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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "../Precompiled.h"
- #include "../Core/Context.h"
- #include "../Core/Mutex.h"
- #include "../Core/Profiler.h"
- #include "../Graphics/DebugRenderer.h"
- #include "../Graphics/Model.h"
- #include "../IO/Log.h"
- #include "../Math/Ray.h"
- #include "../Physics/CollisionShape.h"
- #include "../Physics/Constraint.h"
- #include "../Physics/PhysicsEvents.h"
- #include "../Physics/PhysicsUtils.h"
- #include "../Physics/PhysicsWorld.h"
- #include "../Physics/RigidBody.h"
- #include "../Scene/Scene.h"
- #include "../Scene/SceneEvents.h"
- // ATOMIC BEGIN
- #include <Bullet/src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
- #include <Bullet/src/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
- #include <Bullet/src/BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
- #include <Bullet/src/BulletCollision/CollisionShapes/btBoxShape.h>
- #include <Bullet/src/BulletCollision/CollisionShapes/btSphereShape.h>
- #include <Bullet/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
- #include <Bullet/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
- // ATOMIC END
- extern ContactAddedCallback gContactAddedCallback;
- namespace Atomic
- {
- const char* PHYSICS_CATEGORY = "Physics";
- extern const char* SUBSYSTEM_CATEGORY;
- static const int MAX_SOLVER_ITERATIONS = 256;
- static const int DEFAULT_FPS = 60;
- static const Vector3 DEFAULT_GRAVITY = Vector3(0.0f, -9.81f, 0.0f);
- PhysicsWorldConfig PhysicsWorld::config;
- static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- void InternalPreTickCallback(btDynamicsWorld* world, btScalar timeStep)
- {
- static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PreStep(timeStep);
- }
- void InternalTickCallback(btDynamicsWorld* world, btScalar timeStep)
- {
- static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PostStep(timeStep);
- }
- static bool CustomMaterialCombinerCallback(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, int partId0,
- int index0, const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1)
- {
- btAdjustInternalEdgeContacts(cp, colObj1Wrap, colObj0Wrap, partId1, index1);
- cp.m_combinedFriction = colObj0Wrap->getCollisionObject()->getFriction() * colObj1Wrap->getCollisionObject()->getFriction();
- cp.m_combinedRestitution =
- colObj0Wrap->getCollisionObject()->getRestitution() * colObj1Wrap->getCollisionObject()->getRestitution();
- return true;
- }
- /// Callback for physics world queries.
- struct PhysicsQueryCallback : public btCollisionWorld::ContactResultCallback
- {
- /// Construct.
- PhysicsQueryCallback(PODVector<RigidBody*>& result, unsigned collisionMask) :
- result_(result),
- collisionMask_(collisionMask)
- {
- }
- /// Add a contact result.
- virtual btScalar addSingleResult(btManifoldPoint&, const btCollisionObjectWrapper* colObj0Wrap, int, int,
- const btCollisionObjectWrapper* colObj1Wrap, int, int)
- {
- RigidBody* body = reinterpret_cast<RigidBody*>(colObj0Wrap->getCollisionObject()->getUserPointer());
- if (body && !result_.Contains(body) && (body->GetCollisionLayer() & collisionMask_))
- result_.Push(body);
- body = reinterpret_cast<RigidBody*>(colObj1Wrap->getCollisionObject()->getUserPointer());
- if (body && !result_.Contains(body) && (body->GetCollisionLayer() & collisionMask_))
- result_.Push(body);
- return 0.0f;
- }
- /// Found rigid bodies.
- PODVector<RigidBody*>& result_;
- /// Collision mask for the query.
