2348 lines
		
	
	
		
			65 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2348 lines
		
	
	
		
			65 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /** \file gameengine/Physics/Bullet/CcdPhysicsController.cpp
 | |
|  *  \ingroup physbullet
 | |
|  */
 | |
| /*
 | |
| Bullet Continuous Collision Detection and Physics Library
 | |
| Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
 | |
| 
 | |
| This software is provided 'as-is', without any express or implied warranty.
 | |
| In no event will the authors be held liable for any damages arising from the use of this software.
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| Permission is granted to anyone to use this software for any purpose, 
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| including commercial applications, and to alter it and redistribute it freely, 
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| subject to the following restrictions:
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| 
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| 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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| 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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| 3. This notice may not be removed or altered from any source distribution.
 | |
| */
 | |
| 
 | |
| #ifndef WIN32
 | |
| #include <stdint.h>
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| #endif
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| 
 | |
| #include "CcdPhysicsController.h"
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| #include "btBulletDynamicsCommon.h"
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| #include "BulletCollision/CollisionDispatch/btGhostObject.h"
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| #include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
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| #include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
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| 
 | |
| #include "PHY_IMotionState.h"
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| #include "CcdPhysicsEnvironment.h"
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| #include "RAS_MeshObject.h"
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| #include "KX_GameObject.h"
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| 
 | |
| #include "BulletSoftBody/btSoftBody.h"
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| #include "BulletSoftBody/btSoftBodyInternals.h"
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| #include "BulletSoftBody/btSoftBodyHelpers.h"
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| #include "LinearMath/btConvexHull.h"
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| #include "BulletCollision/Gimpact/btGImpactShape.h"
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| 
 | |
| 
 | |
| #include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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| 
 | |
| #include "DNA_mesh_types.h"
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| #include "DNA_meshdata_types.h"
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| 
 | |
| extern "C"{
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| 	#include "BLI_utildefines.h"
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| 	#include "BKE_cdderivedmesh.h"
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| }
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| 
 | |
| 
 | |
| class BP_Proxy;
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| 
 | |
| ///todo: fill all the empty CcdPhysicsController methods, hook them up to the btRigidBody class
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| 
 | |
| //'temporarily' global variables
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| //float	gDeactivationTime = 2.f;
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| //bool	gDisableDeactivation = false;
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| extern float gDeactivationTime;
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| extern bool gDisableDeactivation;
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| 
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| 
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| float gLinearSleepingTreshold;
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| float gAngularSleepingTreshold;
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| 
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| 
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| btVector3 startVel(0,0,0);//-10000);
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| 
 | |
| BlenderBulletCharacterController::BlenderBulletCharacterController(btMotionState *motionState, btPairCachingGhostObject *ghost, btConvexShape* shape, float stepHeight)
 | |
| 	: btKinematicCharacterController(ghost,shape,stepHeight,2),
 | |
| 		m_motionState(motionState),
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| 		m_jumps(0),
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| 		m_maxJumps(1)
 | |
| {
 | |
| }
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| 
 | |
| void BlenderBulletCharacterController::updateAction(btCollisionWorld *collisionWorld, btScalar dt)
 | |
| {
 | |
| 	if (onGround())
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| 		m_jumps = 0;
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| 
 | |
| 	btKinematicCharacterController::updateAction(collisionWorld,dt);
 | |
| 	m_motionState->setWorldTransform(getGhostObject()->getWorldTransform());
 | |
| }
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| 
 | |
| int BlenderBulletCharacterController::getMaxJumps() const
 | |
| {
 | |
| 	return m_maxJumps;
 | |
| }
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| 
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| void BlenderBulletCharacterController::setMaxJumps(int maxJumps)
 | |
| {
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| 	m_maxJumps = maxJumps;
 | |
| }
 | |
| 
 | |
| int BlenderBulletCharacterController::getJumpCount() const
 | |
| {
 | |
| 	return m_jumps;
 | |
| }
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| 
 | |
| bool BlenderBulletCharacterController::canJump() const
 | |
| {
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| 	return onGround() || m_jumps < m_maxJumps;
 | |
| }
 | |
| 
 | |
| void BlenderBulletCharacterController::jump()
 | |
| {
 | |
| 	if (!canJump())
 | |
| 		return;
 | |
| 		
 | |
| 	m_verticalVelocity = m_jumpSpeed;
 | |
| 	m_wasJumping = true;
 | |
| 	m_jumps++;
 | |
| }
 | |
| 
 | |
| const btVector3& BlenderBulletCharacterController::getWalkDirection()
 | |
| {
 | |
| 	return m_walkDirection;
 | |
| }
 | |
| 
 | |
| CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
 | |
| :m_cci(ci)
 | |
| {
 | |
| 	m_prototypeTransformInitialized = false;
 | |
