Constraint.cpp 18 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Context.h"
  24. #include "DebugRenderer.h"
  25. #include "Constraint.h"
  26. #include "Log.h"
  27. #include "PhysicsUtils.h"
  28. #include "PhysicsWorld.h"
  29. #include "Profiler.h"
  30. #include "RigidBody.h"
  31. #include "Scene.h"
  32. #include <BulletDynamics/ConstraintSolver/btConeTwistConstraint.h>
  33. #include <BulletDynamics/ConstraintSolver/btHingeConstraint.h>
  34. #include <BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h>
  35. #include <BulletDynamics/ConstraintSolver/btSliderConstraint.h>
  36. #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
  37. #include "DebugNew.h"
  38. namespace Urho3D
  39. {
  40. static const char* typeNames[] =
  41. {
  42. "Point",
  43. "Hinge",
  44. "Slider",
  45. "ConeTwist",
  46. 0
  47. };
  48. extern const char* PHYSICS_CATEGORY;
  49. OBJECTTYPESTATIC(Constraint);
  50. Constraint::Constraint(Context* context) :
  51. Component(context),
  52. constraint_(0),
  53. constraintType_(CONSTRAINT_POINT),
  54. position_(Vector3::ZERO),
  55. rotation_(Quaternion::IDENTITY),
  56. otherPosition_(Vector3::ZERO),
  57. otherRotation_(Quaternion::IDENTITY),
  58. highLimit_(Vector2::ZERO),
  59. lowLimit_(Vector2::ZERO),
  60. erp_(0.0f),
  61. cfm_(0.0f),
  62. otherBodyNodeID_(0),
  63. disableCollision_(false),
  64. recreateConstraint_(true),
  65. framesDirty_(false)
  66. {
  67. }
  68. Constraint::~Constraint()
  69. {
  70. ReleaseConstraint();
  71. if (physicsWorld_)
  72. physicsWorld_->RemoveConstraint(this);
  73. }
  74. void Constraint::RegisterObject(Context* context)
  75. {
  76. context->RegisterFactory<Constraint>(PHYSICS_CATEGORY);
  77. ACCESSOR_ATTRIBUTE(Constraint, VAR_BOOL, "Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  78. ENUM_ATTRIBUTE(Constraint, "Constraint Type", constraintType_, typeNames, CONSTRAINT_POINT, AM_DEFAULT);
  79. ATTRIBUTE(Constraint, VAR_VECTOR3, "Position", position_, Vector3::ZERO, AM_DEFAULT);
  80. ATTRIBUTE(Constraint, VAR_QUATERNION, "Rotation", rotation_, Quaternion::IDENTITY, AM_DEFAULT);
  81. ATTRIBUTE(Constraint, VAR_VECTOR3, "Other Body Position", otherPosition_, Vector3::ZERO, AM_DEFAULT);
  82. ATTRIBUTE(Constraint, VAR_QUATERNION, "Other Body Rotation", otherRotation_, Quaternion::IDENTITY, AM_DEFAULT);
  83. ATTRIBUTE(Constraint, VAR_INT, "Other Body NodeID", otherBodyNodeID_, 0, AM_DEFAULT | AM_NODEID);
  84. REF_ACCESSOR_ATTRIBUTE(Constraint, VAR_VECTOR2, "High Limit", GetHighLimit, SetHighLimit, Vector2, Vector2::ZERO, AM_DEFAULT);
  85. REF_ACCESSOR_ATTRIBUTE(Constraint, VAR_VECTOR2, "Low Limit", GetLowLimit, SetLowLimit, Vector2, Vector2::ZERO, AM_DEFAULT);
  86. ACCESSOR_ATTRIBUTE(Constraint, VAR_FLOAT, "ERP Parameter", GetERP, SetERP, float, 0.0f, AM_DEFAULT);
  87. ACCESSOR_ATTRIBUTE(Constraint, VAR_FLOAT, "CFM Parameter", GetCFM, SetCFM, float, 0.0f, AM_DEFAULT);
  88. ATTRIBUTE(Constraint, VAR_BOOL, "Disable Collision", disableCollision_, false, AM_DEFAULT);
  89. }
  90. void Constraint::OnSetAttribute(const AttributeInfo& attr, const Variant& src)
  91. {
  92. Component::OnSetAttribute(attr, src);
  93. if (!attr.accessor_)
  94. {
  95. // Convenience for editing static constraints: if not connected to another body, adjust world position to match local
  96. // (when deserializing, the proper other body position will be read after own position, so this calculation is safely
