PhysicsWorld.cpp 41 KB

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  1. //
  2. // Copyright (c) 2008-2022 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 "../Core/Context.h"
  24. #include "../Core/Mutex.h"
  25. #include "../Core/Profiler.h"
  26. #include "../Graphics/DebugRenderer.h"
  27. #include "../Graphics/Model.h"
  28. #include "../IO/Log.h"
  29. #include "../Math/Ray.h"
  30. #include "../Physics/CollisionShape.h"
  31. #include "../Physics/Constraint.h"
  32. #include "../Physics/PhysicsEvents.h"
  33. #include "../Physics/PhysicsUtils.h"
  34. #include "../Physics/PhysicsWorld.h"
  35. #include "../Physics/RaycastVehicle.h"
  36. #include "../Physics/RigidBody.h"
  37. #include "../Scene/Scene.h"
  38. #include "../Scene/SceneEvents.h"
  39. #include <Bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
  40. #include <Bullet/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
  41. #include <Bullet/BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
  42. #include <Bullet/BulletCollision/CollisionShapes/btBoxShape.h>
  43. #include <Bullet/BulletCollision/CollisionShapes/btSphereShape.h>
  44. #include <Bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h>
  45. #include <Bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
  46. #include <Bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
  47. extern ContactAddedCallback gContactAddedCallback;
  48. using namespace std;
  49. namespace Urho3D
  50. {
  51. const char* PHYSICS_CATEGORY = "Physics";
  52. extern const char* SUBSYSTEM_CATEGORY;
  53. static const int MAX_SOLVER_ITERATIONS = 256;
  54. static const Vector3 DEFAULT_GRAVITY = Vector3(0.0f, -9.81f, 0.0f);
  55. PhysicsWorldConfig PhysicsWorld::config;
  56. static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
  57. {
  58. return lhs.distance_ < rhs.distance_;
  59. }
  60. void InternalPreTickCallback(btDynamicsWorld* world, btScalar timeStep)
  61. {
  62. static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PreStep(timeStep);
  63. }
  64. void InternalTickCallback(btDynamicsWorld* world, btScalar timeStep)
  65. {
  66. static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PostStep(timeStep);
  67. }
  68. static bool CustomMaterialCombinerCallback(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, int partId0,
  69. int index0, const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1)
  70. {
  71. // Ensure that shape type of colObj1Wrap is either btScaledBvhTriangleMeshShape or btBvhTriangleMeshShape
  72. // because btAdjustInternalEdgeContacts doesn't check types properly. Bug in the Bullet?
  73. const int shapeType = colObj1Wrap->getCollisionObject()->getCollisionShape()->getShapeType();
  74. if (shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE || shapeType == TRIANGLE_SHAPE_PROXYTYPE
  75. || shapeType == MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE)
  76. {
  77. btAdjustInternalEdgeContacts(cp, colObj1Wrap, colObj0Wrap, partId1, index1);
  78. }
  79. cp.m_combinedFriction = colObj0Wrap->getCollisionObject()->getFriction() * colObj1Wrap->getCollisionObject()->getFriction();
  80. cp.m_combinedRestitution =
  81. colObj0Wrap->getCollisionObject()->getRestitution() * colObj1Wrap->getCollisionObject()->getRestitution();
  82. return true;
  83. }
  84. void RemoveCachedGeometryImpl(CollisionGeometryDataCache& cache, Model* model)
  85. {
  86. for (auto i = cache.Begin(); i != cache.End();)
  87. {
  88. auto current = i++;
  89. if (current->first_.first_ == model)
  90. cache.Erase(current);
  91. }
  92. }
  93. void CleanupGeometryCacheImpl(CollisionGeometryDataCache& cache)
  94. {
  95. for (auto i = cache.Begin(); i != cache.End();)
  96. {
  97. auto current = i++;
  98. if (current->second_.Refs() == 1)
  99. cache.Erase(current);
  100. }
  101. }
  102. /// Callback for physics world queries.
  103. struct PhysicsQueryCallback : public btCollisionWorld::ContactResultCallback
  104. {
  105. /// Construct.
  106. PhysicsQueryCallback(PODVector<RigidBody*>& result, unsigned collisionMask) :
  107. result_(result),
  108. collisionMask_(collisionMask)
  109. {
  110. }
  111. /// Add a contact result.
  112. btScalar addSingleResult(btManifoldPoint&, const btCollisionObjectWrapper* colObj0Wrap, int, int,
  113. const btCollisionObjectWrapper* colObj1Wrap, int, int) override
  114. {
  115. auto* body = reinterpret_cast<RigidBody*>(colObj0Wrap->getCollisionObject()->getUserPointer());
  116. if (body && !result_.Contains(body) && (body->GetCollisionLayer() & collisionMask_))
  117. result_.Push(body);
  118. body = reinterpret_cast<RigidBody*>(colObj1Wrap->getCollisionObject()->getUserPointer());
  119. if (body && !result_.Contains(body) && (body->GetCollisionLayer() & collisionMask_))
  120. result_.Push(body);
  121. return 0.0f;
  122. }
  123. /// Found rigid bodies.
  124. PODVector<RigidBody*>& result_;
  125. /// Collision mask for the query.