- unsigned collisionMask_;
- };
- PhysicsWorld::PhysicsWorld(Context* context) :
- Component(context),
- collisionConfiguration_(0),
- fps_(DEFAULT_FPS),
- maxSubSteps_(0),
- timeAcc_(0.0f),
- maxNetworkAngularVelocity_(DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY),
- updateEnabled_(true),
- interpolation_(true),
- internalEdge_(true),
- applyingTransforms_(false),
- simulating_(false),
- debugRenderer_(0),
- debugMode_(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits)
- {
- gContactAddedCallback = CustomMaterialCombinerCallback;
- if (PhysicsWorld::config.collisionConfig_)
- collisionConfiguration_ = PhysicsWorld::config.collisionConfig_;
- else
- collisionConfiguration_ = new btDefaultCollisionConfiguration();
- collisionDispatcher_ = new btCollisionDispatcher(collisionConfiguration_);
- broadphase_ = new btDbvtBroadphase();
- solver_ = new btSequentialImpulseConstraintSolver();
- world_ = new btDiscreteDynamicsWorld(collisionDispatcher_.Get(), broadphase_.Get(), solver_.Get(), collisionConfiguration_);
- world_->setGravity(ToBtVector3(DEFAULT_GRAVITY));
- world_->getDispatchInfo().m_useContinuous = true;
- world_->getSolverInfo().m_splitImpulse = false; // Disable by default for performance
- world_->setDebugDrawer(this);
- world_->setInternalTickCallback(InternalPreTickCallback, static_cast<void*>(this), true);
- world_->setInternalTickCallback(InternalTickCallback, static_cast<void*>(this), false);
- }
- PhysicsWorld::~PhysicsWorld()
- {
- if (scene_)
- {
- // Force all remaining constraints, rigid bodies and collision shapes to release themselves
- for (PODVector<Constraint*>::Iterator i = constraints_.Begin(); i != constraints_.End(); ++i)
- (*i)->ReleaseConstraint();
- for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
- (*i)->ReleaseBody();
- for (PODVector<CollisionShape*>::Iterator i = collisionShapes_.Begin(); i != collisionShapes_.End(); ++i)
- (*i)->ReleaseShape();
- }
- world_.Reset();
- solver_.Reset();
- broadphase_.Reset();
- collisionDispatcher_.Reset();
- // Delete configuration only if it was the default created by PhysicsWorld
- if (!PhysicsWorld::config.collisionConfig_)
- delete collisionConfiguration_;
- collisionConfiguration_ = 0;
- }
- void PhysicsWorld::RegisterObject(Context* context)
- {
- context->RegisterFactory<PhysicsWorld>(SUBSYSTEM_CATEGORY);
- ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Gravity", GetGravity, SetGravity, Vector3, DEFAULT_GRAVITY, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Physics FPS", int, fps_, DEFAULT_FPS, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Max Substeps", int, maxSubSteps_, 0, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Solver Iterations", GetNumIterations, SetNumIterations, int, 10, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Net Max Angular Vel.", float, maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
- ATOMIC_ATTRIBUTE("Interpolation", bool, interpolation_, true, AM_FILE);
- ATOMIC_ATTRIBUTE("Internal Edge Utility", bool, internalEdge_, true, AM_DEFAULT);
- ATOMIC_ACCESSOR_ATTRIBUTE("Split Impulse", GetSplitImpulse, SetSplitImpulse, bool, false, AM_DEFAULT);
- }
- bool PhysicsWorld::isVisible(const btVector3& aabbMin, const btVector3& aabbMax)
- {
- if (debugRenderer_)
- return debugRenderer_->IsInside(BoundingBox(ToVector3(aabbMin), ToVector3(aabbMax)));
- else
- return false;
- }
- void PhysicsWorld::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
- {
- if (debugRenderer_)
- debugRenderer_->AddLine(ToVector3(from), ToVector3(to), Color(color.x(), color.y(), color.z()), debugDepthTest_);
- }
- void PhysicsWorld::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
- {
- if (debug)
- {
- ATOMIC_PROFILE(PhysicsDrawDebug);
- debugRenderer_ = debug;
- debugDepthTest_ = depthTest;
- world_->debugDrawWorld();
- debugRenderer_ = 0;
- }
- }
- void PhysicsWorld::reportErrorWarning(const char* warningString)
- {
- ATOMIC_LOGWARNING("Physics: " + String(warningString));
- }
