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- #include "Base.h"
- #include "PhysicsController.h"
- #include "PhysicsRigidBody.h"
- #include "PhysicsCharacter.h"
- #include "Game.h"
- #include "MeshPart.h"
- #include "Bundle.h"
- #include "Terrain.h"
- #ifdef GP_USE_MEM_LEAK_DETECTION
- #undef new
- #endif
- #include "BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h"
- #ifdef GP_USE_MEM_LEAK_DETECTION
- #define new DEBUG_NEW
- #endif
- // The initial capacity of the Bullet debug drawer's vertex batch.
- #define INITIAL_CAPACITY 280
- namespace gameplay
- {
- const int PhysicsController::DIRTY = 0x01;
- const int PhysicsController::COLLISION = 0x02;
- const int PhysicsController::REGISTERED = 0x04;
- const int PhysicsController::REMOVE = 0x08;
- PhysicsController::PhysicsController()
- : _isUpdating(false), _collisionConfiguration(NULL), _dispatcher(NULL),
- _overlappingPairCache(NULL), _solver(NULL), _world(NULL), _ghostPairCallback(NULL),
- _debugDrawer(NULL), _status(PhysicsController::Listener::DEACTIVATED), _listeners(NULL),
- _gravity(btScalar(0.0), btScalar(-9.8), btScalar(0.0)), _collisionCallback(NULL)
- {
- // Default gravity is 9.8 along the negative Y axis.
- _collisionCallback = new CollisionCallback(this);
- addScriptEvent("statusEvent", "[PhysicsController::Listener::EventType]");
- }
- PhysicsController::~PhysicsController()
- {
- SAFE_DELETE(_collisionCallback);
- SAFE_DELETE(_ghostPairCallback);
- SAFE_DELETE(_debugDrawer);
- SAFE_DELETE(_listeners);
- }
- void PhysicsController::addStatusListener(Listener* listener)
- {
- GP_ASSERT(listener);
- if (!_listeners)
- _listeners = new std::vector<Listener*>();
- _listeners->push_back(listener);
- }
- void PhysicsController::removeStatusListener(Listener* listener)
- {
- GP_ASSERT(listener);
- if (!_listeners)
- return;
- for (std::vector<Listener*>::iterator iter = _listeners->begin(); iter != _listeners->end(); iter++)
- {
- if (*iter == listener)
- {
- _listeners->erase(iter);
- return;
- }
- }
- }
- PhysicsFixedConstraint* PhysicsController::createFixedConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsFixedConstraint* constraint = new PhysicsFixedConstraint(a, b);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsGenericConstraint* PhysicsController::createGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsGenericConstraint* constraint = new PhysicsGenericConstraint(a, b);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsGenericConstraint* PhysicsController::createGenericConstraint(PhysicsRigidBody* a,
- const Quaternion& rotationOffsetA, const Vector3& translationOffsetA, PhysicsRigidBody* b,
- const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsGenericConstraint* constraint = new PhysicsGenericConstraint(a, rotationOffsetA, translationOffsetA, b, rotationOffsetB, translationOffsetB);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsHingeConstraint* PhysicsController::createHingeConstraint(PhysicsRigidBody* a,
- const Quaternion& rotationOffsetA, const Vector3& translationOffsetA, PhysicsRigidBody* b,
- const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsHingeConstraint* constraint = new PhysicsHingeConstraint(a, rotationOffsetA, translationOffsetA, b, rotationOffsetB, translationOffsetB);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsSocketConstraint* PhysicsController::createSocketConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsSocketConstraint* constraint = new PhysicsSocketConstraint(a, b);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsSocketConstraint* PhysicsController::createSocketConstraint(PhysicsRigidBody* a,
- const Vector3& translationOffsetA, PhysicsRigidBody* b, const Vector3& translationOffsetB)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsSocketConstraint* constraint = new PhysicsSocketConstraint(a,translationOffsetA, b, translationOffsetB);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsSpringConstraint* PhysicsController::createSpringConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsSpringConstraint* constraint = new PhysicsSpringConstraint(a, b);
- addConstraint(a, b, constraint);
- return constraint;
- }
- PhysicsSpringConstraint* PhysicsController::createSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
- PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
- {
- checkConstraintRigidBodies(a, b);
- PhysicsSpringConstraint* constraint = new PhysicsSpringConstraint(a, rotationOffsetA, translationOffsetA, b, rotationOffsetB, translationOffsetB);
- addConstraint(a, b, constraint);
- return constraint;
- }
- const Vector3& PhysicsController::getGravity() const
- {
- return _gravity;
- }
- void PhysicsController::setGravity(const Vector3& gravity)
- {
- _gravity = gravity;
- if (_world)
- _world->setGravity(BV(_gravity));
- }
- void PhysicsController::drawDebug(const Matrix& viewProjection)
- {
- GP_ASSERT(_debugDrawer);
- GP_ASSERT(_world);
- _debugDrawer->begin(viewProjection);
- _world->debugDrawWorld();
- _debugDrawer->end();
- }
- bool PhysicsController::rayTest(const Ray& ray, float distance, PhysicsController::HitResult* result, PhysicsController::HitFilter* filter)
- {
- class RayTestCallback : public btCollisionWorld::ClosestRayResultCallback
- {
- private:
- HitFilter* filter;
- HitResult hitResult;
- public:
- RayTestCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld, PhysicsController::HitFilter* filter)
- : btCollisionWorld::ClosestRayResultCallback(rayFromWorld, rayToWorld), filter(filter)
- {
- }
- virtual bool needsCollision(btBroadphaseProxy* proxy0) const
- {
- if (!btCollisionWorld::ClosestRayResultCallback::needsCollision(proxy0))
- return false;
- btCollisionObject* co = reinterpret_cast<btCollisionObject*>(proxy0->m_clientObject);
- PhysicsCollisionObject* object = reinterpret_cast<PhysicsCollisionObject*>(co->getUserPointer());
