| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643 |
- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // 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 "Context.h"
- #include "DebugRenderer.h"
- #include "Joint.h"
- #include "Log.h"
- #include "Mutex.h"
- #include "PhysicsEvents.h"
- #include "PhysicsWorld.h"
- #include "ProcessUtils.h"
- #include "Profiler.h"
- #include "RigidBody.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "StringUtils.h"
- #include "VectorBuffer.h"
- #include <ode/ode.h>
- #include <algorithm>
- #include "DebugNew.h"
- static const int DEFAULT_FPS = 60;
- static const int DEFAULT_MAXCONTACTS = 20;
- static const float DEFAULT_BOUNCETHRESHOLD = 0.1f;
- static unsigned numInstances = 0;
- static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- OBJECTTYPESTATIC(PhysicsWorld);
- PhysicsWorld::PhysicsWorld(Context* context) :
- Component(context),
- physicsWorld_(0),
- space_(0),
- rayGeometry_(0),
- contactJoints_(0),
- fps_(DEFAULT_FPS),
- maxContacts_(DEFAULT_MAXCONTACTS),
- bounceThreshold_(DEFAULT_BOUNCETHRESHOLD),
- timeAcc_(0.0f),
- randomSeed_(0)
- {
- {
- MutexLock Lock(GetStaticMutex());
-
- if (!numInstances)
- dInitODE();
- ++numInstances;
- }
-
- physicsWorld_ = dWorldCreate();
- space_ = dHashSpaceCreate(0);
- contactJoints_ = dJointGroupCreate(0);
-
- // Create ray geometry for physics world raycasts
- rayGeometry_ = dCreateRay(0, 0.0f);
-
- // Enable automatic resting of rigid bodies
- dWorldSetAutoDisableFlag(physicsWorld_, 1);
-
- contacts_ = new std::vector<dContact>(maxContacts_);
- }
- PhysicsWorld::~PhysicsWorld()
- {
- // Forcibly remove any cached geometries that still remain
- triangleMeshCache_.clear();
- heightfieldCache_.clear();
-
- if (contactJoints_)
- {
- dJointGroupDestroy(contactJoints_);
- contactJoints_ = 0;
- }
- if (rayGeometry_)
- {
- dGeomDestroy(rayGeometry_);
- rayGeometry_ = 0;
- }
- if (space_)
- {
- dSpaceDestroy(space_);
- space_ = 0;
- }
- if (contacts_)
- {
- std::vector<dContact>* contacts = static_cast<std::vector<dContact>*>(contacts_);
- delete contacts;
- contacts = 0;
- }
- if (physicsWorld_)
- {
- dWorldDestroy(physicsWorld_);
- physicsWorld_ = 0;
- }
-
- {
- MutexLock Lock(GetStaticMutex());
-
- --numInstances;
- if (!numInstances)
- dCloseODE();
- }
- }
- void PhysicsWorld::RegisterObject(Context* context)
- {
- context->RegisterFactory<PhysicsWorld>();
-
- ATTRIBUTE(PhysicsWorld, VAR_INT, "Physics FPS", fps_, DEFAULT_FPS);
- ATTRIBUTE(PhysicsWorld, VAR_INT, "Max Contacts", maxContacts_, DEFAULT_MAXCONTACTS);
- ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Bounce Threshold", bounceThreshold_, DEFAULT_BOUNCETHRESHOLD);
- ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Time Accumulator", timeAcc_, 0.0f);
