PhysicsWorld.cpp 24 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 "Ray.h"
  35. #include "RigidBody.h"
  36. #include "Scene.h"
  37. #include "SceneEvents.h"
  38. #include <ode/ode.h>
  39. #include "Sort.h"
  40. #include "DebugNew.h"
  41. static const int DEFAULT_FPS = 60;
  42. static const int DEFAULT_MAX_CONTACTS = 20;
  43. static const float DEFAULT_BOUNCE_THRESHOLD = 0.1f;
  44. static unsigned numInstances = 0;
  45. static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
  46. {
  47. return lhs.distance_ < rhs.distance_;
  48. }
  49. OBJECTTYPESTATIC(PhysicsWorld);
  50. PhysicsWorld::PhysicsWorld(Context* context) :
  51. Component(context),
  52. physicsWorld_(0),
  53. space_(0),
  54. rayGeometry_(0),
  55. contactJoints_(0),
  56. fps_(DEFAULT_FPS),
  57. maxContacts_(DEFAULT_MAX_CONTACTS),
  58. bounceThreshold_(DEFAULT_BOUNCE_THRESHOLD),
  59. maxNetworkAngularVelocity_(DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY),
  60. timeAcc_(0.0f),
  61. randomSeed_(0)
  62. {
  63. {
  64. MutexLock lock(GetStaticMutex());
  65. if (!numInstances)
  66. dInitODE();
  67. ++numInstances;
  68. }
  69. // Create the world, the collision space, and contact joint group
  70. physicsWorld_ = dWorldCreate();
  71. space_ = dHashSpaceCreate(0);
  72. contactJoints_ = dJointGroupCreate(0);
  73. // Create ray geometry for physics world raycasts
  74. rayGeometry_ = dCreateRay(0, 0.0f);
  75. // Enable automatic resting of rigid bodies
  76. dWorldSetAutoDisableFlag(physicsWorld_, 1);
  77. contacts_ = new PODVector<dContact>(maxContacts_);
  78. }
  79. PhysicsWorld::~PhysicsWorld()
  80. {
  81. if (scene_)
  82. {
  83. // Force all remaining joints, rigid bodies and collision shapes to release themselves
  84. for (PODVector<Joint*>::Iterator i = joints_.Begin(); i != joints_.End(); ++i)
  85. (*i)->Clear();
  86. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  87. (*i)->ReleaseBody();
  88. for (PODVector<CollisionShape*>::Iterator i = collisionShapes_.Begin(); i != collisionShapes_.End(); ++i)
  89. (*i)->Clear();
  90. }
  91. // Remove any cached geometries that still remain
  92. triangleMeshCache_.Clear();
  93. heightfieldCache_.Clear();
  94. // Destroy the global ODE objects
  95. if (contactJoints_)
  96. {
  97. dJointGroupDestroy(contactJoints_);
  98. contactJoints_ = 0;
  99. }
  100. if (rayGeometry_)
  101. {
  102. dGeomDestroy(rayGeometry_);
  103. rayGeometry_ = 0;
  104. }
  105. if (space_)
  106. {
  107. dSpaceDestroy(space_);
  108. space_ = 0;
  109. }
  110. if (contacts_)
  111. {
  112. PODVector<dContact>* contacts = static_cast<PODVector<dContact>*>(contacts_);
  113. delete contacts;
  114. contacts = 0;
  115. }
  116. if (physicsWorld_)
  117. {
  118. dWorldDestroy(physicsWorld_);
  119. physicsWorld_ = 0;
  120. }
  121. // Finally shut down ODE if this was the last instance
  122. {
  123. MutexLock lock(GetStaticMutex());
  124. --numInstances;
  125. if (!numInstances)
  126. dCloseODE();
  127. }
  128. }
  129. void PhysicsWorld::RegisterObject(Context* context)
  130. {
  131. context->RegisterFactory<PhysicsWorld>();
  132. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_VECTOR3, "Gravity", GetGravity, SetGravity, Vector3, Vector3::ZERO, AM_DEFAULT);
  133. ATTRIBUTE(PhysicsWorld, VAR_INT, "Physics FPS", fps_, DEFAULT_FPS, AM_DEFAULT);
  134. ATTRIBUTE(PhysicsWorld, VAR_INT, "Max Contacts", maxContacts_, DEFAULT_MAX_CONTACTS, AM_DEFAULT);
  135. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Bounce Threshold", bounceThreshold_, DEFAULT_BOUNCE_THRESHOLD, AM_DEFAULT);
  136. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Network Max Ang Vel.", maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
