forked from bartvdbraak/blender
2267 lines
63 KiB
C++
2267 lines
63 KiB
C++
/** \file gameengine/Physics/Bullet/CcdPhysicsController.cpp
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* \ingroup physbullet
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*/
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef WIN32
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#include <stdint.h>
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#endif
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#include "CcdPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
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#include "PHY_IMotionState.h"
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#include "CcdPhysicsEnvironment.h"
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#include "RAS_MeshObject.h"
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#include "KX_GameObject.h"
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#include "BulletSoftBody/btSoftBody.h"
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#include "BulletSoftBody//btSoftBodyInternals.h"
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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#include "LinearMath/btConvexHull.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#include "BulletCollision/Gimpact/btGImpactShape.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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extern "C"{
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#include "BKE_cdderivedmesh.h"
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}
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class BP_Proxy;
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///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
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//'temporarily' global variables
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//float gDeactivationTime = 2.f;
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//bool gDisableDeactivation = false;
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extern float gDeactivationTime;
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extern bool gDisableDeactivation;
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float gLinearSleepingTreshold;
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float gAngularSleepingTreshold;
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btVector3 startVel(0,0,0);//-10000);
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CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
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:m_cci(ci)
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{
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m_prototypeTransformInitialized = false;
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m_softbodyMappingDone = false;
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m_collisionDelay = 0;
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m_newClientInfo = 0;
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m_registerCount = 0;
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m_softBodyTransformInitialized = false;
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m_parentCtrl = 0;
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// copy pointers locally to allow smart release
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m_MotionState = ci.m_MotionState;
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m_collisionShape = ci.m_collisionShape;
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// apply scaling before creating rigid body
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m_collisionShape->setLocalScaling(m_cci.m_scaling);
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if (m_cci.m_mass)
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m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
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// shape info is shared, increment ref count
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m_shapeInfo = ci.m_shapeInfo;
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if (m_shapeInfo)
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m_shapeInfo->AddRef();
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m_bulletMotionState = 0;
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m_characterController = 0;
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CreateRigidbody();
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///???
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/*#ifdef WIN32
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if (GetRigidBody() && !GetRigidBody()->isStaticObject())
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GetRigidBody()->setLinearVelocity(startVel);
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#endif*/
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}
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btTransform& CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
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{
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static btTransform trans;
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btVector3 tmp;
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motionState->getWorldPosition(tmp.m_floats[0], tmp.m_floats[1], tmp.m_floats[2]);
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trans.setOrigin(tmp);
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float ori[12];
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motionState->getWorldOrientation(ori);
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trans.getBasis().setFromOpenGLSubMatrix(ori);
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//btQuaternion orn;
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//motionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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//trans.setRotation(orn);
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return trans;
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}
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class BlenderBulletMotionState : public btMotionState
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{
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PHY_IMotionState* m_blenderMotionState;
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public:
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BlenderBulletMotionState(PHY_IMotionState* bms)
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:m_blenderMotionState(bms)
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{
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}
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void getWorldTransform(btTransform& worldTrans ) const
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{
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btVector3 pos;
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float ori[12];
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m_blenderMotionState->getWorldPosition(pos.m_floats[0],pos.m_floats[1],pos.m_floats[2]);
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m_blenderMotionState->getWorldOrientation(ori);
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worldTrans.setOrigin(pos);
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worldTrans.getBasis().setFromOpenGLSubMatrix(ori);
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}
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void setWorldTransform(const btTransform& worldTrans)
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{
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m_blenderMotionState->setWorldPosition(worldTrans.getOrigin().getX(),worldTrans.getOrigin().getY(),worldTrans.getOrigin().getZ());
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btQuaternion rotQuat = worldTrans.getRotation();
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m_blenderMotionState->setWorldOrientation(rotQuat[0],rotQuat[1],rotQuat[2],rotQuat[3]);
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m_blenderMotionState->calculateWorldTransformations();
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}
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};
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class BlenderBulletCharacterController : public btKinematicCharacterController
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{
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private:
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btMotionState* m_motionState;
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public:
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BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight)
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: btKinematicCharacterController(ghost,shape,stepHeight,2),
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m_motionState(motionState)
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{
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}
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virtual void updateAction(btCollisionWorld *collisionWorld, btScalar dt)
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{
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btKinematicCharacterController::updateAction(collisionWorld,dt);
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m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
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}
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};
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btRigidBody* CcdPhysicsController::GetRigidBody()
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{
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return btRigidBody::upcast(m_object);
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}
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btCollisionObject* CcdPhysicsController::GetCollisionObject()
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{
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return m_object;
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}
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btSoftBody* CcdPhysicsController::GetSoftBody()
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{
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return btSoftBody::upcast(m_object);
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}
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btKinematicCharacterController* CcdPhysicsController::GetCharacterController()
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{
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return m_characterController;
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}
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#include "BulletSoftBody/btSoftBodyHelpers.h"
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bool CcdPhysicsController::CreateSoftbody()
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{
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int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
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//disable soft body until first sneak preview is ready
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if (!m_cci.m_bSoft || !m_cci.m_collisionShape ||
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((shapeType != CONVEX_HULL_SHAPE_PROXYTYPE)&&
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(shapeType != TRIANGLE_MESH_SHAPE_PROXYTYPE) &&
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(shapeType != SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)))
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{
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return false;
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}
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btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
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rbci.m_linearDamping = m_cci.m_linearDamping;
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rbci.m_angularDamping = m_cci.m_angularDamping;
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rbci.m_friction = m_cci.m_friction;
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rbci.m_restitution = m_cci.m_restitution;
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btVector3 p(0,0,0);// = getOrigin();
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//btSoftBody* psb=btSoftBodyHelpers::CreateRope(worldInfo, btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25), 16,1+2);
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btSoftBody* psb = 0;
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btSoftBodyWorldInfo& worldInfo = m_cci.m_physicsEnv->getDynamicsWorld()->getWorldInfo();
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if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
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{
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btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
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{
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int nvertices = convexHull->getNumPoints();
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const btVector3* vertices = convexHull->getPoints();
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HullDesc hdsc(QF_TRIANGLES,nvertices,vertices);
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HullResult hres;
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HullLibrary hlib;/*??*/
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hdsc.mMaxVertices=nvertices;
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hlib.CreateConvexHull(hdsc,hres);
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psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices,
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&hres.m_OutputVertices[0],0);
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for (int i=0;i<(int)hres.mNumFaces;++i)
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{
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const int idx[]={ hres.m_Indices[i*3+0],
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hres.m_Indices[i*3+1],
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hres.m_Indices[i*3+2]};
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if (idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]);
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if (idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]);
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if (idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]);
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psb->appendFace(idx[0],idx[1],idx[2]);
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}
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hlib.ReleaseResult(hres);
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}
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} else
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{
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int numtris = 0;
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if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
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btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
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///only deal with meshes that have 1 sub part/component, for now
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if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
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{
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unsigned char* vertexBase;
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btScalar* scaledVertexBase;
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btVector3 localScaling;
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PHY_ScalarType vertexType;
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int numverts;
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int vertexstride;
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unsigned char* indexbase;
