PhysicsWorld.cpp 18 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 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 "PhysicsUtils.h"
  32. #include "PhysicsWorld.h"
  33. #include "Profiler.h"
  34. #include "Ray.h"
  35. #include "RigidBody.h"
  36. #include "Scene.h"
  37. #include "SceneEvents.h"
  38. #include "Sort.h"
  39. #include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
  40. #include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
  41. #include <BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h>
  42. #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
  43. #include "DebugNew.h"
  44. static const int DEFAULT_FPS = 60;
  45. static const Vector3 DEFAULT_GRAVITY = Vector3(0.0f, -9.81f, 0.0f);
  46. static bool CompareRaycastResults(const PhysicsRaycastResult& lhs, const PhysicsRaycastResult& rhs)
  47. {
  48. return lhs.distance_ < rhs.distance_;
  49. }
  50. void InternalPreTickCallback(btDynamicsWorld *world, btScalar timeStep)
  51. {
  52. static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PreStep(timeStep);
  53. }
  54. void InternalTickCallback(btDynamicsWorld *world, btScalar timeStep)
  55. {
  56. static_cast<PhysicsWorld*>(world->getWorldUserInfo())->PostStep(timeStep);
  57. }
  58. OBJECTTYPESTATIC(PhysicsWorld);
  59. PhysicsWorld::PhysicsWorld(Context* context) :
  60. Component(context),
  61. collisionConfiguration_(0),
  62. collisionDispatcher_(0),
  63. broadphase_(0),
  64. solver_(0),
  65. world_(0),
  66. fps_(DEFAULT_FPS),
  67. timeAcc_(0.0f),
  68. maxNetworkAngularVelocity_(DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY),
  69. interpolation_(true),
  70. debugRenderer_(0),
  71. debugMode_(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints)
  72. {
  73. collisionConfiguration_ = new btDefaultCollisionConfiguration();
  74. collisionDispatcher_ = new btCollisionDispatcher(collisionConfiguration_);
  75. broadphase_ = new btDbvtBroadphase();
  76. solver_ = new btSequentialImpulseConstraintSolver();
  77. world_ = new btDiscreteDynamicsWorld(collisionDispatcher_, broadphase_, solver_, collisionConfiguration_);
  78. world_->setGravity(ToBtVector3(DEFAULT_GRAVITY));
  79. world_->getDispatchInfo().m_useContinuous = true;
  80. world_->setDebugDrawer(this);
  81. world_->setInternalTickCallback(InternalPreTickCallback, static_cast<void*>(this), true);
  82. world_->setInternalTickCallback(InternalTickCallback, static_cast<void*>(this), false);
  83. }
  84. PhysicsWorld::~PhysicsWorld()
  85. {
  86. if (scene_)
  87. {
  88. // Force all remaining joints, rigid bodies and collision shapes to release themselves
  89. for (PODVector<Joint*>::Iterator i = joints_.Begin(); i != joints_.End(); ++i)
  90. (*i)->Clear();
  91. for (PODVector<RigidBody*>::Iterator i = rigidBodies_.Begin(); i != rigidBodies_.End(); ++i)
  92. (*i)->ReleaseBody();
  93. }
  94. // Remove any cached geometries that still remain
  95. geometryCache_.Clear();
  96. delete world_;
  97. world_ = 0;
  98. delete solver_;
  99. solver_ = 0;
  100. delete broadphase_;
  101. broadphase_ = 0;
  102. delete collisionDispatcher_;
  103. collisionDispatcher_ = 0;
  104. delete collisionConfiguration_;
  105. collisionConfiguration_ = 0;
  106. }
  107. void PhysicsWorld::RegisterObject(Context* context)
