| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825 |
- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "CollisionShape.h"
- #include "Constraint.h"
- #include "Context.h"
- #include "DebugRenderer.h"
- #include "Log.h"
- #include "Model.h"
- #include "Mutex.h"
- #include "PhysicsEvents.h"
- #include "PhysicsUtils.h"
- #include "PhysicsWorld.h"
- #include "Profiler.h"
- #include "Ray.h"
- #include "RigidBody.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "Sort.h"
- #include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
- #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
- #include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
- #include <BulletCollision/CollisionShapes/btBoxShape.h>
- #include <BulletCollision/CollisionShapes/btSphereShape.h>
- #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
- #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
- extern ContactAddedCallback gContactAddedCallback;
- namespace Urho3D
- {
- const char* PHYSICS_CATEGORY = "Physics";
- extern const char* SUBSYSTEM_CATEGORY;
- static const int MAX_SOLVER_ITERATIONS = 256;
- static const int DEFAULT_FPS = 60;
- static const Vector3 DEFAULT_GRAVITY = Vector3(0.0f, -9.81f, 0.0f);
- static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- void InternalPreTickCallback(btDynamicsWorld *world, btScalar timeStep)
- {
- static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PreStep(timeStep);
- }
- void InternalTickCallback(btDynamicsWorld *world, btScalar timeStep)
- {
- static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PostStep(timeStep);
- }
- static bool CustomMaterialCombinerCallback(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1)
- {
- btAdjustInternalEdgeContacts(cp, colObj1Wrap, colObj0Wrap, partId1, index1);
- cp.m_combinedFriction = colObj0Wrap->getCollisionObject()->getFriction() * colObj1Wrap->getCollisionObject()->getFriction();
- cp.m_combinedRestitution = colObj0Wrap->getCollisionObject()->getRestitution() * colObj1Wrap->getCollisionObject()->getRestitution();
- return true;
- }
- /// Callback for physics world queries.
- struct PhysicsQueryCallback : public btCollisionWorld::ContactResultCallback
- {
- /// Construct.
- PhysicsQueryCallback(PODVector<RigidBody*>& result, unsigned collisionMask) : result_(result),
- collisionMask_(collisionMask)
- {
- }
- /// Add a contact result.
- virtual btScalar addSingleResult(btManifoldPoint &, const btCollisionObjectWrapper *colObj0Wrap, int, int, const btCollisionObjectWrapper *colObj1Wrap, int, int)
- {
- RigidBody* body = reinterpret_cast<RigidBody*>(colObj0Wrap->getCollisionObject()->getUserPointer());
- if (body && !result_.Contains(body) && (body->GetCollisionLayer() & collisionMask_))
- result_.Push(body);
- body = reinterpret_cast<RigidBody*>(colObj1Wrap->getCollisionObject()->getUserPointer());
- if (body && !result_.Contains(body) && (body->GetCollisionLayer() & collisionMask_))
- result_.Push(body);
- return 0.0f;
- }
- /// Found rigid bodies.
- PODVector<RigidBody*>& result_;
- /// Collision mask for the query.