- if (object == NULL)
- return false;
- return filter ? !filter->filter(object) : true;
- }
- btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace)
- {
- GP_ASSERT(rayResult.m_collisionObject);
- PhysicsCollisionObject* object = reinterpret_cast<PhysicsCollisionObject*>(rayResult.m_collisionObject->getUserPointer());
- if (object == NULL)
- return 1.0f; // ignore
- float result = btCollisionWorld::ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
- hitResult.object = object;
- hitResult.point.set(m_hitPointWorld.x(), m_hitPointWorld.y(), m_hitPointWorld.z());
- hitResult.fraction = m_closestHitFraction;
- hitResult.normal.set(m_hitNormalWorld.x(), m_hitNormalWorld.y(), m_hitNormalWorld.z());
- if (filter && !filter->hit(hitResult))
- return 1.0f; // process next collision
- return result; // continue normally
- }
- };
- GP_ASSERT(_world);
- btVector3 rayFromWorld(BV(ray.getOrigin()));
- btVector3 rayToWorld(rayFromWorld + BV(ray.getDirection() * distance));
- RayTestCallback callback(rayFromWorld, rayToWorld, filter);
- _world->rayTest(rayFromWorld, rayToWorld, callback);
- if (callback.hasHit())
- {
- if (result)
- {
- result->object = getCollisionObject(callback.m_collisionObject);
- result->point.set(callback.m_hitPointWorld.x(), callback.m_hitPointWorld.y(), callback.m_hitPointWorld.z());
- result->fraction = callback.m_closestHitFraction;
- result->normal.set(callback.m_hitNormalWorld.x(), callback.m_hitNormalWorld.y(), callback.m_hitNormalWorld.z());
- }
- return true;
- }
- return false;
- }
- bool PhysicsController::sweepTest(PhysicsCollisionObject* object, const Vector3& endPosition, PhysicsController::HitResult* result, PhysicsController::HitFilter* filter)
- {
- class SweepTestCallback : public btCollisionWorld::ClosestConvexResultCallback
- {
- private:
- PhysicsCollisionObject* me;
- PhysicsController::HitFilter* filter;
- PhysicsController::HitResult hitResult;
- public:
- SweepTestCallback(PhysicsCollisionObject* me, PhysicsController::HitFilter* filter)
- : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0)), me(me), filter(filter)
- {
- }
- virtual bool needsCollision(btBroadphaseProxy* proxy0) const
- {
- if (!btCollisionWorld::ClosestConvexResultCallback::needsCollision(proxy0))
- return false;
- btCollisionObject* co = reinterpret_cast<btCollisionObject*>(proxy0->m_clientObject);
- PhysicsCollisionObject* object = reinterpret_cast<PhysicsCollisionObject*>(co->getUserPointer());
- if (object == NULL || object == me)
- return false;
- return filter ? !filter->filter(object) : true;
- }
- btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace)
- {
- GP_ASSERT(convexResult.m_hitCollisionObject);
- PhysicsCollisionObject* object = reinterpret_cast<PhysicsCollisionObject*>(convexResult.m_hitCollisionObject->getUserPointer());
- if (object == NULL)
- return 1.0f;
- float result = ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
- hitResult.object = object;
- hitResult.point.set(m_hitPointWorld.x(), m_hitPointWorld.y(), m_hitPointWorld.z());
- hitResult.fraction = m_closestHitFraction;
- hitResult.normal.set(m_hitNormalWorld.x(), m_hitNormalWorld.y(), m_hitNormalWorld.z());
- if (filter && !filter->hit(hitResult))
- return 1.0f;
- return result;
- }
- };
- GP_ASSERT(object && object->getCollisionShape());
- PhysicsCollisionShape* shape = object->getCollisionShape();
- PhysicsCollisionShape::Type type = shape->getType();
- if (type != PhysicsCollisionShape::SHAPE_BOX && type != PhysicsCollisionShape::SHAPE_SPHERE && type != PhysicsCollisionShape::SHAPE_CAPSULE)
- return false; // unsupported type
- // Define the start transform.
- btTransform start;
- start.setIdentity();
- if (object->getNode())
- {
- Vector3 translation;
- Quaternion rotation;
- const Matrix& m = object->getNode()->getWorldMatrix();
- m.getTranslation(&translation);
- m.getRotation(&rotation);
- start.setIdentity();
- start.setOrigin(BV(translation));
- start.setRotation(BQ(rotation));
- }
- // Define the end transform.
- btTransform end(start);
- end.setOrigin(BV(endPosition));
- // Perform bullet convex sweep test.
- SweepTestCallback callback(object, filter);
- // If the object is represented by a ghost object, use the ghost object's convex sweep test
- // since it is much faster than the world's version.
- // NOTE: Unfortunately the ghost object sweep test does not seem reliable here currently, so using world's version instead.
- /*switch (object->getType())
- {
- case PhysicsCollisionObject::GHOST_OBJECT:
- case PhysicsCollisionObject::CHARACTER:
- static_cast<PhysicsGhostObject*>(object)->_ghostObject->convexSweepTest(static_cast<btConvexShape*>(shape->getShape()), start, end, callback, _world->getDispatchInfo().m_allowedCcdPenetration);
- break;
- default:
- _world->convexSweepTest(static_cast<btConvexShape*>(shape->getShape()), start, end, callback, _world->getDispatchInfo().m_allowedCcdPenetration);
- break;
- }*/
- GP_ASSERT(_world);
- _world->convexSweepTest(static_cast<btConvexShape*>(shape->getShape()), start, end, callback, _world->getDispatchInfo().m_allowedCcdPenetration);
- // Check for hits and store results.
- if (callback.hasHit())
- {
- if (result)
- {
- result->object = getCollisionObject(callback.m_hitCollisionObject);
- result->point.set(callback.m_hitPointWorld.x(), callback.m_hitPointWorld.y(), callback.m_hitPointWorld.z());
- result->fraction = callback.m_closestHitFraction;
- result->normal.set(callback.m_hitNormalWorld.x(), callback.m_hitNormalWorld.y(), callback.m_hitNormalWorld.z());
- }
- return true;
- }
- return false;
- }
- btScalar PhysicsController::CollisionCallback::addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* a, int partIdA, int indexA,
- const btCollisionObjectWrapper* b, int partIdB, int indexB)
- {
- GP_ASSERT(_pc);
- // Get pointers to the PhysicsCollisionObject objects.