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int indexstride;
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PHY_ScalarType indexType;
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trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
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localScaling = scaledtrimeshshape->getLocalScaling();
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scaledVertexBase = new btScalar[numverts*3];
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for (int i=0; i<numverts*3; i+=3)
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{
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scaledVertexBase[i] = ((const btScalar*)vertexBase)[i] * localScaling.getX();
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scaledVertexBase[i+1] = ((const btScalar*)vertexBase)[i+1] * localScaling.getY();
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scaledVertexBase[i+2] = ((const btScalar*)vertexBase)[i+2] * localScaling.getZ();
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}
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psb = btSoftBodyHelpers::CreateFromTriMesh(worldInfo,scaledVertexBase,(const int*)indexbase,numtris,false);
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delete [] scaledVertexBase;
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}
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} else
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{
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btTriangleMeshShape* trimeshshape = (btTriangleMeshShape*) m_cci.m_collisionShape;
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///only deal with meshes that have 1 sub part/component, for now
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if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
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{
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unsigned char* vertexBase;
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PHY_ScalarType vertexType;
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int numverts;
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int vertexstride;
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unsigned char* indexbase;
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int indexstride;
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PHY_ScalarType indexType;
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trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
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psb = btSoftBodyHelpers::CreateFromTriMesh(worldInfo,(const btScalar*)vertexBase,(const int*)indexbase,numtris,false);
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}
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}
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// store face tag so that we can find our original face when doing ray casting
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btSoftBody::Face* ft;
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int i;
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for (i=0, ft=&psb->m_faces[0]; i<numtris; ++i, ++ft)
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{
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// Hack!! use m_tag to store the face number, normally it is a pointer
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// add 1 to make sure it is never 0
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ft->m_tag = (void*)((uintptr_t)(i+1));
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}
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}
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if (m_cci.m_margin > 0.f)
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{
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psb->getCollisionShape()->setMargin(m_cci.m_margin);
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psb->updateBounds();
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}
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m_object = psb;
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//btSoftBody::Material* pm=psb->appendMaterial();
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btSoftBody::Material* pm=psb->m_materials[0];
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pm->m_kLST = m_cci.m_soft_linStiff;
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pm->m_kAST = m_cci.m_soft_angStiff;
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pm->m_kVST = m_cci.m_soft_volume;
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psb->m_cfg.collisions = 0;
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if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::CL_RS;
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} else
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::SDF_RS;
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}
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if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
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} else
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{
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psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
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}
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psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL; /* Soft vs rigid hardness [0,1] (cluster only) */
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psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL; /* Soft vs kinetic hardness [0,1] (cluster only) */
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psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL; /* Soft vs soft hardness [0,1] (cluster only) */
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psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL; /* Soft vs rigid impulse split [0,1] (cluster only) */
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psb->m_cfg.kVCF = m_cci.m_soft_kVCF; /* Velocities correction factor (Baumgarte) */
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psb->m_cfg.kDP = m_cci.m_soft_kDP; /* Damping coefficient [0,1] */
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psb->m_cfg.kDG = m_cci.m_soft_kDG; /* Drag coefficient [0,+inf] */
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psb->m_cfg.kLF = m_cci.m_soft_kLF; /* Lift coefficient [0,+inf] */
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psb->m_cfg.kPR = m_cci.m_soft_kPR; /* Pressure coefficient [-inf,+inf] */
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psb->m_cfg.kVC = m_cci.m_soft_kVC; /* Volume conversation coefficient [0,+inf] */
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psb->m_cfg.kDF = m_cci.m_soft_kDF; /* Dynamic friction coefficient [0,1] */
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psb->m_cfg.kMT = m_cci.m_soft_kMT; /* Pose matching coefficient [0,1] */
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psb->m_cfg.kCHR = m_cci.m_soft_kCHR; /* Rigid contacts hardness [0,1] */
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psb->m_cfg.kKHR = m_cci.m_soft_kKHR; /* Kinetic contacts hardness [0,1] */
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psb->m_cfg.kSHR = m_cci.m_soft_kSHR; /* Soft contacts hardness [0,1] */
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psb->m_cfg.kAHR = m_cci.m_soft_kAHR; /* Anchors hardness [0,1] */
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if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
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{
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psb->generateBendingConstraints(2,pm);
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}
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psb->m_cfg.piterations = m_cci.m_soft_piterations;
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psb->m_cfg.viterations = m_cci.m_soft_viterations;
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psb->m_cfg.diterations = m_cci.m_soft_diterations;
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psb->m_cfg.citerations = m_cci.m_soft_citerations;
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if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
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{
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psb->setPose(false,true);//
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} else
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{
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psb->setPose(true,false);
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}
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psb->randomizeConstraints();
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if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
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{
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psb->generateClusters(m_cci.m_soft_numclusteriterations);
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}
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psb->setTotalMass(m_cci.m_mass);
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psb->setCollisionFlags(0);
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///create a mapping between graphics mesh vertices and soft body vertices
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{
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RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
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if (rasMesh && !m_softbodyMappingDone)
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{
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//printf("apply\n");
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RAS_MeshSlot::iterator it;
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RAS_MeshMaterial *mmat;
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RAS_MeshSlot *slot;
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size_t i;
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//for each material
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for (int m=0;m<rasMesh->NumMaterials();m++)
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{
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mmat = rasMesh->GetMeshMaterial(m);
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slot = mmat->m_baseslot;
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for (slot->begin(it); !slot->end(it); slot->next(it))
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{
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int index = 0;
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for (i=it.startvertex; i<it.endvertex; i++,index++)
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{
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RAS_TexVert* vertex = &it.vertex[i];
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//search closest index, and store it in vertex
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vertex->setSoftBodyIndex(0);
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btScalar maxDistSqr = 1e30;
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btSoftBody::tNodeArray& nodes(psb->m_nodes);
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btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
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for (int n=0;n<nodes.size();n++)
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{
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btScalar distSqr = (nodes[n].m_x - xyz).length2();
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if (distSqr<maxDistSqr)
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{
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maxDistSqr = distSqr;
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vertex->setSoftBodyIndex(n);
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}
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}
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}
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}
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}
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}
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}
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m_softbodyMappingDone = true;
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btTransform startTrans;
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rbci.m_motionState->getWorldTransform(startTrans);
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m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
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m_MotionState->setWorldOrientation(0,0,0,1);
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if (!m_prototypeTransformInitialized)
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{
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m_prototypeTransformInitialized = true;
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m_softBodyTransformInitialized = true;
|
|
psb->transform(startTrans);
|
|
}
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
|
|
if (m_cci.m_do_anisotropic)
|
|
m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
|
|
return true;
|
|
}
|
|
|
|
bool CcdPhysicsController::CreateCharacterController()
|
|
{
|
|
if (!m_cci.m_bCharacter)
|
|
return false;
|
|
|
|
m_object = new btPairCachingGhostObject();
|
|
m_object->setCollisionShape(m_collisionShape);
|
|
m_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
|
|
|
|
btTransform trans;
|
|
m_bulletMotionState->getWorldTransform(trans);
|
|
m_object->setWorldTransform(trans);
|
|
|
|
m_characterController = new BlenderBulletCharacterController(m_bulletMotionState,(btPairCachingGhostObject*)m_object,(btConvexShape*)m_collisionShape,m_cci.m_stepHeight);
|
|
|
|
PHY__Vector3 gravity;
|
|
m_cci.m_physicsEnv->getGravity(gravity);
|
|
m_characterController->setGravity(-gravity.m_vec[2]); // need positive gravity
|
|
m_characterController->setJumpSpeed(m_cci.m_jumpSpeed);
|
|
m_characterController->setFallSpeed(m_cci.m_fallSpeed);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CcdPhysicsController::CreateRigidbody()
|
|
{
|
|
|
|
//btTransform trans = GetTransformFromMotionState(m_MotionState);
|
|
m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
|
|
|
|
///either create a btCollisionObject, btRigidBody or btSoftBody
|
|
if (CreateSoftbody() || CreateCharacterController())
|
|
// soft body created, done
|
|
return;
|
|
|
|
//create a rgid collision object
|
|
btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
|
|
rbci.m_linearDamping = m_cci.m_linearDamping;
|
|
rbci.m_angularDamping = m_cci.m_angularDamping;
|
|
rbci.m_friction = m_cci.m_friction;
|
|
rbci.m_restitution = m_cci.m_restitution;
|
|
m_object = new btRigidBody(rbci);
|
|
|
|
//
|
|
// init the rigidbody properly
|
|
//
|
|
|
|
//setMassProps this also sets collisionFlags
|
|
//convert collision flags!
|
|
//special case: a near/radar sensor controller should not be defined static or it will
|
|
//generate loads of static-static collision messages on the console
|
|
if (m_cci.m_bSensor)
|
|
{
|
|
// reset the flags that have been set so far
|
|
GetCollisionObject()->setCollisionFlags(0);
|
|
// sensor must never go to sleep: they need to detect continously
|
|
GetCollisionObject()->setActivationState(DISABLE_DEACTIVATION);
|
|
}
|
|
GetCollisionObject()->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
|
|
btRigidBody* body = GetRigidBody();
|
|
|
|
if (body)
|
|
{
|
|
body->setGravity( m_cci.m_gravity);
|
|
body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
|
|
|
|
if (!m_cci.m_bRigid)
|
|
{
|
|
body->setAngularFactor(0.f);
|
|
}
|
|
body->setContactProcessingThreshold(m_cci.m_contactProcessingThreshold);
|
|
body->setSleepingThresholds(gLinearSleepingTreshold, gAngularSleepingTreshold);
|
|
|
|
}
|
|
if (m_object && m_cci.m_do_anisotropic)
|
|
{
|
|
m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
|
|
}
|
|
|
|
}
|
|
|
|
static void DeleteBulletShape(btCollisionShape* shape, bool free)
|
|
{
|
|
if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
|
|
{
|
|
// shapes based on meshes use an interface that contains the vertices.