- unsigned collisionMask_;
- };
- PhysicsWorld::PhysicsWorld(Context* context) :
- Component(context),
- collisionConfiguration_(0),
- collisionDispatcher_(0),
- broadphase_(0),
- solver_(0),
- world_(0),
- fps_(DEFAULT_FPS),
- timeAcc_(0.0f),
- maxNetworkAngularVelocity_(DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY),
- interpolation_(true),
- internalEdge_(true),
- applyingTransforms_(false),
- debugRenderer_(0),
- debugMode_(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits)
- {
- gContactAddedCallback = CustomMaterialCombinerCallback;
- collisionConfiguration_ = new btDefaultCollisionConfiguration();
- collisionDispatcher_ = new btCollisionDispatcher(collisionConfiguration_);
- broadphase_ = new btDbvtBroadphase();
- solver_ = new btSequentialImpulseConstraintSolver();
- world_ = new btDiscreteDynamicsWorld(collisionDispatcher_, broadphase_, solver_, collisionConfiguration_);
- world_->setGravity(ToBtVector3(DEFAULT_GRAVITY));
- world_->getDispatchInfo().m_useContinuous = true;
- world_->getSolverInfo().m_splitImpulse = false; // Disable by default for performance
- world_->setDebugDrawer(this);
- world_->setInternalTickCallback(InternalPreTickCallback, static_cast<void*>(this), true);
- world_->setInternalTickCallback(InternalTickCallback, static_cast<void*>(this), false);
- }
- PhysicsWorld::~PhysicsWorld()
- {
- if (scene_)
- {
- // Force all remaining constraints, rigid bodies and collision shapes to release themselves
- for (PODVector<Constraint*>::Iterator i = constraints_.Begin(); i != constraints_.End(); ++i)
- (*i)->ReleaseConstraint();
- for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
- (*i)->ReleaseBody();
- for (PODVector<CollisionShape*>::Iterator i = collisionShapes_.Begin(); i != collisionShapes_.End(); ++i)
- (*i)->ReleaseShape();
- }
- delete world_;
- world_ = 0;
- delete solver_;
- solver_ = 0;
- delete broadphase_;
- broadphase_ = 0;
- delete collisionDispatcher_;
- collisionDispatcher_ = 0;
- delete collisionConfiguration_;
- collisionConfiguration_ = 0;
- }
- void PhysicsWorld::RegisterObject(Context* context)
- {
- context->RegisterFactory<PhysicsWorld>(SUBSYSTEM_CATEGORY);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_VECTOR3, "Gravity", GetGravity, SetGravity, Vector3, DEFAULT_GRAVITY, AM_DEFAULT);
- ATTRIBUTE(PhysicsWorld, VAR_INT, "Physics FPS", fps_, DEFAULT_FPS, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_INT, "Solver Iterations", GetNumIterations, SetNumIterations, int, 10, AM_DEFAULT);
- ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Net Max Angular Vel.", maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
- ATTRIBUTE(PhysicsWorld, VAR_BOOL, "Interpolation", interpolation_, true, AM_FILE);
- ATTRIBUTE(PhysicsWorld, VAR_BOOL, "Internal Edge Utility", internalEdge_, true, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_BOOL, "Split Impulse", GetSplitImpulse, SetSplitImpulse, bool, false, AM_DEFAULT);
- }
- bool PhysicsWorld::isVisible(const btVector3& aabbMin, const btVector3& aabbMax)
- {
- if (debugRenderer_)
- return debugRenderer_->IsInside(BoundingBox(ToVector3(aabbMin), ToVector3(aabbMax)));
- else
- return false;
- }
- void PhysicsWorld::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
- {
- if (debugRenderer_)
- debugRenderer_->AddLine(ToVector3(from), ToVector3(to), Color(color.x(), color.y(), color.z()), debugDepthTest_);
- }
- void PhysicsWorld::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
- {
- if (debug)
- {
- PROFILE(PhysicsDrawDebug);
- debugRenderer_ = debug;
- debugDepthTest_ = depthTest;
- world_->debugDrawWorld();
- debugRenderer_ = 0;
- }
- }
- void PhysicsWorld::reportErrorWarning(const char* warningString)
- {
- LOGWARNING("Physics: " + String(warningString));
- }
- void PhysicsWorld::Update(float timeStep)
- {
- PROFILE(UpdatePhysics);
- float internalTimeStep = 1.0f / fps_;
- delayedWorldTransforms_.Clear();
- if (interpolation_)
- {
- int maxSubSteps = (int)(timeStep * fps_) + 1;
- world_->stepSimulation(timeStep, maxSubSteps, internalTimeStep);
- }
- else
- {
- timeAcc_ += timeStep;
- while (timeAcc_ >= internalTimeStep)