- PhysicsCollisionObject* objectA = _pc->getCollisionObject(a->m_collisionObject);
- PhysicsCollisionObject* objectB = _pc->getCollisionObject(b->m_collisionObject);
- // If the given collision object pair has collided in the past, then
- // we notify the listeners only if the pair was not colliding
- // during the previous frame. Otherwise, it's a new pair, so add a
- // new entry to the cache with the appropriate listeners and notify them.
- PhysicsCollisionObject::CollisionPair pair(objectA, objectB);
- CollisionInfo* collisionInfo;
- if (_pc->_collisionStatus.count(pair) > 0)
- {
- collisionInfo = &_pc->_collisionStatus[pair];
- }
- else
- {
- // Add a new collision pair for these objects.
- collisionInfo = &_pc->_collisionStatus[pair];
- // Add the appropriate listeners.
- PhysicsCollisionObject::CollisionPair p1(pair.objectA, NULL);
- if (_pc->_collisionStatus.count(p1) > 0)
- {
- const CollisionInfo& ci = _pc->_collisionStatus[p1];
- std::vector<PhysicsCollisionObject::CollisionListener*>::const_iterator iter = ci._listeners.begin();
- for (; iter != ci._listeners.end(); iter++)
- {
- GP_ASSERT(*iter);
- collisionInfo->_listeners.push_back(*iter);
- }
- }
- PhysicsCollisionObject::CollisionPair p2(pair.objectB, NULL);
- if (_pc->_collisionStatus.count(p2) > 0)
- {
- const CollisionInfo& ci = _pc->_collisionStatus[p2];
- std::vector<PhysicsCollisionObject::CollisionListener*>::const_iterator iter = ci._listeners.begin();
- for (; iter != ci._listeners.end(); iter++)
- {
- GP_ASSERT(*iter);
- collisionInfo->_listeners.push_back(*iter);
- }
- }
- }
- // Fire collision event.
- if ((collisionInfo->_status & COLLISION) == 0)
- {
- std::vector<PhysicsCollisionObject::CollisionListener*>::const_iterator iter = collisionInfo->_listeners.begin();
- for (; iter != collisionInfo->_listeners.end(); iter++)
- {
- GP_ASSERT(*iter);
- if ((collisionInfo->_status & REMOVE) == 0)
- {
- (*iter)->collisionEvent(PhysicsCollisionObject::CollisionListener::COLLIDING, pair, Vector3(cp.getPositionWorldOnA().x(), cp.getPositionWorldOnA().y(), cp.getPositionWorldOnA().z()),
- Vector3(cp.getPositionWorldOnB().x(), cp.getPositionWorldOnB().y(), cp.getPositionWorldOnB().z()));
- }
- }
- }
- // Update the collision status cache (we remove the dirty bit
- // set in the controller's update so that this particular collision pair's
- // status is not reset to 'no collision' when the controller's update completes).
- collisionInfo->_status &= ~DIRTY;
- collisionInfo->_status |= COLLISION;
- return 0.0f;
- }
- void PhysicsController::initialize()
- {
- _collisionConfiguration = bullet_new<btDefaultCollisionConfiguration>();
- _dispatcher = bullet_new<btCollisionDispatcher>(_collisionConfiguration);
- _overlappingPairCache = bullet_new<btDbvtBroadphase>();
- _solver = bullet_new<btSequentialImpulseConstraintSolver>();
- // Create the world.
- _world = bullet_new<btDiscreteDynamicsWorld>(_dispatcher, _overlappingPairCache, _solver, _collisionConfiguration);
- _world->setGravity(BV(_gravity));
- // Register ghost pair callback so bullet detects collisions with ghost objects (used for character collisions).
- GP_ASSERT(_world->getPairCache());
- _ghostPairCallback = bullet_new<btGhostPairCallback>();
- _world->getPairCache()->setInternalGhostPairCallback(_ghostPairCallback);
- _world->getDispatchInfo().m_allowedCcdPenetration = 0.0001f;
- // Set up debug drawing.
- _debugDrawer = new DebugDrawer();
- _world->setDebugDrawer(_debugDrawer);
- }
- void PhysicsController::finalize()
- {
- // Clean up the world and its various components.
- SAFE_DELETE(_world);
- SAFE_DELETE(_ghostPairCallback);
- SAFE_DELETE(_solver);
- SAFE_DELETE(_overlappingPairCache);
- SAFE_DELETE(_dispatcher);
- SAFE_DELETE(_collisionConfiguration);
- }
- void PhysicsController::pause()
- {
- // Unused
- }
- void PhysicsController::resume()
- {
- // Unused
- }
- void PhysicsController::update(float elapsedTime)
- {
- GP_ASSERT(_world);
- _isUpdating = true;
- // Update the physics simulation, with a maximum
- // of 10 simulation steps being performed in a given frame.
- //
- // Note that stepSimulation takes elapsed time in seconds
- // so we divide by 1000 to convert from milliseconds.
- _world->stepSimulation(elapsedTime * 0.001f, 10);
- // If we have status listeners, then check if our status has changed.
- if (_listeners || _callbacks["statusEvent"])
- {
- Listener::EventType oldStatus = _status;
- if (_status == Listener::DEACTIVATED)
- {
- for (int i = 0; i < _world->getNumCollisionObjects(); i++)
- {
- GP_ASSERT(_world->getCollisionObjectArray()[i]);
- if (_world->getCollisionObjectArray()[i]->isActive())
- {
- _status = Listener::ACTIVATED;
- break;
- }
- }
- }
- else
- {
- bool allInactive = true;
- for (int i = 0; i < _world->getNumCollisionObjects(); i++)
- {
- GP_ASSERT(_world->getCollisionObjectArray()[i]);
- if (_world->getCollisionObjectArray()[i]->isActive())
- {
- allInactive = false;
- break;
- }
- }
- if (allInactive)
- _status = Listener::DEACTIVATED;
- }
- // If the status has changed, notify our listeners.
- if (oldStatus != _status)
- {
- if (_listeners)
- {
- for (unsigned int k = 0; k < _listeners->size(); k++)
- {
- GP_ASSERT((*_listeners)[k]);
- (*_listeners)[k]->statusEvent(_status);
- }
- }
- fireScriptEvent<void>("statusEvent", _status);
- }
- }
- // All statuses are set with the DIRTY bit before collision processing occurs.
- // During collision processing, if a collision occurs, the status is
- // set to COLLISION and the DIRTY bit is cleared. Then, after collision processing
- // is finished, if a given status is still dirty, the COLLISION bit is cleared.