|
|
btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
|
|
btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
|
|
if (meshInterface)
|
|
delete meshInterface;
|
|
}
|
|
else if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
|
|
{
|
|
btGImpactMeshShape* meshShape = static_cast<btGImpactMeshShape*>(shape);
|
|
btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
|
|
if (meshInterface)
|
|
delete meshInterface;
|
|
}
|
|
if (free) {
|
|
delete shape;
|
|
}
|
|
}
|
|
|
|
bool CcdPhysicsController::DeleteControllerShape( )
|
|
{
|
|
if (m_collisionShape)
|
|
{
|
|
// collision shape is always unique to the controller, can delete it here
|
|
if (m_collisionShape->isCompound())
|
|
{
|
|
// bullet does not delete the child shape, must do it here
|
|
btCompoundShape* compoundShape = (btCompoundShape*)m_collisionShape;
|
|
int numChild = compoundShape->getNumChildShapes();
|
|
for (int i=numChild-1 ; i >= 0; i--)
|
|
{
|
|
btCollisionShape* childShape = compoundShape->getChildShape(i);
|
|
DeleteBulletShape(childShape, true);
|
|
}
|
|
}
|
|
DeleteBulletShape(m_collisionShape, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CcdPhysicsController::ReplaceControllerShape(btCollisionShape *newShape)
|
|
{
|
|
|
|
/* Note, deleting the previous collision shape must be done already */
|
|
/* if (m_collisionShape) DeleteControllerShape(); */
|
|
|
|
m_object->setCollisionShape(newShape);
|
|
m_collisionShape= newShape;
|
|
m_cci.m_collisionShape= newShape;
|
|
|
|
if (GetSoftBody()) {
|
|
// soft body must be recreated
|
|
m_cci.m_physicsEnv->removeCcdPhysicsController(this);
|
|
delete m_object;
|
|
m_object = NULL;
|
|
// force complete reinitialization
|
|
m_softbodyMappingDone = false;
|
|
m_prototypeTransformInitialized = false;
|
|
m_softBodyTransformInitialized = false;
|
|
CreateSoftbody();
|
|
assert(m_object);
|
|
// reinsert the new body
|
|
m_cci.m_physicsEnv->addCcdPhysicsController(this);
|
|
}
|
|
|
|
/* Copied from CcdPhysicsEnvironment::addCcdPhysicsController() */
|
|
|
|
/* without this, an object can rest on the old physics mesh
|
|
* and not move to account for the physics mesh, even with 'nosleep' */
|
|
btSoftRigidDynamicsWorld* dw= GetPhysicsEnvironment()->getDynamicsWorld();
|
|
btCollisionObjectArray &obarr= dw->getCollisionObjectArray();
|
|
btCollisionObject *ob;
|
|
btBroadphaseProxy* proxy;
|
|
|
|
for (int i= 0; i < obarr.size(); i++) {
|
|
ob= obarr[i];
|
|
if (ob->getCollisionShape() == newShape) {
|
|
proxy = ob->getBroadphaseHandle();
|
|
|
|
if (proxy)
|
|
dw->getPairCache()->cleanProxyFromPairs(proxy,dw->getDispatcher());
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
CcdPhysicsController::~CcdPhysicsController()
|
|
{
|
|
//will be reference counted, due to sharing
|
|
if (m_cci.m_physicsEnv)
|
|
m_cci.m_physicsEnv->removeCcdPhysicsController(this);
|
|
|
|
if (m_MotionState)
|
|
delete m_MotionState;
|
|
if (m_bulletMotionState)
|
|
delete m_bulletMotionState;
|
|
if (m_characterController)
|
|
delete m_characterController;
|
|
delete m_object;
|
|
|
|
DeleteControllerShape();
|
|
|
|
if (m_shapeInfo)
|
|
{
|
|
m_shapeInfo->Release();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
|
*/
|
|
bool CcdPhysicsController::SynchronizeMotionStates(float time)
|
|
{
|
|
//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
|
|
|
|
btSoftBody* sb = GetSoftBody();
|
|
if (sb)
|
|
{
|
|
if (sb->m_pose.m_bframe)
|
|
{
|
|
btVector3 worldPos = sb->m_pose.m_com;
|
|
btQuaternion worldquat;
|
|
btMatrix3x3 trs = sb->m_pose.m_rot*sb->m_pose.m_scl;
|
|
trs.getRotation(worldquat);
|
|
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
m_MotionState->setWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
|
|
}
|
|
else
|
|
{
|
|
btVector3 aabbMin,aabbMax;
|
|
sb->getAabb(aabbMin,aabbMax);
|
|
btVector3 worldPos = (aabbMax+aabbMin)*0.5f;
|
|
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
}
|
|
m_MotionState->calculateWorldTransformations();
|
|
return true;
|
|
}
|
|
|
|
btRigidBody* body = GetRigidBody();
|
|
|
|
if (body && !body->isStaticObject())
|
|
{
|
|
|
|
if ((m_cci.m_clamp_vel_max>0.0) || (m_cci.m_clamp_vel_min>0.0))
|
|
{
|
|
const btVector3& linvel = body->getLinearVelocity();
|
|
float len= linvel.length();
|
|
|
|
if ((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max))
|
|
body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len));
|
|
|
|
else if ((m_cci.m_clamp_vel_min>0.0) && btFuzzyZero(len)==0 && (len < m_cci.m_clamp_vel_min))
|
|
body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
|
|
}
|
|
|
|
const btTransform& xform = body->getCenterOfMassTransform();
|
|
const btMatrix3x3& worldOri = xform.getBasis();
|
|
const btVector3& worldPos = xform.getOrigin();
|
|
float ori[12];
|
|
worldOri.getOpenGLSubMatrix(ori);
|
|
m_MotionState->setWorldOrientation(ori);
|
|
m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
m_MotionState->calculateWorldTransformations();
|
|
|
|
float scale[3];
|
|
m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
|
|
btVector3 scaling(scale[0],scale[1],scale[2]);
|
|
GetCollisionShape()->setLocalScaling(scaling);
|
|
} else
|
|
{
|
|
btVector3 worldPos;
|
|
btQuaternion worldquat;
|
|
|
|
/* m_MotionState->getWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
|
|
m_MotionState->getWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
|
|
btTransform oldTrans = m_body->getCenterOfMassTransform();
|
|
btTransform newTrans(worldquat,worldPos);
|
|
|
|
SetCenterOfMassTransform(newTrans);
|
|
//need to keep track of previous position for friction effects...
|
|
|
|
m_MotionState->calculateWorldTransformations();
|
|
*/
|
|
float scale[3];
|
|
m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
|
|
btVector3 scaling(scale[0],scale[1],scale[2]);
|
|
GetCollisionShape()->setLocalScaling(scaling);
|
|
}
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
|
|
*/
|
|
|
|
void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
|
|
{
|
|
btTransform& xform = CcdPhysicsController::GetTransformFromMotionState(m_MotionState);
|
|
SetCenterOfMassTransform(xform);
|
|
}
|
|
|
|
void CcdPhysicsController::WriteDynamicsToMotionState()
|
|
{
|
|
}
|
|
// controller replication
|
|
void CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
|
|
{
|
|
|
|
m_softBodyTransformInitialized=false;
|
|
m_MotionState = motionstate;
|
|
m_registerCount = 0;
|
|
m_collisionShape = NULL;
|
|
|
|
// always create a new shape to avoid scaling bug
|
|
if (m_shapeInfo)
|
|
{
|
|
m_shapeInfo->AddRef();
|
|
m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
|
|
|
|
if (m_collisionShape)
|
|
{
|
|
// new shape has no scaling, apply initial scaling
|
|
//m_collisionShape->setMargin(m_cci.m_margin);
|
|
m_collisionShape->setLocalScaling(m_cci.m_scaling);
|
|
|
|
if (m_cci.m_mass)
|
|
m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
|
|
}
|
|
}
|
|
|
|
// load some characterists that are not
|
|
btRigidBody* oldbody = GetRigidBody();
|
|
m_object = 0;
|
|
CreateRigidbody();
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
if (m_cci.m_mass)
|
|
{
|
|
body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
|
|
}
|
|
|
|
if (oldbody)
|
|
{
|
|
body->setLinearFactor(oldbody->getLinearFactor());
|
|
body->setAngularFactor(oldbody->getAngularFactor());
|
|
if (oldbody->getActivationState() == DISABLE_DEACTIVATION)
|
|
body->setActivationState(DISABLE_DEACTIVATION);
|
|
}
|
|
}
|
|
// sensor object are added when needed
|
|
if (!m_cci.m_bSensor)
|
|
m_cci.m_physicsEnv->addCcdPhysicsController(this);
|
|
|
|
|
|
/* SM_Object* dynaparent=0;
|
|
SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
|
|
|
|
if (sumoparentctrl)
|
|
{
|
|
dynaparent = sumoparentctrl->GetSumoObject();
|
|
}
|
|
|
|
SM_Object* orgsumoobject = m_sumoObj;
|
|
|
|
|
|
m_sumoObj = new SM_Object(
|
|
orgsumoobject->getShapeHandle(),
|
|
orgsumoobject->getMaterialProps(),
|
|
orgsumoobject->getShapeProps(),
|
|
dynaparent);
|
|
|
|
m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
|
|
|
|
m_sumoObj->setMargin(orgsumoobject->getMargin());
|
|
m_sumoObj->setPosition(orgsumoobject->getPosition());
|
|
m_sumoObj->setOrientation(orgsumoobject->getOrientation());
|
|
//if it is a dyna, register for a callback
|
|
m_sumoObj->registerCallback(*this);
|
|
|
|
m_sumoScene->add(* (m_sumoObj));
|
|
*/
|
|
|
|
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)
|
|
{
|
|
// can safely assume CCD environment
|
|
CcdPhysicsEnvironment *physicsEnv = static_cast<CcdPhysicsEnvironment*>(env);
|
|
|
|
if (m_cci.m_physicsEnv != physicsEnv)
|
|
{
|
|
// since the environment is changing, we must also move the controler to the
|
|
// new environment. Note that we don't handle sensor explicitly: this
|
|
// function can be called on sensor but only when they are not registered
|
|
if (m_cci.m_physicsEnv->removeCcdPhysicsController(this))
|
|
{
|
|
physicsEnv->addCcdPhysicsController(this);
|
|
|
|
// Set the object to be active so it can at least by evaluated once.
|
|
// This fixes issues with static objects not having their physics meshes
|
|
// in the right spot when lib loading.