- {
- world_->stepSimulation(internalTimeStep, 0, internalTimeStep);
- timeAcc_ -= internalTimeStep;
- }
- }
- // Apply delayed (parented) world transforms now
- while (!delayedWorldTransforms_.Empty())
- {
- for (HashMap<RigidBody*, DelayedWorldTransform>::Iterator i = delayedWorldTransforms_.Begin();
- i != delayedWorldTransforms_.End(); ++i)
- {
- const DelayedWorldTransform& transform = i->second_;
- // If parent's transform has already been assigned, can proceed
- if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
- {
- transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
- delayedWorldTransforms_.Erase(i);
- }
- }
- }
- }
- void PhysicsWorld::UpdateCollisions()
- {
- world_->performDiscreteCollisionDetection();
- }
- void PhysicsWorld::SetFps(int fps)
- {
- fps_ = Clamp(fps, 1, 1000);
-
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetGravity(Vector3 gravity)
- {
- world_->setGravity(ToBtVector3(gravity));
-
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetNumIterations(int num)
- {
- num = Clamp(num, 1, MAX_SOLVER_ITERATIONS);
- world_->getSolverInfo().m_numIterations = num;
-
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetInterpolation(bool enable)
- {
- interpolation_ = enable;
- }
- void PhysicsWorld::SetInternalEdge(bool enable)
- {
- internalEdge_ = enable;
-
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetSplitImpulse(bool enable)
- {
- world_->getSolverInfo().m_splitImpulse = enable;
-
- MarkNetworkUpdate();
- }
- void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
- {
- maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
-
- MarkNetworkUpdate();
- }
- void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- PROFILE(PhysicsRaycast);
- btCollisionWorld::AllHitsRayResultCallback rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ +
- maxDistance * ray.direction_));
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = collisionMask;
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
- for (int i = 0; i < rayCallback.m_collisionObjects.size(); ++i)
- {
- PhysicsRaycastResult newResult;
- newResult.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObjects[i]->getUserPointer());
- newResult.position_ = ToVector3(rayCallback.m_hitPointWorld[i]);
- newResult.normal_ = ToVector3(rayCallback.m_hitNormalWorld[i]);
- newResult.distance_ = (newResult.position_ - ray.origin_).Length();
- result.Push(newResult);
- }
- Sort(result.Begin(), result.End(), CompareRaycastResults);
- }
- void PhysicsWorld::RaycastSingle(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- PROFILE(PhysicsRaycastSingle);
- btCollisionWorld::ClosestRayResultCallback rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ +
- maxDistance * ray.direction_));
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = collisionMask;
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
- if (rayCallback.hasHit())
- {
- result.position_ = ToVector3(rayCallback.m_hitPointWorld);
- result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
- result.distance_ = (result.position_ - ray.origin_).Length();
- result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
- }
- else
- {
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- result.body_ = 0;
- }
- }
- void PhysicsWorld::SphereCast(PhysicsRaycastResult& result, const Ray& ray, float radius, float maxDistance, unsigned collisionMask)
- {
- PROFILE(PhysicsSphereCast);
- btSphereShape shape(radius);
- btCollisionWorld::ClosestConvexResultCallback convexCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ +
- maxDistance * ray.direction_));
- convexCallback.m_collisionFilterGroup = (short)0xffff;
- convexCallback.m_collisionFilterMask = collisionMask;
- world_->convexSweepTest(&shape, btTransform(btQuaternion::getIdentity(), convexCallback.m_convexFromWorld),
- btTransform(btQuaternion::getIdentity(), convexCallback.m_convexToWorld), convexCallback);
- if (convexCallback.hasHit())
- {
- result.body_ = static_cast<RigidBody*>(convexCallback.m_hitCollisionObject->getUserPointer());
- result.position_ = ToVector3(convexCallback.m_hitPointWorld);