- ATTRIBUTE(PhysicsWorld, VAR_INT, "Random Seed", randomSeed_, 0);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_VECTOR3, "Gravity", GetGravity, SetGravity, Vector3, Vector3::ZERO);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Linear Rest Threshold", GetLinearRestThreshold, SetLinearRestThreshold, float, 0.01f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Linear Damping Threshold", GetLinearDampingThreshold, SetLinearDampingThreshold, float, 0.01f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Linear Damping Scale", GetLinearDampingScale, SetLinearDampingScale, float, 0.0f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Angular Rest Threshold", GetAngularRestThreshold, SetAngularRestThreshold, float, 0.01f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Angular Damping Threshold", GetAngularDampingThreshold, SetAngularDampingThreshold, float, 0.01f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Angular Damping Scale", GetAngularDampingScale, SetAngularDampingScale, float, 0.0f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "ERP", GetERP, SetERP, float, 0.2f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "CFM", GetCFM, SetCFM, float, 0.00001f);
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Contact Surface Layer", GetContactSurfaceLayer, SetContactSurfaceLayer, float, 0.0f);
- }
- void PhysicsWorld::Update(float timeStep)
- {
- PROFILE(UpdatePhysics);
-
- float internalTimeStep = 1.0f / fps_;
-
- while (timeStep > 0.0f)
- {
- float currentStep = Min(timeStep, internalTimeStep);
- timeAcc_ += currentStep;
- timeStep -= currentStep;
-
- if (timeAcc_ >= internalTimeStep)
- {
- timeAcc_ -= internalTimeStep;
-
- // Send pre-step event
- using namespace PhysicsPreStep;
-
- VariantMap eventData;
- eventData[P_WORLD] = (void*)this;
- eventData[P_TIMESTEP] = internalTimeStep;
- SendEvent(E_PHYSICSPRESTEP, eventData);
-
- // Store the previous transforms of the physics objects
- for (std::vector<RigidBody*>::iterator i = rigidBodies_.begin(); i != rigidBodies_.end(); ++i)
- (*i)->PreStep();
-
- /// \todo ODE random number generation is not threadsafe
- dRandSetSeed(randomSeed_);
-
- // Collide, step the world, and clear contact joints
- {
- PROFILE(CheckCollisions);
- dSpaceCollide(space_, this, NearCallback);
- }
- {
- PROFILE(StepPhysics);
- dWorldQuickStep(physicsWorld_, internalTimeStep);
- dJointGroupEmpty(contactJoints_);
- previousCollisions_ = currentCollisions_;
- currentCollisions_.clear();
- }
-
- randomSeed_ = dRandGetSeed();
-
- // Send accumulated collision events
- SendCollisionEvents();
-
- // Interpolate transforms of physics objects
- float t = Clamp(timeAcc_ / internalTimeStep, 0.0f, 1.0f);
- for (std::vector<RigidBody*>::iterator i = rigidBodies_.begin(); i != rigidBodies_.end(); ++i)
- (*i)->PostStep(t);
-
- // Send post-step event
- SendEvent(E_PHYSICSPOSTSTEP, eventData);
- }
- }
- }
- void PhysicsWorld::SetFps(int fps)
- {
- fps_ = Max(fps, 1);
- }
- void PhysicsWorld::SetMaxContacts(unsigned num)
- {
- maxContacts_ = Max(num, 1);
- std::vector<dContact>* contacts = static_cast<std::vector<dContact>*>(contacts_);
- contacts->resize(maxContacts_);
- }
- void PhysicsWorld::SetGravity(Vector3 gravity)
- {
- dWorldSetGravity(physicsWorld_, gravity.x_, gravity.y_, gravity.z_);;
- }
- void PhysicsWorld::SetLinearRestThreshold(float threshold)
- {
- dWorldSetAutoDisableLinearThreshold(physicsWorld_, Max(threshold, 0.0f));
- }
- void PhysicsWorld::SetLinearDampingThreshold(float threshold)
- {
- dWorldSetLinearDampingThreshold(physicsWorld_, Max(threshold, 0.0f));