- //
- // If an entry was marked for removal in the last frame, remove it now.
- // Dirty the collision status cache entries.
- std::map<PhysicsCollisionObject::CollisionPair, CollisionInfo>::iterator iter = _collisionStatus.begin();
- for (; iter != _collisionStatus.end();)
- {
- if ((iter->second._status & REMOVE) != 0)
- {
- std::map<PhysicsCollisionObject::CollisionPair, CollisionInfo>::iterator eraseIter = iter;
- iter++;
- _collisionStatus.erase(eraseIter);
- }
- else
- {
- iter->second._status |= DIRTY;
- iter++;
- }
- }
- // Go through the collision status cache and perform all registered collision tests.
- iter = _collisionStatus.begin();
- for (; iter != _collisionStatus.end(); iter++)
- {
- // If this collision pair was one that was registered for listening, then perform the collision test.
- // (In the case where we register for all collisions with a rigid body, there will be a lot
- // of collision pairs in the status cache that we did not explicitly register for.)
- if ((iter->second._status & REGISTERED) != 0 && (iter->second._status & REMOVE) == 0)
- {
- if (iter->first.objectB)
- _world->contactPairTest(iter->first.objectA->getCollisionObject(), iter->first.objectB->getCollisionObject(), *_collisionCallback);
- else
- _world->contactTest(iter->first.objectA->getCollisionObject(), *_collisionCallback);
- }
- }
- // Update all the collision status cache entries.
- iter = _collisionStatus.begin();
- for ( ; iter != _collisionStatus.end(); iter++)
- {
- if ((iter->second._status & DIRTY) != 0)
- {
- if ((iter->second._status & COLLISION) != 0 && iter->first.objectB)
- {
- size_t size = iter->second._listeners.size();
- for (size_t i = 0; i < size; i++)
- {
- iter->second._listeners[i]->collisionEvent(PhysicsCollisionObject::CollisionListener::NOT_COLLIDING, iter->first);
- }
- }
- iter->second._status &= ~COLLISION;
- }
- }
- _isUpdating = false;
- }
- void PhysicsController::addCollisionListener(PhysicsCollisionObject::CollisionListener* listener, PhysicsCollisionObject* objectA, PhysicsCollisionObject* objectB)
- {
- GP_ASSERT(listener);
-
- // One of the collision objects in the pair must be non-null.
- GP_ASSERT(objectA || objectB);
- PhysicsCollisionObject::CollisionPair pair(objectA, objectB);
- // Add the listener and ensure the status includes that this collision pair is registered.
- CollisionInfo& info = _collisionStatus[pair];
- info._listeners.push_back(listener);
- info._status |= PhysicsController::REGISTERED;
- }
- void PhysicsController::removeCollisionListener(PhysicsCollisionObject::CollisionListener* listener, PhysicsCollisionObject* objectA, PhysicsCollisionObject* objectB)
- {
- // One of the collision objects in the pair must be non-null.
- GP_ASSERT(objectA || objectB);
- PhysicsCollisionObject::CollisionPair pair(objectA, objectB);
- // Mark the collision pair for these objects for removal.
- if (_collisionStatus.count(pair) > 0)
- {
- _collisionStatus[pair]._status |= REMOVE;
- }
- }
- void PhysicsController::addCollisionObject(PhysicsCollisionObject* object)
- {
- GP_ASSERT(object && object->getCollisionObject());
- GP_ASSERT(_world);
- // Assign user pointer for the bullet collision object to allow efficient
- // lookups of bullet objects -> gameplay objects.
- object->getCollisionObject()->setUserPointer(object);
- short group = (short)object->_group;
- short mask = (short)object->_mask;
- // Add the object to the physics world.
- switch (object->getType())
- {
- case PhysicsCollisionObject::RIGID_BODY:
- _world->addRigidBody(static_cast<btRigidBody*>(object->getCollisionObject()), group, mask);
- break;
- case PhysicsCollisionObject::CHARACTER:
- _world->addCollisionObject(object->getCollisionObject(), group, mask);
- break;
- case PhysicsCollisionObject::GHOST_OBJECT:
- _world->addCollisionObject(object->getCollisionObject(), group, mask);
- break;
- default:
- GP_ERROR("Unsupported collision object type (%d).", object->getType());
- break;
- }
- }
- void PhysicsController::removeCollisionObject(PhysicsCollisionObject* object, bool removeListeners)
- {
- GP_ASSERT(object);
- GP_ASSERT(_world);
- GP_ASSERT(!_isUpdating);
- // Remove the collision object from the world.
- if (object->getCollisionObject())
- {
- switch (object->getType())
- {
- case PhysicsCollisionObject::RIGID_BODY:
- _world->removeRigidBody(static_cast<btRigidBody*>(object->getCollisionObject()));
- break;
- case PhysicsCollisionObject::CHARACTER:
- case PhysicsCollisionObject::GHOST_OBJECT:
- _world->removeCollisionObject(object->getCollisionObject());
- break;
- default:
- GP_ERROR("Unsupported collision object type (%d).", object->getType());
- break;
- }
- }
- // Find all references to the object in the collision status cache and mark them for removal.
- if (removeListeners)
- {
- std::map<PhysicsCollisionObject::CollisionPair, CollisionInfo>::iterator iter = _collisionStatus.begin();
- for (; iter != _collisionStatus.end(); iter++)
- {
- if (iter->first.objectA == object || iter->first.objectB == object)
- iter->second._status |= REMOVE;
- }
- }
- }
- PhysicsCollisionObject* PhysicsController::getCollisionObject(const btCollisionObject* collisionObject) const
- {
- // Gameplay collision objects are stored in the userPointer data of Bullet collision objects.
