PhysicsWorld.cpp 22 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "CollisionShape.h"
  25. #include "Context.h"
  26. #include "DebugRenderer.h"
  27. #include "Joint.h"
  28. #include "Log.h"
  29. #include "Mutex.h"
  30. #include "PhysicsEvents.h"
  31. #include "PhysicsWorld.h"
  32. #include "ProcessUtils.h"
  33. #include "Profiler.h"
  34. #include "RigidBody.h"
  35. #include "Scene.h"
  36. #include "SceneEvents.h"
  37. #include <ode/ode.h>
  38. #include "Sort.h"
  39. #include "DebugNew.h"
  40. static const int DEFAULT_FPS = 60;
  41. static const int DEFAULT_MAX_CONTACTS = 20;
  42. static const float DEFAULT_BOUNCE_THRESHOLD = 0.1f;
  43. static unsigned numInstances = 0;
  44. static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
  45. {
  46. return lhs.distance_ < rhs.distance_;
  47. }
  48. OBJECTTYPESTATIC(PhysicsWorld);
  49. PhysicsWorld::PhysicsWorld(Context* context) :
  50. Component(context),
  51. physicsWorld_(0),
  52. space_(0),
  53. rayGeometry_(0),
  54. contactJoints_(0),
  55. fps_(DEFAULT_FPS),
  56. maxContacts_(DEFAULT_MAX_CONTACTS),
  57. bounceThreshold_(DEFAULT_BOUNCE_THRESHOLD),
  58. timeAcc_(0.0f),
  59. randomSeed_(0)
  60. {
  61. {
  62. MutexLock lock(GetStaticMutex());
  63. if (!numInstances)
  64. dInitODE();
  65. ++numInstances;
  66. }
  67. physicsWorld_ = dWorldCreate();
  68. space_ = dHashSpaceCreate(0);
  69. contactJoints_ = dJointGroupCreate(0);
  70. // Create ray geometry for physics world raycasts
  71. rayGeometry_ = dCreateRay(0, 0.0f);
  72. // Enable automatic resting of rigid bodies
  73. dWorldSetAutoDisableFlag(physicsWorld_, 1);
  74. contacts_ = new PODVector<dContact>(maxContacts_);
  75. }
  76. PhysicsWorld::~PhysicsWorld()
  77. {
  78. // Forcibly remove any cached geometries that still remain
  79. triangleMeshCache_.Clear();
  80. heightfieldCache_.Clear();
  81. if (contactJoints_)
  82. {
  83. dJointGroupDestroy(contactJoints_);
  84. contactJoints_ = 0;
  85. }
  86. if (rayGeometry_)
  87. {
  88. dGeomDestroy(rayGeometry_);
  89. rayGeometry_ = 0;
  90. }
  91. if (space_)
  92. {
  93. dSpaceDestroy(space_);
  94. space_ = 0;
  95. }
  96. if (contacts_)
  97. {
  98. PODVector<dContact>* contacts = static_cast<PODVector<dContact>*>(contacts_);
  99. delete contacts;
  100. contacts = 0;
  101. }
  102. if (physicsWorld_)
  103. {
  104. dWorldDestroy(physicsWorld_);
  105. physicsWorld_ = 0;
  106. }
  107. {
  108. MutexLock lock(GetStaticMutex());
  109. --numInstances;
  110. if (!numInstances)
  111. dCloseODE();
  112. }
  113. }
  114. void PhysicsWorld::RegisterObject(Context* context)
  115. {
  116. context->RegisterFactory<PhysicsWorld>();
  117. ATTRIBUTE(PhysicsWorld, VAR_INT, "Physics FPS", fps_, DEFAULT_FPS, AM_DEFAULT);
  118. ATTRIBUTE(PhysicsWorld, VAR_INT, "Max Contacts", maxContacts_, DEFAULT_MAX_CONTACTS, AM_DEFAULT);
  119. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Bounce Threshold", bounceThreshold_, DEFAULT_BOUNCE_THRESHOLD, AM_DEFAULT);
  120. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Max Network Angular Velocity", maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
  121. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Time Accumulator", timeAcc_, 0.0f, AM_FILE | AM_NOEDIT);
  122. ATTRIBUTE(PhysicsWorld, VAR_INT, "Random Seed", randomSeed_, 0, AM_FILE | AM_NOEDIT);
  123. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_VECTOR3, "Gravity", GetGravity, SetGravity, Vector3, Vector3::ZERO, AM_DEFAULT);