- }
- void PhysicsWorld::SetLinearDampingScale(float scale)
- {
- dWorldSetLinearDamping(physicsWorld_, Clamp(scale, 0.0f, 1.0f));
- }
- void PhysicsWorld::SetAngularRestThreshold(float threshold)
- {
- dWorldSetAutoDisableAngularThreshold(physicsWorld_, threshold);
- }
- void PhysicsWorld::SetAngularDampingThreshold(float threshold)
- {
- dWorldSetAngularDampingThreshold(physicsWorld_, Max(threshold, 0.0f));
- }
- void PhysicsWorld::SetAngularDampingScale(float scale)
- {
- dWorldSetAngularDamping(physicsWorld_, Clamp(scale, 0.0f, 1.0f));
- }
- void PhysicsWorld::SetBounceThreshold(float threshold)
- {
- bounceThreshold_ = Max(threshold, 0.0f);
- }
- void PhysicsWorld::SetERP(float erp)
- {
- dWorldSetERP(physicsWorld_, erp);
- }
- void PhysicsWorld::SetCFM(float cfm)
- {
- dWorldSetCFM(physicsWorld_, cfm);
- }
- void PhysicsWorld::SetContactSurfaceLayer(float depth)
- {
- dWorldSetContactSurfaceLayer(physicsWorld_, depth);
- }
- void PhysicsWorld::SetTimeAccumulator(float time)
- {
- timeAcc_ = time;
- }
- void PhysicsWorld::Raycast(std::vector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- PROFILE(PhysicsRaycast);
-
- result.clear();
- dGeomRaySetLength(rayGeometry_, maxDistance);
- dGeomRaySet(rayGeometry_, ray.origin_.x_, ray.origin_.y_, ray.origin_.z_, ray.direction_.x_, ray.direction_.y_, ray.direction_.z_);
- dGeomSetCollideBits(rayGeometry_, collisionMask);
- dSpaceCollide2(rayGeometry_, (dGeomID)space_, &result, RaycastCallback);
-
- std::sort(result.begin(), result.end(), CompareRaycastResults);
- }
- Vector3 PhysicsWorld::GetGravity() const
- {
- dVector3 g;
- dWorldGetGravity(physicsWorld_, g);
- return Vector3(g[0], g[1], g[2]);
- }
- float PhysicsWorld::GetLinearRestThreshold() const
- {
- return dWorldGetAutoDisableLinearThreshold(physicsWorld_);
- }
- float PhysicsWorld::GetLinearDampingThreshold() const
- {
- return dWorldGetLinearDampingThreshold(physicsWorld_);
- }
- float PhysicsWorld::GetLinearDampingScale() const
- {
- return dWorldGetLinearDamping(physicsWorld_);
- }
- float PhysicsWorld::GetAngularRestThreshold() const
- {
- return dWorldGetAutoDisableAngularThreshold(physicsWorld_);
- }
- float PhysicsWorld::GetAngularDampingThreshold() const
- {
- return dWorldGetAngularDampingThreshold(physicsWorld_);
- }
- float PhysicsWorld::GetAngularDampingScale() const
- {
- return dWorldGetAngularDamping(physicsWorld_);
- }
- float PhysicsWorld::GetERP() const
- {
- return dWorldGetERP(physicsWorld_);
- }
- float PhysicsWorld::GetCFM() const
- {
- return dWorldGetCFM(physicsWorld_);
- }
- float PhysicsWorld::GetContactSurfaceLayer() const
- {
- return dWorldGetContactSurfaceLayer(physicsWorld_);
- }
- void PhysicsWorld::AddRigidBody(RigidBody* body)
- {
- rigidBodies_.push_back(body);
- }
- void PhysicsWorld::RemoveRigidBody(RigidBody* body)
- {
- for (std::vector<RigidBody*>::iterator i = rigidBodies_.begin(); i != rigidBodies_.end(); ++i)
- {
- if ((*i) == body)
- {
- rigidBodies_.erase(i);
- return;
- }
- }
- }
- void PhysicsWorld::SendCollisionEvents()
- {
- PROFILE(SendCollisionEvents);
-
- VariantMap physicsCollisionData;
- VariantMap nodeCollisionData;
