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- //
- // 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.
- //
- #pragma once
- #include "Component.h"
- #include "HashSet.h"
- #include "Vector3.h"
- #include <LinearMath/btIDebugDraw.h>
- class CollisionShape;
- class DebugRenderer;
- class Deserializer;
- class Joint;
- class Node;
- class Ray;
- class RigidBody;
- class Scene;
- class Serializer;
- class XMLElement;
- class btCollisionConfiguration;
- class btBroadphaseInterface;
- class btConstraintSolver;
- class btDiscreteDynamicsWorld;
- class btDispatcher;
- class btDynamicsWorld;
- struct CollisionGeometryData;
- /// Physics raycast hit.
- struct PhysicsRaycastResult
- {
- PhysicsRaycastResult() :
- body_(0)
- {
- }
-
- /// Hit position.
- Vector3 position_;
- /// Hit normal.
- Vector3 normal_;
- /// Hit distance from ray origin.
- float distance_;
- /// Rigid body that was hit.
- RigidBody* body_;
- };
- /// Delayed world transform assignment for parented rigidbodies.
- struct DelayedWorldTransform
- {
- /// Rigid body.
- RigidBody* rigidBody_;
- /// Parent rigid body.
- RigidBody* parentRigidBody_;
- /// New world position.
- Vector3 worldPosition_;
- /// New world rotation.
- Quaternion worldRotation_;
- };
- static const float DEFAULT_MAX_NETWORK_ANGULAR_VELOCITY = 100.0f;
- /// Physics simulation world component. Should be added only to the root scene node.
- class PhysicsWorld : public Component, public btIDebugDraw
- {
- friend void InternalPreTickCallback(btDynamicsWorld *world, btScalar timeStep);
- friend void InternalTickCallback(btDynamicsWorld *world, btScalar timeStep);
-
- OBJECT(PhysicsWorld);
-
- public:
- /// Construct.
- PhysicsWorld(Context* scontext);
- /// Destruct.
- virtual ~PhysicsWorld();
- /// Register object factory.
- static void RegisterObject(Context* context);
-
- /// Draw a physics debug line.
- virtual void drawLine(const btVector3& from, const btVector3& to, const btVector3& color);
- /// Log warning from the physics engine.
- virtual void reportErrorWarning(const char* warningString);
- /// Draw a physics debug contact point. Not implemented.
- virtual void drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color) {}
- /// Draw physics debug 3D text. Not implemented.
- virtual void draw3dText(const btVector3& location,const char* textString) {}
- /// %Set debug draw flags.
- virtual void setDebugMode(int debugMode) { debugMode_ = debugMode; }
- /// Return debug draw flags.
- virtual int getDebugMode() const { return debugMode_; }
-
- /// Step the simulation forward.
- void Update(float timeStep);
- /// Refresh collisions only without updating dynamics.
- void UpdateCollisions();
- /// %Set simulation steps per second.
- void SetFps(int fps);
- /// %Set gravity.
- void SetGravity(Vector3 gravity);
- /// %Set whether to interpolate between simulation steps.
- void SetInterpolation(bool enable);
- /// %Set maximum angular velocity for network replication.
- void SetMaxNetworkAngularVelocity(float velocity);
- /// %Set simulation step time accumulator.
- void SetTimeAccumulator(float time);
- /// Perform a physics world raycast and return all hits.
- void Raycast(PODVector<PhysicsRaycastResult>& result, const Ray& ray, float maxDistance, unsigned collisionMask =
- M_MAX_UNSIGNED);
- /// Perform a physics world raycast and return the closest hit.
- void RaycastSingle(PhysicsRaycastResult& result, const Ray& ray, float maxDistance, unsigned collisionMask =
- M_MAX_UNSIGNED);
- /// Perform a physics world swept sphere test and return the closest hit.
- void SphereCast(PhysicsRaycastResult& result, const Ray& ray, float radius, float maxDistance, unsigned collisionMask =
- M_MAX_UNSIGNED);
- /// Return gravity.
- Vector3 GetGravity() const;
- /// Return whether interpolation between simulation steps is enabled.
- bool GetInterpolation() const { return interpolation_; }
- /// Return simulation steps per second.
