| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509 |
- //
- // Urho3D Engine
- // Copyright (c) 2008-2012 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 "PhysicsUtils.h"
- #include "PhysicsWorld.h"
- #include "Profiler.h"
- #include "Ray.h"
- #include "RigidBody.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- #include "Sort.h"
- #include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
- #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
- #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
- #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
- #include "DebugNew.h"
- static const int DEFAULT_FPS = 60;
- static const Vector3 DEFAULT_GRAVITY = Vector3(0.0f, -9.81f, 0.0f);
- static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
- {
- return lhs.distance_ < rhs.distance_;
- }
- void InternalPreTickCallback(btDynamicsWorld *world, btScalar timeStep)
- {
- static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PreStep(timeStep);
- }
- void InternalTickCallback(btDynamicsWorld *world, btScalar timeStep)
- {
- static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PostStep(timeStep);
- }
- OBJECTTYPESTATIC(PhysicsWorld);
- PhysicsWorld::PhysicsWorld(Context* context) :
- Component(context),
- collisionConfiguration_(0),
- collisionDispatcher_(0),
- broadphase_(0),
- solver_(0),
- world_(0),
- fps_(DEFAULT_FPS),
- timeAcc_(0.0f),
- maxNetworkAngularVelocity_(DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY),
- interpolation_(true),
- debugRenderer_(0),
- debugMode_(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints)
- {
- collisionConfiguration_ = new btDefaultCollisionConfiguration();
- collisionDispatcher_ = new btCollisionDispatcher(collisionConfiguration_);
- broadphase_ = new btDbvtBroadphase();
- solver_ = new btSequentialImpulseConstraintSolver();
- world_ = new btDiscreteDynamicsWorld(collisionDispatcher_, broadphase_, solver_, collisionConfiguration_);
-
- world_->setGravity(ToBtVector3(DEFAULT_GRAVITY));
- world_->getDispatchInfo().m_useContinuous = true;
- world_->setDebugDrawer(this);
- world_->setInternalTickCallback(InternalPreTickCallback, static_cast<void*>(this), true);
- world_->setInternalTickCallback(InternalTickCallback, static_cast<void*>(this), false);
- }
- PhysicsWorld::~PhysicsWorld()
- {
- if (scene_)
- {
- // Force all remaining joints, rigid bodies and collision shapes to release themselves
- for (PODVector<Joint*>::Iterator i = joints_.Begin(); i != joints_.End(); ++i)
- (*i)->Clear();
-
- for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
- (*i)->ReleaseBody();
- }
-
- // Remove any cached geometries that still remain
- geometryCache_.Clear();
-
- delete world_;
- world_ = 0;
-
- delete solver_;
- solver_ = 0;
-
- delete broadphase_;
- broadphase_ = 0;
-
- delete collisionDispatcher_;
- collisionDispatcher_ = 0;
-
- delete collisionConfiguration_;
- collisionConfiguration_ = 0;
- }
- void PhysicsWorld::RegisterObject(Context* context)
- {
- context->RegisterFactory<PhysicsWorld>();
-
- ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_VECTOR3, "Gravity", GetGravity, SetGravity, Vector3, DEFAULT_GRAVITY, AM_DEFAULT);
- ATTRIBUTE(PhysicsWorld, VAR_INT, "Physics FPS", fps_, DEFAULT_FPS, AM_DEFAULT);
- ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Net Max Angular Vel.", maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
- ATTRIBUTE(PhysicsWorld, VAR_BOOL, "Interpolation", interpolation_, true, AM_FILE);
- }
- void PhysicsWorld::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