  126. unsigned collisionMask_;
  127. };
  128. PhysicsWorld::PhysicsWorld(Context* context) :
  129. Component(context),
  130. fps_(DEFAULT_FPS),
  131. debugMode_(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits)
  132. {
  133. gContactAddedCallback = CustomMaterialCombinerCallback;
  134. if (PhysicsWorld::config.collisionConfig_)
  135. collisionConfiguration_ = PhysicsWorld::config.collisionConfig_;
  136. else
  137. collisionConfiguration_ = new btDefaultCollisionConfiguration();
  138. collisionDispatcher_ = make_unique<btCollisionDispatcher>(collisionConfiguration_);
  139. btGImpactCollisionAlgorithm::registerAlgorithm(static_cast<btCollisionDispatcher*>(collisionDispatcher_.get()));
  140. broadphase_ = make_unique<btDbvtBroadphase>();
  141. solver_ = make_unique<btSequentialImpulseConstraintSolver>();
  142. world_ = make_unique<btDiscreteDynamicsWorld>(collisionDispatcher_.get(), broadphase_.get(), solver_.get(), collisionConfiguration_);
  143. world_->setGravity(ToBtVector3(DEFAULT_GRAVITY));
  144. world_->getDispatchInfo().m_useContinuous = true;
  145. world_->getSolverInfo().m_splitImpulse = false; // Disable by default for performance
  146. world_->setDebugDrawer(this);
  147. world_->setInternalTickCallback(InternalPreTickCallback, static_cast<void*>(this), true);
  148. world_->setInternalTickCallback(InternalTickCallback, static_cast<void*>(this), false);
  149. world_->setSynchronizeAllMotionStates(true);
  150. }
  151. PhysicsWorld::~PhysicsWorld()
  152. {
  153. if (scene_)
  154. {
  155. // Force all remaining constraints, rigid bodies and collision shapes to release themselves
  156. for (PODVector<Constraint*>::Iterator i = constraints_.Begin(); i != constraints_.End(); ++i)
  157. (*i)->ReleaseConstraint();
  158. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  159. (*i)->ReleaseBody();
  160. for (PODVector<CollisionShape*>::Iterator i = collisionShapes_.Begin(); i != collisionShapes_.End(); ++i)
  161. (*i)->ReleaseShape();
  162. }
  163. world_.reset();
  164. solver_.reset();
  165. broadphase_.reset();
  166. collisionDispatcher_.reset();
  167. // Delete configuration only if it was the default created by PhysicsWorld
  168. if (!PhysicsWorld::config.collisionConfig_)
  169. delete collisionConfiguration_;
  170. collisionConfiguration_ = nullptr;
  171. }
  172. void PhysicsWorld::RegisterObject(Context* context)
  173. {
  174. context->RegisterFactory<PhysicsWorld>(SUBSYSTEM_CATEGORY);
  175. URHO3D_MIXED_ACCESSOR_ATTRIBUTE("Gravity", GetGravity, SetGravity, Vector3, DEFAULT_GRAVITY, AM_DEFAULT);
  176. URHO3D_ATTRIBUTE("Physics FPS", int, fps_, DEFAULT_FPS, AM_DEFAULT);
  177. URHO3D_ATTRIBUTE("Max Substeps", int, maxSubSteps_, 0, AM_DEFAULT);
  178. URHO3D_ACCESSOR_ATTRIBUTE("Solver Iterations", GetNumIterations, SetNumIterations, int, 10, AM_DEFAULT);
  179. URHO3D_ATTRIBUTE("Net Max Angular Vel.", float, maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
  180. URHO3D_ATTRIBUTE("Interpolation", bool, interpolation_, true, AM_FILE);
  181. URHO3D_ATTRIBUTE("Internal Edge Utility", bool, internalEdge_, true, AM_DEFAULT);
  182. URHO3D_ACCESSOR_ATTRIBUTE("Split Impulse", GetSplitImpulse, SetSplitImpulse, bool, false, AM_DEFAULT);
  183. }
  184. bool PhysicsWorld::isVisible(const btVector3& aabbMin, const btVector3& aabbMax)
  185. {
  186. if (debugRenderer_)
  187. return debugRenderer_->IsInside(BoundingBox(ToVector3(aabbMin), ToVector3(aabbMax)));
  188. else
  189. return false;
  190. }
  191. void PhysicsWorld::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
  192. {
  193. if (debugRenderer_)
  194. debugRenderer_->AddLine(ToVector3(from), ToVector3(to), Color(color.x(), color.y(), color.z()), debugDepthTest_);
  195. }
  196. void PhysicsWorld::DrawDebugGeometry(DebugRenderer* debug, bool depthTest)
  197. {
  198. if (debug)
  199. {
  200. URHO3D_PROFILE(PhysicsDrawDebug);
  201. debugRenderer_ = debug;
  202. debugDepthTest_ = depthTest;
  203. world_->debugDrawWorld();
  204. debugRenderer_ = nullptr;
  205. }
  206. }
  207. void PhysicsWorld::reportErrorWarning(const char* warningString)
  208. {
  209. URHO3D_LOGWARNING("Physics: " + String(warningString));
  210. }
  211. void PhysicsWorld::drawContactPoint(const btVector3& pointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime,
  212. const btVector3& color)
  213. {
  214. }
  215. void PhysicsWorld::draw3dText(const btVector3& location, const char* textString)
  216. {
  217. }
  218. void PhysicsWorld::Update(float timeStep)
  219. {
  220. URHO3D_PROFILE(UpdatePhysics);
  221. float internalTimeStep = 1.0f / fps_;
  222. int maxSubSteps = (int)(timeStep * fps_) + 1;
  223. if (maxSubSteps_ < 0)
  224. {
  225. internalTimeStep = timeStep;
  226. maxSubSteps = 1;
  227. }
  228. else if (maxSubSteps_ > 0)
