriteMotionStateToDynamics(bool nondynaonly) { } #endif