  97. // overridden and does not accumulate constraint error
  98. if (attr.offset_ == offsetof(Constraint, position_) && constraint_ && !otherBody_)
  99. {
  100. btTransform ownBody = constraint_->getRigidBodyA().getWorldTransform();
  101. btVector3 worldPos = ownBody * ToBtVector3(position_ * cachedWorldScale_);
  102. otherPosition_ = ToVector3(worldPos);
  103. }
  104. // Certain attribute changes require recreation of the constraint
  105. if (attr.offset_ == offsetof(Constraint, constraintType_) || attr.offset_ == offsetof(Constraint, otherBodyNodeID_) ||
  106. attr.offset_ == offsetof(Constraint, disableCollision_))
  107. recreateConstraint_ = true;
  108. else
  109. framesDirty_ = true;
  110. }
  111. }
  112. void Constraint::ApplyAttributes()
  113. {
  114. if (recreateConstraint_)
  115. {
  116. if (otherBody_)
  117. otherBody_->RemoveConstraint(this);
  118. otherBody_.Reset();
  119. Scene* scene = GetScene();
  120. if (scene && otherBodyNodeID_)
  121. {
  122. Node* otherNode = scene->GetNode(otherBodyNodeID_);
  123. if (otherNode)
  124. otherBody_ = otherNode->GetComponent<RigidBody>();
  125. }
  126. CreateConstraint();
  127. }
  128. else if (framesDirty_)
  129. {
  130. ApplyFrames();
  131. framesDirty_ = false;
  132. }
  133. }
  134. void Constraint::OnSetEnabled()
  135. {
  136. if (constraint_)
  137. constraint_->setEnabled(IsEnabledEffective());
  138. }
  139. void Constraint::GetDependencyNodes(PODVector<Node*>& dest)
  140. {
  141. if (otherBody_ && otherBody_->GetNode())
  142. dest.Push(otherBody_->GetNode());
  143. }
  144. void Constraint::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  145. {
  146. if (debug && physicsWorld_ && constraint_ && IsEnabledEffective())
  147. {
  148. physicsWorld_->SetDebugRenderer(debug);
  149. physicsWorld_->SetDebugDepthTest(depthTest);
  150. physicsWorld_->GetWorld()->debugDrawConstraint(constraint_);
  151. physicsWorld_->SetDebugRenderer(0);
  152. }
  153. }
  154. void Constraint::SetConstraintType(ConstraintType type)
  155. {
  156. if (type != constraintType_)
  157. {
  158. constraintType_ = type;
  159. CreateConstraint();
  160. MarkNetworkUpdate();
  161. }
  162. }
  163. void Constraint::SetOtherBody(RigidBody* body)
  164. {
  165. if (otherBody_ != body)
  166. {
  167. if (otherBody_)
  168. otherBody_->RemoveConstraint(this);
  169. otherBody_ = body;
  170. // Update the connected body attribute
  171. Node* otherNode = otherBody_ ? otherBody_->GetNode() : 0;
  172. otherBodyNodeID_ = otherNode ? otherNode->GetID() : 0;
  173. CreateConstraint();
  174. MarkNetworkUpdate();
  175. }
  176. }
  177. void Constraint::SetPosition(const Vector3& position)
  178. {
  179. if (position != position_)
  180. {
  181. position_ = position;
  182. ApplyFrames();
  183. MarkNetworkUpdate();
  184. }
  185. }
  186. void Constraint::SetRotation(const Quaternion& rotation)
  187. {
  188. if (rotation != rotation_)
  189. {
  190. rotation_ = rotation;
  191. ApplyFrames();
  192. MarkNetworkUpdate();
  193. }
  194. }
  195. void Constraint::SetAxis(const Vector3& axis)
  196. {
  197. switch (constraintType_)
  198. {
  199. case CONSTRAINT_POINT:
  200. case CONSTRAINT_HINGE:
  201. rotation_ = Quaternion(Vector3::FORWARD, axis);
  202. break;
  203. case CONSTRAINT_SLIDER:
  204. case CONSTRAINT_CONETWIST:
  205. rotation_ = Quaternion(Vector3::RIGHT, axis);
  206. break;
  207. default:
  208. break;
  209. }
  210. ApplyFrames();
  211. MarkNetworkUpdate();
  212. }
  213. void Constraint::SetOtherPosition(const Vector3& position)
  214. {
  215. if (position != otherPosition_)
  216. {
  217. otherPosition_ = position;
  218. ApplyFrames();
  219. MarkNetworkUpdate();
  220. }
  221. }
  222. void Constraint::SetOtherRotation(const Quaternion& rotation)
  223. {
  224. if (rotation != otherRotation_)
  225. {
  226. otherRotation_ = rotation;
  227. ApplyFrames();
  228. MarkNetworkUpdate();
  229. }
  230. }
  231. void Constraint::SetOtherAxis(const Vector3& axis)
  232. {
  233. switch (constraintType_)
  234. {
  235. case CONSTRAINT_POINT:
  236. case CONSTRAINT_HINGE:
  237. otherRotation_ = Quaternion(Vector3::FORWARD, axis);
  238. break;
  239. case CONSTRAINT_SLIDER:
  240. case CONSTRAINT_CONETWIST:
  241. otherRotation_ = Quaternion(Vector3::RIGHT, axis);
  242. break;
  243. default:
  244. break;
  245. }
  246. ApplyFrames();
  247. MarkNetworkUpdate();
  248. }
  249. void Constraint::SetWorldPosition(const Vector3& position)
  250. {
  251. if (constraint_)
  252. {
  253. btTransform ownBodyInverse = constraint_->getRigidBodyA().getWorldTransform().inverse();
  254. btTransform otherBodyInverse = constraint_->getRigidBodyB().getWorldTransform().inverse();
  255. btVector3 worldPos = ToBtVector3(position);
  256. position_ = ToVector3(ownBodyInverse * worldPos) / cachedWorldScale_;
  257. otherPosition_ = ToVector3(otherBodyInverse * worldPos);
  258. if (otherBody_)
  259. otherPosition_ /= otherBody_->GetNode()->GetWorldScale();
  260. ApplyFrames();
  261. MarkNetworkUpdate();
  262. }
  263. else
  264. LOGWARNING("Constraint not created, world position could not be stored");
  265. }
  266. void Constraint::SetHighLimit(const Vector2& limit)
  267. {
  268. if (limit != highLimit_)
  269. {
  270. highLimit_ = limit;
  271. ApplyLimits();
  272. MarkNetworkUpdate();
  273. }
  274. }
  275. void Constraint::SetLowLimit(const Vector2& limit)
  276. {
  277. if (limit != lowLimit_)
  278. {
  279. lowLimit_ = limit;
  280. ApplyLimits();
  281. MarkNetworkUpdate();
  282. }
  283. }
  284. void Constraint::SetERP(float erp)
  285. {
  286. erp = Max(erp, 0.0f);
  287. if (erp != erp_)
  288. {
  289. erp_ = erp;
  290. ApplyLimits();
  291. MarkNetworkUpdate();
  292. }
  293. }
  294. void Constraint::SetCFM(float cfm)
  295. {
  296. cfm = Max(cfm, 0.0f);
  297. if (cfm != cfm_)
  298. {
  299. cfm_ = cfm;
  300. ApplyLimits();
  301. MarkNetworkUpdate();
  302. }
  303. }
  304. void Constraint::SetDisableCollision(bool disable)
  305. {
  306. if (disable != disableCollision_)
  307. {
  308. disableCollision_ = disable;
  309. CreateConstraint();
  310. MarkNetworkUpdate();
  311. }
  312. }
  313. Vector3 Constraint::GetWorldPosition() const
  314. {
  315. if (constraint_)
  316. {
  317. btTransform ownBody = constraint_->getRigidBodyA().getWorldTransform();
  318. return ToVector3(ownBody * ToBtVector3(position_ * cachedWorldScale_));
  319. }
  320. else
  321. return Vector3::ZERO;
  322. }
  323. void Constraint::ReleaseConstraint()
  324. {
  325. if (constraint_)
  326. {
  327. if (ownBody_)
  328. ownBody_->RemoveConstraint(this);
  329. if (otherBody_)
  330. otherBody_->RemoveConstraint(this);
  331. if (physicsWorld_)