  137. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Lin Rest Threshold", GetLinearRestThreshold, SetLinearRestThreshold, float, 0.01f, AM_DEFAULT);
  138. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Lin Damp Threshold", GetLinearDampingThreshold, SetLinearDampingThreshold, float, 0.01f, AM_DEFAULT);
  139. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Lin Damp Scale", GetLinearDampingScale, SetLinearDampingScale, float, 0.0f, AM_DEFAULT);
  140. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Ang Rest Threshold", GetAngularRestThreshold, SetAngularRestThreshold, float, 0.01f, AM_DEFAULT);
  141. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Ang Damp Threshold", GetAngularDampingThreshold, SetAngularDampingThreshold, float, 0.01f, AM_DEFAULT);
  142. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Ang Damp Scale", GetAngularDampingScale, SetAngularDampingScale, float, 0.0f, AM_DEFAULT);
  143. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "ERP Parameter", GetERP, SetERP, float, 0.2f, AM_DEFAULT);
  144. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "CFM Parameter", GetCFM, SetCFM, float, 0.00001f, AM_DEFAULT);
  145. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Contact Surface Layer", GetContactSurfaceLayer, SetContactSurfaceLayer, float, 0.0f, AM_DEFAULT);
  146. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Time Accumulator", timeAcc_, 0.0f, AM_FILE | AM_NOEDIT);
  147. ATTRIBUTE(PhysicsWorld, VAR_INT, "Random Seed", randomSeed_, 0, AM_FILE | AM_NOEDIT);
  148. }
  149. void PhysicsWorld::Update(float timeStep)
  150. {
  151. PROFILE(UpdatePhysics);
  152. float internalTimeStep = 1.0f / fps_;
  153. while (timeStep > 0.0f)
  154. {
  155. float currentStep = Min(timeStep, internalTimeStep);
  156. timeAcc_ += currentStep;
  157. timeStep -= currentStep;
  158. if (timeAcc_ >= internalTimeStep)
  159. {
  160. timeAcc_ -= internalTimeStep;
  161. // Send pre-step event
  162. using namespace PhysicsPreStep;
  163. VariantMap eventData;
  164. eventData[P_WORLD] = (void*)this;
  165. eventData[P_TIMESTEP] = internalTimeStep;
  166. SendEvent(E_PHYSICSPRESTEP, eventData);
  167. // Store the previous transforms of the physics objects
  168. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  169. (*i)->PreStep();
  170. /// \todo ODE random number generation is not threadsafe
  171. dRandSetSeed(randomSeed_);
  172. // Collide, step the world, and clear contact joints
  173. {
  174. PROFILE(CheckCollisions);
  175. dSpaceCollide(space_, this, NearCallback);
  176. }
  177. {
  178. PROFILE(StepPhysics);
  179. dWorldQuickStep(physicsWorld_, internalTimeStep);
  180. dJointGroupEmpty(contactJoints_);
  181. previousCollisions_ = currentCollisions_;
  182. currentCollisions_.Clear();
  183. }
  184. randomSeed_ = dRandGetSeed();
  185. // Send accumulated collision events
  186. SendCollisionEvents();
  187. // Interpolate transforms of physics objects
  188. processedBodies_.Clear();
  189. float t = Clamp(timeAcc_ / internalTimeStep, 0.0f, 1.0f);
  190. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  191. (*i)->PostStep(t, processedBodies_);
  192. // Send post-step event
  193. SendEvent(E_PHYSICSPOSTSTEP, eventData);
  194. }
  195. }
  196. }
  197. void PhysicsWorld::SetFps(int fps)
  198. {
  199. fps_ = Max(fps, 1);
  200. }
  201. void PhysicsWorld::SetMaxContacts(unsigned num)
  202. {
  203. maxContacts_ = Max(num, 1);
  204. PODVector<dContact>* contacts = static_cast<PODVector<dContact>*>(contacts_);
  205. contacts->Resize(maxContacts_);
  206. }
  207. void PhysicsWorld::SetGravity(Vector3 gravity)
  208. {
  209. dWorldSetGravity(physicsWorld_, gravity.x_, gravity.y_, gravity.z_);