- void PhysicsWorld::drawContactPoint(const btVector3& pointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime,
- const btVector3& color)
- {
- }
- void PhysicsWorld::draw3dText(const btVector3& location, const char* textString)
- {
- }
- void PhysicsWorld::Update(float timeStep)
- {
- ATOMIC_PROFILE(UpdatePhysics);
- float internalTimeStep = 1.0f / fps_;
- int maxSubSteps = (int)(timeStep * fps_) + 1;
- if (maxSubSteps_ < 0)
- {
- internalTimeStep = timeStep;
- maxSubSteps = 1;
- }
- else if (maxSubSteps_ > 0)
- maxSubSteps = Min(maxSubSteps, maxSubSteps_);
- delayedWorldTransforms_.Clear();
- simulating_ = true;
- if (interpolation_)
- world_->stepSimulation(timeStep, maxSubSteps, internalTimeStep);
- else
- {
- timeAcc_ += timeStep;
- while (timeAcc_ >= internalTimeStep && maxSubSteps > 0)
- {
- world_->stepSimulation(internalTimeStep, 0, internalTimeStep);
- timeAcc_ -= internalTimeStep;
- --maxSubSteps;
- }
- }
- simulating_ = false;
- // Apply delayed (parented) world transforms now
- while (!delayedWorldTransforms_.Empty())
- {
- for (HashMap<RigidBody*, DelayedWorldTransform>::Iterator i = delayedWorldTransforms_.Begin();
- i != delayedWorldTransforms_.End();)
- {
- const DelayedWorldTransform& transform = i->second_;
- // If parent's transform has already been assigned, can proceed
- if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
- {
- transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
- i = delayedWorldTransforms_.Erase(i);
- }
- else
- ++i;
- }
- }
- }
- void PhysicsWorld::UpdateCollisions()
- {
- world_->performDiscreteCollisionDetection();
- }
- void PhysicsWorld::SetFps(int fps)
- {
- fps_ = (unsigned)Clamp(fps, 1, 1000);
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetGravity(const Vector3& gravity)
- {
- world_->setGravity(ToBtVector3(gravity));
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetMaxSubSteps(int num)
- {
- maxSubSteps_ = num;
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetNumIterations(int num)
- {
- num = Clamp(num, 1, MAX_SOLVER_ITERATIONS);
- world_->getSolverInfo().m_numIterations = num;
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetUpdateEnabled(bool enable)
- {
- updateEnabled_ = enable;
- }
- void PhysicsWorld::SetInterpolation(bool enable)
- {
- interpolation_ = enable;
- }
- void PhysicsWorld::SetInternalEdge(bool enable)
- {
- internalEdge_ = enable;
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetSplitImpulse(bool enable)
- {
- world_->getSolverInfo().m_splitImpulse = enable;
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
- {
- maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
- MarkNetworkUpdate();
- }
- void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- ATOMIC_PROFILE(PhysicsRaycast);
- if (maxDistance >= M_INFINITY)
- ATOMIC_LOGWARNING("Infinite maxDistance in physics raycast is not supported");
- btCollisionWorld::AllHitsRayResultCallback
- rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = (short)collisionMask;
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
- for (int i = 0; i < rayCallback.m_collisionObjects.size(); ++i)
- {
- PhysicsRaycastResult newResult;
- newResult.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObjects[i]->getUserPointer());
- newResult.position_ = ToVector3(rayCallback.m_hitPointWorld[i]);
- newResult.normal_ = ToVector3(rayCallback.m_hitNormalWorld[i]);
- newResult.distance_ = (newResult.position_ - ray.origin_).Length();
- newResult.hitFraction_ = rayCallback.m_closestHitFraction;
- result.Push(newResult);
- }
- Sort(result.Begin(), result.End(), CompareRaycastResults);
- }
- void PhysicsWorld::RaycastSingle(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- ATOMIC_PROFILE(PhysicsRaycastSingle);
- if (maxDistance >= M_INFINITY)
- ATOMIC_LOGWARNING("Infinite maxDistance in physics raycast is not supported");
- btCollisionWorld::ClosestRayResultCallback
- rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = (short)collisionMask;
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