  332. physicsWorld_->GetWorld()->removeConstraint(constraint_);
  333. delete constraint_;
  334. constraint_ = 0;
  335. }
  336. }
  337. void Constraint::OnNodeSet(Node* node)
  338. {
  339. if (node)
  340. {
  341. Scene* scene = GetScene();
  342. if (scene)
  343. {
  344. if (scene == node)
  345. LOGWARNING(GetTypeName() + " should not be created to the root scene node");
  346. physicsWorld_ = scene->GetComponent<PhysicsWorld>();
  347. if (physicsWorld_)
  348. physicsWorld_->AddConstraint(this);
  349. else
  350. LOGERROR("No physics world component in scene, can not create constraint");
  351. }
  352. else
  353. LOGERROR("Node is detached from scene, can not create constraint");
  354. node->AddListener(this);
  355. cachedWorldScale_ = node->GetWorldScale();
  356. }
  357. }
  358. void Constraint::OnMarkedDirty(Node* node)
  359. {
  360. /// \todo This does not catch the connected body node's scale changing
  361. if (HasWorldScaleChanged(cachedWorldScale_, node->GetWorldScale()))
  362. ApplyFrames();
  363. }
  364. void Constraint::CreateConstraint()
  365. {
  366. PROFILE(CreateConstraint);
  367. cachedWorldScale_ = node_->GetWorldScale();
  368. ReleaseConstraint();
  369. ownBody_ = GetComponent<RigidBody>();
  370. btRigidBody* ownBody = ownBody_ ? ownBody_->GetBody() : 0;
  371. btRigidBody* otherBody = otherBody_ ? otherBody_->GetBody() : 0;
  372. if (!physicsWorld_ || !ownBody)
  373. return;
  374. if (!otherBody)
  375. otherBody = &btTypedConstraint::getFixedBody();
  376. Vector3 ownBodyScaledPosition = position_ * cachedWorldScale_;
  377. Vector3 otherBodyScaledPosition = otherBody_ ? otherPosition_ * otherBody_->GetNode()->GetWorldScale() :
  378. otherPosition_;
  379. switch (constraintType_)
  380. {
  381. case CONSTRAINT_POINT:
  382. {
  383. constraint_ = new btPoint2PointConstraint(*ownBody, *otherBody, ToBtVector3(ownBodyScaledPosition),
  384. ToBtVector3(otherBodyScaledPosition));
  385. }
  386. break;
  387. case CONSTRAINT_HINGE:
  388. {
  389. btTransform ownFrame(ToBtQuaternion(rotation_), ToBtVector3(ownBodyScaledPosition));
  390. btTransform otherFrame(ToBtQuaternion(otherRotation_), ToBtVector3(otherBodyScaledPosition));
  391. constraint_ = new btHingeConstraint(*ownBody, *otherBody, ownFrame, otherFrame);
  392. }
  393. break;
  394. case CONSTRAINT_SLIDER:
  395. {
  396. btTransform ownFrame(ToBtQuaternion(rotation_), ToBtVector3(ownBodyScaledPosition));
  397. btTransform otherFrame(ToBtQuaternion(otherRotation_), ToBtVector3(otherBodyScaledPosition));
  398. constraint_ = new btSliderConstraint(*ownBody, *otherBody, ownFrame, otherFrame, false);
  399. }
  400. break;
  401. case CONSTRAINT_CONETWIST:
  402. {
  403. btTransform ownFrame(ToBtQuaternion(rotation_), ToBtVector3(ownBodyScaledPosition));
  404. btTransform otherFrame(ToBtQuaternion(otherRotation_), ToBtVector3(otherBodyScaledPosition));
  405. constraint_ = new btConeTwistConstraint(*ownBody, *otherBody, ownFrame, otherFrame);
  406. }
  407. break;
  408. default:
  409. break;
  410. }
  411. if (constraint_)
  412. {
  413. constraint_->setUserConstraintPtr(this);
  414. constraint_->setEnabled(IsEnabledEffective());
  415. ownBody_->AddConstraint(this);
  416. if (otherBody_)
  417. otherBody_->AddConstraint(this);
  418. ApplyLimits();
  419. physicsWorld_->GetWorld()->addConstraint(constraint_, disableCollision_);
  420. }