  210. }
  211. void PhysicsWorld::SetLinearRestThreshold(float threshold)
  212. {
  213. dWorldSetAutoDisableLinearThreshold(physicsWorld_, Max(threshold, 0.0f));
  214. }
  215. void PhysicsWorld::SetLinearDampingThreshold(float threshold)
  216. {
  217. dWorldSetLinearDampingThreshold(physicsWorld_, Max(threshold, 0.0f));
  218. }
  219. void PhysicsWorld::SetLinearDampingScale(float scale)
  220. {
  221. dWorldSetLinearDamping(physicsWorld_, Clamp(scale, 0.0f, 1.0f));
  222. }
  223. void PhysicsWorld::SetAngularRestThreshold(float threshold)
  224. {
  225. dWorldSetAutoDisableAngularThreshold(physicsWorld_, threshold);
  226. }
  227. void PhysicsWorld::SetAngularDampingThreshold(float threshold)
  228. {
  229. dWorldSetAngularDampingThreshold(physicsWorld_, Max(threshold, 0.0f));
  230. }
  231. void PhysicsWorld::SetAngularDampingScale(float scale)
  232. {
  233. dWorldSetAngularDamping(physicsWorld_, Clamp(scale, 0.0f, 1.0f));
  234. }
  235. void PhysicsWorld::SetBounceThreshold(float threshold)
  236. {
  237. bounceThreshold_ = Max(threshold, 0.0f);
  238. }
  239. void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
  240. {
  241. maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
  242. }
  243. void PhysicsWorld::SetERP(float erp)
  244. {
  245. dWorldSetERP(physicsWorld_, erp);
  246. }
  247. void PhysicsWorld::SetCFM(float cfm)
  248. {
  249. dWorldSetCFM(physicsWorld_, cfm);
  250. }
  251. void PhysicsWorld::SetContactSurfaceLayer(float depth)
  252. {
  253. dWorldSetContactSurfaceLayer(physicsWorld_, depth);
  254. }
  255. void PhysicsWorld::SetTimeAccumulator(float time)
  256. {
  257. timeAcc_ = time;
  258. }
  259. void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
  260. {
  261. PROFILE(PhysicsRaycast);
  262. result.Clear();
  263. dGeomRaySetLength(rayGeometry_, maxDistance);
  264. dGeomRaySet(rayGeometry_, ray.origin_.x_, ray.origin_.y_, ray.origin_.z_, ray.direction_.x_, ray.direction_.y_, ray.direction_.z_);
  265. dGeomSetCollideBits(rayGeometry_, collisionMask);
  266. dSpaceCollide2(rayGeometry_, (dGeomID)space_, &result, RaycastCallback);
  267. Sort(result.Begin(), result.End(), CompareRaycastResults);
  268. }
  269. Vector3 PhysicsWorld::GetGravity() const
  270. {
  271. dVector3 g;
  272. dWorldGetGravity(physicsWorld_, g);
  273. return Vector3(g[0], g[1], g[2]);
  274. }
  275. float PhysicsWorld::GetLinearRestThreshold() const
  276. {
  277. return dWorldGetAutoDisableLinearThreshold(physicsWorld_);
  278. }
  279. float PhysicsWorld::GetLinearDampingThreshold() const
  280. {
  281. return dWorldGetLinearDampingThreshold(physicsWorld_);
  282. }
  283. float PhysicsWorld::GetLinearDampingScale() const
  284. {
  285. return dWorldGetLinearDamping(physicsWorld_);
  286. }
  287. float PhysicsWorld::GetAngularRestThreshold() const
  288. {
  289. return dWorldGetAutoDisableAngularThreshold(physicsWorld_);
  290. }
  291. float PhysicsWorld::GetAngularDampingThreshold() const
  292. {
  293. return dWorldGetAngularDampingThreshold(physicsWorld_);
  294. }
  295. float PhysicsWorld::GetAngularDampingScale() const
  296. {
  297. return dWorldGetAngularDamping(physicsWorld_);
  298. }
  299. float PhysicsWorld::GetERP() const
  300. {
  301. return dWorldGetERP(physicsWorld_);
  302. }
  303. float PhysicsWorld::GetCFM() const
  304. {
  305. return dWorldGetCFM(physicsWorld_);
  306. }
  307. float PhysicsWorld::GetContactSurfaceLayer() const
  308. {
  309. return dWorldGetContactSurfaceLayer(physicsWorld_);
  310. }
  311. void PhysicsWorld::AddRigidBody(RigidBody* body)
  312. {
  313. rigidBodies_.Push(body);
  314. }
  315. void PhysicsWorld::RemoveRigidBody(RigidBody* body)
  316. {