  124. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Linear Rest Threshold", GetLinearRestThreshold, SetLinearRestThreshold, float, 0.01f, AM_DEFAULT);
  125. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Linear Damping Threshold", GetLinearDampingThreshold, SetLinearDampingThreshold, float, 0.01f, AM_DEFAULT);
  126. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Linear Damping Scale", GetLinearDampingScale, SetLinearDampingScale, float, 0.0f, AM_DEFAULT);
  127. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Angular Rest Threshold", GetAngularRestThreshold, SetAngularRestThreshold, float, 0.01f, AM_DEFAULT);
  128. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Angular Damping Threshold", GetAngularDampingThreshold, SetAngularDampingThreshold, float, 0.01f, AM_DEFAULT);
  129. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Angular Damping Scale", GetAngularDampingScale, SetAngularDampingScale, float, 0.0f, AM_DEFAULT);
  130. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "ERP", GetERP, SetERP, float, 0.2f, AM_DEFAULT);
  131. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "CFM", GetCFM, SetCFM, float, 0.00001f, AM_DEFAULT);
  132. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Contact Surface Layer", GetContactSurfaceLayer, SetContactSurfaceLayer, float, 0.0f, AM_DEFAULT);
  133. }
  134. void PhysicsWorld::Update(float timeStep)
  135. {
  136. PROFILE(UpdatePhysics);
  137. float internalTimeStep = 1.0f / fps_;
  138. while (timeStep > 0.0f)
  139. {
  140. float currentStep = Min(timeStep, internalTimeStep);
  141. timeAcc_ += currentStep;
  142. timeStep -= currentStep;
  143. if (timeAcc_ >= internalTimeStep)
  144. {
  145. timeAcc_ -= internalTimeStep;
  146. // Send pre-step event
  147. using namespace PhysicsPreStep;
  148. VariantMap eventData;
  149. eventData[P_WORLD] = (void*)this;
  150. eventData[P_TIMESTEP] = internalTimeStep;
  151. SendEvent(E_PHYSICSPRESTEP, eventData);
  152. // Store the previous transforms of the physics objects
  153. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  154. (*i)->PreStep();
  155. /// \todo ODE random number generation is not threadsafe
  156. dRandSetSeed(randomSeed_);
  157. // Collide, step the world, and clear contact joints
  158. {
  159. PROFILE(CheckCollisions);
  160. dSpaceCollide(space_, this, NearCallback);
  161. }
  162. {
  163. PROFILE(StepPhysics);
  164. dWorldQuickStep(physicsWorld_, internalTimeStep);
  165. dJointGroupEmpty(contactJoints_);
  166. previousCollisions_ = currentCollisions_;
  167. currentCollisions_.Clear();
  168. }
  169. randomSeed_ = dRandGetSeed();
  170. // Send accumulated collision events
  171. SendCollisionEvents();
  172. // Interpolate transforms of physics objects
  173. float t = Clamp(timeAcc_ / internalTimeStep, 0.0f, 1.0f);
  174. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  175. (*i)->PostStep(t);
  176. // Send post-step event
  177. SendEvent(E_PHYSICSPOSTSTEP, eventData);
  178. }
  179. }
  180. }
  181. void PhysicsWorld::SetFps(int fps)
  182. {
  183. fps_ = Max(fps, 1);
  184. }
  185. void PhysicsWorld::SetMaxContacts(unsigned num)
  186. {
  187. maxContacts_ = Max(num, 1);
  188. PODVector<dContact>* contacts = static_cast<PODVector<dContact>*>(contacts_);
  189. contacts->Resize(maxContacts_);
  190. }
  191. void PhysicsWorld::SetGravity(Vector3 gravity)
  192. {
  193. dWorldSetGravity(physicsWorld_, gravity.x_, gravity.y_, gravity.z_);
  194. }
  195. void PhysicsWorld::SetLinearRestThreshold(float threshold)
  196. {
  197. dWorldSetAutoDisableLinearThreshold(physicsWorld_, Max(threshold, 0.0f));
