PolyCollisionScene.cpp 12 KB

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  1. /*
  2. * PolyCollisionScene.cpp
  3. * Poly
  4. *
  5. * Created by Ivan Safrin on 6/16/08.
  6. * Copyright 2008 __MyCompanyName__. All rights reserved.
  7. *
  8. */
  9. #include "PolyCollisionScene.h"
  10. using namespace Polycode;
  11. CollisionScene::CollisionScene() : GenericScene() {
  12. initCollisionScene();
  13. }
  14. CollisionScene::CollisionScene(bool virtualScene) : GenericScene(virtualScene) {
  15. initCollisionScene();
  16. }
  17. void CollisionScene::initCollisionScene() {
  18. btVector3 worldAabbMin(-1000,-1000,-1000);
  19. btVector3 worldAabbMax(1000,1000,1000);
  20. btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
  21. btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
  22. // dispatcher->setNearCallback(customNearCallback);
  23. btAxisSweep3* broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax);
  24. world = new btCollisionWorld(dispatcher,broadphase,collisionConfiguration);
  25. }
  26. void CollisionScene::Update() {
  27. for(int i=0; i < collisionChildren.size(); i++) {
  28. if(collisionChildren[i]->enabled)
  29. collisionChildren[i]->Update();
  30. }
  31. world->performDiscreteCollisionDetection();
  32. for(int i=0; i < collisionChildren.size(); i++) {
  33. if(collisionChildren[i]->enabled) {
  34. if(collisionChildren[i]->autoCollide) {
  35. adjustForCollision(collisionChildren[i]);
  36. }
  37. }
  38. }
  39. for(int i=0; i < collisionChildren.size(); i++) {
  40. if(collisionChildren[i]->enabled)
  41. collisionChildren[i]->lastPosition = *collisionChildren[i]->getSceneEntity()->getPosition();
  42. }
  43. }
  44. void CollisionScene::enableCollision(SceneEntity *entity, bool val) {
  45. // what the fuck?? rename that
  46. CollisionSceneEntity *cEnt = getCollisionByScreenEntity(entity);
  47. if(cEnt) {
  48. cEnt->enabled = val;
  49. }
  50. }
  51. void CollisionScene::adjustForCollision(CollisionSceneEntity *collisionEntity) {
  52. CollisionResult result;
  53. // float elapsed = CoreServices::getInstance()->getCore()->getElapsed();
  54. result.collided = false;
  55. for(int i=0; i < collisionChildren.size(); i++) {
  56. if(collisionChildren[i] != collisionEntity) {
  57. result = testCollisionOnCollisionChild(collisionEntity, collisionChildren[i]);
  58. if(result.collided) {
  59. if(result.setOldPosition) {
  60. collisionEntity->getSceneEntity()->setPosition(result.newPos);
  61. collisionEntity->gVelocity.set(0,0,0);
  62. } else {
  63. // printf("colnormal: %f %f %f %f\n", result.colNormal.x, result.colNormal.y, result.colNormal.z,result.colDist);
  64. collisionEntity->getSceneEntity()->Translate(result.colNormal.x*result.colDist, result.colNormal.y*result.colDist, result.colNormal.z*result.colDist);
  65. // Logger::log("colnormal: %f,%f,%f\n",result.colNormal.x,result.colNormal.y,result.colNormal.z);
  66. if(result.colNormal.x > 0 && collisionEntity->gVelocity.x > 0)
  67. collisionEntity->gVelocity.x = 0;
  68. if(result.colNormal.x < 0 && collisionEntity->gVelocity.x < 0)
  69. collisionEntity->gVelocity.x = 0;
  70. if(result.colNormal.y > 0 && collisionEntity->gVelocity.y > 0)
  71. collisionEntity->gVelocity.y = 0;
  72. if(result.colNormal.y < 0 && collisionEntity->gVelocity.y < 0)
  73. collisionEntity->gVelocity.y = 0;
  74. if(result.colNormal.z > 0 && collisionEntity->gVelocity.z > 0)
  75. collisionEntity->gVelocity.z = 0;
  76. if(result.colNormal.z < 0 && collisionEntity->gVelocity.z < 0)
  77. collisionEntity->gVelocity.z = 0;
  78. collisionEntity->gVelocity.set(0,0,0);
  79. }
  80. }
  81. }
  82. }
  83. }
  84. CollisionSceneEntity *CollisionScene::getCollisionByScreenEntity(SceneEntity *ent) {
  85. for(int i=0; i<collisionChildren.size();i++) {
  86. if(collisionChildren[i]->getSceneEntity() == ent)
  87. return collisionChildren[i];
  88. }
  89. return NULL;
  90. }
  91. void CollisionScene::applyVelocity(SceneEntity *entity, float x, float y, float z) {
  92. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(entity);
  93. if(!cEnt1)
  94. return;
  95. cEnt1->gVelocity.x += x;
  96. cEnt1->gVelocity.y += y;
  97. cEnt1->gVelocity.z += z;
  98. }
  99. Vector3 CollisionScene::getCollisionNormalFromCollisionEnts(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  100. int numManifolds = world->getDispatcher()->getNumManifolds();