|
|
this->GetCollisionObject()->setActivationState(ACTIVE_TAG);
|
|
}
|
|
m_cci.m_physicsEnv = physicsEnv;
|
|
}
|
|
}
|
|
|
|
void CcdPhysicsController::SetCenterOfMassTransform(btTransform& xform)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
body->setCenterOfMassTransform(xform);
|
|
} else
|
|
{
|
|
//either collision object or soft body?
|
|
if (GetSoftBody())
|
|
{
|
|
|
|
} else
|
|
{
|
|
|
|
if (m_object->isStaticOrKinematicObject())
|
|
{
|
|
m_object->setInterpolationWorldTransform(m_object->getWorldTransform());
|
|
} else
|
|
{
|
|
m_object->setInterpolationWorldTransform(xform);
|
|
}
|
|
if (body)
|
|
{
|
|
body->setInterpolationLinearVelocity(body->getLinearVelocity());
|
|
body->setInterpolationAngularVelocity(body->getAngularVelocity());
|
|
body->updateInertiaTensor();
|
|
}
|
|
m_object->setWorldTransform(xform);
|
|
}
|
|
}
|
|
}
|
|
|
|
// kinematic methods
|
|
void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
// kinematic object should not set the transform, it disturbs the velocity interpolation
|
|
return;
|
|
}
|
|
|
|
// btRigidBody* body = GetRigidBody(); // not used anymore
|
|
|
|
btVector3 dloc(dlocX,dlocY,dlocZ);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
if (local)
|
|
{
|
|
dloc = xform.getBasis()*dloc;
|
|
}
|
|
|
|
xform.setOrigin(xform.getOrigin() + dloc);
|
|
SetCenterOfMassTransform(xform);
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
// kinematic object should not set the transform, it disturbs the velocity interpolation
|
|
return;
|
|
}
|
|
|
|
btMatrix3x3 drotmat(rotval[0], rotval[3], rotval[6],
|
|
rotval[1], rotval[4], rotval[7],
|
|
rotval[2], rotval[5], rotval[8]);
|
|
|
|
|
|
btMatrix3x3 currentOrn;
|
|
GetWorldOrientation(currentOrn);
|
|
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
xform.setBasis(xform.getBasis()*(local ?
|
|
drotmat : (currentOrn.inverse() * drotmat * currentOrn)));
|
|
|
|
SetCenterOfMassTransform(xform);
|
|
}
|
|
}
|
|
|
|
|
|
void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
|
|
{
|
|
float ori[12];
|
|
m_MotionState->getWorldOrientation(ori);
|
|
mat.setFromOpenGLSubMatrix(ori);
|
|
}
|
|
|
|
void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
|
|
{
|
|
btQuaternion q = m_object->getWorldTransform().getRotation();
|
|
quatImag0 = q[0];
|
|
quatImag1 = q[1];
|
|
quatImag2 = q[2];
|
|
quatReal = q[3];
|
|
}
|
|
void CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
// kinematic object should not set the transform, it disturbs the velocity interpolation
|
|
return;
|
|
}
|
|
// not required
|
|
//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
xform.setRotation(btQuaternion(quatImag0,quatImag1,quatImag2,quatReal));
|
|
SetCenterOfMassTransform(xform);
|
|
// not required
|
|
//m_bulletMotionState->setWorldTransform(xform);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::setWorldOrientation(const btMatrix3x3& orn)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject() && !m_cci.m_bSensor)
|
|
{
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
}
|
|
// not required
|
|
//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
xform.setBasis(orn);
|
|
SetCenterOfMassTransform(xform);
|
|
// not required
|
|
//m_bulletMotionState->setWorldTransform(xform);
|
|
//only once!
|
|
if (!m_softBodyTransformInitialized && GetSoftBody())
|
|
{
|
|
m_softbodyStartTrans.setBasis(orn);
|
|
xform.setOrigin(m_softbodyStartTrans.getOrigin());
|
|
GetSoftBody()->transform(xform);
|
|
m_softBodyTransformInitialized = true;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::setPosition(float posX,float posY,float posZ)
|
|
{
|
|
if (m_object)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
// kinematic object should not set the transform, it disturbs the velocity interpolation
|
|
return;
|
|
}
|
|
// not required, this function is only used to update the physic controller
|
|
//m_MotionState->setWorldPosition(posX,posY,posZ);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
xform.setOrigin(btVector3(posX,posY,posZ));
|
|
SetCenterOfMassTransform(xform);
|
|
if (!m_softBodyTransformInitialized)
|
|
m_softbodyStartTrans.setOrigin(xform.getOrigin());
|
|
// not required
|
|
//m_bulletMotionState->setWorldTransform(xform);
|
|
}
|
|
}
|
|
|
|
void CcdPhysicsController::forceWorldTransform(const btMatrix3x3& mat, const btVector3& pos)
|
|
{
|
|
if (m_object)
|
|
{
|
|
btTransform& xform = m_object->getWorldTransform();
|
|
xform.setBasis(mat);
|
|
xform.setOrigin(pos);
|
|
}
|
|
}
|
|
|
|
|
|
void CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
|
|
{
|
|
}
|
|
|
|
void CcdPhysicsController::getPosition(PHY__Vector3& pos) const
|
|
{
|
|
const btTransform& xform = m_object->getWorldTransform();
|
|
pos[0] = xform.getOrigin().x();
|
|
pos[1] = xform.getOrigin().y();
|
|
pos[2] = xform.getOrigin().z();
|
|
}
|
|
|
|
void CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
|
|
{
|
|
if (!btFuzzyZero(m_cci.m_scaling.x()-scaleX) ||
|
|
!btFuzzyZero(m_cci.m_scaling.y()-scaleY) ||
|
|
!btFuzzyZero(m_cci.m_scaling.z()-scaleZ))
|
|
{
|
|
m_cci.m_scaling = btVector3(scaleX,scaleY,scaleZ);
|
|
|
|
if (m_object && m_object->getCollisionShape())
|
|
{
|
|
m_object->activate(true); // without this, sleeping objects scale wont be applied in bullet if python changes the scale - Campbell.
|
|
m_object->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
|
|
|
|
//printf("no inertia recalc for fixed objects with mass=0\n");
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body && m_cci.m_mass)
|
|
{
|
|
body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
|
|
body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// physics methods
|
|
void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
|
|
{
|
|
btVector3 torque(torqueX,torqueY,torqueZ);
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
|
|
if (m_object && torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
m_object->activate();
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
return;
|
|
}
|
|
if (local)
|
|
{
|
|
torque = xform.getBasis()*torque;
|
|
}
|
|
if (body)
|
|
{
|
|
if (m_cci.m_bRigid)
|
|
{
|
|
body->applyTorque(torque);
|
|
}
|
|
else
|
|
{
|
|
//workaround for incompatibility between 'DYNAMIC' game object, and angular factor
|
|
//a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque
|
|
const btVector3& angFac = body->getAngularFactor();
|
|
btVector3 tmpFac(1,1,1);
|
|
body->setAngularFactor(tmpFac);
|
|
body->applyTorque(torque);
|
|
body->setAngularFactor(angFac);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
|
|
{
|
|
btVector3 force(forceX,forceY,forceZ);
|
|
|
|
|
|
if (m_object && force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
m_object->activate();
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
return;
|
|
}
|
|
btTransform xform = m_object->getWorldTransform();
|
|
|
|
if (local)
|
|
{
|
|
force = xform.getBasis()*force;
|
|
}
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->applyCentralForce(force);
|
|
btSoftBody* soft = GetSoftBody();
|
|
if (soft)
|
|
{
|
|
// the force is applied on each node, must reduce it in the same extend
|
|
if (soft->m_nodes.size() > 0)
|
|
force /= soft->m_nodes.size();
|
|
soft->addForce(force);
|
|
}
|
|
}
|
|
}
|
|
void CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
|
|
{
|
|
