PolyCollisionScene.cpp 13 KB

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  1. /*
  2. Copyright (C) 2011 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #include "PolyCollisionScene.h"
  20. using namespace Polycode;
  21. CollisionScene::CollisionScene() : Scene() {
  22. initCollisionScene();
  23. }
  24. CollisionScene::CollisionScene(bool virtualScene) : Scene(virtualScene) {
  25. initCollisionScene();
  26. }
  27. void CollisionScene::initCollisionScene() {
  28. btVector3 worldAabbMin(-1000,-1000,-1000);
  29. btVector3 worldAabbMax(1000,1000,1000);
  30. btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
  31. btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
  32. // dispatcher->setNearCallback(customNearCallback);
  33. btAxisSweep3* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax);
  34. world = new btCollisionWorld(dispatcher,broadphase,collisionConfiguration);
  35. }
  36. void CollisionScene::Update() {
  37. for(int i=0; i < collisionChildren.size(); i++) {
  38. if(collisionChildren[i]->enabled)
  39. collisionChildren[i]->Update();
  40. }
  41. world->performDiscreteCollisionDetection();
  42. for(int i=0; i < collisionChildren.size(); i++) {
  43. if(collisionChildren[i]->enabled) {
  44. if(collisionChildren[i]->autoCollide) {
  45. adjustForCollision(collisionChildren[i]);
  46. }
  47. }
  48. }
  49. for(int i=0; i < collisionChildren.size(); i++) {
  50. if(collisionChildren[i]->enabled)
  51. collisionChildren[i]->lastPosition = collisionChildren[i]->getSceneEntity()->getPosition();
  52. }
  53. }
  54. void CollisionScene::enableCollision(SceneEntity *entity, bool val) {
  55. // what the fuck?? rename that
  56. CollisionSceneEntity *cEnt = getCollisionByScreenEntity(entity);
  57. if(cEnt) {
  58. cEnt->enabled = val;
  59. }
  60. }
  61. void CollisionScene::adjustForCollision(CollisionSceneEntity *collisionEntity) {
  62. CollisionResult result;
  63. // Number elapsed = CoreServices::getInstance()->getCore()->getElapsed();
  64. result.collided = false;
  65. for(int i=0; i < collisionChildren.size(); i++) {
  66. if(collisionChildren[i] != collisionEntity) {
  67. result = testCollisionOnCollisionChild(collisionEntity, collisionChildren[i]);
  68. if(result.collided) {
  69. if(result.setOldPosition) {
  70. collisionEntity->getSceneEntity()->setPosition(result.newPos);
  71. collisionEntity->gVelocity.set(0,0,0);
  72. } else {
  73. // printf("colnormal: %f %f %f %f\n", result.colNormal.x, result.colNormal.y, result.colNormal.z,result.colDist);
  74. collisionEntity->getSceneEntity()->Translate(result.colNormal.x*result.colDist, result.colNormal.y*result.colDist, result.colNormal.z*result.colDist);
  75. // Logger::log("colnormal: %f,%f,%f\n",result.colNormal.x,result.colNormal.y,result.colNormal.z);
  76. if(result.colNormal.x > 0 && collisionEntity->gVelocity.x > 0)
  77. collisionEntity->gVelocity.x = 0;
  78. if(result.colNormal.x < 0 && collisionEntity->gVelocity.x < 0)
  79. collisionEntity->gVelocity.x = 0;
  80. if(result.colNormal.y > 0 && collisionEntity->gVelocity.y > 0)
  81. collisionEntity->gVelocity.y = 0;
  82. if(result.colNormal.y < 0 && collisionEntity->gVelocity.y < 0)
  83. collisionEntity->gVelocity.y = 0;
  84. if(result.colNormal.z > 0 && collisionEntity->gVelocity.z > 0)
  85. collisionEntity->gVelocity.z = 0;
  86. if(result.colNormal.z < 0 && collisionEntity->gVelocity.z < 0)
  87. collisionEntity->gVelocity.z = 0;
  88. collisionEntity->gVelocity.set(0,0,0);
  89. }
  90. }
  91. }
  92. }
  93. }
  94. CollisionSceneEntity *CollisionScene::getCollisionByScreenEntity(SceneEntity *ent) {
  95. for(int i=0; i<collisionChildren.size();i++) {
  96. if(collisionChildren[i]->getSceneEntity() == ent)
  97. return collisionChildren[i];
  98. }
  99. return NULL;
  100. }
  101. void CollisionScene::applyVelocity(SceneEntity *entity, Number x, Number y, Number z) {
  102. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(entity);
  103. if(!cEnt1)
  104. return;
  105. cEnt1->gVelocity.x += x;
  106. cEnt1->gVelocity.y += y;
  107. cEnt1->gVelocity.z += z;
  108. }
  109. Vector3 CollisionScene::getCollisionNormalFromCollisionEnts(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  110. int numManifolds = world->getDispatcher()->getNumManifolds();
  111. for (int i=0;i<numManifolds;i++)
  112. {
  113. btPersistentManifold* contactManifold = world->getDispatcher()->getManifoldByIndexInternal(i);