- if (rayCallback.hasHit())
- {
- result.position_ = ToVector3(rayCallback.m_hitPointWorld);
- result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
- result.distance_ = (result.position_ - ray.origin_).Length();
- result.hitFraction_ = rayCallback.m_closestHitFraction;
- result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
- }
- else
- {
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- result.body_ = 0;
- }
- }
- void PhysicsWorld::RaycastSingleSegmented(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, float segmentDistance, unsigned collisionMask)
- {
- ATOMIC_PROFILE(PhysicsRaycastSingleSegmented);
- if (maxDistance >= M_INFINITY)
- ATOMIC_LOGWARNING("Infinite maxDistance in physics raycast is not supported");
- btVector3 start = ToBtVector3(ray.origin_);
- btVector3 end;
- btVector3 direction = ToBtVector3(ray.direction_);
- float distance;
- for (float remainingDistance = maxDistance; remainingDistance > 0; remainingDistance -= segmentDistance)
- {
- distance = Min(remainingDistance, segmentDistance);
- end = start + distance * direction;
- btCollisionWorld::ClosestRayResultCallback rayCallback(start, end);
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = (short)collisionMask;
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
- if (rayCallback.hasHit())
- {
- result.position_ = ToVector3(rayCallback.m_hitPointWorld);
- result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
- result.distance_ = (result.position_ - ray.origin_).Length();
- result.hitFraction_ = rayCallback.m_closestHitFraction;
- result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
- // No need to cast the rest of the segments
- return;
- }
- // Use the end position as the new start position
- start = end;
- }
- // Didn't hit anything
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- result.body_ = 0;
- }
- void PhysicsWorld::SphereCast(PhysicsRaycastResult& result, const Ray& ray, float radius, float maxDistance, unsigned collisionMask)
- {
- ATOMIC_PROFILE(PhysicsSphereCast);
- if (maxDistance >= M_INFINITY)
- ATOMIC_LOGWARNING("Infinite maxDistance in physics sphere cast is not supported");
- btSphereShape shape(radius);
- Vector3 endPos = ray.origin_ + maxDistance * ray.direction_;
- btCollisionWorld::ClosestConvexResultCallback
- convexCallback(ToBtVector3(ray.origin_), ToBtVector3(endPos));
- convexCallback.m_collisionFilterGroup = (short)0xffff;
- convexCallback.m_collisionFilterMask = (short)collisionMask;
- world_->convexSweepTest(&shape, btTransform(btQuaternion::getIdentity(), convexCallback.m_convexFromWorld),
- btTransform(btQuaternion::getIdentity(), convexCallback.m_convexToWorld), convexCallback);
- if (convexCallback.hasHit())
- {
- result.body_ = static_cast<RigidBody*>(convexCallback.m_hitCollisionObject->getUserPointer());
- result.position_ = ToVector3(convexCallback.m_hitPointWorld);
- result.normal_ = ToVector3(convexCallback.m_hitNormalWorld);
- result.distance_ = convexCallback.m_closestHitFraction * (endPos - ray.origin_).Length();
- result.hitFraction_ = convexCallback.m_closestHitFraction;
- }
- else
- {
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- }
- }
- void PhysicsWorld::ConvexCast(PhysicsRaycastResult& result, CollisionShape* shape, const Vector3& startPos,
- const Quaternion& startRot, const Vector3& endPos, const Quaternion& endRot, unsigned collisionMask)
- {
- if (!shape || !shape->GetCollisionShape())
- {
- ATOMIC_LOGERROR("Null collision shape for convex cast");
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- return;
- }
- // If shape is attached in a rigidbody, set its collision group temporarily to 0 to make sure it is not returned in the sweep result
- RigidBody* bodyComp = shape->GetComponent<RigidBody>();
- btRigidBody* body = bodyComp ? bodyComp->GetBody() : (btRigidBody*)0;
- btBroadphaseProxy* proxy = body ? body->getBroadphaseProxy() : (btBroadphaseProxy*)0;
- short group = 0;
- if (proxy)
- {
- group = proxy->m_collisionFilterGroup;
- proxy->m_collisionFilterGroup = 0;