btVector3 angvel(ang_velX,ang_velY,ang_velZ);
|
|
if (m_object && angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
return;
|
|
}
|
|
btTransform xform = m_object->getWorldTransform();
|
|
if (local)
|
|
{
|
|
angvel = xform.getBasis()*angvel;
|
|
}
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->setAngularVelocity(angvel);
|
|
}
|
|
|
|
}
|
|
void CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
|
|
{
|
|
|
|
btVector3 linVel(lin_velX,lin_velY,lin_velZ);
|
|
if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/)
|
|
{
|
|
m_object->activate(true);
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
return;
|
|
}
|
|
|
|
btSoftBody* soft = GetSoftBody();
|
|
if (soft)
|
|
{
|
|
if (local)
|
|
{
|
|
linVel = m_softbodyStartTrans.getBasis()*linVel;
|
|
}
|
|
soft->setVelocity(linVel);
|
|
} else
|
|
{
|
|
btTransform xform = m_object->getWorldTransform();
|
|
if (local)
|
|
{
|
|
linVel = xform.getBasis()*linVel;
|
|
}
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->setLinearVelocity(linVel);
|
|
}
|
|
}
|
|
}
|
|
void CcdPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
|
|
{
|
|
btVector3 impulse(impulseX,impulseY,impulseZ);
|
|
|
|
if (m_object && impulse.length2() > (SIMD_EPSILON*SIMD_EPSILON))
|
|
{
|
|
m_object->activate();
|
|
if (m_object->isStaticObject())
|
|
{
|
|
if (!m_cci.m_bSensor)
|
|
m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
|
return;
|
|
}
|
|
|
|
btVector3 pos(attachX,attachY,attachZ);
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
body->applyImpulse(impulse,pos);
|
|
|
|
}
|
|
|
|
}
|
|
void CcdPhysicsController::SetActive(bool active)
|
|
{
|
|
}
|
|
// reading out information from physics
|
|
void CcdPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
const btVector3& linvel = body->getLinearVelocity();
|
|
linvX = linvel.x();
|
|
linvY = linvel.y();
|
|
linvZ = linvel.z();
|
|
} else
|
|
{
|
|
linvX = 0.f;
|
|
linvY = 0.f;
|
|
linvZ = 0.f;
|
|
}
|
|
|
|
}
|
|
|
|
void CcdPhysicsController::GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
const btVector3& angvel= body->getAngularVelocity();
|
|
angVelX = angvel.x();
|
|
angVelY = angvel.y();
|
|
angVelZ = angvel.z();
|
|
} else
|
|
{
|
|
angVelX = 0.f;
|
|
angVelY = 0.f;
|
|
angVelZ = 0.f;
|
|
}
|
|
}
|
|
|
|
void CcdPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
|
|
{
|
|
btVector3 pos(posX,posY,posZ);
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
btVector3 linvel = body->getVelocityInLocalPoint(pos);
|
|
linvX = linvel.x();
|
|
linvY = linvel.y();
|
|
linvZ = linvel.z();
|
|
} else
|
|
{
|
|
linvX = 0.f;
|
|
linvY = 0.f;
|
|
linvZ = 0.f;
|
|
}
|
|
}
|
|
void CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
|
|
{
|
|
}
|
|
|
|
// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
|
|
void CcdPhysicsController::setRigidBody(bool rigid)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
m_cci.m_bRigid = rigid;
|
|
if (!rigid) {
|
|
body->setAngularFactor(0.f);
|
|
body->setAngularVelocity(btVector3(0.f, 0.f, 0.f));
|
|
}
|
|
else
|
|
body->setAngularFactor(m_cci.m_angularFactor);
|
|
}
|
|
}
|
|
|
|
// clientinfo for raycasts for example
|
|
void* CcdPhysicsController::getNewClientInfo()
|
|
{
|
|
return m_newClientInfo;
|
|
}
|
|
void CcdPhysicsController::setNewClientInfo(void* clientinfo)
|
|
{
|
|
m_newClientInfo = clientinfo;
|
|
}
|
|
|
|
|
|
void CcdPhysicsController::UpdateDeactivation(float timeStep)
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
body->updateDeactivation( timeStep);
|
|
}
|
|
}
|
|
|
|
bool CcdPhysicsController::wantsSleeping()
|
|
{
|
|
btRigidBody* body = GetRigidBody();
|
|
if (body)
|
|
{
|
|
return body->wantsSleeping();
|
|
}
|
|
//check it out
|
|
return true;
|
|
}
|
|
|
|
PHY_IPhysicsController* CcdPhysicsController::GetReplica()
|
|
{
|
|
// This is used only to replicate Near and Radar sensor controllers
|
|
// The replication of object physics controller is done in KX_BulletPhysicsController::GetReplica()
|
|
CcdConstructionInfo cinfo = m_cci;
|
|
if (m_shapeInfo)
|
|
{
|
|
// This situation does not normally happen
|
|
cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
|
|
}
|
|
else if (m_collisionShape)
|
|
{
|
|
switch (m_collisionShape->getShapeType())
|
|
{
|
|
case SPHERE_SHAPE_PROXYTYPE:
|
|
{
|
|
btSphereShape* orgShape = (btSphereShape*)m_collisionShape;
|
|
cinfo.m_collisionShape = new btSphereShape(*orgShape);
|
|
break;
|
|
}
|
|
|
|
case CONE_SHAPE_PROXYTYPE:
|
|
{
|
|
btConeShape* orgShape = (btConeShape*)m_collisionShape;
|
|
cinfo.m_collisionShape = new btConeShape(*orgShape);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
cinfo.m_MotionState = new DefaultMotionState();
|
|
cinfo.m_shapeInfo = m_shapeInfo;
|
|
|
|
CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
|
|
return replica;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////
|
|
///A small utility class, DefaultMotionState
|
|
///
|
|
///////////////////////////////////////////////////////////
|
|
|
|
DefaultMotionState::DefaultMotionState()
|
|
{
|
|
m_worldTransform.setIdentity();
|
|
m_localScaling.setValue(1.f,1.f,1.f);
|
|
}
|
|
|
|
|
|
DefaultMotionState::~DefaultMotionState()
|
|
{
|
|
|
|
}
|
|
|
|
void DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
|
|
{
|
|
posX = m_worldTransform.getOrigin().x();
|
|
posY = m_worldTransform.getOrigin().y();
|
|
posZ = m_worldTransform.getOrigin().z();
|
|
}
|
|
|
|
void DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
|
|
{
|
|
scaleX = m_localScaling.getX();
|
|
scaleY = m_localScaling.getY();
|
|
scaleZ = m_localScaling.getZ();
|
|
}
|
|
|
|
void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
|
|
{
|
|
btQuaternion quat = m_worldTransform.getRotation();
|
|
quatIma0 = quat.x();
|
|
quatIma1 = quat.y();
|
|
quatIma2 = quat.z();
|
|
quatReal = quat[3];
|
|
}
|
|
|
|
void DefaultMotionState::getWorldOrientation(float* ori)
|
|
{
|
|
m_worldTransform.getBasis().getOpenGLSubMatrix(ori);
|
|
}
|
|
|
|
void DefaultMotionState::setWorldOrientation(const float* ori)
|
|
{
|
|
m_worldTransform.getBasis().setFromOpenGLSubMatrix(ori);
|
|
}
|
|
void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
|
|
{
|
|
btVector3 pos(posX,posY,posZ);
|
|
m_worldTransform.setOrigin( pos );
|
|
}
|
|
|
|
void DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
|
|
{
|
|
btQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
|
|
m_worldTransform.setRotation( orn );
|
|
}
|
|
|
|
void DefaultMotionState::calculateWorldTransformations()
|
|
{
|
|
|
|
}
|
|
|
|
// Shape constructor
|
|
std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
|
|
|
|
CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope)
|
|
{
|
|
if (polytope || dm)
|
|
// not yet supported
|
|
return NULL;
|
|
|
|
std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::const_iterator mit = m_meshShapeMap.find(mesh);
|
|
if (mit != m_meshShapeMap.end())
|
|
return mit->second;
|
|
return NULL;
|
|
}
|
|
|
|
bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope)
|
|
{
|
|
int numpolys, numverts;
|
|
|
|
// assume no shape information
|
|
// no support for dynamic change of shape yet
|
|
assert(IsUnused());
|
|
m_shapeType = PHY_SHAPE_NONE;
|
|
m_meshObject = NULL;
|
|
bool free_dm = false;
|
|
|
|
// No mesh object or mesh has no polys
|
|
if (!meshobj || meshobj->HasColliderPolygon()==false) {