  229. maxSubSteps = Min(maxSubSteps, maxSubSteps_);
  230. delayedWorldTransforms_.Clear();
  231. simulating_ = true;
  232. if (interpolation_)
  233. world_->stepSimulation(timeStep, maxSubSteps, internalTimeStep);
  234. else
  235. {
  236. timeAcc_ += timeStep;
  237. while (timeAcc_ >= internalTimeStep && maxSubSteps > 0)
  238. {
  239. world_->stepSimulation(internalTimeStep, 0, internalTimeStep);
  240. timeAcc_ -= internalTimeStep;
  241. --maxSubSteps;
  242. }
  243. }
  244. simulating_ = false;
  245. // Apply delayed (parented) world transforms now
  246. while (!delayedWorldTransforms_.Empty())
  247. {
  248. for (HashMap<RigidBody*, DelayedWorldTransform>::Iterator i = delayedWorldTransforms_.Begin();
  249. i != delayedWorldTransforms_.End();)
  250. {
  251. const DelayedWorldTransform& transform = i->second_;
  252. // If parent's transform has already been assigned, can proceed
  253. if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
  254. {
  255. transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
  256. i = delayedWorldTransforms_.Erase(i);
  257. }
  258. else
  259. ++i;
  260. }
  261. }
  262. }
  263. void PhysicsWorld::UpdateCollisions()
  264. {
  265. world_->performDiscreteCollisionDetection();
  266. }
  267. void PhysicsWorld::SetFps(int fps)
  268. {
  269. fps_ = (unsigned)Clamp(fps, 1, 1000);
  270. MarkNetworkUpdate();
  271. }
  272. void PhysicsWorld::SetGravity(const Vector3& gravity)
  273. {
  274. world_->setGravity(ToBtVector3(gravity));
  275. MarkNetworkUpdate();
  276. }
  277. void PhysicsWorld::SetMaxSubSteps(int num)
  278. {
  279. maxSubSteps_ = num;
  280. MarkNetworkUpdate();
  281. }
  282. void PhysicsWorld::SetNumIterations(int num)
  283. {
  284. num = Clamp(num, 1, MAX_SOLVER_ITERATIONS);
  285. world_->getSolverInfo().m_numIterations = num;
  286. MarkNetworkUpdate();
  287. }
  288. void PhysicsWorld::SetUpdateEnabled(bool enable)
  289. {
  290. updateEnabled_ = enable;
  291. }
  292. void PhysicsWorld::SetInterpolation(bool enable)
  293. {
  294. interpolation_ = enable;
  295. }
  296. void PhysicsWorld::SetInternalEdge(bool enable)
  297. {
  298. internalEdge_ = enable;
  299. MarkNetworkUpdate();
  300. }
  301. void PhysicsWorld::SetSplitImpulse(bool enable)
  302. {
  303. world_->getSolverInfo().m_splitImpulse = enable;
  304. MarkNetworkUpdate();
  305. }
  306. void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
  307. {
  308. maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
  309. MarkNetworkUpdate();
  310. }
  311. void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
  312. {
  313. URHO3D_PROFILE(PhysicsRaycast);
  314. if (maxDistance >= M_INFINITY)
  315. URHO3D_LOGWARNING("Infinite maxDistance in physics raycast is not supported");
  316. btCollisionWorld::AllHitsRayResultCallback
  317. rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
  318. rayCallback.m_collisionFilterGroup = (short)0xffff;
  319. rayCallback.m_collisionFilterMask = (short)collisionMask;
  320. world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
  321. for (int i = 0; i < rayCallback.m_collisionObjects.size(); ++i)
  322. {
  323. PhysicsRaycastResult newResult;
  324. newResult.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObjects[i]->getUserPointer());
  325. newResult.position_ = ToVector3(rayCallback.m_hitPointWorld[i]);
  326. newResult.normal_ = ToVector3(rayCallback.m_hitNormalWorld[i]);
  327. newResult.distance_ = (newResult.position_ - ray.origin_).Length();
  328. newResult.hitFraction_ = rayCallback.m_closestHitFraction;
  329. result.Push(newResult);
  330. }
  331. Sort(result.Begin(), result.End(), CompareRaycastResults);
  332. }
  333. void PhysicsWorld::RaycastSingle(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, unsigned collisionMask)
  334. {
  335. URHO3D_PROFILE(PhysicsRaycastSingle);
  336. if (maxDistance >= M_INFINITY)
  337. URHO3D_LOGWARNING("Infinite maxDistance in physics raycast is not supported");
  338. btCollisionWorld::ClosestRayResultCallback
  339. rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
  340. rayCallback.m_collisionFilterGroup = (short)0xffff;
  341. rayCallback.m_collisionFilterMask = (short)collisionMask;
  342. world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
  343. if (rayCallback.hasHit())
  344. {
  345. result.position_ = ToVector3(rayCallback.m_hitPointWorld);
  346. result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
  347. result.distance_ = (result.position_ - ray.origin_).Length();
  348. result.hitFraction_ = rayCallback.m_closestHitFraction;
  349. result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
  350. }
  351. else
  352. {
  353. result.position_ = Vector3::ZERO;
  354. result.normal_ = Vector3::ZERO;
  355. result.distance_ = M_INFINITY;