  114. btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
  115. btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
  116. if((obA == cEnt1->collisionObject && obB == cEnt2->collisionObject) ||
  117. (obA == cEnt2->collisionObject && obB == cEnt1->collisionObject)) {
  118. if(contactManifold->getNumContacts() > 0) {
  119. btVector3 vec = contactManifold->getContactPoint(0).m_normalWorldOnB;
  120. return Vector3(vec.getX(), vec.getY(), vec.getZ());
  121. }
  122. }
  123. }
  124. return Vector3(0,0,0);
  125. }
  126. Vector3 CollisionScene::getCollisionNormal(SceneEntity *ent1, SceneEntity *ent2) {
  127. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(ent1);
  128. CollisionSceneEntity *cEnt2 = getCollisionByScreenEntity(ent2);
  129. if(cEnt1 == NULL || cEnt2 == NULL)
  130. return Vector3(0,0,0);
  131. return getCollisionNormalFromCollisionEnts(cEnt1, cEnt2);
  132. }
  133. CollisionResult CollisionScene::testCollisionOnCollisionChild_Convex(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  134. CollisionResult result;
  135. result.collided = false;
  136. result.setOldPosition = false;
  137. Vector3 collNormal;
  138. result.colNormal.set(0,0,0);
  139. result.colDist = 0;
  140. int numAdds = 0;
  141. int numManifolds = world->getDispatcher()->getNumManifolds();
  142. for (int i=0;i<numManifolds;i++)
  143. {
  144. btPersistentManifold* contactManifold = world->getDispatcher()->getManifoldByIndexInternal(i);
  145. btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
  146. btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
  147. if((obA == cEnt1->collisionObject && obB == cEnt2->collisionObject) ||
  148. (obA == cEnt2->collisionObject && obB == cEnt1->collisionObject)) {
  149. // contactManifold->refreshContactPoints(obA->getWorldTransform(), obB->getWorldTransform());
  150. if(contactManifold->getNumContacts() > 0) {
  151. for(int j=0; j < contactManifold->getNumContacts(); j++) {
  152. if(contactManifold->getContactPoint(j).getDistance() <= btScalar(0.0)) {
  153. btVector3 vec = contactManifold->getContactPoint(j).m_normalWorldOnB;
  154. result.colNormal += Vector3(vec.getX(), vec.getY(), vec.getZ());
  155. result.colDist += contactManifold->getContactPoint(j).getDistance();
  156. numAdds++;
  157. }
  158. }
  159. // btVector3 vec = contactManifold->getContactPoint(0).m_normalWorldOnB;
  160. // result.colNormal.set(vec.getX(), vec.getY(), vec.getZ());
  161. // result.colDist = contactManifold->getContactPoint(0).getDistance();
  162. result.collided = true;
  163. // return result;
  164. }
  165. }
  166. }
  167. if(numAdds > 0) {
  168. result.colNormal = result.colNormal / (Number)numAdds;
  169. // result.colNormal = Vector3(0,1,0);
  170. // result.colNormal.Normalize();
  171. result.colDist = result.colDist / (Number)numAdds;
  172. }
  173. return result;
  174. // return cEnt1->collisionObject->checkCollideWith(cEnt2->collisionObject);
  175. }
  176. RayTestResult CollisionScene::getFirstEntityInRay(const Vector3 &origin, const Vector3 &dest) {
  177. RayTestResult ret;
  178. ret.entity = NULL;
  179. btVector3 fromVec(origin.x, origin.y, origin.z);
  180. btVector3 toVec(dest.x, dest.y, dest.z);
  181. btCollisionWorld::ClosestRayResultCallback cb(fromVec, toVec);
  182. world->rayTest (fromVec, toVec, cb);
  183. if (cb.hasHit ()) {
  184. CollisionSceneEntity *retEnt = getCollisionEntityByObject(cb.m_collisionObject);
  185. if(retEnt) {
  186. ret.entity = retEnt->getSceneEntity();
  187. ret.position = Vector3(cb.m_hitPointWorld.getX(), cb.m_hitPointWorld.getY(), cb.m_hitPointWorld.getZ());
  188. ret.normal = Vector3(cb.m_hitNormalWorld.getX(), cb.m_hitNormalWorld.getY(), cb.m_hitNormalWorld.getZ());
  189. return ret;
  190. }
  191. }
  192. return ret;
  193. }
  194. CollisionSceneEntity *CollisionScene::getCollisionEntityByObject(btCollisionObject *collisionObject) {
  195. for(int i=0; i <collisionChildren.size(); i++) {
  196. if(collisionChildren[i]->collisionObject == collisionObject) {
  197. return collisionChildren[i];
  198. }
  199. }
  200. return NULL;
  201. }
  202. CollisionResult CollisionScene::testCollisionOnCollisionChild_RayTest(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  203. CollisionResult result;
  204. result.collided = false;
  205. result.setOldPosition = false;
  206. btConvexShape *shape = cEnt1->getConvexShape();
  207. if(!shape)
  208. return result;