- result.normal_ = ToVector3(convexCallback.m_hitNormalWorld);
- result.distance_ = (result.position_ - ray.origin_).Length();
- }
- else
- {
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- }
- }
- void PhysicsWorld::RemoveCachedGeometry(Model* model)
- {
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = triMeshCache_.Begin();
- i != triMeshCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->first_.first_ == model)
- triMeshCache_.Erase(current);
- }
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = convexCache_.Begin();
- i != convexCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->first_.first_ == model)
- convexCache_.Erase(current);
- }
- }
- void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const Sphere& sphere, unsigned collisionMask)
- {
- PROFILE(PhysicsSphereQuery);
- result.Clear();
- btSphereShape sphereShape(sphere.radius_);
- btRigidBody* tempRigidBody = new btRigidBody(1.0f, 0, &sphereShape);
- tempRigidBody->setWorldTransform(btTransform(btQuaternion::getIdentity(), ToBtVector3(sphere.center_)));
- // Need to activate the temporary rigid body to get reliable results from static, sleeping objects
- tempRigidBody->activate();
- world_->addRigidBody(tempRigidBody);
- PhysicsQueryCallback callback(result, collisionMask);
- world_->contactTest(tempRigidBody, callback);
- world_->removeRigidBody(tempRigidBody);
- delete tempRigidBody;
- }
- void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const BoundingBox& box, unsigned collisionMask)
- {
- PROFILE(PhysicsBoxQuery);
- result.Clear();
- btBoxShape boxShape(ToBtVector3(box.HalfSize()));
- btRigidBody* tempRigidBody = new btRigidBody(1.0f, 0, &boxShape);
- tempRigidBody->setWorldTransform(btTransform(btQuaternion::getIdentity(), ToBtVector3(box.Center())));
- tempRigidBody->activate();
- world_->addRigidBody(tempRigidBody);
- PhysicsQueryCallback callback(result, collisionMask);
- world_->contactTest(tempRigidBody, callback);
- world_->removeRigidBody(tempRigidBody);
- delete tempRigidBody;
- }
- void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const RigidBody* body)
- {
- PROFILE(GetCollidingBodies);
- result.Clear();
- for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, btPersistentManifold*>::Iterator i = currentCollisions_.Begin();
- i != currentCollisions_.End(); ++i)
- {
- if (i->first_.first_ == body)
- result.Push(i->first_.second_);
- else if (i->first_.second_ == body)
- result.Push(i->first_.first_);
- }
- }
- Vector3 PhysicsWorld::GetGravity() const
- {
- return ToVector3(world_->getGravity());
- }
- int PhysicsWorld::GetNumIterations() const
- {
- return world_->getSolverInfo().m_numIterations;
- }
- bool PhysicsWorld::GetSplitImpulse() const
- {
- return world_->getSolverInfo().m_splitImpulse != 0;
- }
- void PhysicsWorld::AddRigidBody(RigidBody* body)
- {
- rigidBodies_.Push(body);
- }
- void PhysicsWorld::RemoveRigidBody(RigidBody* body)
- {
- rigidBodies_.Remove(body);
- }
- void PhysicsWorld::AddCollisionShape(CollisionShape* shape)
- {
- collisionShapes_.Push(shape);
- }
- void PhysicsWorld::RemoveCollisionShape(CollisionShape* shape)
- {
- collisionShapes_.Remove(shape);
- }
- void PhysicsWorld::AddConstraint(Constraint* constraint)
- {
- constraints_.Push(constraint);
- }
- void PhysicsWorld::RemoveConstraint(Constraint* constraint)
- {
- constraints_.Remove(constraint);
- }
- void PhysicsWorld::AddDelayedWorldTransform(const DelayedWorldTransform& transform)
- {
- delayedWorldTransforms_[transform.rigidBody_] = transform;
- }
- void PhysicsWorld::DrawDebugGeometry(bool depthTest)
- {
- DebugRenderer* debug = GetComponent<DebugRenderer>();
- DrawDebugGeometry(debug, depthTest);
- }
- void PhysicsWorld::SetDebugRenderer(DebugRenderer* debug)
- {
- debugRenderer_ = debug;
- }
- void PhysicsWorld::SetDebugDepthTest(bool enable)
- {
- debugDepthTest_ = enable;
- }
- void PhysicsWorld::CleanupGeometryCache()
- {
- // Remove cached shapes whose only reference is the cache itself
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = triMeshCache_.Begin();
- i != triMeshCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->second_.Refs() == 1)