- GP_ASSERT(collisionObject);
- return reinterpret_cast<PhysicsCollisionObject*>(collisionObject->getUserPointer());
- }
- static void getBoundingBox(Node* node, BoundingBox* out, bool merge = false)
- {
- GP_ASSERT(node);
- GP_ASSERT(out);
- if (node->getModel())
- {
- GP_ASSERT(node->getModel()->getMesh());
- if (merge)
- out->merge(node->getModel()->getMesh()->getBoundingBox());
- else
- {
- out->set(node->getModel()->getMesh()->getBoundingBox());
- merge = true;
- }
- }
- Node* child = node->getFirstChild();
- while (child)
- {
- getBoundingBox(child, out, merge);
- child = child->getNextSibling();
- }
- }
- static void getBoundingSphere(Node* node, BoundingSphere* out, bool merge = false)
- {
- GP_ASSERT(node);
- GP_ASSERT(out);
- if (node->getModel())
- {
- GP_ASSERT(node->getModel()->getMesh());
- if (merge)
- out->merge(node->getModel()->getMesh()->getBoundingSphere());
- else
- {
- out->set(node->getModel()->getMesh()->getBoundingSphere());
- merge = true;
- }
- }
- Node* child = node->getFirstChild();
- while (child)
- {
- getBoundingSphere(child, out, merge);
- child = child->getNextSibling();
- }
- }
- static void computeCenterOfMass(const Vector3& center, const Vector3& scale, Vector3* centerOfMassOffset)
- {
- GP_ASSERT(centerOfMassOffset);
- // Update center of mass offset.
- *centerOfMassOffset = center;
- centerOfMassOffset->x *= scale.x;
- centerOfMassOffset->y *= scale.y;
- centerOfMassOffset->z *= scale.z;
- centerOfMassOffset->negate();
- }
- PhysicsCollisionShape* PhysicsController::createShape(Node* node, const PhysicsCollisionShape::Definition& shape, Vector3* centerOfMassOffset)
- {
- GP_ASSERT(node);
- PhysicsCollisionShape* collisionShape = NULL;
- // Get the node's world scale (we need to apply this during creation since rigid bodies don't scale dynamically).
- Vector3 scale;
- node->getWorldMatrix().getScale(&scale);
- switch (shape.type)
- {
- case PhysicsCollisionShape::SHAPE_BOX:
- {
- if (shape.isExplicit)
- {
- // Use the passed in box information.
- collisionShape = createBox(Vector3(shape.data.box.extents), Vector3::one());
- if (shape.centerAbsolute)
- {
- computeCenterOfMass(Vector3(shape.data.box.center), Vector3::one(), centerOfMassOffset);
- }
- else
- {
- BoundingBox box;
- getBoundingBox(node, &box);
- computeCenterOfMass(box.getCenter() + Vector3(shape.data.box.center), scale, centerOfMassOffset);
- }
- }
- else
- {
- // Automatically compute bounding box from mesh's bounding box.
- BoundingBox box;
- getBoundingBox(node, &box);
- collisionShape = createBox(Vector3(std::fabs(box.max.x - box.min.x), std::fabs(box.max.y - box.min.y), std::fabs(box.max.z - box.min.z)), scale);
- computeCenterOfMass(box.getCenter(), scale, centerOfMassOffset);
- }
- }
- break;
- case PhysicsCollisionShape::SHAPE_SPHERE:
- {
- if (shape.isExplicit)
- {
- // Use the passed in sphere information.
- collisionShape = createSphere(shape.data.sphere.radius, Vector3::one());
- if (shape.centerAbsolute)
- {
- computeCenterOfMass(Vector3(shape.data.sphere.center), Vector3::one(), centerOfMassOffset);
- }
- else
- {
- BoundingSphere sphere;
- getBoundingSphere(node, &sphere);
- computeCenterOfMass(sphere.center + Vector3(shape.data.sphere.center), scale, centerOfMassOffset);
- }
- }
- else
- {
- // Automatically compute bounding sphere from mesh's bounding sphere.
- BoundingSphere sphere;
- getBoundingSphere(node, &sphere);
- collisionShape = createSphere(sphere.radius, scale);
- computeCenterOfMass(sphere.center, scale, centerOfMassOffset);
- }
- }
- break;
- case PhysicsCollisionShape::SHAPE_CAPSULE:
- {
- if (shape.isExplicit)
- {
- // Use the passed in capsule information.
- collisionShape = createCapsule(shape.data.capsule.radius, shape.data.capsule.height, Vector3::one());
- if (shape.centerAbsolute)
- {
- computeCenterOfMass(Vector3(shape.data.capsule.center), Vector3::one(), centerOfMassOffset);
- }
- else
- {
- BoundingBox box;
- getBoundingBox(node, &box);
- computeCenterOfMass(box.getCenter() + Vector3(shape.data.capsule.center), scale, centerOfMassOffset);
- }
- }
- else
- {
- // Compute a capsule shape that roughly matches the bounding box of the mesh.
- BoundingBox box;
- getBoundingBox(node, &box);
- float radius = std::max((box.max.x - box.min.x) * 0.5f, (box.max.z - box.min.z) * 0.5f);
- float height = box.max.y - box.min.y;
- collisionShape = createCapsule(radius, height, scale);
- computeCenterOfMass(box.getCenter(), scale, centerOfMassOffset);
- }
- }
- break;
- case PhysicsCollisionShape::SHAPE_HEIGHTFIELD:
- {
- if (shape.isExplicit)
- {
- // Build heightfield rigid body from the passed in shape.
- collisionShape = createHeightfield(node, shape.data.heightfield, centerOfMassOffset);
- }
- else
- {
- // Build the heightfield from an attached terrain's height array
- if (node->getTerrain() == NULL)
- GP_ERROR("Empty heightfield collision shapes can only be used on nodes that have an attached Terrain.");
- else
- collisionShape = createHeightfield(node, node->getTerrain()->_heightfield, centerOfMassOffset);
- }
- }
- break;
- case PhysicsCollisionShape::SHAPE_MESH:
- {
- // Build mesh from passed in shape.
- collisionShape = createMesh(shape.data.mesh, scale);
- }
- break;
- default:
- GP_ERROR("Unsupported collision shape type (%d).", shape.type);
- break;
- }
- return collisionShape;
- }
- PhysicsCollisionShape* PhysicsController::createBox(const Vector3& extents, const Vector3& scale)
- {
- btVector3 halfExtents(scale.x * 0.5 * extents.x, scale.y * 0.5 * extents.y, scale.z * 0.5 * extents.z);
- PhysicsCollisionShape* shape;
- // Return the box shape from the cache if it already exists.