  198. }
  199. void PhysicsWorld::SetLinearDampingThreshold(float threshold)
  200. {
  201. dWorldSetLinearDampingThreshold(physicsWorld_, Max(threshold, 0.0f));
  202. }
  203. void PhysicsWorld::SetLinearDampingScale(float scale)
  204. {
  205. dWorldSetLinearDamping(physicsWorld_, Clamp(scale, 0.0f, 1.0f));
  206. }
  207. void PhysicsWorld::SetAngularRestThreshold(float threshold)
  208. {
  209. dWorldSetAutoDisableAngularThreshold(physicsWorld_, threshold);
  210. }
  211. void PhysicsWorld::SetAngularDampingThreshold(float threshold)
  212. {
  213. dWorldSetAngularDampingThreshold(physicsWorld_, Max(threshold, 0.0f));
  214. }
  215. void PhysicsWorld::SetAngularDampingScale(float scale)
  216. {
  217. dWorldSetAngularDamping(physicsWorld_, Clamp(scale, 0.0f, 1.0f));
  218. }
  219. void PhysicsWorld::SetBounceThreshold(float threshold)
  220. {
  221. bounceThreshold_ = Max(threshold, 0.0f);
  222. }
  223. void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
  224. {
  225. maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
  226. }
  227. void PhysicsWorld::SetERP(float erp)
  228. {
  229. dWorldSetERP(physicsWorld_, erp);
  230. }
  231. void PhysicsWorld::SetCFM(float cfm)
  232. {
  233. dWorldSetCFM(physicsWorld_, cfm);
  234. }
  235. void PhysicsWorld::SetContactSurfaceLayer(float depth)
  236. {
  237. dWorldSetContactSurfaceLayer(physicsWorld_, depth);
  238. }
  239. void PhysicsWorld::SetTimeAccumulator(float time)
  240. {
  241. timeAcc_ = time;
  242. }
  243. void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
  244. {
  245. PROFILE(PhysicsRaycast);
  246. result.Clear();
  247. dGeomRaySetLength(rayGeometry_, maxDistance);
  248. dGeomRaySet(rayGeometry_, ray.origin_.x_, ray.origin_.y_, ray.origin_.z_, ray.direction_.x_, ray.direction_.y_, ray.direction_.z_);
  249. dGeomSetCollideBits(rayGeometry_, collisionMask);
  250. dSpaceCollide2(rayGeometry_, (dGeomID)space_, &result, RaycastCallback);
  251. Sort(result.Begin(), result.End(), CompareRaycastResults);
  252. }
  253. Vector3 PhysicsWorld::GetGravity() const
  254. {
  255. dVector3 g;
  256. dWorldGetGravity(physicsWorld_, g);
  257. return Vector3(g[0], g[1], g[2]);
  258. }
  259. float PhysicsWorld::GetLinearRestThreshold() const
  260. {
  261. return dWorldGetAutoDisableLinearThreshold(physicsWorld_);
  262. }
  263. float PhysicsWorld::GetLinearDampingThreshold() const
  264. {
  265. return dWorldGetLinearDampingThreshold(physicsWorld_);
  266. }
  267. float PhysicsWorld::GetLinearDampingScale() const
  268. {
  269. return dWorldGetLinearDamping(physicsWorld_);
  270. }
  271. float PhysicsWorld::GetAngularRestThreshold() const
  272. {
  273. return dWorldGetAutoDisableAngularThreshold(physicsWorld_);
  274. }
  275. float PhysicsWorld::GetAngularDampingThreshold() const
  276. {
  277. return dWorldGetAngularDampingThreshold(physicsWorld_);
  278. }
  279. float PhysicsWorld::GetAngularDampingScale() const
  280. {
  281. return dWorldGetAngularDamping(physicsWorld_);
  282. }
  283. float PhysicsWorld::GetERP() const
  284. {
  285. return dWorldGetERP(physicsWorld_);
  286. }
  287. float PhysicsWorld::GetCFM() const
  288. {
  289. return dWorldGetCFM(physicsWorld_);
  290. }
  291. float PhysicsWorld::GetContactSurfaceLayer() const
  292. {
  293. return dWorldGetContactSurfaceLayer(physicsWorld_);
  294. }
  295. void PhysicsWorld::AddRigidBody(RigidBody* body)
  296. {
  297. rigidBodies_.Push(body);
  298. }
  299. void PhysicsWorld::RemoveRigidBody(RigidBody* body)
  300. {