- VectorBuffer contacts;
-
- physicsCollisionData[PhysicsCollision::P_WORLD] = (void*)this;
-
- for (std::vector<PhysicsCollisionInfo>::const_iterator i = collisionInfos_.begin(); i != collisionInfos_.end(); ++i)
- {
- // Skip if either of the nodes has been removed
- if ((!i->nodeA_) || (!i->nodeB_))
- continue;
-
- physicsCollisionData[PhysicsCollision::P_NODEA] = (void*)i->nodeA_;
- physicsCollisionData[PhysicsCollision::P_NODEB] = (void*)i->nodeB_;
- physicsCollisionData[PhysicsCollision::P_SHAPEA] = (void*)i->shapeA_;
- physicsCollisionData[PhysicsCollision::P_SHAPEB] = (void*)i->shapeB_;
- physicsCollisionData[PhysicsCollision::P_NEWCOLLISION] = i->newCollision_;
-
- contacts.Clear();
- for (unsigned j = 0; j < i->contacts_.size(); ++j)
- {
- contacts.WriteVector3(i->contacts_[j].position_);
- contacts.WriteVector3(i->contacts_[j].normal_);
- contacts.WriteFloat(i->contacts_[j].depth_);
- contacts.WriteFloat(i->contacts_[j].velocity_);
- }
- physicsCollisionData[PhysicsCollision::P_CONTACTS] = contacts.GetBuffer();
-
- SendEvent(E_PHYSICSCOLLISION, physicsCollisionData);
-
- // Skip if either of the nodes is null, or has been removed as a response to the event
- if ((!i->nodeA_) || (!i->nodeB_))
- continue;
-
- nodeCollisionData[NodeCollision::P_SHAPE] = (void*)i->shapeA_;
- nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)i->nodeB_;
- nodeCollisionData[NodeCollision::P_OTHERSHAPE] = (void*)i->shapeB_;
- nodeCollisionData[NodeCollision::P_NEWCOLLISION] = i->newCollision_;
- nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
-
- SendEvent(i->nodeA_, E_NODECOLLISION, nodeCollisionData);
-
- // Skip if either of the nodes has been removed as a response to the event
- if ((!i->nodeA_) || (!i->nodeB_))
- continue;
-
- contacts.Clear();
- for (unsigned j = 0; j < i->contacts_.size(); ++j)
- {
- contacts.WriteVector3(i->contacts_[j].position_);
- contacts.WriteVector3(-i->contacts_[j].normal_);
- contacts.WriteFloat(i->contacts_[j].depth_);
- contacts.WriteFloat(i->contacts_[j].velocity_);
- }
-
- nodeCollisionData[NodeCollision::P_SHAPE] = (void*)i->shapeB_;
- nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)i->nodeA_;
- nodeCollisionData[NodeCollision::P_OTHERSHAPE] = (void*)i->shapeA_;
- nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
-
- SendEvent(i->nodeB_, E_NODECOLLISION, nodeCollisionData);
- }
-
- collisionInfos_.clear();
- }
- void PhysicsWorld::DrawDebugGeometry(bool depthTest)
- {
- PROFILE(PhysicsDrawDebug);
-
- DebugRenderer* debug = GetComponent<DebugRenderer>();
- if (!debug)
- return;
-
- // Get all geometries, also those that have no rigid bodies
- std::vector<Node*> nodes;
- std::vector<CollisionShape*> shapes;
- node_->GetChildrenWithComponent<CollisionShape>(nodes, true);
-
- for (std::vector<Node*>::iterator i = nodes.begin(); i != nodes.end(); ++i)
- {
- (*i)->GetComponents<CollisionShape>(shapes);
- for (std::vector<CollisionShape*>::iterator j = shapes.begin(); j != shapes.end(); ++j)
- (*j)->DrawDebugGeometry(debug, depthTest);
- }
- }
- void PhysicsWorld::CleanupGeometryCache()
- {
- // Remove cached shapes whose only reference is the cache itself