  209. // shape->setMargin(1.0f);
  210. // hack to not collide with itself
  211. world->removeCollisionObject(cEnt1->collisionObject);
  212. btVector3 fVec(cEnt1->lastPosition.x, cEnt1->lastPosition.y, cEnt1->lastPosition.z);
  213. btVector3 toVec(cEnt1->getSceneEntity()->getPosition().x, cEnt1->getSceneEntity()->getPosition().y, cEnt1->getSceneEntity()->getPosition().z);
  214. btCollisionWorld::ClosestConvexResultCallback cb(toVec, fVec);
  215. btQuaternion qFrom;
  216. btQuaternion qTo;
  217. qFrom.setRotation (btVector3(1.0, 0.0, 0.0), 0.0);
  218. qTo.setRotation (btVector3(1.0, 0.0, 0.0), 0.0);
  219. btTransform from(qFrom, fVec);
  220. btTransform to(qTo, toVec);
  221. world->convexSweepTest(shape, from, to, cb);
  222. if (cb.hasHit()) {
  223. result.collided = true;
  224. btVector3 newVec = toVec;
  225. newVec.setInterpolate3(fVec, toVec, cb.m_closestHitFraction);
  226. result.colDist = newVec.distance(toVec);// + 0.001f;
  227. // result.colDist = fVec.distance(toVec);// - cb.m_closestHitFraction;
  228. // cb.m_hitPointWorld
  229. // result.colDist = shape->
  230. // result.colDist = cb.m_hitPointWorld.distance(fVec) - shape->;
  231. /*
  232. btVector3 linVel, angVel;
  233. btTransformUtil::calculateVelocity (from, to, 1.0, linVel, angVel);
  234. btTransform T;
  235. btTransformUtil::integrateTransform (from, linVel, angVel, cb.m_closestHitFraction, T);
  236. btVector3 newVec;
  237. newVec = T.getOrigin(); // * newVec;
  238. result.colDist = toVec.distance(newVec);
  239. Logger::log("dist: %f\n", result.colDist);
  240. */
  241. // result.colNormal = cEnt1->getSceneEntity()->getPosition().(cEnt1->lastPosition);
  242. result.colNormal = Vector3(cb.m_hitNormalWorld.getX(), cb.m_hitNormalWorld.getY(), cb.m_hitNormalWorld.getZ());
  243. result.colNormal.Normalize();
  244. }
  245. world->addCollisionObject(cEnt1->collisionObject);
  246. return result;
  247. }
  248. CollisionResult CollisionScene::testCollisionOnCollisionChild(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  249. if(cEnt2->getType() == CollisionSceneEntity::SHAPE_MESH) {
  250. return testCollisionOnCollisionChild_RayTest(cEnt1, cEnt2);
  251. } else {
  252. return testCollisionOnCollisionChild_Convex(cEnt1, cEnt2);
  253. }
  254. }
  255. CollisionResult CollisionScene::testCollision(SceneEntity *ent1, SceneEntity *ent2) {
  256. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(ent1);
  257. CollisionSceneEntity *cEnt2 = getCollisionByScreenEntity(ent2);
  258. CollisionResult result;
  259. result.collided = false;
  260. if(cEnt1 == NULL || cEnt2 == NULL)
  261. return result;
  262. return testCollisionOnCollisionChild(cEnt1, cEnt2);
  263. }
  264. CollisionScene::~CollisionScene() {
  265. }
  266. void CollisionScene::enableGravity(SceneEntity *entity) {
  267. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(entity);
  268. if(!cEnt1)
  269. return;
  270. cEnt1->gravityEnabled = true;
  271. }
  272. void CollisionScene::loadCollisionChild(SceneEntity *entity, bool autoCollide, int type) {
  273. addCollisionChild(entity, autoCollide, type);
  274. }
  275. void CollisionScene::stopTrackingCollision(SceneEntity *entity) {
  276. CollisionSceneEntity *cEnt = getCollisionByScreenEntity(entity);
  277. world->removeCollisionObject(cEnt->collisionObject);
  278. for(int i=0; i < collisionChildren.size(); i++) {
  279. if(collisionChildren[i] == cEnt) {
  280. collisionChildren.erase(collisionChildren.begin() + i);
  281. delete cEnt;
  282. return;
  283. }
  284. }
  285. }
  286. CollisionSceneEntity *CollisionScene::trackCollision(SceneEntity *newEntity, bool autoCollide, int type, int group) {
  287. CollisionSceneEntity *newCollisionEntity = new CollisionSceneEntity(newEntity,autoCollide, type);
  288. // if(type == CollisionSceneEntity::CHARACTER_CONTROLLER) {
  289. // world->addCollisionObject(newCollisionEntity->collisionObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
  290. // } else {
  291. world->addCollisionObject(newCollisionEntity->collisionObject, group);
  292. // }
  293. collisionChildren.push_back(newCollisionEntity);
  294. // newCollisionEntity->Update();
  295. return newCollisionEntity;
  296. }
  297. CollisionSceneEntity *CollisionScene::addCollisionChild(SceneEntity *newEntity, bool autoCollide, int type, int group) {
  298. addEntity(newEntity);
  299. return trackCollision(newEntity, autoCollide, type);
  300. }