  356. result.hitFraction_ = 0.0f;
  357. result.body_ = nullptr;
  358. }
  359. }
  360. void PhysicsWorld::RaycastSingleSegmented(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, float segmentDistance, unsigned collisionMask, float overlapDistance)
  361. {
  362. URHO3D_PROFILE(PhysicsRaycastSingleSegmented);
  363. assert(overlapDistance < segmentDistance);
  364. if (maxDistance >= M_INFINITY)
  365. URHO3D_LOGWARNING("Infinite maxDistance in physics raycast is not supported");
  366. const btVector3 direction = ToBtVector3(ray.direction_);
  367. const auto count = CeilToInt(maxDistance / segmentDistance);
  368. btVector3 start = ToBtVector3(ray.origin_);
  369. // overlap a bit with the previous segment for better precision, to avoid missing hits
  370. const btVector3 overlap = direction * overlapDistance;
  371. float remainingDistance = maxDistance;
  372. for (auto i = 0; i < count; ++i)
  373. {
  374. const float distance = Min(remainingDistance, segmentDistance); // The last segment may be shorter
  375. const btVector3 end = start + distance * direction;
  376. btCollisionWorld::ClosestRayResultCallback rayCallback(start, end);
  377. rayCallback.m_collisionFilterGroup = (short)0xffff;
  378. rayCallback.m_collisionFilterMask = (short)collisionMask;
  379. world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
  380. if (rayCallback.hasHit())
  381. {
  382. result.position_ = ToVector3(rayCallback.m_hitPointWorld);
  383. result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
  384. result.distance_ = (result.position_ - ray.origin_).Length();
  385. result.hitFraction_ = rayCallback.m_closestHitFraction;
  386. result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
  387. // No need to cast the rest of the segments
  388. return;
  389. }
  390. // Use the end position as the new start position
  391. start = end - overlap;
  392. remainingDistance -= segmentDistance;
  393. }
  394. // Didn't hit anything
  395. result.position_ = Vector3::ZERO;
  396. result.normal_ = Vector3::ZERO;
  397. result.distance_ = M_INFINITY;
  398. result.hitFraction_ = 0.0f;
  399. result.body_ = nullptr;
  400. }
  401. void PhysicsWorld::SphereCast(PhysicsRaycastResult& result, const Ray& ray, float radius, float maxDistance, unsigned collisionMask)
  402. {
  403. URHO3D_PROFILE(PhysicsSphereCast);
  404. if (maxDistance >= M_INFINITY)
  405. URHO3D_LOGWARNING("Infinite maxDistance in physics sphere cast is not supported");
  406. btSphereShape shape(radius);
  407. Vector3 endPos = ray.origin_ + maxDistance * ray.direction_;
  408. btCollisionWorld::ClosestConvexResultCallback
  409. convexCallback(ToBtVector3(ray.origin_), ToBtVector3(endPos));
  410. convexCallback.m_collisionFilterGroup = (short)0xffff;
  411. convexCallback.m_collisionFilterMask = (short)collisionMask;
  412. world_->convexSweepTest(&shape, btTransform(btQuaternion::getIdentity(), convexCallback.m_convexFromWorld),
  413. btTransform(btQuaternion::getIdentity(), convexCallback.m_convexToWorld), convexCallback);
  414. if (convexCallback.hasHit())
  415. {
  416. result.body_ = static_cast<RigidBody*>(convexCallback.m_hitCollisionObject->getUserPointer());
  417. result.position_ = ToVector3(convexCallback.m_hitPointWorld);
  418. result.normal_ = ToVector3(convexCallback.m_hitNormalWorld);
  419. result.distance_ = convexCallback.m_closestHitFraction * (endPos - ray.origin_).Length();
  420. result.hitFraction_ = convexCallback.m_closestHitFraction;
  421. }
  422. else
  423. {
  424. result.body_ = nullptr;
  425. result.position_ = Vector3::ZERO;
  426. result.normal_ = Vector3::ZERO;
  427. result.distance_ = M_INFINITY;
  428. result.hitFraction_ = 0.0f;
  429. }
  430. }
  431. void PhysicsWorld::ConvexCast(PhysicsRaycastResult& result, CollisionShape* shape, const Vector3& startPos,
  432. const Quaternion& startRot, const Vector3& endPos, const Quaternion& endRot, unsigned collisionMask)
  433. {
  434. if (!shape || !shape->GetCollisionShape())
  435. {
  436. URHO3D_LOGERROR("Null collision shape for convex cast");
  437. result.body_ = nullptr;
  438. result.position_ = Vector3::ZERO;
  439. result.normal_ = Vector3::ZERO;
  440. result.distance_ = M_INFINITY;
  441. result.hitFraction_ = 0.0f;
  442. return;
  443. }
  444. // If shape is attached in a rigidbody, set its collision group temporarily to 0 to make sure it is not returned in the sweep result
  445. auto* bodyComp = shape->GetComponent<RigidBody>();
  446. btRigidBody* body = bodyComp ? bodyComp->GetBody() : nullptr;
  447. btBroadphaseProxy* proxy = body ? body->getBroadphaseProxy() : nullptr;
  448. short group = 0;
  449. if (proxy)
  450. {
  451. group = proxy->m_collisionFilterGroup;
  452. proxy->m_collisionFilterGroup = 0;
  453. }