|
|
m_vertexArray.clear();
|
|
m_polygonIndexArray.clear();
|
|
m_triFaceArray.clear();
|
|
m_triFaceUVcoArray.clear();
|
|
return false;
|
|
}
|
|
|
|
if (!dm) {
|
|
free_dm = true;
|
|
dm = CDDM_from_mesh(meshobj->GetMesh(), NULL);
|
|
DM_ensure_tessface(dm);
|
|
}
|
|
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
MFace *mface = dm->getTessFaceArray(dm);
|
|
numpolys = dm->getNumTessFaces(dm);
|
|
numverts = dm->getNumVerts(dm);
|
|
int* index = (int*)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
|
|
MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE);
|
|
|
|
m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
|
|
|
|
/* Convert blender geometry into bullet mesh, need these vars for mapping */
|
|
vector<bool> vert_tag_array(numverts, false);
|
|
unsigned int tot_bt_verts= 0;
|
|
|
|
if (polytope)
|
|
{
|
|
// Tag verts we're using
|
|
for (int p2=0; p2<numpolys; p2++)
|
|
{
|
|
MFace* mf = &mface[p2];
|
|
RAS_Polygon* poly = meshobj->GetPolygon((index)? index[p2]: p2);
|
|
|
|
// only add polygons that have the collision flag set
|
|
if (poly->IsCollider())
|
|
{
|
|
if (vert_tag_array[mf->v1]==false) {vert_tag_array[mf->v1]= true;tot_bt_verts++;}
|
|
if (vert_tag_array[mf->v2]==false) {vert_tag_array[mf->v2]= true;tot_bt_verts++;}
|
|
if (vert_tag_array[mf->v3]==false) {vert_tag_array[mf->v3]= true;tot_bt_verts++;}
|
|
if (mf->v4 && vert_tag_array[mf->v4]==false) {vert_tag_array[mf->v4]= true;tot_bt_verts++;}
|
|
}
|
|
}
|
|
|
|
m_vertexArray.resize(tot_bt_verts*3);
|
|
|
|
btScalar *bt= &m_vertexArray[0];
|
|
|
|
for (int p2=0; p2<numpolys; p2++)
|
|
{
|
|
MFace* mf = &mface[p2];
|
|
RAS_Polygon* poly= meshobj->GetPolygon((index)? index[p2]: p2);
|
|
|
|
// only add polygons that have the collisionflag set
|
|
if (poly->IsCollider())
|
|
{
|
|
if (vert_tag_array[mf->v1]==true)
|
|
{
|
|
const float* vtx = mvert[mf->v1].co;
|
|
vert_tag_array[mf->v1]= false;
|
|
*bt++ = vtx[0];
|
|
*bt++ = vtx[1];
|
|
*bt++ = vtx[2];
|
|
}
|
|
if (vert_tag_array[mf->v2]==true)
|
|
{
|
|
const float* vtx = mvert[mf->v2].co;
|
|
vert_tag_array[mf->v2]= false;
|
|
*bt++ = vtx[0];
|
|
*bt++ = vtx[1];
|
|
*bt++ = vtx[2];
|
|
}
|
|
if (vert_tag_array[mf->v3]==true)
|
|
{
|
|
const float* vtx = mvert[mf->v3].co;
|
|
vert_tag_array[mf->v3]= false;
|
|
*bt++ = vtx[0];
|
|
*bt++ = vtx[1];
|
|
*bt++ = vtx[2];
|
|
}
|
|
if (mf->v4 && vert_tag_array[mf->v4]==true)
|
|
{
|
|
const float* vtx = mvert[mf->v4].co;
|
|
vert_tag_array[mf->v4]= false;
|
|
*bt++ = vtx[0];
|
|
*bt++ = vtx[1];
|
|
*bt++ = vtx[2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
unsigned int tot_bt_tris= 0;
|
|
vector<int> vert_remap_array(numverts, 0);
|
|
|
|
// Tag verts we're using
|
|
for (int p2=0; p2<numpolys; p2++)
|
|
{
|
|
MFace* mf = &mface[p2];
|
|
RAS_Polygon* poly= meshobj->GetPolygon((index)? index[p2]: p2);
|
|
|
|
// only add polygons that have the collision flag set
|
|
if (poly->IsCollider())
|
|
{
|
|
if (vert_tag_array[mf->v1]==false)
|
|
{vert_tag_array[mf->v1]= true;vert_remap_array[mf->v1]= tot_bt_verts;tot_bt_verts++;}
|
|
if (vert_tag_array[mf->v2]==false)
|
|
{vert_tag_array[mf->v2]= true;vert_remap_array[mf->v2]= tot_bt_verts;tot_bt_verts++;}
|
|
if (vert_tag_array[mf->v3]==false)
|
|
{vert_tag_array[mf->v3]= true;vert_remap_array[mf->v3]= tot_bt_verts;tot_bt_verts++;}
|
|
if (mf->v4 && vert_tag_array[mf->v4]==false)
|
|
{vert_tag_array[mf->v4]= true;vert_remap_array[mf->v4]= tot_bt_verts;tot_bt_verts++;}
|
|
tot_bt_tris += (mf->v4 ? 2:1); /* a quad or a tri */
|
|
}
|
|
}
|
|
|
|
m_vertexArray.resize(tot_bt_verts*3);
|
|
m_polygonIndexArray.resize(tot_bt_tris);
|
|
m_triFaceArray.resize(tot_bt_tris*3);
|
|
btScalar *bt= &m_vertexArray[0];
|
|
int *poly_index_pt= &m_polygonIndexArray[0];
|
|
int *tri_pt= &m_triFaceArray[0];
|
|
|
|
UVco *uv_pt = NULL;
|
|
if (tface)
|
|
{
|
|
m_triFaceUVcoArray.resize(tot_bt_tris*3);
|
|
uv_pt = &m_triFaceUVcoArray[0];
|
|
}
|
|
else
|
|
m_triFaceUVcoArray.clear();
|
|
|
|
for (int p2=0; p2<numpolys; p2++)
|
|
{
|
|
MFace* mf = &mface[p2];
|
|
MTFace* tf = (tface) ? &tface[p2] : NULL;
|
|
RAS_Polygon* poly= meshobj->GetPolygon((index)? index[p2]: p2);
|
|
|
|
// only add polygons that have the collisionflag set
|
|
if (poly->IsCollider())
|
|
{
|
|
MVert *v1= &mvert[mf->v1];
|
|
MVert *v2= &mvert[mf->v2];
|
|
MVert *v3= &mvert[mf->v3];
|
|
|
|
// the face indices
|
|
tri_pt[0]= vert_remap_array[mf->v1];
|
|
tri_pt[1]= vert_remap_array[mf->v2];
|
|
tri_pt[2]= vert_remap_array[mf->v3];
|
|
tri_pt= tri_pt+3;
|
|
if (tf)
|
|
{
|
|
uv_pt[0].uv[0] = tf->uv[0][0];
|
|
uv_pt[0].uv[1] = tf->uv[0][1];
|
|
uv_pt[1].uv[0] = tf->uv[1][0];
|
|
uv_pt[1].uv[1] = tf->uv[1][1];
|
|
uv_pt[2].uv[0] = tf->uv[2][0];
|
|
uv_pt[2].uv[1] = tf->uv[2][1];
|
|
uv_pt += 3;
|
|
}
|
|
|
|
// m_polygonIndexArray
|
|
*poly_index_pt= (index)? index[p2]: p2;
|
|
poly_index_pt++;
|
|
|
|
// the vertex location
|
|
if (vert_tag_array[mf->v1]==true) { /* *** v1 *** */
|
|
vert_tag_array[mf->v1]= false;
|
|
*bt++ = v1->co[0];
|
|
*bt++ = v1->co[1];
|
|
*bt++ = v1->co[2];
|
|
}
|
|
if (vert_tag_array[mf->v2]==true) { /* *** v2 *** */
|
|
vert_tag_array[mf->v2]= false;
|
|
*bt++ = v2->co[0];
|
|
*bt++ = v2->co[1];
|
|
*bt++ = v2->co[2];
|
|
}
|
|
if (vert_tag_array[mf->v3]==true) { /* *** v3 *** */
|
|
vert_tag_array[mf->v3]= false;
|
|
*bt++ = v3->co[0];
|
|
*bt++ = v3->co[1];
|
|
*bt++ = v3->co[2];
|
|
}
|
|
|
|
if (mf->v4)
|
|
{
|
|
MVert *v4= &mvert[mf->v4];
|
|
|
|
tri_pt[0]= vert_remap_array[mf->v1];
|
|
tri_pt[1]= vert_remap_array[mf->v3];
|
|
tri_pt[2]= vert_remap_array[mf->v4];
|
|
tri_pt= tri_pt+3;
|
|
if (tf)
|
|
{
|
|
uv_pt[0].uv[0] = tf->uv[0][0];
|
|
uv_pt[0].uv[1] = tf->uv[0][1];
|
|
uv_pt[1].uv[0] = tf->uv[2][0];
|
|
uv_pt[1].uv[1] = tf->uv[2][1];
|
|
uv_pt[2].uv[0] = tf->uv[3][0];
|
|
uv_pt[2].uv[1] = tf->uv[3][1];
|
|
uv_pt += 3;
|
|
}
|
|
|
|
// m_polygonIndexArray
|
|
*poly_index_pt= (index)? index[p2]: p2;
|
|
poly_index_pt++;
|
|
|
|
// the vertex location
|
|
if (vert_tag_array[mf->v4]==true) { /* *** v4 *** */
|
|
vert_tag_array[mf->v4]= false;
|
|
*bt++ = v4->co[0];
|
|
*bt++ = v4->co[1];
|
|
*bt++ = v4->co[2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* If this ever gets confusing, print out an OBJ file for debugging */
|
|
#if 0
|
|
printf("# vert count %d\n", m_vertexArray.size());
|
|
for (i=0; i<m_vertexArray.size(); i+=1) {
|
|
printf("v %.6f %.6f %.6f\n", m_vertexArray[i].x(), m_vertexArray[i].y(), m_vertexArray[i].z());
|
|
}
|
|
|
|
printf("# face count %d\n", m_triFaceArray.size());
|
|
for (i=0; i<m_triFaceArray.size(); i+=3) {
|
|
printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
#if 0
|
|
if (validpolys==false)
|
|
{
|
|
// should not happen
|
|
m_shapeType = PHY_SHAPE_NONE;
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
m_meshObject = meshobj;
|
|
if (free_dm) {
|
|
dm->release(dm);
|
|
dm = NULL;
|
|
}
|
|
|
|
// sharing only on static mesh at present, if you change that, you must also change in FindMesh
|
|
if (!polytope && !dm)
|
|
{
|
|
// triangle shape can be shared, store the mesh object in the map
|
|
m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#include <cstdio>
|
|
|
|
/* Updates the arrays used by CreateBulletShape(),
|
|
* take care that recalcLocalAabb() runs after CreateBulletShape is called.