- triMeshCache_.Erase(current);
- }
- for (HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator i = convexCache_.Begin();
- i != convexCache_.End();)
- {
- HashMap<Pair<Model*, unsigned>, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->second_.Refs() == 1)
- convexCache_.Erase(current);
- }
- }
- void PhysicsWorld::OnNodeSet(Node* node)
- {
- // Subscribe to the scene subsystem update, which will trigger the physics simulation step
- if (node)
- {
- scene_ = GetScene();
- SubscribeToEvent(node, E_SCENESUBSYSTEMUPDATE, HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
- }
- }
- void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace SceneSubsystemUpdate;
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void PhysicsWorld::PreStep(float timeStep)
- {
- // Send pre-step event
- using namespace PhysicsPreStep;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WORLD] = this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPRESTEP, eventData);
- // Start profiling block for the actual simulation step
- #ifdef URHO3D_PROFILING
- Profiler* profiler = GetSubsystem<Profiler>();
- if (profiler)
- profiler->BeginBlock("StepSimulation");
- #endif
- }
- void PhysicsWorld::PostStep(float timeStep)
- {
- #ifdef URHO3D_PROFILING
- Profiler* profiler = GetSubsystem<Profiler>();
- if (profiler)
- profiler->EndBlock();
- #endif
- SendCollisionEvents();
- // Send post-step event
- using namespace PhysicsPreStep;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WORLD] = this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPOSTSTEP, eventData);
- }
- void PhysicsWorld::SendCollisionEvents()
- {
- PROFILE(SendCollisionEvents);
- currentCollisions_.Clear();
- physicsCollisionData_.Clear();
- nodeCollisionData_.Clear();
-
- int numManifolds = collisionDispatcher_->getNumManifolds();
- if (numManifolds)
- {
- physicsCollisionData_[PhysicsCollision::P_WORLD] = this;
- for (int i = 0; i < numManifolds; ++i)
- {
- btPersistentManifold* contactManifold = collisionDispatcher_->getManifoldByIndexInternal(i);
- int numContacts = contactManifold->getNumContacts();
- // First check that there are actual contacts, as the manifold exists also when objects are close but not touching
- if (!numContacts)
- continue;
- const btCollisionObject* objectA = contactManifold->getBody0();
- const btCollisionObject* objectB = contactManifold->getBody1();
- RigidBody* bodyA = static_cast<RigidBody*>(objectA->getUserPointer());
- RigidBody* bodyB = static_cast<RigidBody*>(objectB->getUserPointer());
- // If it's not a rigidbody, maybe a ghost object
- if (!bodyA || !bodyB)
- continue;
- // Skip collision event signaling if both objects are static, or if collision event mode does not match
- if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
- !bodyA->IsActive() && !bodyB->IsActive())
- continue;
- WeakPtr<RigidBody> bodyWeakA(bodyA);
- WeakPtr<RigidBody> bodyWeakB(bodyB);
- Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> > bodyPair;
- if (bodyA < bodyB)
- bodyPair = MakePair(bodyWeakA, bodyWeakB);
- else
- bodyPair = MakePair(bodyWeakB, bodyWeakA);
- // First only store the collision pair as weak pointers and the manifold pointer, so user code can safely destroy
- // objects during collision event handling
- currentCollisions_[bodyPair] = contactManifold;
- }
- for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, btPersistentManifold*>::Iterator i = currentCollisions_.Begin();
- i != currentCollisions_.End(); ++i)
- {
- RigidBody* bodyA = i->first_.first_;
- RigidBody* bodyB = i->first_.second_;
- if (!bodyA || !bodyB)
- continue;
- btPersistentManifold* contactManifold = i->second_;
- int numContacts = contactManifold->getNumContacts();
- Node* nodeA = bodyA->GetNode();
- Node* nodeB = bodyB->GetNode();
- WeakPtr<Node> nodeWeakA(nodeA);
- WeakPtr<Node> nodeWeakB(nodeB);
- bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
- bool newCollision = !previousCollisions_.Contains(i->first_);
- physicsCollisionData_[PhysicsCollision::P_NODEA] = nodeA;
- physicsCollisionData_[PhysicsCollision::P_NODEB] = nodeB;
- physicsCollisionData_[PhysicsCollision::P_BODYA] = bodyA;