| 	m_softbodyMappingDone = false;
 | |
| 	m_collisionDelay = 0;
 | |
| 	m_newClientInfo = 0;
 | |
| 	m_registerCount = 0;
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| 	m_softBodyTransformInitialized = false;
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| 	m_parentCtrl = 0;
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| 	// copy pointers locally to allow smart release
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| 	m_MotionState = ci.m_MotionState;
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| 	m_collisionShape = ci.m_collisionShape;
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| 	// apply scaling before creating rigid body
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| 	m_collisionShape->setLocalScaling(m_cci.m_scaling);
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| 	if (m_cci.m_mass)
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| 		m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
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| 	// shape info is shared, increment ref count
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| 	m_shapeInfo = ci.m_shapeInfo;
 | |
| 	if (m_shapeInfo)
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| 		m_shapeInfo->AddRef();
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| 	
 | |
| 	m_bulletMotionState = 0;
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| 	m_characterController = 0;
 | |
| 	
 | |
| 	CreateRigidbody();
 | |
| 	
 | |
| 
 | |
| ///???
 | |
| /*#ifdef WIN32
 | |
| 	if (GetRigidBody() && !GetRigidBody()->isStaticObject())
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| 		GetRigidBody()->setLinearVelocity(startVel);
 | |
| #endif*/
 | |
| 
 | |
| }
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| 
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| btTransform&	CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
 | |
| {
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| 	static btTransform trans;
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| 	btVector3 tmp;
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| 	motionState->getWorldPosition(tmp.m_floats[0], tmp.m_floats[1], tmp.m_floats[2]);
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| 	trans.setOrigin(tmp);
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| 
 | |
| 	float ori[12];
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| 	motionState->getWorldOrientation(ori);
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| 	trans.getBasis().setFromOpenGLSubMatrix(ori);
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| 	//btQuaternion orn;
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| 	//motionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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| 	//trans.setRotation(orn);
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| 	return trans;
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| 
 | |
| }
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| 
 | |
| class	BlenderBulletMotionState : public btMotionState
 | |
| {
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| 	PHY_IMotionState*	m_blenderMotionState;
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| 
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| public:
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| 
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| 	BlenderBulletMotionState(PHY_IMotionState* bms)
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| 		:m_blenderMotionState(bms)
 | |
| 	{
 | |
| 
 | |
| 	}
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| 
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| 	void	getWorldTransform(btTransform& worldTrans ) const
 | |
| 	{
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| 		btVector3 pos;
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| 		float ori[12];
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| 
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| 		m_blenderMotionState->getWorldPosition(pos.m_floats[0],pos.m_floats[1],pos.m_floats[2]);
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| 		m_blenderMotionState->getWorldOrientation(ori);
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| 		worldTrans.setOrigin(pos);
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| 		worldTrans.getBasis().setFromOpenGLSubMatrix(ori);
 | |
| 	}
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| 
 | |
| 	void	setWorldTransform(const btTransform& worldTrans)
 | |
| 	{
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| 		m_blenderMotionState->setWorldPosition(worldTrans.getOrigin().getX(),worldTrans.getOrigin().getY(),worldTrans.getOrigin().getZ());
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| 		btQuaternion rotQuat = worldTrans.getRotation();
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| 		m_blenderMotionState->setWorldOrientation(rotQuat[0],rotQuat[1],rotQuat[2],rotQuat[3]);
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| 		m_blenderMotionState->calculateWorldTransformations();
 | |
| 	}
 | |
| 
 | |
| };
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| 
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| btRigidBody* CcdPhysicsController::GetRigidBody()
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| {
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| 	return btRigidBody::upcast(m_object);
 | |
| }
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| btCollisionObject*	CcdPhysicsController::GetCollisionObject()
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| {
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| 	return m_object;
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| }
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| btSoftBody* CcdPhysicsController::GetSoftBody()
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| {
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| 	return btSoftBody::upcast(m_object);
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| }
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| btKinematicCharacterController* CcdPhysicsController::GetCharacterController()
 | |
| {
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| 	return m_characterController;
 | |
| }
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| 
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| #include "BulletSoftBody/btSoftBodyHelpers.h"
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| 
 | |
| 
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| bool CcdPhysicsController::CreateSoftbody()
 | |
| {
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| 	int shapeType = m_cci.m_collisionShape ? m_cci.m_collisionShape->getShapeType() : 0;
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| 
 | |
| 	//disable soft body until first sneak preview is ready
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| 	if (!m_cci.m_bSoft || !m_cci.m_collisionShape ||