  454. // Take the shape's offset position & rotation into account
  455. Node* shapeNode = shape->GetNode();
  456. Matrix3x4 startTransform(startPos, startRot, shapeNode ? shapeNode->GetWorldScale() : Vector3::ONE);
  457. Matrix3x4 endTransform(endPos, endRot, shapeNode ? shapeNode->GetWorldScale() : Vector3::ONE);
  458. Vector3 effectiveStartPos = startTransform * shape->GetPosition();
  459. Vector3 effectiveEndPos = endTransform * shape->GetPosition();
  460. Quaternion effectiveStartRot = startRot * shape->GetRotation();
  461. Quaternion effectiveEndRot = endRot * shape->GetRotation();
  462. ConvexCast(result, shape->GetCollisionShape(), effectiveStartPos, effectiveStartRot, effectiveEndPos, effectiveEndRot, collisionMask);
  463. // Restore the collision group
  464. if (proxy)
  465. proxy->m_collisionFilterGroup = group;
  466. }
  467. void PhysicsWorld::ConvexCast(PhysicsRaycastResult& result, btCollisionShape* shape, const Vector3& startPos,
  468. const Quaternion& startRot, const Vector3& endPos, const Quaternion& endRot, unsigned collisionMask)
  469. {
  470. if (!shape)
  471. {
  472. URHO3D_LOGERROR("Null collision shape for convex cast");
  473. result.body_ = nullptr;
  474. result.position_ = Vector3::ZERO;
  475. result.normal_ = Vector3::ZERO;
  476. result.distance_ = M_INFINITY;
  477. result.hitFraction_ = 0.0f;
  478. return;
  479. }
  480. if (!shape->isConvex())
  481. {
  482. URHO3D_LOGERROR("Can not use non-convex collision shape for convex cast");
  483. result.body_ = nullptr;
  484. result.position_ = Vector3::ZERO;
  485. result.normal_ = Vector3::ZERO;
  486. result.distance_ = M_INFINITY;
  487. result.hitFraction_ = 0.0f;
  488. return;
  489. }
  490. URHO3D_PROFILE(PhysicsConvexCast);
  491. btCollisionWorld::ClosestConvexResultCallback convexCallback(ToBtVector3(startPos), ToBtVector3(endPos));
  492. convexCallback.m_collisionFilterGroup = (short)0xffff;
  493. convexCallback.m_collisionFilterMask = (short)collisionMask;
  494. world_->convexSweepTest(static_cast<btConvexShape*>(shape), btTransform(ToBtQuaternion(startRot),
  495. convexCallback.m_convexFromWorld), btTransform(ToBtQuaternion(endRot), convexCallback.m_convexToWorld),
  496. convexCallback);
  497. if (convexCallback.hasHit())
  498. {
  499. result.body_ = static_cast<RigidBody*>(convexCallback.m_hitCollisionObject->getUserPointer());
  500. result.position_ = ToVector3(convexCallback.m_hitPointWorld);
  501. result.normal_ = ToVector3(convexCallback.m_hitNormalWorld);
  502. result.distance_ = convexCallback.m_closestHitFraction * (endPos - startPos).Length();
  503. result.hitFraction_ = convexCallback.m_closestHitFraction;
  504. }
  505. else
  506. {
  507. result.body_ = nullptr;
  508. result.position_ = Vector3::ZERO;
  509. result.normal_ = Vector3::ZERO;
  510. result.distance_ = M_INFINITY;
  511. result.hitFraction_ = 0.0f;
  512. }
  513. }
  514. void PhysicsWorld::RemoveCachedGeometry(Model* model)
  515. {
  516. RemoveCachedGeometryImpl(triMeshCache_, model);
  517. RemoveCachedGeometryImpl(convexCache_, model);
  518. RemoveCachedGeometryImpl(gimpactTrimeshCache_, model);
  519. }
  520. void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const Sphere& sphere, unsigned collisionMask)
  521. {
  522. URHO3D_PROFILE(PhysicsSphereQuery);
  523. result.Clear();
  524. btSphereShape sphereShape(sphere.radius_);
  525. unique_ptr<btRigidBody> tempRigidBody(new btRigidBody(1.0f, nullptr, &sphereShape));
  526. tempRigidBody->setWorldTransform(btTransform(btQuaternion::getIdentity(), ToBtVector3(sphere.center_)));
  527. // Need to activate the temporary rigid body to get reliable results from static, sleeping objects
  528. tempRigidBody->activate();
  529. world_->addRigidBody(tempRigidBody.get());
  530. PhysicsQueryCallback callback(result, collisionMask);
  531. world_->contactTest(tempRigidBody.get(), callback);
  532. world_->removeRigidBody(tempRigidBody.get());
  533. }
  534. void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const BoundingBox& box, unsigned collisionMask)
  535. {
  536. URHO3D_PROFILE(PhysicsBoxQuery);
  537. result.Clear();
  538. btBoxShape boxShape(ToBtVector3(box.HalfSize()));
  539. unique_ptr<btRigidBody> tempRigidBody(new btRigidBody(1.0f, nullptr, &boxShape));
  540. tempRigidBody->setWorldTransform(btTransform(btQuaternion::getIdentity(), ToBtVector3(box.Center())));
  541. tempRigidBody->activate();
  542. world_->addRigidBody(tempRigidBody.get());
  543. PhysicsQueryCallback callback(result, collisionMask);
  544. world_->contactTest(tempRigidBody.get(), callback);
  545. world_->removeRigidBody(tempRigidBody.get());
  546. }
  547. void PhysicsWorld::GetRigidBodies(PODVector<RigidBody*>& result, const RigidBody* body)
  548. {
  549. URHO3D_PROFILE(PhysicsBodyQuery);
  550. result.Clear();