|
|
* */
|
|
bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RAS_MeshObject* meshobj)
|
|
{
|
|
int numpolys;
|
|
int numverts;
|
|
|
|
unsigned int tot_bt_tris= 0;
|
|
unsigned int tot_bt_verts= 0;
|
|
|
|
int i, j;
|
|
int v_orig;
|
|
|
|
/* Use for looping over verts in a face as a try or 2 tris */
|
|
const int quad_verts[7]= {0,1,2, 0,2,3, -1};
|
|
const int tri_verts[4]= {0,1,2, -1};
|
|
const int *fv_pt;
|
|
|
|
if (gameobj==NULL && meshobj==NULL)
|
|
return false;
|
|
|
|
if (m_shapeType != PHY_SHAPE_MESH)
|
|
return false;
|
|
|
|
RAS_Deformer *deformer= gameobj ? gameobj->GetDeformer():NULL;
|
|
DerivedMesh* dm = NULL;
|
|
|
|
if (deformer)
|
|
dm = deformer->GetPhysicsMesh();
|
|
|
|
/* get the mesh from the object if not defined */
|
|
if (meshobj==NULL) {
|
|
|
|
/* modifier mesh */
|
|
if (dm)
|
|
meshobj= deformer->GetRasMesh();
|
|
|
|
/* game object first mesh */
|
|
if (meshobj==NULL) {
|
|
if (gameobj->GetMeshCount() > 0) {
|
|
meshobj= gameobj->GetMesh(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dm && deformer->GetRasMesh() == meshobj)
|
|
{ /*
|
|
* Derived Mesh Update
|
|
*
|
|
* */
|
|
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
MFace *mface = dm->getTessFaceArray(dm);
|
|
numpolys = dm->getNumTessFaces(dm);
|
|
numverts = dm->getNumVerts(dm);
|
|
int* index = (int*)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
|
|
|
|
MFace *mf;
|
|
MVert *mv;
|
|
|
|
int flen;
|
|
|
|
if (CustomData_has_layer(&dm->faceData, CD_MTFACE))
|
|
{
|
|
MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE);
|
|
MTFace *tf;
|
|
|
|
vector<bool> vert_tag_array(numverts, false);
|
|
vector<int> vert_remap_array(numverts, 0);
|
|
|
|
for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) {
|
|
if (tf->mode & TF_DYNAMIC)
|
|
{
|
|
if (mf->v4) {
|
|
tot_bt_tris+= 2;
|
|
flen= 4;
|
|
} else {
|
|
tot_bt_tris++;
|
|
flen= 3;
|
|
}
|
|
|
|
for (j=0; j<flen; j++)
|
|
{
|
|
v_orig = (*(&mf->v1 + j));
|
|
|
|
if (vert_tag_array[v_orig]==false)
|
|
{
|
|
vert_tag_array[v_orig]= true;
|
|
vert_remap_array[v_orig]= tot_bt_verts;
|
|
tot_bt_verts++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_vertexArray.resize(tot_bt_verts*3);
|
|
btScalar *bt= &m_vertexArray[0];
|
|
|
|
m_triFaceArray.resize(tot_bt_tris*3);
|
|
int *tri_pt= &m_triFaceArray[0];
|
|
|
|
m_triFaceUVcoArray.resize(tot_bt_tris*3);
|
|
UVco *uv_pt= &m_triFaceUVcoArray[0];
|
|
|
|
m_polygonIndexArray.resize(tot_bt_tris);
|
|
int *poly_index_pt= &m_polygonIndexArray[0];
|
|
|
|
for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++)
|
|
{
|
|
if (tf->mode & TF_DYNAMIC)
|
|
{
|
|
int origi = (index)? index[i]: i;
|
|
|
|
if (mf->v4) {
|
|
fv_pt= quad_verts;
|
|
*poly_index_pt++ = origi;
|
|
*poly_index_pt++ = origi;
|
|
flen= 4;
|
|
} else {
|
|
fv_pt= tri_verts;
|
|
*poly_index_pt++ = origi;
|
|
flen= 3;
|
|
}
|
|
|
|
for (; *fv_pt > -1; fv_pt++)
|
|
{
|
|
v_orig = (*(&mf->v1 + (*fv_pt)));
|
|
|
|
if (vert_tag_array[v_orig])
|
|
{
|
|
mv= mvert + v_orig;
|
|
*bt++ = mv->co[0];
|
|
*bt++ = mv->co[1];
|
|
*bt++ = mv->co[2];
|
|
|
|
vert_tag_array[v_orig]= false;
|
|
}
|
|
*tri_pt++ = vert_remap_array[v_orig];
|
|
uv_pt->uv[0] = tf->uv[*fv_pt][0];
|
|
uv_pt->uv[1] = tf->uv[*fv_pt][1];
|
|
uv_pt++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* no need for a vertex mapping. simple/fast */
|
|
|
|
tot_bt_verts= numverts;
|
|
|
|
for (mf= mface, i=0; i < numpolys; mf++, i++) {
|
|
tot_bt_tris += (mf->v4 ? 2:1);
|
|
}
|
|
|
|
m_vertexArray.resize(tot_bt_verts*3);
|
|
btScalar *bt= &m_vertexArray[0];
|
|
|
|
m_triFaceArray.resize(tot_bt_tris*3);
|
|
int *tri_pt= &m_triFaceArray[0];
|
|
|
|
m_polygonIndexArray.resize(tot_bt_tris);
|
|
int *poly_index_pt= &m_polygonIndexArray[0];
|
|
|
|
m_triFaceUVcoArray.clear();
|
|
|
|
for (mv= mvert, i=0; i < numverts; mv++, i++) {
|
|
*bt++ = mv->co[0]; *bt++ = mv->co[1]; *bt++ = mv->co[2];
|
|
}
|
|
|
|
for (mf= mface, i=0; i < numpolys; mf++, i++) {
|
|
int origi = (index)? index[i]: i;
|
|
|
|
if (mf->v4) {
|
|
fv_pt= quad_verts;
|
|
*poly_index_pt++ = origi;
|
|
*poly_index_pt++ = origi;
|
|
}
|
|
else {
|
|
fv_pt= tri_verts;
|
|
*poly_index_pt++ = origi;
|
|
}
|
|
|
|
for (; *fv_pt > -1; fv_pt++)
|
|
*tri_pt++ = (*(&mf->v1 + (*fv_pt)));
|
|
}
|
|
}
|
|
}
|
|
else { /*
|
|
* RAS Mesh Update
|
|
*
|
|
* */
|
|
|
|
/* Note!, gameobj can be NULL here */
|
|
|
|
/* transverts are only used for deformed RAS_Meshes, the RAS_TexVert data
|
|
* is too hard to get at, see below for details */
|
|
float (*transverts)[3]= NULL;
|
|
int transverts_tot= 0; /* with deformed meshes - should always be greater then the max orginal index, or we get crashes */
|
|
|
|
if (deformer) {
|
|
/* map locations from the deformed array
|
|
*
|
|
* Could call deformer->Update(); but rely on redraw updating.
|
|
* */
|
|
transverts= deformer->GetTransVerts(&transverts_tot);
|
|
}
|
|
|
|
// Tag verts we're using
|
|
numpolys= meshobj->NumPolygons();
|
|
numverts= meshobj->m_sharedvertex_map.size();
|
|
const float *xyz;
|
|
|
|
|
|
vector<bool> vert_tag_array(numverts, false);
|
|
vector<int> vert_remap_array(numverts, 0);
|
|
|
|
for (int p=0; p<numpolys; p++)
|
|
{
|
|
RAS_Polygon* poly= meshobj->GetPolygon(p);
|
|
if (poly->IsCollider())
|
|
{
|
|
for (i=0; i < poly->VertexCount(); i++)
|
|
{
|
|
v_orig= poly->GetVertex(i)->getOrigIndex();
|
|
if (vert_tag_array[v_orig]==false)
|
|
{
|
|
vert_tag_array[v_orig]= true;
|
|
vert_remap_array[v_orig]= tot_bt_verts;
|
|
tot_bt_verts++;
|
|
}
|
|
}
|
|
tot_bt_tris += (poly->VertexCount()==4 ? 2:1);
|
|
}
|
|
}
|
|
|
|
// This case happens when none of the polys are colliders
|
|
if (tot_bt_tris == 0 || tot_bt_verts == 0)
|
|
return false;
|
|
|
|
m_vertexArray.resize(tot_bt_verts*3);
|
|
btScalar *bt= &m_vertexArray[0];
|
|
|
|
m_triFaceArray.resize(tot_bt_tris*3);
|
|
int *tri_pt= &m_triFaceArray[0];
|
|
|
|
/* cant be used for anything useful in this case, since we don't rely on the original mesh
|
|
* will just be an array like pythons range(tot_bt_tris) */
|
|
m_polygonIndexArray.resize(tot_bt_tris);
|
|
|
|
|
|
for (int p=0; p<numpolys; p++)
|
|
{
|
|
RAS_Polygon* poly= meshobj->GetPolygon(p);
|
|
|
|
if (poly->IsCollider())
|
|
{
|
|
/* quad or tri loop */
|
|
fv_pt= (poly->VertexCount()==3 ? tri_verts:quad_verts);
|
|
|
|
for (; *fv_pt > -1; fv_pt++)
|
|
{
|
|
v_orig= poly->GetVertex(*fv_pt)->getOrigIndex();
|
|
|
|
if (vert_tag_array[v_orig])
|
|
{
|
|
if (transverts) {
|
|
/* deformed mesh, using RAS_TexVert locations would be too troublesome
|
|
* because they are use the gameob as a hash in the material slot */
|
|
*bt++ = transverts[v_orig][0];
|
|
*bt++ = transverts[v_orig][1];
|
|
*bt++ = transverts[v_orig][2];
|
|
}
|
|
else {
|
|
/* static mesh python may have modified */
|
|
xyz= meshobj->GetVertexLocation( v_orig );
|
|
*bt++ = xyz[0];
|
|
*bt++ = xyz[1];
|
|
*bt++ = xyz[2];
|
|
}
|
|
|
|
vert_tag_array[v_orig]= false;
|
|
}
|
|
|
|
*tri_pt++ = vert_remap_array[v_orig];
|
|
}
|
|
}
|
|
|
|
m_polygonIndexArray[p]= p; /* dumb counting */
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/* needs #include <cstdio> */
|
|
printf("# vert count %d\n", m_vertexArray.size());
|
|
for (int i=0; i<m_vertexArray.size(); i+=3) {
|
|
printf("v %.6f %.6f %.6f\n", m_vertexArray[i], m_vertexArray[i+1], m_vertexArray[i+2]);
|
|
}
|
|
|
|
printf("# face count %d\n", m_triFaceArray.size());
|
|
for (int i=0; i<m_triFaceArray.size(); i+=3) {
|
|
printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
|
|
}
|
|
#endif
|
|
|
|
/* force recreation of the m_unscaledShape.