- for (unsigned int i = 0; i < _shapes.size(); ++i)
- {
- shape = _shapes[i];
- GP_ASSERT(shape);
- if (shape->getType() == PhysicsCollisionShape::SHAPE_BOX)
- {
- btBoxShape* box = static_cast<btBoxShape*>(shape->_shape);
- if (box && box->getHalfExtentsWithMargin() == halfExtents)
- {
- shape->addRef();
- return shape;
- }
- }
- }
- // Create the box shape and add it to the cache.
- shape = new PhysicsCollisionShape(PhysicsCollisionShape::SHAPE_BOX, bullet_new<btBoxShape>(halfExtents));
- _shapes.push_back(shape);
- return shape;
- }
- PhysicsCollisionShape* PhysicsController::createSphere(float radius, const Vector3& scale)
- {
- // Since sphere shapes depend only on the radius, the best we can do is take
- // the largest dimension and apply that as the uniform scale to the rigid body.
- float uniformScale = scale.x;
- if (uniformScale < scale.y)
- uniformScale = scale.y;
- if (uniformScale < scale.z)
- uniformScale = scale.z;
- float scaledRadius = radius * uniformScale;
- PhysicsCollisionShape* shape;
- // Return the sphere shape from the cache if it already exists.
- for (unsigned int i = 0; i < _shapes.size(); ++i)
- {
- shape = _shapes[i];
- GP_ASSERT(shape);
- if (shape->getType() == PhysicsCollisionShape::SHAPE_SPHERE)
- {
- btSphereShape* sphere = static_cast<btSphereShape*>(shape->_shape);
- if (sphere && sphere->getRadius() == scaledRadius)
- {
- shape->addRef();
- return shape;
- }
- }
- }
- // Create the sphere shape and add it to the cache.
- shape = new PhysicsCollisionShape(PhysicsCollisionShape::SHAPE_SPHERE, bullet_new<btSphereShape>(scaledRadius));
- _shapes.push_back(shape);
- return shape;
- }
- PhysicsCollisionShape* PhysicsController::createCapsule(float radius, float height, const Vector3& scale)
- {
- float girthScale = scale.x;
- if (girthScale < scale.z)
- girthScale = scale.z;
- float scaledRadius = radius * girthScale;
- float scaledHeight = height * scale.y - radius * 2;
- PhysicsCollisionShape* shape;
- // Return the capsule shape from the cache if it already exists.
- for (unsigned int i = 0; i < _shapes.size(); i++)
- {
- shape = _shapes[i];
- GP_ASSERT(shape);
- if (shape->getType() == PhysicsCollisionShape::SHAPE_CAPSULE)
- {
- btCapsuleShape* capsule = static_cast<btCapsuleShape*>(shape->_shape);
- if (capsule && capsule->getRadius() == scaledRadius && capsule->getHalfHeight() == 0.5f * scaledHeight)
- {
- shape->addRef();
- return shape;
- }
- }
- }
- // Create the capsule shape and add it to the cache.
- shape = new PhysicsCollisionShape(PhysicsCollisionShape::SHAPE_CAPSULE, bullet_new<btCapsuleShape>(scaledRadius, scaledHeight));
- _shapes.push_back(shape);
- return shape;
- }
- PhysicsCollisionShape* PhysicsController::createHeightfield(Node* node, HeightField* heightfield, Vector3* centerOfMassOffset)
- {
- GP_ASSERT(node);
- GP_ASSERT(heightfield);
- GP_ASSERT(centerOfMassOffset);
- // Inspect the height array for the min and max values
- float* heights = heightfield->getArray();
- float minHeight = FLT_MAX, maxHeight = -FLT_MAX;
- for (unsigned int i = 0, count = heightfield->getColumnCount()*heightfield->getRowCount(); i < count; ++i)
- {
- float h = heights[i];
- if (h < minHeight)
- minHeight = h;
- if (h > maxHeight)
- maxHeight = h;
- }
- // Compute initial heightfield scale by pulling the current world scale out of the node
- Vector3 scale;
- node->getWorldMatrix().getScale(&scale);
- // If the node has a terrain, apply the terrain's local scale to the world scale
- if (node->getTerrain())
- {
- Vector3& tScale = node->getTerrain()->_localScale;
- scale.set(scale.x * tScale.x, scale.y * tScale.y, scale.z * tScale.z);
- }
- // Compute initial center of mass offset necessary to move the height from its position in bullet
- // physics (always centered around origin) to its intended location.
- centerOfMassOffset->set(0, -(minHeight + (maxHeight-minHeight)*0.5f) * scale.y, 0);
- // Create our heightfield data to be stored in the collision shape
- PhysicsCollisionShape::HeightfieldData* heightfieldData = new PhysicsCollisionShape::HeightfieldData();
- heightfieldData->heightfield = heightfield;
- heightfieldData->heightfield->addRef();
- heightfieldData->inverseIsDirty = true;
- heightfieldData->minHeight = minHeight;
- heightfieldData->maxHeight = maxHeight;
- // Create the bullet terrain shape
- btHeightfieldTerrainShape* terrainShape = bullet_new<btHeightfieldTerrainShape>(
- heightfield->getColumnCount(), heightfield->getRowCount(), heightfield->getArray(), 1.0f, minHeight, maxHeight, 1, PHY_FLOAT, false);
- // Set initial bullet local scaling for the heightfield
- terrainShape->setLocalScaling(BV(scale));
- // Create our collision shape object and store heightfieldData in it.
- PhysicsCollisionShape* shape = new PhysicsCollisionShape(PhysicsCollisionShape::SHAPE_HEIGHTFIELD, terrainShape);
- shape->_shapeData.heightfieldData = heightfieldData;
- _shapes.push_back(shape);
- return shape;
- }
- PhysicsCollisionShape* PhysicsController::createMesh(Mesh* mesh, const Vector3& scale)
- {
- GP_ASSERT(mesh);
- // Only support meshes with triangle list primitive types.
- bool triMesh = true;
- if (mesh->getPartCount() > 0)
- {
- for (unsigned int i = 0; i < mesh->getPartCount(); ++i)
- {
- if (mesh->getPart(i)->getPrimitiveType() != Mesh::TRIANGLES)
- {
- triMesh = false;
- break;
- }
- }
- }
- else
- {
- triMesh = mesh->getPrimitiveType() == Mesh::TRIANGLES;
- }
- if (!triMesh)
- {
- GP_ERROR("Mesh rigid bodies are currently only supported on meshes with TRIANGLES primitive type.");
- return NULL;
- }
- // The mesh must have a valid URL (i.e. it must have been loaded from a Bundle)
- // in order to fetch mesh data for computing mesh rigid body.