  551. if (!body || !body->GetBody())
  552. return;
  553. PhysicsQueryCallback callback(result, body->GetCollisionMask());
  554. world_->contactTest(body->GetBody(), callback);
  555. // Remove the body itself from the returned list
  556. for (unsigned i = 0; i < result.Size(); i++)
  557. {
  558. if (result[i] == body)
  559. {
  560. result.Erase(i);
  561. break;
  562. }
  563. }
  564. }
  565. void PhysicsWorld::GetCollidingBodies(PODVector<RigidBody*>& result, const RigidBody* body)
  566. {
  567. URHO3D_PROFILE(GetCollidingBodies);
  568. result.Clear();
  569. for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, ManifoldPair>::Iterator i = currentCollisions_.Begin();
  570. i != currentCollisions_.End(); ++i)
  571. {
  572. if (i->first_.first_ == body)
  573. {
  574. if (i->first_.second_)
  575. result.Push(i->first_.second_);
  576. }
  577. else if (i->first_.second_ == body)
  578. {
  579. if (i->first_.first_)
  580. result.Push(i->first_.first_);
  581. }
  582. }
  583. }
  584. Vector3 PhysicsWorld::GetGravity() const
  585. {
  586. return ToVector3(world_->getGravity());
  587. }
  588. int PhysicsWorld::GetNumIterations() const
  589. {
  590. return world_->getSolverInfo().m_numIterations;
  591. }
  592. bool PhysicsWorld::GetSplitImpulse() const
  593. {
  594. return world_->getSolverInfo().m_splitImpulse != 0;
  595. }
  596. void PhysicsWorld::AddRigidBody(RigidBody* body)
  597. {
  598. rigidBodies_.Push(body);
  599. }
  600. void PhysicsWorld::RemoveRigidBody(RigidBody* body)
  601. {
  602. rigidBodies_.Remove(body);
  603. // Remove possible dangling pointer from the delayedWorldTransforms structure
  604. delayedWorldTransforms_.Erase(body);
  605. }
  606. void PhysicsWorld::AddCollisionShape(CollisionShape* shape)
  607. {
  608. collisionShapes_.Push(shape);
  609. }
  610. void PhysicsWorld::RemoveCollisionShape(CollisionShape* shape)
  611. {
  612. collisionShapes_.Remove(shape);
  613. }
  614. void PhysicsWorld::AddConstraint(Constraint* constraint)
  615. {
  616. constraints_.Push(constraint);
  617. }
  618. void PhysicsWorld::RemoveConstraint(Constraint* constraint)
  619. {
  620. constraints_.Remove(constraint);
  621. }
  622. void PhysicsWorld::AddDelayedWorldTransform(const DelayedWorldTransform& transform)
  623. {
  624. delayedWorldTransforms_[transform.rigidBody_] = transform;
  625. }
  626. void PhysicsWorld::DrawDebugGeometry(bool depthTest)
  627. {
  628. auto* debug = GetComponent<DebugRenderer>();
  629. DrawDebugGeometry(debug, depthTest);
  630. }
  631. void PhysicsWorld::SetDebugRenderer(DebugRenderer* debug)
  632. {
  633. debugRenderer_ = debug;
  634. }
  635. void PhysicsWorld::SetDebugDepthTest(bool enable)
  636. {
  637. debugDepthTest_ = enable;
  638. }
  639. void PhysicsWorld::CleanupGeometryCache()
  640. {
  641. // Remove cached shapes whose only reference is the cache itself
  642. CleanupGeometryCacheImpl(triMeshCache_);
  643. CleanupGeometryCacheImpl(convexCache_);
  644. CleanupGeometryCacheImpl(gimpactTrimeshCache_);
  645. }
  646. void PhysicsWorld::OnSceneSet(Scene* scene)
  647. {
  648. // Subscribe to the scene subsystem update, which will trigger the physics simulation step
  649. if (scene)
  650. {
  651. scene_ = GetScene();
  652. SubscribeToEvent(scene_, E_SCENESUBSYSTEMUPDATE, URHO3D_HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
  653. }
  654. else
  655. UnsubscribeFromEvent(E_SCENESUBSYSTEMUPDATE);
  656. }
  657. void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
  658. {
  659. if (!updateEnabled_)
  660. return;
  661. using namespace SceneSubsystemUpdate;
  662. Update(eventData[P_TIMESTEP].GetFloat());
  663. }
  664. void PhysicsWorld::PreStep(float timeStep)
  665. {
  666. // Send pre-step event
  667. using namespace PhysicsPreStep;
  668. VariantMap& eventData = GetEventDataMap();
  669. eventData[P_WORLD] = this;
  670. eventData[P_TIMESTEP] = timeStep;
  671. SendEvent(E_PHYSICSPRESTEP, eventData);
  672. // Start profiling block for the actual simulation step
  673. #ifdef URHO3D_PROFILING
  674. auto* profiler = GetSubsystem<Profiler>();
  675. if (profiler)
  676. profiler->BeginBlock("StepSimulation");
  677. #endif
  678. }
  679. void PhysicsWorld::PostStep(float timeStep)
  680. {
  681. #ifdef URHO3D_PROFILING
  682. auto* profiler = GetSubsystem<Profiler>();
  683. if (profiler)
  684. profiler->EndBlock();
  685. #endif
  686. SendCollisionEvents();
  687. // Send post-step event
  688. using namespace PhysicsPostStep;
  689. VariantMap& eventData = GetEventDataMap();
  690. eventData[P_WORLD] = this;
  691. eventData[P_TIMESTEP] = timeStep;
  692. SendEvent(E_PHYSICSPOSTSTEP, eventData);
  693. }
  694. void PhysicsWorld::SendCollisionEvents()
  695. {
  696. URHO3D_PROFILE(SendCollisionEvents);