- }
- // Take the shape's offset position & rotation into account
- Node* shapeNode = shape->GetNode();
- Matrix3x4 startTransform(startPos, startRot, shapeNode ? shapeNode->GetWorldScale() : Vector3::ONE);
- Matrix3x4 endTransform(endPos, endRot, shapeNode ? shapeNode->GetWorldScale() : Vector3::ONE);
- Vector3 effectiveStartPos = startTransform * shape->GetPosition();
- Vector3 effectiveEndPos = endTransform * shape->GetPosition();
- Quaternion effectiveStartRot = startRot * shape->GetRotation();
- Quaternion effectiveEndRot = endRot * shape->GetRotation();
- ConvexCast(result, shape->GetCollisionShape(), effectiveStartPos, effectiveStartRot, effectiveEndPos, effectiveEndRot, collisionMask);
- // Restore the collision group
- if (proxy)
- proxy->m_collisionFilterGroup = group;
- }
- void PhysicsWorld::ConvexCast(PhysicsRaycastResult& result, btCollisionShape* shape, const Vector3& startPos,
- const Quaternion& startRot, const Vector3& endPos, const Quaternion& endRot, unsigned collisionMask)
- {
- if (!shape)
- {
- ATOMIC_LOGERROR("Null collision shape for convex cast");
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- return;
- }
- if (!shape->isConvex())
- {
- ATOMIC_LOGERROR("Can not use non-convex collision shape for convex cast");
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- return;
- }
- ATOMIC_PROFILE(PhysicsConvexCast);
- btCollisionWorld::ClosestConvexResultCallback convexCallback(ToBtVector3(startPos), ToBtVector3(endPos));
- convexCallback.m_collisionFilterGroup = (short)0xffff;
- convexCallback.m_collisionFilterMask = (short)collisionMask;
- world_->convexSweepTest(static_cast<btConvexShape*>(shape), btTransform(ToBtQuaternion(startRot),
- convexCallback.m_convexFromWorld), btTransform(ToBtQuaternion(endRot), convexCallback.m_convexToWorld),
- convexCallback);
- if (convexCallback.hasHit())
- {
- result.body_ = static_cast<RigidBody*>(convexCallback.m_hitCollisionObject->getUserPointer());
- result.position_ = ToVector3(convexCallback.m_hitPointWorld);
- result.normal_ = ToVector3(convexCallback.m_hitNormalWorld);
- result.distance_ = convexCallback.m_closestHitFraction * (endPos - startPos).Length();
- result.hitFraction_ = convexCallback.m_closestHitFraction;
- }
- else
- {
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.hitFraction_ = 0.0f;
- }
- }
- void PhysicsWorld::RemoveCachedGeometry(Model* model)
- {
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = triMeshCache_.Begin();
- i != triMeshCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->first_.first_ == model)
- triMeshCache_.Erase(current);
- }
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = convexCache_.Begin();
- i != convexCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->first_.first_ == model)
- convexCache_.Erase(current);
- }
- }
- void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const Sphere& sphere, unsigned collisionMask)
- {
- ATOMIC_PROFILE(PhysicsSphereQuery);
- result.Clear();
- btSphereShape sphereShape(sphere.radius_);
- UniquePtr<btRigidBody> tempRigidBody(new btRigidBody(1.0f, 0, &sphereShape));
- tempRigidBody->setWorldTransform(btTransform(btQuaternion::getIdentity(), ToBtVector3(sphere.center_)));
- // Need to activate the temporary rigid body to get reliable results from static, sleeping objects
- tempRigidBody->activate();
- world_->addRigidBody(tempRigidBody.Get());
- PhysicsQueryCallback callback(result, collisionMask);
- world_->contactTest(tempRigidBody.Get(), callback);
- world_->removeRigidBody(tempRigidBody.Get());
- }
- void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const BoundingBox& box, unsigned collisionMask)
- {
- ATOMIC_PROFILE(PhysicsBoxQuery);
- result.Clear();
- btBoxShape boxShape(ToBtVector3(box.HalfSize()));
- UniquePtr<btRigidBody> tempRigidBody(new btRigidBody(1.0f, 0, &boxShape));
- tempRigidBody->setWorldTransform(btTransform(btQuaternion::getIdentity(), ToBtVector3(box.Center())));
- tempRigidBody->activate();
- world_->addRigidBody(tempRigidBody.Get());