- if (strlen(mesh->getUrl()) == 0)
- {
- GP_ERROR("Cannot create mesh rigid body for mesh without valid URL.");
- return NULL;
- }
- Bundle::MeshData* data = Bundle::readMeshData(mesh->getUrl());
- if (data == NULL)
- {
- GP_ERROR("Failed to load mesh data from url '%s'.", mesh->getUrl());
- return NULL;
- }
- // Create mesh data to be populated and store in returned collision shape.
- PhysicsCollisionShape::MeshData* shapeMeshData = new PhysicsCollisionShape::MeshData();
- shapeMeshData->vertexData = NULL;
- // Copy the scaled vertex position data to the rigid body's local buffer.
- Matrix m;
- Matrix::createScale(scale, &m);
- unsigned int vertexCount = data->vertexCount;
- shapeMeshData->vertexData = new float[vertexCount * 3];
- Vector3 v;
- int vertexStride = data->vertexFormat.getVertexSize();
- for (unsigned int i = 0; i < data->vertexCount; i++)
- {
- v.set(*((float*)&data->vertexData[i * vertexStride + 0 * sizeof(float)]),
- *((float*)&data->vertexData[i * vertexStride + 1 * sizeof(float)]),
- *((float*)&data->vertexData[i * vertexStride + 2 * sizeof(float)]));
- v *= m;
- memcpy(&(shapeMeshData->vertexData[i * 3]), &v, sizeof(float) * 3);
- }
- btTriangleIndexVertexArray* meshInterface = bullet_new<btTriangleIndexVertexArray>();
- size_t partCount = data->parts.size();
- if (partCount > 0)
- {
- PHY_ScalarType indexType = PHY_UCHAR;
- int indexStride = 0;
- Bundle::MeshPartData* meshPart = NULL;
- for (size_t i = 0; i < partCount; i++)
- {
- meshPart = data->parts[i];
- GP_ASSERT(meshPart);
- switch (meshPart->indexFormat)
- {
- case Mesh::INDEX8:
- indexType = PHY_UCHAR;
- indexStride = 1;
- break;
- case Mesh::INDEX16:
- indexType = PHY_SHORT;
- indexStride = 2;
- break;
- case Mesh::INDEX32:
- indexType = PHY_INTEGER;
- indexStride = 4;
- break;
- default:
- GP_ERROR("Unsupported index format (%d).", meshPart->indexFormat);
- SAFE_DELETE(meshInterface);
- SAFE_DELETE_ARRAY(shapeMeshData->vertexData);
- SAFE_DELETE(shapeMeshData);
- SAFE_DELETE(data);
- return NULL;
- }
- // Move the index data into the rigid body's local buffer.
- // Set it to NULL in the MeshPartData so it is not released when the data is freed.
- shapeMeshData->indexData.push_back(meshPart->indexData);
- meshPart->indexData = NULL;
- // Create a btIndexedMesh object for the current mesh part.
- btIndexedMesh indexedMesh;
- indexedMesh.m_indexType = indexType;
- indexedMesh.m_numTriangles = meshPart->indexCount / 3; // assume TRIANGLES primitive type
- indexedMesh.m_numVertices = meshPart->indexCount;
- indexedMesh.m_triangleIndexBase = (const unsigned char*)shapeMeshData->indexData[i];
- indexedMesh.m_triangleIndexStride = indexStride*3;
- indexedMesh.m_vertexBase = (const unsigned char*)shapeMeshData->vertexData;
- indexedMesh.m_vertexStride = sizeof(float)*3;
- indexedMesh.m_vertexType = PHY_FLOAT;
- // Add the indexed mesh data to the mesh interface.
- meshInterface->addIndexedMesh(indexedMesh, indexType);
- }
- }
- else
- {
- // Generate index data for the mesh locally in the rigid body.
- unsigned int* indexData = new unsigned int[data->vertexCount];
- for (unsigned int i = 0; i < data->vertexCount; i++)
- {
- indexData[i] = i;
- }
- shapeMeshData->indexData.push_back((unsigned char*)indexData);
- // Create a single btIndexedMesh object for the mesh interface.
- btIndexedMesh indexedMesh;
- indexedMesh.m_indexType = PHY_INTEGER;
- indexedMesh.m_numTriangles = data->vertexCount / 3; // assume TRIANGLES primitive type
- indexedMesh.m_numVertices = data->vertexCount;
- indexedMesh.m_triangleIndexBase = shapeMeshData->indexData[0];
- indexedMesh.m_triangleIndexStride = sizeof(unsigned int);
- indexedMesh.m_vertexBase = (const unsigned char*)shapeMeshData->vertexData;
- indexedMesh.m_vertexStride = sizeof(float)*3;
- indexedMesh.m_vertexType = PHY_FLOAT;
- // Set the data in the mesh interface.
- meshInterface->addIndexedMesh(indexedMesh, indexedMesh.m_indexType);
- }
- // Create our collision shape object and store shapeMeshData in it.
- PhysicsCollisionShape* shape =
- new PhysicsCollisionShape(PhysicsCollisionShape::SHAPE_MESH, bullet_new<btBvhTriangleMeshShape>(meshInterface, true), meshInterface);
- shape->_shapeData.meshData = shapeMeshData;
- _shapes.push_back(shape);
- // Free the temporary mesh data now that it's stored in physics system.
- SAFE_DELETE(data);
- return shape;
- }
- void PhysicsController::destroyShape(PhysicsCollisionShape* shape)
- {
- if (shape)
- {
- if (shape->getRefCount() == 1)
- {
- // Remove shape from shape cache.
- std::vector<PhysicsCollisionShape*>::iterator shapeItr = std::find(_shapes.begin(), _shapes.end(), shape);
- if (shapeItr != _shapes.end())
- _shapes.erase(shapeItr);
- }
- // Release the shape.