  697. currentCollisions_.Clear();
  698. physicsCollisionData_.Clear();
  699. nodeCollisionData_.Clear();
  700. int numManifolds = collisionDispatcher_->getNumManifolds();
  701. if (numManifolds)
  702. {
  703. physicsCollisionData_[PhysicsCollision::P_WORLD] = this;
  704. for (int i = 0; i < numManifolds; ++i)
  705. {
  706. btPersistentManifold* contactManifold = collisionDispatcher_->getManifoldByIndexInternal(i);
  707. // First check that there are actual contacts, as the manifold exists also when objects are close but not touching
  708. if (!contactManifold->getNumContacts())
  709. continue;
  710. const btCollisionObject* objectA = contactManifold->getBody0();
  711. const btCollisionObject* objectB = contactManifold->getBody1();
  712. auto* bodyA = static_cast<RigidBody*>(objectA->getUserPointer());
  713. auto* bodyB = static_cast<RigidBody*>(objectB->getUserPointer());
  714. // If it's not a rigidbody, maybe a ghost object
  715. if (!bodyA || !bodyB)
  716. continue;
  717. // Skip collision event signaling if both objects are static, or if collision event mode does not match
  718. if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
  719. continue;
  720. if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
  721. continue;
  722. if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
  723. !bodyA->IsActive() && !bodyB->IsActive())
  724. continue;
  725. WeakPtr<RigidBody> bodyWeakA(bodyA);
  726. WeakPtr<RigidBody> bodyWeakB(bodyB);
  727. // First only store the collision pair as weak pointers and the manifold pointer, so user code can safely destroy
  728. // objects during collision event handling
  729. Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> > bodyPair;
  730. if (bodyA < bodyB)
  731. {
  732. bodyPair = MakePair(bodyWeakA, bodyWeakB);
  733. currentCollisions_[bodyPair].manifold_ = contactManifold;
  734. }
  735. else
  736. {
  737. bodyPair = MakePair(bodyWeakB, bodyWeakA);
  738. currentCollisions_[bodyPair].flippedManifold_ = contactManifold;
  739. }
  740. }
  741. for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, ManifoldPair>::Iterator i = currentCollisions_.Begin();
  742. i != currentCollisions_.End(); ++i)
  743. {
  744. RigidBody* bodyA = i->first_.first_;
  745. RigidBody* bodyB = i->first_.second_;
  746. if (!bodyA || !bodyB)
  747. continue;
  748. Node* nodeA = bodyA->GetNode();
  749. Node* nodeB = bodyB->GetNode();
  750. WeakPtr<Node> nodeWeakA(nodeA);
  751. WeakPtr<Node> nodeWeakB(nodeB);
  752. bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
  753. bool newCollision = !previousCollisions_.Contains(i->first_);
  754. physicsCollisionData_[PhysicsCollision::P_NODEA] = nodeA;
  755. physicsCollisionData_[PhysicsCollision::P_NODEB] = nodeB;
  756. physicsCollisionData_[PhysicsCollision::P_BODYA] = bodyA;
  757. physicsCollisionData_[PhysicsCollision::P_BODYB] = bodyB;
  758. physicsCollisionData_[PhysicsCollision::P_TRIGGER] = trigger;
  759. contacts_.Clear();
  760. // "Pointers not flipped"-manifold, send unmodified normals
  761. btPersistentManifold* contactManifold = i->second_.manifold_;
  762. if (contactManifold)
  763. {
  764. for (int j = 0; j < contactManifold->getNumContacts(); ++j)
  765. {
  766. btManifoldPoint& point = contactManifold->getContactPoint(j);
  767. contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
  768. contacts_.WriteVector3(ToVector3(point.m_normalWorldOnB));
  769. contacts_.WriteFloat(point.m_distance1);
  770. contacts_.WriteFloat(point.m_appliedImpulse);
  771. }
  772. }
  773. // "Pointers flipped"-manifold, flip normals also
  774. contactManifold = i->second_.flippedManifold_;
  775. if (contactManifold)
  776. {
  777. for (int j = 0; j < contactManifold->getNumContacts(); ++j)
  778. {
  779. btManifoldPoint& point = contactManifold->getContactPoint(j);
  780. contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
  781. contacts_.WriteVector3(-ToVector3(point.m_normalWorldOnB));
  782. contacts_.WriteFloat(point.m_distance1);
  783. contacts_.WriteFloat(point.m_appliedImpulse);
  784. }
  785. }
  786. physicsCollisionData_[PhysicsCollision::P_CONTACTS] = contacts_.GetBuffer();
  787. // Send separate collision start event if collision is new
  788. if (newCollision)
  789. {
  790. SendEvent(E_PHYSICSCOLLISIONSTART, physicsCollisionData_);
  791. // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
  792. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  793. continue;
  794. }
  795. // Then send the ongoing collision event
  796. SendEvent(E_PHYSICSCOLLISION, physicsCollisionData_);
  797. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  798. continue;
  799. nodeCollisionData_[NodeCollision::P_BODY] = bodyA;
  800. nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeB;