  108. {
  109. context->RegisterFactory<PhysicsWorld>();
  110. ACCESSOR_ATTRIBUTE(PhysicsWorld, VAR_VECTOR3, "Gravity", GetGravity, SetGravity, Vector3, DEFAULT_GRAVITY, AM_DEFAULT);
  111. ATTRIBUTE(PhysicsWorld, VAR_INT, "Physics FPS", fps_, DEFAULT_FPS, AM_DEFAULT);
  112. ATTRIBUTE(PhysicsWorld, VAR_FLOAT, "Net Max Angular Vel.", maxNetworkAngularVelocity_, DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY, AM_DEFAULT);
  113. ATTRIBUTE(PhysicsWorld, VAR_BOOL, "Interpolation", interpolation_, true, AM_FILE);
  114. }
  115. void PhysicsWorld::drawLine(const btVector3& from, const btVector3& to, const btVector3& color)
  116. {
  117. if (debugRenderer_)
  118. debugRenderer_->AddLine(ToVector3(from), ToVector3(to), Color(color.x(), color.y(), color.z()), debugDepthTest_);
  119. }
  120. void PhysicsWorld::reportErrorWarning(const char* warningString)
  121. {
  122. LOGWARNING("Physics: " + String(warningString));
  123. }
  124. void PhysicsWorld::Update(float timeStep)
  125. {
  126. PROFILE(UpdatePhysics);
  127. float internalTimeStep = 1.0f / fps_;
  128. if (interpolation_)
  129. {
  130. int maxSubSteps = (int)(timeStep * fps_) + 1;
  131. world_->stepSimulation(timeStep, maxSubSteps, internalTimeStep);
  132. }
  133. else
  134. {
  135. timeAcc_ += timeStep;
  136. while (timeAcc_ >= internalTimeStep)
  137. {
  138. world_->stepSimulation(internalTimeStep, 0, internalTimeStep);
  139. timeAcc_ -= internalTimeStep;
  140. }
  141. }
  142. }
  143. void PhysicsWorld::UpdateCollisions()
  144. {
  145. world_->performDiscreteCollisionDetection();
  146. }
  147. void PhysicsWorld::SetFps(int fps)
  148. {
  149. fps_ = Clamp(fps, 1, 1000);
  150. }
  151. void PhysicsWorld::SetGravity(Vector3 gravity)
  152. {
  153. world_->setGravity(ToBtVector3(gravity));
  154. }
  155. void PhysicsWorld::SetInterpolation(bool enable)
  156. {
  157. interpolation_ = enable;
  158. }
  159. void PhysicsWorld::SetMaxNetworkAngularVelocity(float velocity)
  160. {
  161. maxNetworkAngularVelocity_ = Clamp(velocity, 1.0f, 32767.0f);
  162. }
  163. void PhysicsWorld::Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask)
  164. {
  165. PROFILE(PhysicsRaycast);
  166. btCollisionWorld::AllHitsRayResultCallback rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
  167. rayCallback.m_collisionFilterGroup = (short)0xffff;
  168. rayCallback.m_collisionFilterMask = collisionMask;
  169. world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
  170. for (int i = 0; i < rayCallback.m_collisionObjects.size(); ++i)
  171. {
  172. PhysicsRaycastResult newResult;
  173. newResult.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObjects[i]->getUserPointer());
  174. newResult.position_ = ToVector3(rayCallback.m_hitPointWorld[i]);
  175. newResult.normal_ = ToVector3(rayCallback.m_hitNormalWorld[i]);
  176. newResult.distance_ = (newResult.position_ - ray.origin_).Length();
  177. result.Push(newResult);
  178. }
  179. Sort(result.Begin(), result.End(), CompareRaycastResults);
  180. }
  181. void PhysicsWorld::RaycastSingle(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, unsigned collisionMask)
  182. {
  183. PROFILE(PhysicsRaycastSingle);
  184. btCollisionWorld::ClosestRayResultCallback rayCallback(ToBtVector3(ray.origin_), ToBtVector3(ray.origin_ + maxDistance * ray.direction_));