- shape->release();
- }
- }
- void PhysicsController::addConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b, PhysicsConstraint* constraint)
- {
- GP_ASSERT(a);
- GP_ASSERT(constraint);
- GP_ASSERT(_world);
- a->addConstraint(constraint);
- if (b)
- {
- b->addConstraint(constraint);
- }
-
- _world->addConstraint(constraint->_constraint);
- }
- bool PhysicsController::checkConstraintRigidBodies(PhysicsRigidBody* a, PhysicsRigidBody* b)
- {
- GP_ASSERT(a);
- if (!a->supportsConstraints())
- {
- GP_ASSERT(a->_node);
- GP_ERROR("Rigid body '%s' does not support constraints; unexpected behavior may occur.", a->_node->getId());
- return false;
- }
-
- if (b && !b->supportsConstraints())
- {
- GP_ASSERT(b->_node);
- GP_ERROR("Rigid body '%s' does not support constraints; unexpected behavior may occur.", b->_node->getId());
- return false;
- }
- return true;
- }
- void PhysicsController::removeConstraint(PhysicsConstraint* constraint)
- {
- GP_ASSERT(constraint);
- GP_ASSERT(_world);
- // Find the constraint and remove it from the physics world.
- for (int i = _world->getNumConstraints() - 1; i >= 0; i--)
- {
- btTypedConstraint* currentConstraint = _world->getConstraint(i);
- if (constraint->_constraint == currentConstraint)
- {
- _world->removeConstraint(currentConstraint);
- break;
- }
- }
- }
- PhysicsController::DebugDrawer::DebugDrawer()
- : _mode(btIDebugDraw::DBG_DrawAabb | btIDebugDraw::DBG_DrawConstraintLimits | btIDebugDraw::DBG_DrawConstraints |
- btIDebugDraw::DBG_DrawContactPoints | btIDebugDraw::DBG_DrawWireframe), _meshBatch(NULL), _lineCount(0)
- {
- // Vertex shader for drawing colored lines.
- const char* vs_str =
- {
- "uniform mat4 u_viewProjectionMatrix;\n"
- "attribute vec4 a_position;\n"
- "attribute vec4 a_color;\n"
- "varying vec4 v_color;\n"
- "void main(void) {\n"
- " v_color = a_color;\n"
- " gl_Position = u_viewProjectionMatrix * a_position;\n"
- "}"
- };
- // Fragment shader for drawing colored lines.
- const char* fs_str =
- {
- #ifdef OPENGL_ES
- "precision highp float;\n"
- #endif
- "varying vec4 v_color;\n"
- "void main(void) {\n"
- " gl_FragColor = v_color;\n"
- "}"
- };
- Effect* effect = Effect::createFromSource(vs_str, fs_str);
- Material* material = Material::create(effect);
- GP_ASSERT(material && material->getStateBlock());
- material->getStateBlock()->setDepthTest(true);
- material->getStateBlock()->setDepthFunction(RenderState::DEPTH_LEQUAL);
- VertexFormat::Element elements[] =
- {
- VertexFormat::Element(VertexFormat::POSITION, 3),
- VertexFormat::Element(VertexFormat::COLOR, 4),
- };
- _meshBatch = MeshBatch::create(VertexFormat(elements, 2), Mesh::LINES, material, false, 4096, 4096);
- SAFE_RELEASE(material);
- SAFE_RELEASE(effect);
- }
- PhysicsController::DebugDrawer::~DebugDrawer()
- {
- SAFE_DELETE(_meshBatch);
- }
- void PhysicsController::DebugDrawer::begin(const Matrix& viewProjection)
- {
- GP_ASSERT(_meshBatch);
- _meshBatch->start();
- _meshBatch->getMaterial()->getParameter("u_viewProjectionMatrix")->setValue(viewProjection);
- }
- void PhysicsController::DebugDrawer::end()
- {
- GP_ASSERT(_meshBatch && _meshBatch->getMaterial());
- _meshBatch->finish();
- _meshBatch->draw();
- _lineCount = 0;
- }
- void PhysicsController::DebugDrawer::drawLine(const btVector3& from, const btVector3& to, const btVector3& fromColor, const btVector3& toColor)
- {
- GP_ASSERT(_meshBatch);
- static DebugDrawer::DebugVertex vertices[2];
- vertices[0].x = from.getX();
- vertices[0].y = from.getY();
- vertices[0].z = from.getZ();
- vertices[0].r = fromColor.getX();
- vertices[0].g = fromColor.getY();
- vertices[0].b = fromColor.getZ();
- vertices[0].a = 1.0f;
- vertices[1].x = to.getX();
- vertices[1].y = to.getY();
- vertices[1].z = to.getZ();
- vertices[1].r = toColor.getX();
- vertices[1].g = toColor.getY();
- vertices[1].b = toColor.getZ();
- vertices[1].a = 1.0f;
- _meshBatch->add(vertices, 2);
- ++_lineCount;
- if (_lineCount >= 4096)
- {
- // Flush the batch when it gets full (don't want to to grow infinitely)
- end();
- _meshBatch->start();
- }
- }
- void PhysicsController::DebugDrawer::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
- {
- drawLine(from, to, color, color);
- }
- void PhysicsController::DebugDrawer::drawContactPoint(const btVector3& pointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color)
- {
- drawLine(pointOnB, pointOnB + normalOnB, color);
- }
- void PhysicsController::DebugDrawer::reportErrorWarning(const char* warningString)
- {
- GP_WARN(warningString);
- }
- void PhysicsController::DebugDrawer::draw3dText(const btVector3& location, const char* textString)
- {
- GP_WARN("Physics debug drawing: 3D text is not supported.");
- }
- void PhysicsController::DebugDrawer::setDebugMode(int mode)
- {
- _mode = mode;
- }
- int PhysicsController::DebugDrawer::getDebugMode() const
- {
- return _mode;
- }
- PhysicsController::Listener::~Listener()
- {
- GP_ASSERT(Game::getInstance()->getPhysicsController());
- Game::getInstance()->getPhysicsController()->removeStatusListener(this);
- }
- PhysicsController::HitFilter::HitFilter()
- {
- }
- PhysicsController::HitFilter::~HitFilter()
- {
- }
- bool PhysicsController::HitFilter::filter(PhysicsCollisionObject* object)
- {
- return false;
- }
- bool PhysicsController::HitFilter::hit(const PhysicsController::HitResult& result)
- {
- return true;
- }
- }
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