  101. for (int i=0;i<numManifolds;i++)
  102. {
  103. btPersistentManifold* contactManifold = world->getDispatcher()->getManifoldByIndexInternal(i);
  104. btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
  105. btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
  106. if((obA == cEnt1->collisionObject && obB == cEnt2->collisionObject) ||
  107. (obA == cEnt2->collisionObject && obB == cEnt1->collisionObject)) {
  108. if(contactManifold->getNumContacts() > 0) {
  109. btVector3 vec = contactManifold->getContactPoint(0).m_normalWorldOnB;
  110. return Vector3(vec.getX(), vec.getY(), vec.getZ());
  111. }
  112. }
  113. }
  114. return Vector3(0,0,0);
  115. }
  116. Vector3 CollisionScene::getCollisionNormal(SceneEntity *ent1, SceneEntity *ent2) {
  117. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(ent1);
  118. CollisionSceneEntity *cEnt2 = getCollisionByScreenEntity(ent2);
  119. if(cEnt1 == NULL || cEnt2 == NULL)
  120. return Vector3(0,0,0);
  121. return getCollisionNormalFromCollisionEnts(cEnt1, cEnt2);
  122. }
  123. CollisionResult CollisionScene::testCollisionOnCollisionChild_Convex(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  124. CollisionResult result;
  125. result.collided = false;
  126. result.setOldPosition = false;
  127. Vector3 collNormal;
  128. result.colNormal.set(0,0,0);
  129. result.colDist = 0;
  130. int numAdds = 0;
  131. int numManifolds = world->getDispatcher()->getNumManifolds();
  132. for (int i=0;i<numManifolds;i++)
  133. {
  134. btPersistentManifold* contactManifold = world->getDispatcher()->getManifoldByIndexInternal(i);
  135. btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
  136. btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
  137. if((obA == cEnt1->collisionObject && obB == cEnt2->collisionObject) ||
  138. (obA == cEnt2->collisionObject && obB == cEnt1->collisionObject)) {
  139. // contactManifold->refreshContactPoints(obA->getWorldTransform(), obB->getWorldTransform());
  140. if(contactManifold->getNumContacts() > 0) {
  141. for(int j=0; j < contactManifold->getNumContacts(); j++) {
  142. if(contactManifold->getContactPoint(j).getDistance() <= btScalar(0.0)) {
  143. btVector3 vec = contactManifold->getContactPoint(j).m_normalWorldOnB;
  144. result.colNormal += Vector3(vec.getX(), vec.getY(), vec.getZ());
  145. result.colDist += contactManifold->getContactPoint(j).getDistance();
  146. numAdds++;
  147. }
  148. }
  149. // btVector3 vec = contactManifold->getContactPoint(0).m_normalWorldOnB;
  150. // result.colNormal.set(vec.getX(), vec.getY(), vec.getZ());
  151. // result.colDist = contactManifold->getContactPoint(0).getDistance();
  152. result.collided = true;
  153. // return result;
  154. }
  155. }
  156. }
  157. if(numAdds > 0) {
  158. result.colNormal = result.colNormal / (float)numAdds;
  159. // result.colNormal = Vector3(0,1,0);
  160. // result.colNormal.Normalize();
  161. result.colDist = result.colDist / (float)numAdds;
  162. }
  163. return result;
  164. // return cEnt1->collisionObject->checkCollideWith(cEnt2->collisionObject);
  165. }
  166. RayTestResult CollisionScene::getFirstEntityInRay(const Vector3 &origin, const Vector3 &dest) {
  167. RayTestResult ret;
  168. ret.entity = NULL;
  169. btVector3 fromVec(origin.x, origin.y, origin.z);
  170. btVector3 toVec(dest.x, dest.y, dest.z);
  171. btCollisionWorld::ClosestRayResultCallback cb(fromVec, toVec);
  172. world->rayTest (fromVec, toVec, cb);
  173. if (cb.hasHit ()) {
  174. CollisionSceneEntity *retEnt = getCollisionEntityByObject(cb.m_collisionObject);
  175. if(retEnt) {
  176. ret.entity = retEnt->getSceneEntity();
  177. ret.position = Vector3(cb.m_hitPointWorld.getX(), cb.m_hitPointWorld.getY(), cb.m_hitPointWorld.getZ());
  178. ret.normal = Vector3(cb.m_hitNormalWorld.getX(), cb.m_hitNormalWorld.getY(), cb.m_hitNormalWorld.getZ());
  179. return ret;
  180. }
  181. }
  182. return ret;
  183. }
  184. CollisionSceneEntity *CollisionScene::getCollisionEntityByObject(btCollisionObject *collisionObject) {
  185. for(int i=0; i <collisionChildren.size(); i++) {
  186. if(collisionChildren[i]->collisionObject == collisionObject) {
  187. return collisionChildren[i];
  188. }
  189. }
  190. return NULL;