  185. rayCallback.m_collisionFilterGroup = (short)0xffff;
  186. rayCallback.m_collisionFilterMask = collisionMask;
  187. world_->rayTest(rayCallback.m_rayFromWorld, rayCallback.m_rayToWorld, rayCallback);
  188. if (rayCallback.hasHit())
  189. {
  190. result.body_ = static_cast<RigidBody*>(rayCallback.m_collisionObject->getUserPointer());
  191. result.position_ = ToVector3(rayCallback.m_hitPointWorld);
  192. result.normal_ = ToVector3(rayCallback.m_hitNormalWorld);
  193. result.distance_ = (result.position_ - ray.origin_).Length();
  194. }
  195. else
  196. {
  197. result.body_ = 0;
  198. result.position_ = Vector3::ZERO;
  199. result.normal_ = Vector3::ZERO;
  200. result.distance_ = M_INFINITY;
  201. }
  202. }
  203. Vector3 PhysicsWorld::GetGravity() const
  204. {
  205. return ToVector3(world_->getGravity());
  206. }
  207. void PhysicsWorld::AddRigidBody(RigidBody* body)
  208. {
  209. rigidBodies_.Push(body);
  210. }
  211. void PhysicsWorld::RemoveRigidBody(RigidBody* body)
  212. {
  213. PODVector<RigidBody*>::Iterator i = rigidBodies_.Find(body);
  214. if (i != rigidBodies_.End())
  215. rigidBodies_.Erase(i);
  216. }
  217. void PhysicsWorld::AddCollisionShape(CollisionShape* shape)
  218. {
  219. collisionShapes_.Push(shape);
  220. }
  221. void PhysicsWorld::RemoveCollisionShape(CollisionShape* shape)
  222. {
  223. PODVector<CollisionShape*>::Iterator i = collisionShapes_.Find(shape);
  224. if (i != collisionShapes_.End())
  225. collisionShapes_.Erase(i);
  226. }
  227. void PhysicsWorld::AddJoint(Joint* joint)
  228. {
  229. joints_.Push(joint);
  230. }
  231. void PhysicsWorld::RemoveJoint(Joint* joint)
  232. {
  233. PODVector<Joint*>::Iterator i = joints_.Find(joint);
  234. if (i != joints_.End())
  235. joints_.Erase(i);
  236. }
  237. void PhysicsWorld::AddDelayedWorldTransform(const DelayedWorldTransform& transform)
  238. {
  239. delayedWorldTransforms_[transform.rigidBody_] = transform;
  240. }
  241. void PhysicsWorld::DrawDebugGeometry(bool depthTest)
  242. {
  243. PROFILE(PhysicsDrawDebug);
  244. debugDepthTest_ = depthTest;
  245. debugRenderer_ = GetComponent<DebugRenderer>();
  246. world_->debugDrawWorld();
  247. debugRenderer_ = 0;
  248. }
  249. void PhysicsWorld::SetDebugRenderer(DebugRenderer* debug)
  250. {
  251. debugRenderer_ = debug;
  252. }
  253. void PhysicsWorld::SetDebugDepthTest(bool enable)
  254. {
  255. debugDepthTest_ = enable;
  256. }
  257. void PhysicsWorld::CleanupGeometryCache()
  258. {
  259. // Remove cached shapes whose only reference is the cache itself
  260. for (Map<String, SharedPtr<CollisionGeometryData> >::Iterator i = geometryCache_.Begin();
  261. i != geometryCache_.End();)
  262. {
  263. Map<String, SharedPtr<CollisionGeometryData> >::Iterator current = i++;
  264. if (current->second_.Refs() == 1)
  265. geometryCache_.Erase(current);
  266. }
  267. }
  268. void PhysicsWorld::OnNodeSet(Node* node)
  269. {
  270. // Subscribe to the scene subsystem update, which will trigger the physics simulation step
  271. if (node)
  272. {
  273. scene_ = node->GetScene();
  274. SubscribeToEvent(node, E_SCENESUBSYSTEMUPDATE, HANDLER(PhysicsWorld, HandleSceneSubsystemUpdate));
  275. }
  276. }