  301. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  302. {
  303. if ((*i) == body)
  304. {
  305. rigidBodies_.Erase(i);
  306. return;
  307. }
  308. }
  309. }
  310. void PhysicsWorld::SendCollisionEvents()
  311. {
  312. PROFILE(SendCollisionEvents);
  313. VariantMap physicsCollisionData;
  314. VariantMap nodeCollisionData;
  315. VectorBuffer contacts;
  316. physicsCollisionData[PhysicsCollision::P_WORLD] = (void*)this;
  317. for (Vector<PhysicsCollisionInfo>::ConstIterator i = collisionInfos_.Begin(); i != collisionInfos_.End(); ++i)
  318. {
  319. // Skip if either of the nodes has been removed
  320. if (!i->nodeA_ || !i->nodeB_)
  321. continue;
  322. physicsCollisionData[PhysicsCollision::P_NODEA] = (void*)i->nodeA_;
  323. physicsCollisionData[PhysicsCollision::P_NODEB] = (void*)i->nodeB_;
  324. physicsCollisionData[PhysicsCollision::P_SHAPEA] = (void*)i->shapeA_;
  325. physicsCollisionData[PhysicsCollision::P_SHAPEB] = (void*)i->shapeB_;
  326. physicsCollisionData[PhysicsCollision::P_NEWCOLLISION] = i->newCollision_;
  327. contacts.Clear();
  328. for (unsigned j = 0; j < i->contacts_.Size(); ++j)
  329. {
  330. contacts.WriteVector3(i->contacts_[j].position_);
  331. contacts.WriteVector3(i->contacts_[j].normal_);
  332. contacts.WriteFloat(i->contacts_[j].depth_);
  333. contacts.WriteFloat(i->contacts_[j].velocity_);
  334. }
  335. physicsCollisionData[PhysicsCollision::P_CONTACTS] = contacts.GetBuffer();
  336. SendEvent(E_PHYSICSCOLLISION, physicsCollisionData);
  337. // Skip if either of the nodes is null, or has been removed as a response to the event
  338. if (!i->nodeA_ || !i->nodeB_)
  339. continue;
  340. nodeCollisionData[NodeCollision::P_SHAPE] = (void*)i->shapeA_;
  341. nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)i->nodeB_;
  342. nodeCollisionData[NodeCollision::P_OTHERSHAPE] = (void*)i->shapeB_;
  343. nodeCollisionData[NodeCollision::P_NEWCOLLISION] = i->newCollision_;
  344. nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
  345. SendEvent(i->nodeA_, E_NODECOLLISION, nodeCollisionData);
  346. // Skip if either of the nodes has been removed as a response to the event
  347. if (!i->nodeA_ || !i->nodeB_)
  348. continue;
  349. contacts.Clear();
  350. for (unsigned j = 0; j < i->contacts_.Size(); ++j)
  351. {
  352. contacts.WriteVector3(i->contacts_[j].position_);
  353. contacts.WriteVector3(-i->contacts_[j].normal_);
  354. contacts.WriteFloat(i->contacts_[j].depth_);
  355. contacts.WriteFloat(i->contacts_[j].velocity_);
  356. }
  357. nodeCollisionData[NodeCollision::P_SHAPE] = (void*)i->shapeB_;
  358. nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)i->nodeA_;
  359. nodeCollisionData[NodeCollision::P_OTHERSHAPE] = (void*)i->shapeA_;
  360. nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
  361. SendEvent(i->nodeB_, E_NODECOLLISION, nodeCollisionData);
  362. }
  363. collisionInfos_.Clear();
  364. }
  365. void PhysicsWorld::DrawDebugGeometry(bool depthTest)
  366. {
  367. PROFILE(PhysicsDrawDebug);
  368. DebugRenderer* debug = GetComponent<DebugRenderer>();
  369. if (!debug)
  370. return;
  371. // Get all geometries, also those that have no rigid bodies
  372. PODVector<Node*> nodes;
  373. PODVector<CollisionShape*> shapes;
  374. node_->GetChildrenWithComponent<CollisionShape>(nodes, true);
  375. for (PODVector<Node*>::Iterator i = nodes.Begin(); i != nodes.End(); ++i)
  376. {
  377. (*i)->GetComponents<CollisionShape>(shapes);
  378. for (Vector<CollisionShape*>::Iterator j = shapes.Begin(); j != shapes.End(); ++j)