|
|
* If this has multiple users we cant delete */
|
|
if (m_unscaledShape) {
|
|
// don't free now so it can re-allocate under the same location and not break pointers.
|
|
// DeleteBulletShape(m_unscaledShape);
|
|
m_forceReInstance= true;
|
|
}
|
|
|
|
// Make sure to also replace the mesh in the shape map! Otherwise we leave dangling references when we free.
|
|
// Note, this whole business could cause issues with shared meshes. If we update one mesh, do we replace
|
|
// them all?
|
|
std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
|
|
if (mit != m_meshShapeMap.end()) {
|
|
m_meshShapeMap.erase(mit);
|
|
m_meshShapeMap[meshobj] = this;
|
|
}
|
|
|
|
m_meshObject= meshobj;
|
|
|
|
if (dm) {
|
|
dm->needsFree = 1;
|
|
dm->release(dm);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
bool CcdShapeConstructionInfo::SetProxy(CcdShapeConstructionInfo* shapeInfo)
|
|
{
|
|
if (shapeInfo == NULL)
|
|
return false;
|
|
// no support for dynamic change
|
|
assert(IsUnused());
|
|
m_shapeType = PHY_SHAPE_PROXY;
|
|
m_shapeProxy = shapeInfo;
|
|
return true;
|
|
}
|
|
|
|
btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, bool useGimpact, bool useBvh)
|
|
{
|
|
btCollisionShape* collisionShape = 0;
|
|
btCompoundShape* compoundShape = 0;
|
|
|
|
if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
|
|
return m_shapeProxy->CreateBulletShape(margin, useGimpact, useBvh);
|
|
|
|
switch (m_shapeType)
|
|
{
|
|
default:
|
|
break;
|
|
|
|
case PHY_SHAPE_BOX:
|
|
collisionShape = new btBoxShape(m_halfExtend);
|
|
collisionShape->setMargin(margin);
|
|
break;
|
|
|
|
case PHY_SHAPE_SPHERE:
|
|
collisionShape = new btSphereShape(m_radius);
|
|
collisionShape->setMargin(margin);
|
|
break;
|
|
|
|
case PHY_SHAPE_CYLINDER:
|
|
collisionShape = new btCylinderShapeZ(m_halfExtend);
|
|
collisionShape->setMargin(margin);
|
|
break;
|
|
|
|
case PHY_SHAPE_CONE:
|
|
collisionShape = new btConeShapeZ(m_radius, m_height);
|
|
collisionShape->setMargin(margin);
|
|
break;
|
|
|
|
case PHY_SHAPE_POLYTOPE:
|
|
collisionShape = new btConvexHullShape(&m_vertexArray[0], m_vertexArray.size()/3, 3*sizeof(btScalar));
|
|
collisionShape->setMargin(margin);
|
|
break;
|
|
|
|
case PHY_SHAPE_CAPSULE:
|
|
collisionShape = new btCapsuleShapeZ(m_radius, m_height);
|
|
collisionShape->setMargin(margin);
|
|
break;
|
|
|
|
case PHY_SHAPE_MESH:
|
|
// Let's use the latest btScaledBvhTriangleMeshShape: it allows true sharing of
|
|
// triangle mesh information between duplicates => drastic performance increase when
|
|
// duplicating complex mesh objects.
|
|
// BUT it causes a small performance decrease when sharing is not required:
|
|
// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
|
|
// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
|
|
// and btScaledBvhTriangleMeshShape otherwise.
|
|
if (useGimpact)
|
|
{
|
|
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
|
|
m_polygonIndexArray.size(),
|
|
&m_triFaceArray[0],
|
|
3*sizeof(int),
|
|
m_vertexArray.size()/3,
|
|
&m_vertexArray[0],
|
|
3*sizeof(btScalar)
|
|
);
|
|
btGImpactMeshShape* gimpactShape = new btGImpactMeshShape(indexVertexArrays);
|
|
gimpactShape->setMargin(margin);
|
|
collisionShape = gimpactShape;
|
|
gimpactShape->updateBound();
|
|
|
|
} else
|
|
{
|
|
if (!m_unscaledShape || m_forceReInstance)
|
|
{
|
|
|
|
btTriangleIndexVertexArray* indexVertexArrays = 0;
|
|
|
|
///enable welding, only for the objects that need it (such as soft bodies)
|
|
if (0.f != m_weldingThreshold1)
|
|
{
|
|
btTriangleMesh* collisionMeshData = new btTriangleMesh(true,false);
|
|
collisionMeshData->m_weldingThreshold = m_weldingThreshold1;
|
|
bool removeDuplicateVertices=true;
|
|
// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
|
|
for (unsigned int i=0; i<m_triFaceArray.size(); i+=3) {
|
|
btScalar *bt = &m_vertexArray[3*m_triFaceArray[i]];
|
|
btVector3 v1(bt[0], bt[1], bt[2]);
|
|
bt = &m_vertexArray[3*m_triFaceArray[i+1]];
|
|
btVector3 v2(bt[0], bt[1], bt[2]);
|
|
bt = &m_vertexArray[3*m_triFaceArray[i+2]];
|
|
btVector3 v3(bt[0], bt[1], bt[2]);
|
|
collisionMeshData->addTriangle(v1, v2, v3, removeDuplicateVertices);
|
|
}
|
|
indexVertexArrays = collisionMeshData;
|
|
|
|
} else
|
|
{
|
|
indexVertexArrays = new btTriangleIndexVertexArray(
|
|
m_polygonIndexArray.size(),
|
|
&m_triFaceArray[0],
|
|
3*sizeof(int),
|
|
m_vertexArray.size()/3,
|
|
&m_vertexArray[0],
|
|
3*sizeof(btScalar));
|
|
}
|
|
|
|
// this shape will be shared and not deleted until shapeInfo is deleted
|
|
|
|
// for UpdateMesh, reuse the last memory location so instancing wont crash.
|
|
if (m_unscaledShape) {
|
|
DeleteBulletShape(m_unscaledShape, false);
|
|
m_unscaledShape->~btBvhTriangleMeshShape();
|
|
m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
|
|
} else {
|
|
m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
|
|
}
|
|
m_forceReInstance= false;
|
|
} else if (useBvh && m_unscaledShape->getOptimizedBvh() == NULL) {
|
|
// the existing unscaledShape was not build with Bvh, do it now
|
|
m_unscaledShape->buildOptimizedBvh();
|
|
}
|
|
collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
|
|
collisionShape->setMargin(margin);
|
|
}
|
|
break;
|
|
|
|
case PHY_SHAPE_COMPOUND:
|
|
if (m_shapeArray.size() > 0)
|
|
{
|
|
compoundShape = new btCompoundShape();
|
|
for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
|
|
sit != m_shapeArray.end();
|
|
sit++)
|
|
{
|
|
collisionShape = (*sit)->CreateBulletShape(margin, useGimpact, useBvh);
|
|
if (collisionShape)
|
|
{
|
|
collisionShape->setLocalScaling((*sit)->m_childScale);
|
|
compoundShape->addChildShape((*sit)->m_childTrans, collisionShape);
|
|
}
|
|
}
|
|
collisionShape = compoundShape;
|
|
}
|
|
break;
|
|
}
|
|
return collisionShape;
|
|
}
|
|
|
|
void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
|
|
{
|
|
m_shapeArray.push_back(shapeInfo);
|
|
shapeInfo->AddRef();
|
|
}
|
|
|
|
CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
|
|
{
|
|
for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
|
|
sit != m_shapeArray.end();
|
|
sit++)
|
|
{
|
|
(*sit)->Release();
|
|
}
|
|
m_shapeArray.clear();
|
|
if (m_unscaledShape)
|
|
{
|
|
DeleteBulletShape(m_unscaledShape, true);
|
|
}
|
|
m_vertexArray.clear();
|
|
if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL)
|
|
{
|
|
std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
|
|
if (mit != m_meshShapeMap.end() && mit->second == this)
|
|
{
|
|
m_meshShapeMap.erase(mit);
|
|
}
|
|
}
|
|
if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
|
|
{
|
|
m_shapeProxy->Release();
|
|
}
|
|
}
|
|
|