  277. void PhysicsWorld::HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData)
  278. {
  279. using namespace SceneSubsystemUpdate;
  280. Update(eventData[P_TIMESTEP].GetFloat());
  281. }
  282. void PhysicsWorld::PreStep(float timeStep)
  283. {
  284. // Send pre-step event
  285. using namespace PhysicsPreStep;
  286. VariantMap eventData;
  287. eventData[P_WORLD] = (void*)this;
  288. eventData[P_TIMESTEP] = timeStep;
  289. SendEvent(E_PHYSICSPRESTEP, eventData);
  290. delayedWorldTransforms_.Clear();
  291. // Start profiling block for the actual simulation step
  292. #ifdef ENABLE_PROFILING
  293. Profiler* profiler = GetSubsystem<Profiler>();
  294. if (profiler)
  295. profiler->BeginBlock("StepSimulation");
  296. #endif
  297. }
  298. void PhysicsWorld::PostStep(float timeStep)
  299. {
  300. #ifdef ENABLE_PROFILING
  301. GetSubsystem<Profiler>()->EndBlock();
  302. #endif
  303. // Apply delayed (parented) world transforms now
  304. while (!delayedWorldTransforms_.Empty())
  305. {
  306. for (HashMap<RigidBody*, DelayedWorldTransform>::Iterator i = delayedWorldTransforms_.Begin();
  307. i != delayedWorldTransforms_.End(); )
  308. {
  309. HashMap<RigidBody*, DelayedWorldTransform>::Iterator current = i++;
  310. const DelayedWorldTransform& transform = current->second_;
  311. // If parent's transform has already been assigned, can proceed
  312. if (!delayedWorldTransforms_.Contains(transform.parentRigidBody_))
  313. {
  314. transform.rigidBody_->ApplyWorldTransform(transform.worldPosition_, transform.worldRotation_);
  315. delayedWorldTransforms_.Erase(current);
  316. }
  317. }
  318. }
  319. SendCollisionEvents();
  320. // Send post-step event
  321. using namespace PhysicsPreStep;
  322. VariantMap eventData;
  323. eventData[P_WORLD] = (void*)this;
  324. eventData[P_TIMESTEP] = timeStep;
  325. SendEvent(E_PHYSICSPOSTSTEP, eventData);
  326. }
  327. void PhysicsWorld::SendCollisionEvents()
  328. {
  329. PROFILE(SendCollisionEvents);
  330. currentCollisions_.Clear();
  331. int numManifolds = collisionDispatcher_->getNumManifolds();
  332. if (numManifolds)
  333. {
  334. VariantMap physicsCollisionData;
  335. VariantMap nodeCollisionData;
  336. VectorBuffer contacts;
  337. physicsCollisionData[PhysicsCollision::P_WORLD] = (void*)this;
  338. for (int i = 0; i < numManifolds; ++i)
  339. {
  340. btPersistentManifold* contactManifold = collisionDispatcher_->getManifoldByIndexInternal(i);
  341. int numContacts = contactManifold->getNumContacts();
  342. // First check that there are actual contacts, as the manifold exists also when objects are close but not touching
  343. if (!numContacts)
  344. continue;
  345. btCollisionObject* objectA = static_cast<btCollisionObject*>(contactManifold->getBody0());
  346. btCollisionObject* objectB = static_cast<btCollisionObject*>(contactManifold->getBody1());
  347. RigidBody* bodyA = static_cast<RigidBody*>(objectA->getUserPointer());
  348. RigidBody* bodyB = static_cast<RigidBody*>(objectB->getUserPointer());
  349. // Skip collision event signaling if both objects are static, or if collision event mode does not match
  350. if (bodyA->GetMass() == 0.0f && bodyB->GetMass() == 0.0f)
  351. continue;
  352. if (bodyA->GetCollisionEventMode() == COLLISION_NEVER || bodyB->GetCollisionEventMode() == COLLISION_NEVER)