- {
- if (debugRenderer_)
- debugRenderer_->AddLine(ToVector3(from), ToVector3(to), Color(color.x(), color.y(), color.z()), debugDepthTest_);
- }
- void PhysicsWorld::reportErrorWarning(const char* warningString)
- {
- LOGWARNING("Physics: " + String(warningString));
- }
- void PhysicsWorld::Update(float timeStep)
- {
- PROFILE(UpdatePhysics);
-
- float internalTimeStep = 1.0f / fps_;
-
- if (interpolation_)
- {
- int maxSubSteps = (int)(timeStep * fps_) + 1;
- world_->stepSimulation(timeStep, maxSubSteps, internalTimeStep);
- }
- else
- {
- timeAcc_ += timeStep;
- while (timeAcc_ >= internalTimeStep)
- {
- world_->stepSimulation(internalTimeStep, 0, internalTimeStep);
- timeAcc_ -= internalTimeStep;
- }
- }
- }
- void PhysicsWorld::UpdateCollisions()
- {
- world_->performDiscreteCollisionDetection();
- }
- void PhysicsWorld::SetFps(int fps)
- {
- fps_ = Clamp(fps, 1, 1000);
- }
- void PhysicsWorld::SetGravity(Vector3 gravity)
- {
- world_->setGravity(ToBtVector3(gravity));
- }
- void PhysicsWorld::SetInterpolation(bool enable)
- {
- interpolation_ = enable;
- }
- void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
- {
- maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
- }
- void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- PROFILE(PhysicsRaycast);
-
- btCollisionWorld::AllHitsRayResultCallback rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = collisionMask;
-
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
-
- for (int i = 0; i < rayCallback.m_collisionObjects.size(); ++i)
- {
- PhysicsRaycastResult newResult;
- newResult.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObjects[i]->getUserPointer());
- newResult.position_ = ToVector3(rayCallback.m_hitPointWorld[i]);
- newResult.normal_ = ToVector3(rayCallback.m_hitNormalWorld[i]);
- newResult.distance_ = (newResult.position_ - ray.origin_).Length();
- result.Push(newResult);
- }
-
- Sort(result.Begin(), result.End(), CompareRaycastResults);
- }
- void PhysicsWorld::RaycastSingle(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, unsigned collisionMask)
- {
- PROFILE(PhysicsRaycastSingle);
-
- btCollisionWorld::ClosestRayResultCallback rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
- rayCallback.m_collisionFilterGroup = (short)0xffff;
- rayCallback.m_collisionFilterMask = collisionMask;
-
- world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
-
- if (rayCallback.hasHit())
- {
- result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
- result.position_ = ToVector3(rayCallback.m_hitPointWorld);
- result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
- result.distance_ = (result.position_ - ray.origin_).Length();
- }
- else
- {
- result.body_ = 0;
- result.position_ = Vector3::ZERO;
- result.normal_ = Vector3::ZERO;
- result.distance_ = M_INFINITY;
- }
- }
- Vector3 PhysicsWorld::GetGravity() const
- {
- return ToVector3(world_->getGravity());
- }
- void PhysicsWorld::AddRigidBody(RigidBody* body)
- {
- rigidBodies_.Push(body);
- }
- void PhysicsWorld::RemoveRigidBody(RigidBody* body)
- {
- PODVector<RigidBody*>::Iterator i = rigidBodies_.Find(body);
- if (i != rigidBodies_.End())
- rigidBodies_.Erase(i);
- }
- void PhysicsWorld::AddCollisionShape(CollisionShape* shape)
- {
- collisionShapes_.Push(shape);
- }
- void PhysicsWorld::RemoveCollisionShape(CollisionShape* shape)
- {
- PODVector<CollisionShape*>::Iterator i = collisionShapes_.Find(shape);
- if (i != collisionShapes_.End())
- collisionShapes_.Erase(i);
- }
- void PhysicsWorld::AddJoint(Joint* joint)