- for (std::map<std::string, SharedPtr<TriangleMeshData> >::iterator i = triangleMeshCache_.begin();
- i != triangleMeshCache_.end();)
- {
- std::map<std::string, SharedPtr<TriangleMeshData> >::iterator current = i++;
- if (current->second.GetRefCount() == 1)
- triangleMeshCache_.erase(current);
- }
-
- for (std::map<std::string, SharedPtr<HeightfieldData> >::iterator i = heightfieldCache_.begin();
- i != heightfieldCache_.end();)
- {
- std::map<std::string, SharedPtr<HeightfieldData> >::iterator current = i++;
- if (current->second.GetRefCount() == 1)
- heightfieldCache_.erase(current);
- }
- }
- void PhysicsWorld::OnNodeSet(Node* node)
- {
- // Subscribe to the scene subsystem update, which will trigger the physics simulation step
- if (node)
- SubscribeToEvent(node, E_SCENESUBSYSTEMUPDATE, HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
- }
- void PhysicsWorld::NearCallback(void *userData, dGeomID geomA, dGeomID geomB)
- {
- dBodyID bodyA = dGeomGetBody(geomA);
- dBodyID bodyB = dGeomGetBody(geomB);
-
- // If both geometries are static, no collision
- if ((!bodyA) && (!bodyB))
- return;
-
- // If the geometries belong to the same body, no collision
- if (bodyA == bodyB)
- return;
-
- // If the bodies are already connected via other joints, no collision
- if ((bodyA) && (bodyB) && (dAreConnectedExcluding(bodyA, bodyB, dJointTypeContact)))
- return;
-
- // If both bodies are inactive, no collision
- RigidBody* rigidBodyA = bodyA ? static_cast<RigidBody*>(dBodyGetData(bodyA)) : 0;
- RigidBody* rigidBodyB = bodyB ? static_cast<RigidBody*>(dBodyGetData(bodyB)) : 0;
- if ((rigidBodyA) && (!rigidBodyA->IsActive()) && (rigidBodyB) && (!rigidBodyB->IsActive()))
- return;
-
- PhysicsWorld* world = static_cast<PhysicsWorld*>(userData);
-
- CollisionShape* shapeA = static_cast<CollisionShape*>(dGeomGetData(geomA));
- CollisionShape* shapeB = static_cast<CollisionShape*>(dGeomGetData(geomB));
- Node* nodeA = shapeA->GetNode();
- Node* nodeB = shapeB->GetNode();
-
- // Calculate average friction & bounce (physically incorrect)
- float friction = (shapeA->GetFriction() + shapeB->GetFriction()) * 0.5f;
- float bounce = (shapeA->GetBounce() + shapeB->GetBounce()) * 0.5f;
-
- std::vector<dContact>& contacts = *(static_cast<std::vector<dContact>*>(world->contacts_));
-
- for (unsigned i = 0; i < world->maxContacts_; ++i)
- {
- contacts[i].surface.mode = dContactApprox1;
- contacts[i].surface.mu = friction;
- if (bounce > 0.0f)
- {
- contacts[i].surface.mode |= dContactBounce;
- contacts[i].surface.bounce = bounce;
- contacts[i].surface.bounce_vel = world->bounceThreshold_;
- }
- }
-
- unsigned numContacts = dCollide(geomA, geomB, world->maxContacts_, &contacts[0].geom, sizeof(dContact));
- if (!numContacts)
- return;
-
- std::pair<RigidBody*, RigidBody*> bodyPair;
- if (rigidBodyA < rigidBodyB)
- bodyPair = std::make_pair(rigidBodyA, rigidBodyB);
- else
- bodyPair = std::make_pair(rigidBodyB, rigidBodyA);
-
- PhysicsCollisionInfo collisionInfo;
- collisionInfo.nodeA_ = nodeA;
- collisionInfo.nodeB_ = nodeB;
- collisionInfo.shapeA_ = shapeA;
- collisionInfo.shapeB_ = shapeB;
- collisionInfo.newCollision_ = world->previousCollisions_.find(bodyPair) == world->previousCollisions_.end();