  353. continue;
  354. if (bodyA->GetCollisionEventMode() == COLLISION_ACTIVE && bodyB->GetCollisionEventMode() == COLLISION_ACTIVE &&
  355. !bodyA->IsActive() && !bodyB->IsActive())
  356. continue;
  357. Node* nodeA = bodyA->GetNode();
  358. Node* nodeB = bodyB->GetNode();
  359. WeakPtr<Node> nodeWeakA(nodeA);
  360. WeakPtr<Node> nodeWeakB(nodeB);
  361. Pair<RigidBody*, RigidBody*> bodyPair;
  362. if (bodyA < bodyB)
  363. bodyPair = MakePair(bodyA, bodyB);
  364. else
  365. bodyPair = MakePair(bodyB, bodyA);
  366. currentCollisions_.Insert(bodyPair);
  367. bool newCollision = !previousCollisions_.Contains(bodyPair);
  368. physicsCollisionData[PhysicsCollision::P_NODEA] = (void*)nodeA;
  369. physicsCollisionData[PhysicsCollision::P_NODEB] = (void*)nodeB;
  370. physicsCollisionData[PhysicsCollision::P_BODYA] = (void*)bodyA;
  371. physicsCollisionData[PhysicsCollision::P_BODYB] = (void*)bodyB;
  372. physicsCollisionData[PhysicsCollision::P_NEWCOLLISION] = !previousCollisions_.Contains(bodyPair);
  373. contacts.Clear();
  374. for (int j = 0; j < numContacts; ++j)
  375. {
  376. btManifoldPoint& point = contactManifold->getContactPoint(j);
  377. contacts.WriteVector3(ToVector3(point.m_positionWorldOnB));
  378. contacts.WriteVector3(ToVector3(point.m_normalWorldOnB));
  379. contacts.WriteFloat(point.m_distance1);
  380. contacts.WriteFloat(point.m_appliedImpulse);
  381. }
  382. physicsCollisionData[PhysicsCollision::P_CONTACTS] = contacts.GetBuffer();
  383. SendEvent(E_PHYSICSCOLLISION, physicsCollisionData);
  384. // Skip if either of the nodes has been removed as a response to the event
  385. if (!nodeWeakA || !nodeWeakB)
  386. continue;
  387. nodeCollisionData[NodeCollision::P_BODY] = (void*)bodyA;
  388. nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)nodeB;
  389. nodeCollisionData[NodeCollision::P_OTHERBODY] = (void*)bodyB;
  390. nodeCollisionData[NodeCollision::P_NEWCOLLISION] = newCollision;
  391. nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
  392. SendEvent(nodeA, E_NODECOLLISION, nodeCollisionData);
  393. // Skip if either of the nodes has been removed as a response to the event
  394. if (!nodeWeakA || !nodeWeakB)
  395. continue;
  396. contacts.Clear();
  397. for (int j = 0; j < numContacts; ++j)
  398. {
  399. btManifoldPoint& point = contactManifold->getContactPoint(j);
  400. contacts.WriteVector3(ToVector3(point.m_positionWorldOnB));
  401. contacts.WriteVector3(-ToVector3(point.m_normalWorldOnB));
  402. contacts.WriteFloat(point.m_distance1);
  403. contacts.WriteFloat(point.m_appliedImpulse);
  404. }
  405. nodeCollisionData[NodeCollision::P_BODY] = (void*)bodyB;
  406. nodeCollisionData[NodeCollision::P_OTHERNODE] = (void*)nodeA;
  407. nodeCollisionData[NodeCollision::P_OTHERBODY] = (void*)bodyA;
  408. nodeCollisionData[NodeCollision::P_CONTACTS] = contacts.GetBuffer();
  409. SendEvent(nodeB, E_NODECOLLISION, nodeCollisionData);
  410. }
  411. }
  412. previousCollisions_ = currentCollisions_;
  413. }
  414. void RegisterPhysicsLibrary(Context* context)
  415. {
  416. Joint::RegisterObject(context);
  417. RigidBody::RegisterObject(context);
  418. CollisionShape::RegisterObject(context);
  419. PhysicsWorld::RegisterObject(context);
  420. }