  801. nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyB;
  802. nodeCollisionData_[NodeCollision::P_TRIGGER] = trigger;
  803. nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
  804. if (newCollision)
  805. {
  806. nodeA->SendEvent(E_NODECOLLISIONSTART, nodeCollisionData_);
  807. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  808. continue;
  809. }
  810. nodeA->SendEvent(E_NODECOLLISION, nodeCollisionData_);
  811. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  812. continue;
  813. // Flip perspective to body B
  814. contacts_.Clear();
  815. contactManifold = i->second_.manifold_;
  816. if (contactManifold)
  817. {
  818. for (int j = 0; j < contactManifold->getNumContacts(); ++j)
  819. {
  820. btManifoldPoint& point = contactManifold->getContactPoint(j);
  821. contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
  822. contacts_.WriteVector3(-ToVector3(point.m_normalWorldOnB));
  823. contacts_.WriteFloat(point.m_distance1);
  824. contacts_.WriteFloat(point.m_appliedImpulse);
  825. }
  826. }
  827. contactManifold = i->second_.flippedManifold_;
  828. if (contactManifold)
  829. {
  830. for (int j = 0; j < contactManifold->getNumContacts(); ++j)
  831. {
  832. btManifoldPoint& point = contactManifold->getContactPoint(j);
  833. contacts_.WriteVector3(ToVector3(point.m_positionWorldOnB));
  834. contacts_.WriteVector3(ToVector3(point.m_normalWorldOnB));
  835. contacts_.WriteFloat(point.m_distance1);
  836. contacts_.WriteFloat(point.m_appliedImpulse);
  837. }
  838. }
  839. nodeCollisionData_[NodeCollision::P_BODY] = bodyB;
  840. nodeCollisionData_[NodeCollision::P_OTHERNODE] = nodeA;
  841. nodeCollisionData_[NodeCollision::P_OTHERBODY] = bodyA;
  842. nodeCollisionData_[NodeCollision::P_CONTACTS] = contacts_.GetBuffer();
  843. if (newCollision)
  844. {
  845. nodeB->SendEvent(E_NODECOLLISIONSTART, nodeCollisionData_);
  846. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  847. continue;
  848. }
  849. nodeB->SendEvent(E_NODECOLLISION, nodeCollisionData_);
  850. }
  851. }
  852. // Send collision end events as applicable
  853. {
  854. physicsCollisionData_[PhysicsCollisionEnd::P_WORLD] = this;
  855. for (HashMap<Pair<WeakPtr<RigidBody>, WeakPtr<RigidBody> >, ManifoldPair>::Iterator
  856. i = previousCollisions_.Begin(); i != previousCollisions_.End(); ++i)
  857. {
  858. if (!currentCollisions_.Contains(i->first_))
  859. {
  860. RigidBody* bodyA = i->first_.first_;
  861. RigidBody* bodyB = i->first_.second_;
  862. if (!bodyA || !bodyB)
  863. continue;
  864. bool trigger = bodyA->IsTrigger() || bodyB->IsTrigger();
  865. // Skip collision event signaling if both objects are static, or if collision event mode does not match
  866. if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
  867. continue;
  868. if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
  869. continue;
  870. if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
  871. !bodyA->IsActive() && !bodyB->IsActive())
  872. continue;
  873. Node* nodeA = bodyA->GetNode();
  874. Node* nodeB = bodyB->GetNode();
  875. WeakPtr<Node> nodeWeakA(nodeA);
  876. WeakPtr<Node> nodeWeakB(nodeB);
  877. physicsCollisionData_[PhysicsCollisionEnd::P_BODYA] = bodyA;
  878. physicsCollisionData_[PhysicsCollisionEnd::P_BODYB] = bodyB;
  879. physicsCollisionData_[PhysicsCollisionEnd::P_NODEA] = nodeA;
  880. physicsCollisionData_[PhysicsCollisionEnd::P_NODEB] = nodeB;
  881. physicsCollisionData_[PhysicsCollisionEnd::P_TRIGGER] = trigger;
  882. SendEvent(E_PHYSICSCOLLISIONEND, physicsCollisionData_);
  883. // Skip rest of processing if either of the nodes or bodies is removed as a response to the event
  884. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  885. continue;
  886. nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyA;
  887. nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeB;
  888. nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyB;
  889. nodeCollisionData_[NodeCollisionEnd::P_TRIGGER] = trigger;
  890. nodeA->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
  891. if (!nodeWeakA || !nodeWeakB || !i->first_.first_ || !i->first_.second_)
  892. continue;
  893. nodeCollisionData_[NodeCollisionEnd::P_BODY] = bodyB;
  894. nodeCollisionData_[NodeCollisionEnd::P_OTHERNODE] = nodeA;
  895. nodeCollisionData_[NodeCollisionEnd::P_OTHERBODY] = bodyA;
  896. nodeB->SendEvent(E_NODECOLLISIONEND, nodeCollisionData_);
  897. }
  898. }
  899. }
  900. previousCollisions_ = currentCollisions_;
  901. }
  902. void RegisterPhysicsLibrary(Context* context)
  903. {
  904. CollisionShape::RegisterObject(context);
  905. RigidBody::RegisterObject(context);
  906. Constraint::RegisterObject(context);
  907. PhysicsWorld::RegisterObject(context);
  908. RaycastVehicle::RegisterObject(context);
  909. }
  910. }