- collisionInfo.contacts_.clear();
- world->currentCollisions_.insert(bodyPair);
-
- for (unsigned i = 0; i < numContacts; ++i)
- {
- // Calculate isotropic friction direction from relative tangent velocity between bodies
- // Adapted from http://www.ode.org/old_list_archives/2005-May/015836.html
- dVector3 velA;
- if (bodyA)
- dBodyGetPointVel(bodyA, contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2], velA);
- else
- velA[0] = velA[1] = velA[2] = 0.0f;
-
- if (bodyB)
- {
- dVector3 velB;
- dBodyGetPointVel(bodyB, contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2], velB);
- velA[0] -= velB[0];
- velA[1] -= velB[1];
- velA[2] -= velB[2];
- }
-
- // Normalize & only use our Calculated friction if it has enough precision
- float length = sqrtf(velA[0] * velA[0] + velA[1] * velA[1] + velA[2] * velA[2]);
- if (length > M_EPSILON)
- {
- float invLen = 1.0f / length;
- velA[0] *= invLen;
- velA[1] *= invLen;
- velA[2] *= invLen;
-
- // Make sure friction is also perpendicular to normal
- dCROSS(contacts[i].fdir1, =, velA, contacts[i].geom.normal);
- contacts[i].surface.mode |= dContactFDir1;
- }
-
- // Create contact joint
- dJointID contact = dJointCreateContact(world->physicsWorld_, world->contactJoints_, &contacts[i]);
- dJointAttach(contact, bodyA, bodyB);
-
- // Store contact info
- PhysicsContactInfo contactInfo;
- contactInfo.position_ = Vector3(contacts[i].geom.pos[0], contacts[i].geom.pos[1], contacts[i].geom.pos[2]);
- contactInfo.normal_ = Vector3(contacts[i].geom.normal[0], contacts[i].geom.normal[1], contacts[i].geom.normal[2]);
- contactInfo.depth_ = contacts[i].geom.depth;
- contactInfo.velocity_ = length;
- collisionInfo.contacts_.push_back(contactInfo);
- }
-
- // Store collision info to be sent later
- world->collisionInfos_.push_back(collisionInfo);
- }
- void PhysicsWorld::RaycastCallback(void *userData, dGeomID geomA, dGeomID geomB)
- {
- dContact contact;
- unsigned numContacts = dCollide(geomA, geomB, 1, &contact.geom, sizeof(dContact));
-
- if (numContacts > 0)
- {
- std::vector<PhysicsRaycastResult>* result = static_cast<std::vector<PhysicsRaycastResult>*>(userData);
- PhysicsRaycastResult newResult;
-
- CollisionShape* shapeA = static_cast<CollisionShape*>(dGeomGetData(geomA));
- CollisionShape* shapeB = static_cast<CollisionShape*>(dGeomGetData(geomB));
-
- // Check which of the geometries is the raycast ray
- if (shapeA)
- newResult.node_ = shapeA->GetNode();
- else
- newResult.node_ = shapeB->GetNode();
-
- newResult.distance_ = contact.geom.depth;
- newResult.position_ = Vector3(contact.geom.pos[0], contact.geom.pos[1], contact.geom.pos[2]);
- newResult.normal_ = Vector3(contact.geom.normal[0], contact.geom.normal[1], contact.geom.normal[2]);
- result->push_back(newResult);
- }
- }
- void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace SceneSubsystemUpdate;
-
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void RegisterPhysicsLibrary(Context* context)
- {
- CollisionShape::RegisterObject(context);
- Joint::RegisterObject(context);
- RigidBody::RegisterObject(context);
- PhysicsWorld::RegisterObject(context);
- }
|