  379. (*j)->DrawDebugGeometry(debug, depthTest);
  380. }
  381. }
  382. void PhysicsWorld::CleanupGeometryCache()
  383. {
  384. // Remove cached shapes whose only reference is the cache itself
  385. for (Map<String, SharedPtr<TriangleMeshData> >::Iterator i = triangleMeshCache_.Begin();
  386. i != triangleMeshCache_.End();)
  387. {
  388. Map<String, SharedPtr<TriangleMeshData> >::Iterator current = i++;
  389. if (current->second_.Refs() == 1)
  390. triangleMeshCache_.Erase(current);
  391. }
  392. for (Map<String, SharedPtr<HeightfieldData> >::Iterator i = heightfieldCache_.Begin();
  393. i != heightfieldCache_.End();)
  394. {
  395. Map<String, SharedPtr<HeightfieldData> >::Iterator current = i++;
  396. if (current->second_.Refs() == 1)
  397. heightfieldCache_.Erase(current);
  398. }
  399. }
  400. void PhysicsWorld::OnNodeSet(Node* node)
  401. {
  402. // Subscribe to the scene subsystem update, which will trigger the physics simulation step
  403. if (node)
  404. SubscribeToEvent(node, E_SCENESUBSYSTEMUPDATE, HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
  405. }
  406. void PhysicsWorld::NearCallback(void *userData, dGeomID geomA, dGeomID geomB)
  407. {
  408. dBodyID bodyA = dGeomGetBody(geomA);
  409. dBodyID bodyB = dGeomGetBody(geomB);
  410. // If both geometries are static, no collision
  411. if (!bodyA && !bodyB)
  412. return;
  413. // If the geometries belong to the same body, no collision
  414. if (bodyA == bodyB)
  415. return;
  416. // If the bodies are already connected via other joints, no collision
  417. if (bodyA && bodyB && dAreConnectedExcluding(bodyA, bodyB, dJointTypeContact))
  418. return;
  419. // If both bodies are inactive, no collision
  420. RigidBody* rigidBodyA = bodyA ? static_cast<RigidBody*>(dBodyGetData(bodyA)) : 0;
  421. RigidBody* rigidBodyB = bodyB ? static_cast<RigidBody*>(dBodyGetData(bodyB)) : 0;
  422. if (rigidBodyA && !rigidBodyA->IsActive() && rigidBodyB && !rigidBodyB->IsActive())
  423. return;
  424. PhysicsWorld* world = static_cast<PhysicsWorld*>(userData);
  425. CollisionShape* shapeA = static_cast<CollisionShape*>(dGeomGetData(geomA));
  426. CollisionShape* shapeB = static_cast<CollisionShape*>(dGeomGetData(geomB));
  427. Node* nodeA = shapeA->GetNode();
  428. Node* nodeB = shapeB->GetNode();
  429. // Calculate average friction & bounce (physically incorrect)
  430. float friction = (shapeA->GetFriction() + shapeB->GetFriction()) * 0.5f;
  431. float bounce = (shapeA->GetBounce() + shapeB->GetBounce()) * 0.5f;
  432. PODVector<dContact>& contacts = *(static_cast<PODVector<dContact>*>(world->contacts_));
  433. for (unsigned i = 0; i < world->maxContacts_; ++i)
  434. {
  435. contacts[i].surface.mode = dContactApprox1;
  436. contacts[i].surface.mu = friction;
  437. if (bounce > 0.0f)
  438. {
  439. contacts[i].surface.mode |= dContactBounce;
  440. contacts[i].surface.bounce = bounce;
  441. contacts[i].surface.bounce_vel = world->bounceThreshold_;
  442. }
  443. }
  444. unsigned numContacts = dCollide(geomA, geomB, world->maxContacts_, &contacts[0].geom, sizeof(dContact));
  445. if (!numContacts)
  446. return;
  447. Pair<RigidBody*, RigidBody*> bodyPair;
  448. if (rigidBodyA < rigidBodyB)
  449. bodyPair = MakePair(rigidBodyA, rigidBodyB);
  450. else
  451. bodyPair = MakePair(rigidBodyB, rigidBodyA);
  452. PhysicsCollisionInfo collisionInfo;
  453. collisionInfo.nodeA_ = nodeA;
  454. collisionInfo.nodeB_ = nodeB;
  455. collisionInfo.shapeA_ = shapeA;
  456. collisionInfo.shapeB_ = shapeB;