- physicsCollisionData_[PhysicsCollision::P_BODYB] = bodyB;
- physicsCollisionData_[PhysicsCollision::P_TRIGGER] = trigger;
- contacts_.Clear();
- for (int j = 0; j < numContacts; ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts_.WriteVector3(ToVector3(point.m_normalWorldOnB));
- contacts_.WriteFloat(point.m_distance1);
- contacts_.WriteFloat(point.m_appliedImpulse);
- }
- physicsCollisionData_[PhysicsCollision::P_CONTACTS] = contacts_.GetBuffer();
- // Send separate collision start event if collision is new
- if (newCollision)
- {
- SendEvent(E_PHYSICSCOLLISIONSTART, physicsCollisionData_);
- // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- }
- // Then send the ongoing collision event
- SendEvent(E_PHYSICSCOLLISION, physicsCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- nodeCollisionData_[NodeCollision::P_BODY] = bodyA;
- nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeB;
- nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyB;
- nodeCollisionData_[NodeCollision::P_TRIGGER] = trigger;
- nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
- if (newCollision)
- {
- nodeA->SendEvent(E_NODECOLLISIONSTART, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- }
- nodeA->SendEvent(E_NODECOLLISION, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- contacts_.Clear();
- for (int j = 0; j < numContacts; ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts_.WriteVector3(-ToVector3(point.m_normalWorldOnB));
- contacts_.WriteFloat(point.m_distance1);
- contacts_.WriteFloat(point.m_appliedImpulse);
- }
- nodeCollisionData_[NodeCollision::P_BODY] = bodyB;
- nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeA;
- nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyA;
- nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
- if (newCollision)
- {
- nodeB->SendEvent(E_NODECOLLISIONSTART, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- }
- nodeB->SendEvent(E_NODECOLLISION, nodeCollisionData_);
- }
- }
- // Send collision end events as applicable
- {
- physicsCollisionData_[PhysicsCollisionEnd::P_WORLD] = this;
- for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, btPersistentManifold*>::Iterator i = previousCollisions_.Begin(); i != previousCollisions_.End(); ++i)
- {
- if (!currentCollisions_.Contains(i->first_))
- {
- RigidBody* bodyA = i->first_.first_;
- RigidBody* bodyB = i->first_.second_;
- if (!bodyA || !bodyB)
- continue;
- bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
- // Skip collision event signaling if both objects are static, or if collision event mode does not match
- if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
- !bodyA->IsActive() && !bodyB->IsActive())
- continue;
- Node* nodeA = bodyA->GetNode();
- Node* nodeB = bodyB->GetNode();
- WeakPtr<Node> nodeWeakA(nodeA);
- WeakPtr<Node> nodeWeakB(nodeB);
- physicsCollisionData_[PhysicsCollisionEnd::P_BODYA] = bodyA;
- physicsCollisionData_[PhysicsCollisionEnd::P_BODYB] = bodyB;
- physicsCollisionData_[PhysicsCollisionEnd::P_NODEA] = nodeA;
- physicsCollisionData_[PhysicsCollisionEnd::P_NODEB] = nodeB;
- physicsCollisionData_[PhysicsCollisionEnd::P_TRIGGER] = trigger;
- SendEvent(E_PHYSICSCOLLISIONEND, physicsCollisionData_);
- // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyA;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeB;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyB;
- nodeCollisionData_[NodeCollisionEnd::P_TRIGGER] = trigger;
- nodeA->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
- if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
- continue;
- nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyB;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeA;
- nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyA;
- nodeB->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
- }
- }
- }
- previousCollisions_ = currentCollisions_;
- }
- void RegisterPhysicsLibrary(Context* context)
- {
- CollisionShape::RegisterObject(context);
- RigidBody::RegisterObject(context);
- Constraint::RegisterObject(context);
- PhysicsWorld::RegisterObject(context);
- }
- }
|