  317. PODVector<RigidBody*>::Iterator i = rigidBodies_.Find(body);
  318. if (i != rigidBodies_.End())
  319. rigidBodies_.Erase(i);
  320. }
  321. void PhysicsWorld::AddCollisionShape(CollisionShape* shape)
  322. {
  323. collisionShapes_.Push(shape);
  324. }
  325. void PhysicsWorld::RemoveCollisionShape(CollisionShape* shape)
  326. {
  327. PODVector<CollisionShape*>::Iterator i = collisionShapes_.Find(shape);
  328. if (i != collisionShapes_.End())
  329. collisionShapes_.Erase(i);
  330. }
  331. void PhysicsWorld::AddJoint(Joint* joint)
  332. {
  333. joints_.Push(joint);
  334. }
  335. void PhysicsWorld::RemoveJoint(Joint* joint)
  336. {
  337. PODVector<Joint*>::Iterator i = joints_.Find(joint);
  338. if (i != joints_.End())
  339. joints_.Erase(i);
  340. }
  341. void PhysicsWorld::SendCollisionEvents()
  342. {
  343. PROFILE(SendCollisionEvents);
  344. VariantMap physicsCollisionData;
  345. VariantMap nodeCollisionData;
  346. VectorBuffer contacts;
  347. physicsCollisionData[PhysicsCollision::P_WORLD] = (void*)this;
  348. for (Vector<PhysicsCollisionInfo>::ConstIterator i = collisionInfos_.Begin(); i != collisionInfos_.End(); ++i)
  349. {
  350. // Skip if either of the nodes has been removed
  351. if (!i->nodeA_ || !i->nodeB_)
  352. continue;
  353. physicsCollisionData[PhysicsCollision::P_NODEA] = (void*)i->nodeA_;
  354. physicsCollisionData[PhysicsCollision::P_NODEB] = (void*)i->nodeB_;
  355. physicsCollisionData[PhysicsCollision::P_SHAPEA] = (void*)i->shapeA_;
  356. physicsCollisionData[PhysicsCollision::P_SHAPEB] = (void*)i->shapeB_;
  357. physicsCollisionData[PhysicsCollision::P_NEWCOLLISION] = i->newCollision_;
  358. contacts.Clear();
  359. for (unsigned j = 0; j < i->contacts_.Size(); ++j)
  360. {
  361. contacts.WriteVector3(i->contacts_[j].position_);
  362. contacts.WriteVector3(i->contacts_[j].normal_);
  363. contacts.WriteFloat(i->contacts_[j].depth_);
  364. contacts.WriteFloat(i->contacts_[j].velocity_);
  365. }
  366. physicsCollisionData[PhysicsCollision::P_CONTACTS] = contacts.GetBuffer();
  367. SendEvent(E_PHYSICSCOLLISION, physicsCollisionData);
  368. // Skip if either of the nodes is null, or has been removed as a response to the event
  369. if (!i->nodeA_ || !i->nodeB_)
  370. continue;
  371. nodeCollisionData[NodeCollision::P_SHAPE] = (void*)i->shapeA_;
  372. nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)i->nodeB_;
  373. nodeCollisionData[NodeCollision::P_OTHERSHAPE] = (void*)i->shapeB_;
  374. nodeCollisionData[NodeCollision::P_NEWCOLLISION] = i->newCollision_;
  375. nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
  376. SendEvent(i->nodeA_, E_NODECOLLISION, nodeCollisionData);
  377. // Skip if either of the nodes has been removed as a response to the event
  378. if (!i->nodeA_ || !i->nodeB_)
  379. continue;
  380. contacts.Clear();
  381. for (unsigned j = 0; j < i->contacts_.Size(); ++j)
  382. {
  383. contacts.WriteVector3(i->contacts_[j].position_);
  384. contacts.WriteVector3(-i->contacts_[j].normal_);
  385. contacts.WriteFloat(i->contacts_[j].depth_);
  386. contacts.WriteFloat(i->contacts_[j].velocity_);
  387. }
  388. nodeCollisionData[NodeCollision::P_SHAPE] = (void*)i->shapeB_;
  389. nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)i->nodeA_;
  390. nodeCollisionData[NodeCollision::P_OTHERSHAPE] = (void*)i->shapeA_;
  391. nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
  392. SendEvent(i->nodeB_, E_NODECOLLISION, nodeCollisionData);
  393. }
  394. collisionInfos_.Clear();
  395. }
  396. void PhysicsWorld::DrawDebugGeometry(bool depthTest)
  397. {
  398. PROFILE(PhysicsDrawDebug);
  399. DebugRenderer* debug = GetComponent<DebugRenderer>();
  400. if (!debug)