  457. collisionInfo.newCollision_ = world->previousCollisions_.Find(bodyPair) == world->previousCollisions_.End();
  458. collisionInfo.contacts_.Clear();
  459. world->currentCollisions_.Insert(bodyPair);
  460. for (unsigned i = 0; i < numContacts; ++i)
  461. {
  462. // Calculate isotropic friction direction from relative tangent velocity between bodies
  463. // Adapted from http://www.ode.org/old_list_archives/2005-May/015836.html
  464. dVector3 velA;
  465. if (bodyA)
  466. dBodyGetPointVel(bodyA, contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2], velA);
  467. else
  468. velA[0] = velA[1] = velA[2] = 0.0f;
  469. if (bodyB)
  470. {
  471. dVector3 velB;
  472. dBodyGetPointVel(bodyB, contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2], velB);
  473. velA[0] -= velB[0];
  474. velA[1] -= velB[1];
  475. velA[2] -= velB[2];
  476. }
  477. // Normalize & only use our calculated friction if it has enough precision
  478. float length = sqrtf(velA[0] * velA[0] + velA[1] * velA[1] + velA[2] * velA[2]);
  479. if (length > M_EPSILON)
  480. {
  481. float invLen = 1.0f / length;
  482. velA[0] *= invLen;
  483. velA[1] *= invLen;
  484. velA[2] *= invLen;
  485. // Make sure friction is also perpendicular to normal
  486. dCROSS(contacts[i].fdir1, =, velA, contacts[i].geom.normal);
  487. contacts[i].surface.mode |= dContactFDir1;
  488. }
  489. // Create contact joint
  490. dJointID contact = dJointCreateContact(world->physicsWorld_, world->contactJoints_, &contacts[i]);
  491. dJointAttach(contact, bodyA, bodyB);
  492. // Store contact info
  493. PhysicsContactInfo contactInfo;
  494. contactInfo.position_ = Vector3(contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2]);
  495. contactInfo.normal_ = Vector3(contacts[i].geom.normal[0], contacts[i].geom.normal[1], contacts[i].geom.normal[2]);
  496. contactInfo.depth_ = contacts[i].geom.depth;
  497. contactInfo.velocity_ = length;
  498. collisionInfo.contacts_.Push(contactInfo);
  499. }
  500. // Store collision info to be sent later
  501. world->collisionInfos_.Push(collisionInfo);
  502. }
  503. void PhysicsWorld::RaycastCallback(void *userData, dGeomID geomA, dGeomID geomB)
  504. {
  505. dContact contact;
  506. unsigned numContacts = dCollide(geomA, geomB, 1, &contact.geom, sizeof(dContact));
  507. if (numContacts > 0)
  508. {
  509. PODVector<PhysicsRaycastResult>* result = static_cast<PODVector<PhysicsRaycastResult>*>(userData);
  510. PhysicsRaycastResult newResult;
  511. CollisionShape* shapeA = static_cast<CollisionShape*>(dGeomGetData(geomA));
  512. CollisionShape* shapeB = static_cast<CollisionShape*>(dGeomGetData(geomB));
  513. // Check which of the geometries is the raycast ray
  514. if (shapeA)
  515. newResult.node_ = shapeA->GetNode();
  516. else
  517. newResult.node_ = shapeB->GetNode();
  518. newResult.distance_ = contact.geom.depth;
  519. newResult.position_ = Vector3(contact.geom.pos[0], contact.geom.pos[1], contact.geom.pos[2]);
  520. newResult.normal_ = Vector3(contact.geom.normal[0], contact.geom.normal[1], contact.geom.normal[2]);
  521. result->Push(newResult);
  522. }
  523. }
  524. void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
  525. {
  526. using namespace SceneSubsystemUpdate;
  527. Update(eventData[P_TIMESTEP].GetFloat());
  528. }
  529. void RegisterPhysicsLibrary(Context* context)
  530. {
  531. CollisionShape::RegisterObject(context);
  532. Joint::RegisterObject(context);
  533. RigidBody::RegisterObject(context);
  534. PhysicsWorld::RegisterObject(context);
  535. }