- int GetFps() const { return fps_; }
- /// Return maximum angular velocity for network replication.
- float GetMaxNetworkAngularVelocity() const { return maxNetworkAngularVelocity_; }
-
- /// Add a rigid body to keep track of. Called by RigidBody.
- void AddRigidBody(RigidBody* body);
- /// Remove a rigid body. Called by RigidBody.
- void RemoveRigidBody(RigidBody* body);
- /// Add a collision shape to keep track of. Called by CollisionShape.
- void AddCollisionShape(CollisionShape* shape);
- /// Remove a collision shape. Called by CollisionShape.
- void RemoveCollisionShape(CollisionShape* shape);
- /// Add a joint to keep track of. Called by Joint.
- void AddJoint(Joint* joint);
- /// Remove a joint. Called by Joint.
- void RemoveJoint(Joint* joint);
- /// Add a delayed world transform assignment. Called by RigidBody.
- void AddDelayedWorldTransform(const DelayedWorldTransform& transform);
- /// Add debug geometry to the debug renderer.
- void DrawDebugGeometry(bool depthTest);
- /// %Set debug renderer to use. Called both by PhysicsWorld itself and physics components.
- void SetDebugRenderer(DebugRenderer* debug);
- /// %Set debug geometry depth test mode. Called both by PhysicsWorld itself and physics components.
- void SetDebugDepthTest(bool enable);
-
- /// Return the Bullet physics world.
- btDiscreteDynamicsWorld* GetWorld() { return world_; }
- /// Clean up the geometry cache.
- void CleanupGeometryCache();
- /// Return the collision geometry cache.
- Map<String, SharedPtr<CollisionGeometryData> >& GetGeometryCache() { return geometryCache_; }
-
- protected:
- /// Handle node being assigned.
- virtual void OnNodeSet(Node* node);
-
- private:
- /// Handle the scene subsystem update event, step simulation here.
- void HandleSceneSubsystemUpdate(StringHash eventType, VariantMap& eventData);
- /// Trigger update before each physics simulation step.
- void PreStep(float timeStep);
- /// Trigger update after ecah physics simulation step.
- void PostStep(float timeStep);
- /// Send accumulated collision events.
- void SendCollisionEvents();
-
- /// Bullet collision configuration.
- btCollisionConfiguration* collisionConfiguration_;
- /// Bullet collision dispatcher.
- btDispatcher* collisionDispatcher_;
- /// Bullet collision broadphase.
- btBroadphaseInterface* broadphase_;
- /// Bullet constraint solver.
- btConstraintSolver* solver_;
- /// Bullet physics world.
- btDiscreteDynamicsWorld* world_;
- /// Extra weak pointer to scene to allow for cleanup in case the world is destroyed before other components.
- WeakPtr<Scene> scene_;
- /// Rigid bodies in the world.
- PODVector<RigidBody*> rigidBodies_;
- /// Collision shapes in the world.
- PODVector<CollisionShape*> collisionShapes_;
- /// Joints in the world.
- PODVector<Joint*> joints_;
- /// Collision pairs on this frame.
- HashSet<Pair<RigidBody*, RigidBody*> > currentCollisions_;
- /// Collision pairs on the previous frame. Used to check if a collision is "new."
- HashSet<Pair<RigidBody*, RigidBody*> > previousCollisions_;
- /// Delayed (parented) world transform assignments.
- HashMap<RigidBody*, DelayedWorldTransform> delayedWorldTransforms_;
- /// Cache for collision geometry data.
- Map<String, SharedPtr<CollisionGeometryData> > geometryCache_;
- /// Simulation steps per second.
- unsigned fps_;
- /// Time accumulator for non-interpolated mode.
- float timeAcc_;
- /// Maximum angular velocity for network replication.
- float maxNetworkAngularVelocity_;
- /// Interpolation flag.
- bool interpolation_;
- /// Debug renderer.
- DebugRenderer* debugRenderer_;
- /// Debug draw flags.
- int debugMode_;
- /// Debug draw depth test mode.
- bool debugDepthTest_;
- };
- /// Register Physics library objects.
- void RegisterPhysicsLibrary(Context* context);
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