- {
- joints_.Push(joint);
- }
- void PhysicsWorld::RemoveJoint(Joint* joint)
- {
- PODVector<Joint*>::Iterator i = joints_.Find(joint);
- if (i != joints_.End())
- joints_.Erase(i);
- }
- void PhysicsWorld::AddDelayedWorldTransform(const DelayedWorldTransform& transform)
- {
- delayedWorldTransforms_[transform.rigidBody_] = transform;
- }
- void PhysicsWorld::DrawDebugGeometry(bool depthTest)
- {
- PROFILE(PhysicsDrawDebug);
-
- debugDepthTest_ = depthTest;
- debugRenderer_ = GetComponent<DebugRenderer>();
- world_->debugDrawWorld();
- debugRenderer_ = 0;
- }
- void PhysicsWorld::SetDebugRenderer(DebugRenderer* debug)
- {
- debugRenderer_ = debug;
- }
- void PhysicsWorld::SetDebugDepthTest(bool enable)
- {
- debugDepthTest_ = enable;
- }
- void PhysicsWorld::CleanupGeometryCache()
- {
- // Remove cached shapes whose only reference is the cache itself
- for (Map<String, SharedPtr<CollisionGeometryData> >::Iterator i = geometryCache_.Begin();
- i != geometryCache_.End();)
- {
- Map<String, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
- if (current->second_.Refs() == 1)
- geometryCache_.Erase(current);
- }
- }
- void PhysicsWorld::OnNodeSet(Node* node)
- {
- // Subscribe to the scene subsystem update, which will trigger the physics simulation step
- if (node)
- {
- scene_ = node->GetScene();
- SubscribeToEvent(node, E_SCENESUBSYSTEMUPDATE, HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
- }
- }
- void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace SceneSubsystemUpdate;
-
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void PhysicsWorld::PreStep(float timeStep)
- {
- // Send pre-step event
- using namespace PhysicsPreStep;
-
- VariantMap eventData;
- eventData[P_WORLD] = (void*)this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPRESTEP, eventData);
-
- delayedWorldTransforms_.Clear();
-
- // Start profiling block for the actual simulation step
- #ifdef ENABLE_PROFILING
- Profiler* profiler = GetSubsystem<Profiler>();
- if (profiler)
- profiler->BeginBlock("StepSimulation");
- #endif
- }
- void PhysicsWorld::PostStep(float timeStep)
- {
- #ifdef ENABLE_PROFILING
- GetSubsystem<Profiler>()->EndBlock();
- #endif
-
- // Apply delayed (parented) world transforms now
- while (!delayedWorldTransforms_.Empty())
- {
- for (HashMap<RigidBody*, DelayedWorldTransform>::Iterator i = delayedWorldTransforms_.Begin();
- i != delayedWorldTransforms_.End(); )
- {
- HashMap<RigidBody*, DelayedWorldTransform>::Iterator current = i++;
- const DelayedWorldTransform& transform = current->second_;
-
- // If parent's transform has already been assigned, can proceed
- if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
- {
- transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
- delayedWorldTransforms_.Erase(current);
- }
- }
- }
-
- SendCollisionEvents();
-
- // Send post-step event
- using namespace PhysicsPreStep;
-
- VariantMap eventData;
- eventData[P_WORLD] = (void*)this;
- eventData[P_TIMESTEP] = timeStep;
- SendEvent(E_PHYSICSPOSTSTEP, eventData);
- }
- void PhysicsWorld::SendCollisionEvents()
- {
- PROFILE(SendCollisionEvents);
-
- currentCollisions_.Clear();
- int numManifolds = collisionDispatcher_->getNumManifolds();
-
- if (numManifolds)
- {
- VariantMap physicsCollisionData;
- VariantMap nodeCollisionData;
- VectorBuffer contacts;
-
- physicsCollisionData[PhysicsCollision::P_WORLD] = (void*)this;
-
- for (int i = 0; i < numManifolds; ++i)
- {
- btPersistentManifold* contactManifold = collisionDispatcher_->getManifoldByIndexInternal(i);