  401. return;
  402. for (PODVector<CollisionShape*>::Iterator i = collisionShapes_.Begin(); i != collisionShapes_.End(); ++i)
  403. (*i)->DrawDebugGeometry(debug, depthTest);
  404. }
  405. void PhysicsWorld::CleanupGeometryCache()
  406. {
  407. // Remove cached shapes whose only reference is the cache itself
  408. for (Map<String, SharedPtr<TriangleMeshData> >::Iterator i = triangleMeshCache_.Begin();
  409. i != triangleMeshCache_.End();)
  410. {
  411. Map<String, SharedPtr<TriangleMeshData> >::Iterator current = i++;
  412. if (current->second_.Refs() == 1)
  413. triangleMeshCache_.Erase(current);
  414. }
  415. for (Map<String, SharedPtr<HeightfieldData> >::Iterator i = heightfieldCache_.Begin();
  416. i != heightfieldCache_.End();)
  417. {
  418. Map<String, SharedPtr<HeightfieldData> >::Iterator current = i++;
  419. if (current->second_.Refs() == 1)
  420. heightfieldCache_.Erase(current);
  421. }
  422. }
  423. void PhysicsWorld::OnNodeSet(Node* node)
  424. {
  425. // Subscribe to the scene subsystem update, which will trigger the physics simulation step
  426. if (node)
  427. {
  428. scene_ = node->GetScene();
  429. SubscribeToEvent(node, E_SCENESUBSYSTEMUPDATE, HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
  430. }
  431. }
  432. void PhysicsWorld::NearCallback(void *userData, dGeomID geomA, dGeomID geomB)
  433. {
  434. dBodyID bodyA = dGeomGetBody(geomA);
  435. dBodyID bodyB = dGeomGetBody(geomB);
  436. // If both geometries are static, no collision
  437. if (!bodyA && !bodyB)
  438. return;
  439. // If the geometries belong to the same body, no collision
  440. if (bodyA == bodyB)
  441. return;
  442. // If the bodies are already connected via other joints, no collision
  443. if (bodyA && bodyB && dAreConnectedExcluding(bodyA, bodyB, dJointTypeContact))
  444. return;
  445. // If both bodies are inactive, no collision
  446. RigidBody* rigidBodyA = bodyA ? static_cast<RigidBody*>(dBodyGetData(bodyA)) : 0;
  447. RigidBody* rigidBodyB = bodyB ? static_cast<RigidBody*>(dBodyGetData(bodyB)) : 0;
  448. if (rigidBodyA && !rigidBodyA->IsActive() && rigidBodyB && !rigidBodyB->IsActive())
  449. return;
  450. PhysicsWorld* world = static_cast<PhysicsWorld*>(userData);
  451. CollisionShape* shapeA = static_cast<CollisionShape*>(dGeomGetData(geomA));
  452. CollisionShape* shapeB = static_cast<CollisionShape*>(dGeomGetData(geomB));
  453. Node* nodeA = shapeA->GetNode();
  454. Node* nodeB = shapeB->GetNode();
  455. // Calculate average friction & bounce (physically incorrect)
  456. float friction = (shapeA->GetFriction() + shapeB->GetFriction()) * 0.5f;
  457. float bounce = (shapeA->GetBounce() + shapeB->GetBounce()) * 0.5f;
  458. PODVector<dContact>& contacts = *(static_cast<PODVector<dContact>*>(world->contacts_));
  459. for (unsigned i = 0; i < world->maxContacts_; ++i)
  460. {
  461. contacts[i].surface.mode = dContactApprox1;
  462. contacts[i].surface.mu = friction;
  463. if (bounce > 0.0f)
  464. {
  465. contacts[i].surface.mode |= dContactBounce;
  466. contacts[i].surface.bounce = bounce;
  467. contacts[i].surface.bounce_vel = world->bounceThreshold_;
  468. }
  469. }
  470. unsigned numContacts = dCollide(geomA, geomB, world->maxContacts_, &contacts[0].geom, sizeof(dContact));
  471. if (!numContacts)
  472. return;
  473. Pair<RigidBody*, RigidBody*> bodyPair;
  474. if (rigidBodyA < rigidBodyB)
  475. bodyPair = MakePair(rigidBodyA, rigidBodyB);
  476. else
  477. bodyPair = MakePair(rigidBodyB, rigidBodyA);
  478. PhysicsCollisionInfo collisionInfo;
  479. collisionInfo.nodeA_ = nodeA;
  480. collisionInfo.nodeB_ = nodeB;
  481. collisionInfo.shapeA_ = shapeA;
  482. collisionInfo.shapeB_ = shapeB;