- PhysicsQueryCallback callback(result, collisionMask);
- world_->contactTest(tempRigidBody.Get(), callback);
- world_->removeRigidBody(tempRigidBody.Get());
- }
- void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const RigidBody* body)
- {
- ATOMIC_PROFILE(PhysicsBodyQuery);
-
- result.Clear();
-
- if (!body || !body->GetBody())
- return;
- PhysicsQueryCallback callback(result, body->GetCollisionMask());
- world_->contactTest(body->GetBody(), callback);
-
- // Remove the body itself from the returned list
- for (unsigned i = 0; i < result.Size(); i++)
- {
- if (result[i] == body)
- {
- result.Erase(i);
- break;
- }
- }
- }
- void PhysicsWorld::GetCollidingBodies(PODVector<RigidBody*>& result, const RigidBody* body)
- {
- ATOMIC_PROFILE(GetCollidingBodies);
- result.Clear();
- for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, ManifoldPair>::Iterator i = currentCollisions_.Begin();
- i != currentCollisions_.End(); ++i)
- {
- if (i->first_.first_ == body)
- {
- if (i->first_.second_)
- result.Push(i->first_.second_);
- }
- else if (i->first_.second_ == body)
- {
- if (i->first_.first_)
- result.Push(i->first_.first_);
- }
- }
- }
- Vector3 PhysicsWorld::GetGravity() const
- {
- return ToVector3(world_->getGravity());
- }
- int PhysicsWorld::GetNumIterations() const
- {
- return world_->getSolverInfo().m_numIterations;
- }
- bool PhysicsWorld::GetSplitImpulse() const
- {
- return world_->getSolverInfo().m_splitImpulse != 0;
- }
- void PhysicsWorld::AddRigidBody(RigidBody* body)
- {
- rigidBodies_.Push(body);
- }
- void PhysicsWorld::RemoveRigidBody(RigidBody* body)
- {
- rigidBodies_.Remove(body);
- // Remove possible dangling pointer from the delayedWorldTransforms structure
- delayedWorldTransforms_.Erase(body);
- }
- void PhysicsWorld::AddCollisionShape(CollisionShape* shape)
- {
- collisionShapes_.Push(shape);
- }
- void PhysicsWorld::RemoveCollisionShape(CollisionShape* shape)
- {
- collisionShapes_.Remove(shape);
- }
- void PhysicsWorld::AddConstraint(Constraint* constraint)
- {
- constraints_.Push(constraint);
- }
- void PhysicsWorld::RemoveConstraint(Constraint* constraint)
- {
- constraints_.Remove(constraint);
- }
- void PhysicsWorld::AddDelayedWorldTransform(const DelayedWorldTransform& transform)
- {
- delayedWorldTransforms_[transform.rigidBody_] = transform;
- }
- void PhysicsWorld::DrawDebugGeometry(bool depthTest)
- {
- DebugRenderer* debug = GetComponent<DebugRenderer>();
- DrawDebugGeometry(debug, depthTest);
- }
- void PhysicsWorld::SetDebugRenderer(DebugRenderer* debug)
- {
- debugRenderer_ = debug;
- }
- void PhysicsWorld::SetDebugDepthTest(bool enable)
- {
- debugDepthTest_ = enable;
- }
- void PhysicsWorld::CleanupGeometryCache()
- {
- // Remove cached shapes whose only reference is the cache itself
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = triMeshCache_.Begin();
- i != triMeshCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->second_.Refs() == 1)
- triMeshCache_.Erase(current);
- }
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = convexCache_.Begin();
- i != convexCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->second_.Refs() == 1)
- convexCache_.Erase(current);
- }
- }
- void PhysicsWorld::OnSceneSet(Scene* scene)
- {
- // Subscribe to the scene subsystem update, which will trigger the physics simulation step
- if (scene)
- {
- scene_ = GetScene();
- SubscribeToEvent(scene_, E_SCENESUBSYSTEMUPDATE, ATOMIC_HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
- }
- else
- UnsubscribeFromEvent(E_SCENESUBSYSTEMUPDATE);
- }
- void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (!updateEnabled_)
- return;
- using namespace SceneSubsystemUpdate;
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void PhysicsWorld::PreStep(float timeStep)
- {
- // Send pre-step event
- using namespace PhysicsPreStep;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WORLD] = this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPRESTEP, eventData);
- // ATOMIC BEGIN