- int numContacts = contactManifold->getNumContacts();
- // First check that there are actual contacts, as the manifold exists also when objects are close but not touching
- if (!numContacts)
- continue;
-
- btCollisionObject* objectA = static_cast<btCollisionObject*>(contactManifold->getBody0());
- btCollisionObject* objectB = static_cast<btCollisionObject*>(contactManifold->getBody1());
-
- RigidBody* bodyA = static_cast<RigidBody*>(objectA->getUserPointer());
- RigidBody* bodyB = static_cast<RigidBody*>(objectB->getUserPointer());
-
- // Skip collision event signaling if both objects are static, or if collision event mode does not match
- if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
- continue;
- if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
- !bodyA->IsActive() && !bodyB->IsActive())
- continue;
-
- Node* nodeA = bodyA->GetNode();
- Node* nodeB = bodyB->GetNode();
- WeakPtr<Node> nodeWeakA(nodeA);
- WeakPtr<Node> nodeWeakB(nodeB);
-
- Pair<RigidBody*, RigidBody*> bodyPair;
- if (bodyA < bodyB)
- bodyPair = MakePair(bodyA, bodyB);
- else
- bodyPair = MakePair(bodyB, bodyA);
- currentCollisions_.Insert(bodyPair);
- bool newCollision = !previousCollisions_.Contains(bodyPair);
-
- physicsCollisionData[PhysicsCollision::P_NODEA] = (void*)nodeA;
- physicsCollisionData[PhysicsCollision::P_NODEB] = (void*)nodeB;
- physicsCollisionData[PhysicsCollision::P_BODYA] = (void*)bodyA;
- physicsCollisionData[PhysicsCollision::P_BODYB] = (void*)bodyB;
- physicsCollisionData[PhysicsCollision::P_NEWCOLLISION] = !previousCollisions_.Contains(bodyPair);
-
- contacts.Clear();
-
- for (int j = 0; j < numContacts; ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts.WriteVector3(ToVector3(point.m_normalWorldOnB));
- contacts.WriteFloat(point.m_distance1);
- contacts.WriteFloat(point.m_appliedImpulse);
- }
-
- physicsCollisionData[PhysicsCollision::P_CONTACTS] = contacts.GetBuffer();
-
- SendEvent(E_PHYSICSCOLLISION, physicsCollisionData);
-
- // Skip if either of the nodes has been removed as a response to the event
- if (!nodeWeakA || !nodeWeakB)
- continue;
-
- nodeCollisionData[NodeCollision::P_BODY] = (void*)bodyA;
- nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)nodeB;
- nodeCollisionData[NodeCollision::P_OTHERBODY] = (void*)bodyB;
- nodeCollisionData[NodeCollision::P_NEWCOLLISION] = newCollision;
- nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
-
- SendEvent(nodeA, E_NODECOLLISION, nodeCollisionData);
-
- // Skip if either of the nodes has been removed as a response to the event
- if (!nodeWeakA || !nodeWeakB)
- continue;
-
- contacts.Clear();
- for (int j = 0; j < numContacts; ++j)
- {
- btManifoldPoint& point = contactManifold->getContactPoint(j);
- contacts.WriteVector3(ToVector3(point.m_positionWorldOnB));
- contacts.WriteVector3(-ToVector3(point.m_normalWorldOnB));
- contacts.WriteFloat(point.m_distance1);
- contacts.WriteFloat(point.m_appliedImpulse);
- }
-
- nodeCollisionData[NodeCollision::P_BODY] = (void*)bodyB;
- nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)nodeA;
- nodeCollisionData[NodeCollision::P_OTHERBODY] = (void*)bodyA;
- nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
-
- SendEvent(nodeB, E_NODECOLLISION, nodeCollisionData);
- }
- }
-
- previousCollisions_ = currentCollisions_;
- }
- void RegisterPhysicsLibrary(Context* context)
- {
- Joint::RegisterObject(context);
- RigidBody::RegisterObject(context);
- CollisionShape::RegisterObject(context);
- PhysicsWorld::RegisterObject(context);
- }
|