  191. }
  192. CollisionResult CollisionScene::testCollisionOnCollisionChild_RayTest(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  193. CollisionResult result;
  194. result.collided = false;
  195. result.setOldPosition = false;
  196. btConvexShape *shape = cEnt1->getConvexShape();
  197. if(!shape)
  198. return result;
  199. // shape->setMargin(1.0f);
  200. // hack to not collide with itself
  201. world->removeCollisionObject(cEnt1->collisionObject);
  202. btVector3 fVec(cEnt1->lastPosition.x, cEnt1->lastPosition.y, cEnt1->lastPosition.z);
  203. btVector3 toVec(cEnt1->getSceneEntity()->getPosition()->x, cEnt1->getSceneEntity()->getPosition()->y, cEnt1->getSceneEntity()->getPosition()->z);
  204. btCollisionWorld::ClosestConvexResultCallback cb(toVec, fVec);
  205. btQuaternion qFrom;
  206. btQuaternion qTo;
  207. qFrom.setRotation (btVector3(1.0, 0.0, 0.0), 0.0);
  208. qTo.setRotation (btVector3(1.0, 0.0, 0.0), 0.0);
  209. btTransform from(qFrom, fVec);
  210. btTransform to(qTo, toVec);
  211. world->convexSweepTest(shape, from, to, cb);
  212. if (cb.hasHit()) {
  213. result.collided = true;
  214. btVector3 newVec = toVec;
  215. newVec.setInterpolate3(fVec, toVec, cb.m_closestHitFraction);
  216. result.colDist = newVec.distance(toVec);// + 0.001f;
  217. // result.colDist = fVec.distance(toVec);// - cb.m_closestHitFraction;
  218. // cb.m_hitPointWorld
  219. // result.colDist = shape->
  220. // result.colDist = cb.m_hitPointWorld.distance(fVec) - shape->;
  221. /*
  222. btVector3 linVel, angVel;
  223. btTransformUtil::calculateVelocity (from, to, 1.0, linVel, angVel);
  224. btTransform T;
  225. btTransformUtil::integrateTransform (from, linVel, angVel, cb.m_closestHitFraction, T);
  226. btVector3 newVec;
  227. newVec = T.getOrigin(); // * newVec;
  228. result.colDist = toVec.distance(newVec);
  229. Logger::log("dist: %f\n", result.colDist);
  230. */
  231. // result.colNormal = cEnt1->getSceneEntity()->getPosition()->(cEnt1->lastPosition);
  232. result.colNormal = Vector3(cb.m_hitNormalWorld.getX(), cb.m_hitNormalWorld.getY(), cb.m_hitNormalWorld.getZ());
  233. result.colNormal.Normalize();
  234. }
  235. world->addCollisionObject(cEnt1->collisionObject);
  236. return result;
  237. }
  238. CollisionResult CollisionScene::testCollisionOnCollisionChild(CollisionSceneEntity *cEnt1, CollisionSceneEntity *cEnt2) {
  239. if(cEnt2->getType() == CollisionSceneEntity::SHAPE_MESH) {
  240. return testCollisionOnCollisionChild_RayTest(cEnt1, cEnt2);
  241. } else {
  242. return testCollisionOnCollisionChild_Convex(cEnt1, cEnt2);
  243. }
  244. }
  245. CollisionResult CollisionScene::testCollision(SceneEntity *ent1, SceneEntity *ent2) {
  246. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(ent1);
  247. CollisionSceneEntity *cEnt2 = getCollisionByScreenEntity(ent2);
  248. CollisionResult result;
  249. result.collided = false;
  250. if(cEnt1 == NULL || cEnt2 == NULL)
  251. return result;
  252. return testCollisionOnCollisionChild(cEnt1, cEnt2);
  253. }
  254. CollisionScene::~CollisionScene() {
  255. }
  256. void CollisionScene::enableGravity(SceneEntity *entity) {
  257. CollisionSceneEntity *cEnt1 = getCollisionByScreenEntity(entity);
  258. if(!cEnt1)
  259. return;
  260. cEnt1->gravityEnabled = true;
  261. }
  262. void CollisionScene::loadCollisionChild(SceneEntity *entity, bool autoCollide, int type) {
  263. addCollisionChild(entity, autoCollide, type);
  264. }
  265. CollisionSceneEntity *CollisionScene::trackCollision(SceneEntity *newEntity, bool autoCollide, int type) {
  266. CollisionSceneEntity *newCollisionEntity = new CollisionSceneEntity(newEntity,autoCollide, type);
  267. if(type == CollisionSceneEntity::CHARACTER_CONTROLLER) {
  268. world->addCollisionObject(newCollisionEntity->collisionObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
  269. } else {
  270. world->addCollisionObject(newCollisionEntity->collisionObject);
  271. }
  272. collisionChildren.push_back(newCollisionEntity);
  273. // newCollisionEntity->Update();
  274. return newCollisionEntity;
  275. }
  276. CollisionSceneEntity *CollisionScene::addCollisionChild(SceneEntity *newEntity, bool autoCollide, int type) {
  277. addEntity(newEntity);
  278. return trackCollision(newEntity, autoCollide, type);
  279. }