  483. collisionInfo.newCollision_ = world->previousCollisions_.Find(bodyPair) == world->previousCollisions_.End();
  484. collisionInfo.contacts_.Clear();
  485. world->currentCollisions_.Insert(bodyPair);
  486. for (unsigned i = 0; i < numContacts; ++i)
  487. {
  488. // Calculate isotropic friction direction from relative tangent velocity between bodies
  489. // Adapted from http://www.ode.org/old_list_archives/2005-May/015836.html
  490. dVector3 velA;
  491. if (bodyA)
  492. dBodyGetPointVel(bodyA, contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2], velA);
  493. else
  494. velA[0] = velA[1] = velA[2] = 0.0f;
  495. if (bodyB)
  496. {
  497. dVector3 velB;
  498. dBodyGetPointVel(bodyB, contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2], velB);
  499. velA[0] -= velB[0];
  500. velA[1] -= velB[1];
  501. velA[2] -= velB[2];
  502. }
  503. // Normalize & only use our calculated friction if it has enough precision
  504. float length = sqrtf(velA[0] * velA[0] + velA[1] * velA[1] + velA[2] * velA[2]);
  505. if (length > M_EPSILON)
  506. {
  507. float invLen = 1.0f / length;
  508. velA[0] *= invLen;
  509. velA[1] *= invLen;
  510. velA[2] *= invLen;
  511. // Make sure friction is also perpendicular to normal
  512. dCROSS(contacts[i].fdir1, =, velA, contacts[i].geom.normal);
  513. contacts[i].surface.mode |= dContactFDir1;
  514. }
  515. // If neither of the shapes are phantom, create contact joint
  516. if (!shapeA->IsPhantom() && !shapeB->IsPhantom())
  517. {
  518. dJointID contact = dJointCreateContact(world->physicsWorld_, world->contactJoints_, &contacts[i]);
  519. dJointAttach(contact, bodyA, bodyB);
  520. }
  521. // Store contact info
  522. PhysicsContactInfo contactInfo;
  523. contactInfo.position_ = Vector3(contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2]);
  524. contactInfo.normal_ = Vector3(contacts[i].geom.normal[0], contacts[i].geom.normal[1], contacts[i].geom.normal[2]);
  525. contactInfo.depth_ = contacts[i].geom.depth;
  526. contactInfo.velocity_ = length;
  527. collisionInfo.contacts_.Push(contactInfo);
  528. }
  529. // Store collision info to be sent later
  530. world->collisionInfos_.Push(collisionInfo);
  531. }
  532. void PhysicsWorld::RaycastCallback(void *userData, dGeomID geomA, dGeomID geomB)
  533. {
  534. dContact contact;
  535. unsigned numContacts = dCollide(geomA, geomB, 1, &contact.geom, sizeof(dContact));
  536. if (numContacts > 0)
  537. {
  538. PODVector<PhysicsRaycastResult>* result = static_cast<PODVector<PhysicsRaycastResult>*>(userData);
  539. PhysicsRaycastResult newResult;
  540. CollisionShape* shapeA = static_cast<CollisionShape*>(dGeomGetData(geomA));
  541. CollisionShape* shapeB = static_cast<CollisionShape*>(dGeomGetData(geomB));
  542. // Check which of the geometries is the raycast ray
  543. if (shapeA)
  544. newResult.collisionShape_ = shapeA;
  545. else if (shapeB)
  546. newResult.collisionShape_ = shapeB;
  547. else
  548. return;
  549. newResult.distance_ = contact.geom.depth;
  550. newResult.position_ = Vector3(contact.geom.pos[0], contact.geom.pos[1], contact.geom.pos[2]);
  551. newResult.normal_ = Vector3(contact.geom.normal[0], contact.geom.normal[1], contact.geom.normal[2]);
  552. result->Push(newResult);
  553. }
  554. }
  555. void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
  556. {
  557. using namespace SceneSubsystemUpdate;
  558. Update(eventData[P_TIMESTEP].GetFloat());
  559. }
  560. void RegisterPhysicsLibrary(Context* context)
  561. {
  562. CollisionShape::RegisterObject(context);
  563. Joint::RegisterObject(context);
  564. RigidBody::RegisterObject(context);
  565. PhysicsWorld::RegisterObject(context);
  566. }