- // Start profiling block for the actual simulation step
- ATOMIC_PROFILE_NONSCOPED("PhysicsStepSimulation");
- // ATOMIC END
- }
- void PhysicsWorld::PostStep(float timeStep)
- {
- // ATOMIC BEGIN
- ATOMIC_PROFILE_END();
- // ATOMIC END
- SendCollisionEvents();
- // Send post-step event
- using namespace PhysicsPostStep;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WORLD] = this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPOSTSTEP, eventData);
- }
- void PhysicsWorld::SendCollisionEvents()
- {
- ATOMIC_PROFILE(SendCollisionEvents);
- currentCollisions_.Clear();
- physicsCollisionData_.Clear();
- nodeCollisionData_.Clear();
- int numManifolds = collisionDispatcher_->getNumManifolds();
- if (numManifolds)
- {
- physicsCollisionData_[PhysicsCollision::P_WORLD] = this;
- for (int i = 0; i < numManifolds; ++i)
- {
- btPersistentManifold* contactManifold = collisionDispatcher_->getManifoldByIndexInternal(i);
- // First check that there are actual contacts, as the manifold exists also when objects are close but not touching
- if (!contactManifold->getNumContacts())
- continue;
- const btCollisionObject* objectA = contactManifold->getBody0();
- const btCollisionObject* objectB = contactManifold->getBody1();
- RigidBody* bodyA = static_cast<RigidBody*>(objectA->getUserPointer());
- RigidBody* bodyB = static_cast<RigidBody*>(objectB->getUserPointer());
- // If it's not a rigidbody, maybe a ghost object
- if (!bodyA || !bodyB)
- continue;
- // Skip collision event signaling if both objects are static, or if collision event mode does not match
- if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
- !bodyA->IsActive() && !bodyB->IsActive())
- continue;
- WeakPtr<RigidBody> bodyWeakA(bodyA);
- WeakPtr<RigidBody> bodyWeakB(bodyB);
- // First only store the collision pair as weak pointers and the manifold pointer, so user code can safely destroy
- // objects during collision event handling
- Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> > bodyPair;
- if (bodyA < bodyB)
- {
- bodyPair = MakePair(bodyWeakA, bodyWeakB);
- currentCollisions_[bodyPair].manifold_ = contactManifold;
- }
- else
- {
- bodyPair = MakePair(bodyWeakB, bodyWeakA);
- currentCollisions_[bodyPair].flippedManifold_ = contactManifold;
- }
- }
- for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, ManifoldPair>::Iterator i = currentCollisions_.Begin();
- i != currentCollisions_.End(); ++i)
- {
- RigidBody* bodyA = i->first_.first_;
- RigidBody* bodyB = i->first_.second_;
- if (!bodyA || !bodyB)
- continue;
- Node* nodeA = bodyA->GetNode();
- Node* nodeB = bodyB->GetNode();
- WeakPtr<Node> nodeWeakA(nodeA);
- WeakPtr<Node> nodeWeakB(nodeB);
- bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
- bool newCollision = !previousCollisions_.Contains(i->first_);
- physicsCollisionData_[PhysicsCollision::P_NODEA] = nodeA;
- physicsCollisionData_[PhysicsCollision::P_NODEB] = nodeB;
- physicsCollisionData_[PhysicsCollision::P_BODYA] = bodyA;
- physicsCollisionData_[PhysicsCollision::P_BODYB] = bodyB;
- physicsCollisionData_[PhysicsCollision::P_TRIGGER] = trigger;
- contacts_.Clear();
- // "Pointers not flipped"-manifold, send unmodified normals
- btPersistentManifold* contactManifold = i->second_.manifold_;
- if (contactManifold)
- {
- for (int j = 0; j < contactManifold->getNumContacts(); ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts_.WriteVector3(ToVector3(point.m_normalWorldOnB));
- contacts_.WriteFloat(point.m_distance1);
- contacts_.WriteFloat(point.m_appliedImpulse);
- }
- }
- // "Pointers flipped"-manifold, flip normals also
- contactManifold = i->second_.flippedManifold_;
- if (contactManifold)
- {
- for (int j = 0; j < contactManifold->getNumContacts(); ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts_.WriteVector3(-ToVector3(point.m_normalWorldOnB));
- contacts_.WriteFloat(point.m_distance1);
- contacts_.WriteFloat(point.m_appliedImpulse);
- }
- }
- physicsCollisionData_[PhysicsCollision::P_CONTACTS] = contacts_.GetBuffer();