  421. recreateConstraint_ = false;
  422. framesDirty_ = false;
  423. }
  424. void Constraint::ApplyFrames()
  425. {
  426. if (!constraint_)
  427. return;
  428. if (node_)
  429. cachedWorldScale_ = node_->GetWorldScale();
  430. Vector3 ownBodyScaledPosition = position_ * cachedWorldScale_;
  431. Vector3 otherBodyScaledPosition = otherBody_ ? otherPosition_ * otherBody_->GetNode()->GetWorldScale() :
  432. otherPosition_;
  433. switch (constraint_->getConstraintType())
  434. {
  435. case POINT2POINT_CONSTRAINT_TYPE:
  436. {
  437. btPoint2PointConstraint* pointConstraint = static_cast<btPoint2PointConstraint*>(constraint_);
  438. pointConstraint->setPivotA(ToBtVector3(ownBodyScaledPosition));
  439. pointConstraint->setPivotB(ToBtVector3(otherBodyScaledPosition));
  440. }
  441. break;
  442. case HINGE_CONSTRAINT_TYPE:
  443. {
  444. btHingeConstraint* hingeConstraint = static_cast<btHingeConstraint*>(constraint_);
  445. btTransform ownFrame(ToBtQuaternion(rotation_), ToBtVector3(ownBodyScaledPosition));
  446. btTransform otherFrame(ToBtQuaternion(otherRotation_), ToBtVector3(otherBodyScaledPosition));
  447. hingeConstraint->setFrames(ownFrame, otherFrame);
  448. }
  449. break;
  450. case SLIDER_CONSTRAINT_TYPE:
  451. {
  452. btSliderConstraint* sliderConstraint = static_cast<btSliderConstraint*>(constraint_);
  453. btTransform ownFrame(ToBtQuaternion(rotation_), ToBtVector3(ownBodyScaledPosition));
  454. btTransform otherFrame(ToBtQuaternion(otherRotation_), ToBtVector3(otherBodyScaledPosition));
  455. sliderConstraint->setFrames(ownFrame, otherFrame);
  456. }
  457. break;
  458. case CONETWIST_CONSTRAINT_TYPE:
  459. {
  460. btConeTwistConstraint* coneTwistConstraint = static_cast<btConeTwistConstraint*>(constraint_);
  461. btTransform ownFrame(ToBtQuaternion(rotation_), ToBtVector3(ownBodyScaledPosition));
  462. btTransform otherFrame(ToBtQuaternion(otherRotation_), ToBtVector3(otherBodyScaledPosition));
  463. coneTwistConstraint->setFrames(ownFrame, otherFrame);
  464. }
  465. break;
  466. default:
  467. break;
  468. }
  469. }
  470. void Constraint::ApplyLimits()
  471. {
  472. if (!constraint_)
  473. return;
  474. switch (constraint_->getConstraintType())
  475. {
  476. case HINGE_CONSTRAINT_TYPE:
  477. {
  478. btHingeConstraint* hingeConstraint = static_cast<btHingeConstraint*>(constraint_);
  479. hingeConstraint->setLimit(lowLimit_.x_ * M_DEGTORAD, highLimit_.x_ * M_DEGTORAD);
  480. }
  481. break;
  482. case SLIDER_CONSTRAINT_TYPE:
  483. {
  484. btSliderConstraint* sliderConstraint = static_cast<btSliderConstraint*>(constraint_);
  485. sliderConstraint->setUpperLinLimit(highLimit_.x_);
  486. sliderConstraint->setUpperAngLimit(highLimit_.y_ * M_DEGTORAD);
  487. sliderConstraint->setLowerLinLimit(lowLimit_.x_);
  488. sliderConstraint->setLowerAngLimit(lowLimit_.y_ * M_DEGTORAD);
  489. }
  490. break;
  491. case CONETWIST_CONSTRAINT_TYPE:
  492. {
  493. btConeTwistConstraint* coneTwistConstraint = static_cast<btConeTwistConstraint*>(constraint_);
  494. coneTwistConstraint->setLimit(highLimit_.y_ * M_DEGTORAD, highLimit_.y_ * M_DEGTORAD, highLimit_.x_ * M_DEGTORAD);
  495. }
  496. break;
  497. default:
  498. break;
  499. }
  500. if (erp_ != 0.0f)
  501. constraint_->setParam(BT_CONSTRAINT_STOP_ERP, erp_);
  502. if (cfm_ != 0.0f)
  503. constraint_->setParam(BT_CONSTRAINT_STOP_CFM, cfm_);
  504. }
  505. }