- // Send separate collision start event if collision is new
- if (newCollision)
- {
- SendEvent(E_PHYSICSCOLLISIONSTART, physicsCollisionData_);
- // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- }
- // Then send the ongoing collision event
- SendEvent(E_PHYSICSCOLLISION, physicsCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- nodeCollisionData_[NodeCollision::P_BODY] = bodyA;
- nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeB;
- nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyB;
- nodeCollisionData_[NodeCollision::P_TRIGGER] = trigger;
- nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
- if (newCollision)
- {
- nodeA->SendEvent(E_NODECOLLISIONSTART, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- }
- nodeA->SendEvent(E_NODECOLLISION, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- // Flip perspective to body B
- contacts_.Clear();
- contactManifold = i->second_.manifold_;
- if (contactManifold)
- {
- for (int j = 0; j < contactManifold->getNumContacts(); ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts_.WriteVector3(-ToVector3(point.m_normalWorldOnB));
- contacts_.WriteFloat(point.m_distance1);
- contacts_.WriteFloat(point.m_appliedImpulse);
- }
- }
- contactManifold = i->second_.flippedManifold_;
- if (contactManifold)
- {
- for (int j = 0; j < contactManifold->getNumContacts(); ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts_.WriteVector3(ToVector3(point.m_normalWorldOnB));
- contacts_.WriteFloat(point.m_distance1);
- contacts_.WriteFloat(point.m_appliedImpulse);
- }
- }
- nodeCollisionData_[NodeCollision::P_BODY] = bodyB;
- nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeA;
- nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyA;
- nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
- if (newCollision)
- {
- nodeB->SendEvent(E_NODECOLLISIONSTART, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- }
- nodeB->SendEvent(E_NODECOLLISION, nodeCollisionData_);
- }
- }
- // Send collision end events as applicable
- {
- physicsCollisionData_[PhysicsCollisionEnd::P_WORLD] = this;
- for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, ManifoldPair>::Iterator
- i = previousCollisions_.Begin(); i != previousCollisions_.End(); ++i)
- {
- if (!currentCollisions_.Contains(i->first_))
- {
- RigidBody* bodyA = i->first_.first_;
- RigidBody* bodyB = i->first_.second_;
- if (!bodyA || !bodyB)
- continue;
- bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
- // Skip collision event signaling if both objects are static, or if collision event mode does not match
- if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
- !bodyA->IsActive() && !bodyB->IsActive())
- continue;
- Node* nodeA = bodyA->GetNode();
- Node* nodeB = bodyB->GetNode();
- WeakPtr<Node> nodeWeakA(nodeA);
- WeakPtr<Node> nodeWeakB(nodeB);
- physicsCollisionData_[PhysicsCollisionEnd::P_BODYA] = bodyA;
- physicsCollisionData_[PhysicsCollisionEnd::P_BODYB] = bodyB;
- physicsCollisionData_[PhysicsCollisionEnd::P_NODEA] = nodeA;
- physicsCollisionData_[PhysicsCollisionEnd::P_NODEB] = nodeB;
- physicsCollisionData_[PhysicsCollisionEnd::P_TRIGGER] = trigger;
- SendEvent(E_PHYSICSCOLLISIONEND, physicsCollisionData_);
- // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyA;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeB;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyB;
- nodeCollisionData_[NodeCollisionEnd::P_TRIGGER] = trigger;
- nodeA->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyB;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeA;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyA;
- nodeB->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
- }
- }
- }
- previousCollisions_ = currentCollisions_;
- }
- void RegisterPhysicsLibrary(Context* context)
- {
- CollisionShape::RegisterObject(context);
- RigidBody::RegisterObject(context);
- Constraint::RegisterObject(context);
- PhysicsWorld::RegisterObject(context);
- }
- }
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