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| 		((shapeType != CONVEX_HULL_SHAPE_PROXYTYPE)&&
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| 		(shapeType != TRIANGLE_MESH_SHAPE_PROXYTYPE) &&
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| 		(shapeType != SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)))
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| 	{
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| 		return false;
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| 	}
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| 
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| 	btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
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| 	rbci.m_linearDamping = m_cci.m_linearDamping;
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| 	rbci.m_angularDamping = m_cci.m_angularDamping;
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| 	rbci.m_friction = m_cci.m_friction;
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| 	rbci.m_restitution = m_cci.m_restitution;
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| 	
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| 	btVector3 p(0,0,0);// = getOrigin();
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| 	//btSoftBody*	psb=btSoftBodyHelpers::CreateRope(worldInfo,	btVector3(-10,0,i*0.25),btVector3(10,0,i*0.25),	16,1+2);
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| 	btSoftBody* psb  = 0;
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| 	btSoftBodyWorldInfo& worldInfo = m_cci.m_physicsEnv->getDynamicsWorld()->getWorldInfo();
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| 
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| 	if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE) {
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| 		btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
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| 		{
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| 			int nvertices = convexHull->getNumPoints();
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| 			const btVector3* vertices = convexHull->getPoints();
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| 
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| 			HullDesc		hdsc(QF_TRIANGLES,nvertices,vertices);
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| 			HullResult		hres;
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| 			HullLibrary		hlib;  /*??*/
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| 			hdsc.mMaxVertices=nvertices;
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| 			hlib.CreateConvexHull(hdsc,hres);
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| 			
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| 			psb = new btSoftBody(&worldInfo, (int)hres.mNumOutputVertices,
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| 			                     &hres.m_OutputVertices[0], 0);
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| 			for (int i = 0; i < (int)hres.mNumFaces; ++i) {
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| 				const unsigned int idx[3] = {hres.m_Indices[i * 3 + 0],
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| 				                             hres.m_Indices[i * 3 + 1],
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| 				                             hres.m_Indices[i * 3 + 2]};
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| 				if (idx[0] < idx[1]) psb->appendLink(idx[0], idx[1]);
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| 				if (idx[1] < idx[2]) psb->appendLink(idx[1], idx[2]);
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| 				if (idx[2] < idx[0]) psb->appendLink(idx[2], idx[0]);
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| 				psb->appendFace(idx[0], idx[1], idx[2]);
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| 			}
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| 			hlib.ReleaseResult(hres);
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| 		}
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| 	}
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| 	else {
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| 		int numtris = 0;
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| 		if (m_cci.m_collisionShape->getShapeType() ==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
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| 		{
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| 			btScaledBvhTriangleMeshShape* scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
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| 			btBvhTriangleMeshShape* trimeshshape = scaledtrimeshshape->getChildShape();
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| 
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| 			///only deal with meshes that have 1 sub part/component, for now
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| 			if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
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| 			{
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| 				unsigned char* vertexBase;
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| 				btScalar* scaledVertexBase;
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| 				btVector3 localScaling;
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| 				PHY_ScalarType vertexType;
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| 				int numverts;
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| 				int vertexstride;
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| 				unsigned char* indexbase;
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| 				int indexstride;
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| 				PHY_ScalarType indexType;
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| 				trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
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| 				localScaling = scaledtrimeshshape->getLocalScaling();
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| 				scaledVertexBase = new btScalar[numverts*3];
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| 				for (int i=0; i<numverts*3; i+=3)
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| 				{
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| 					scaledVertexBase[i] = ((const btScalar*)vertexBase)[i] * localScaling.getX();
 | |
| 					scaledVertexBase[i+1] = ((const btScalar*)vertexBase)[i+1] * localScaling.getY();
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| 					scaledVertexBase[i+2] = ((const btScalar*)vertexBase)[i+2] * localScaling.getZ();
 | |
| 				}
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| 				psb = btSoftBodyHelpers::CreateFromTriMesh(worldInfo,scaledVertexBase,(const int*)indexbase,numtris,false);
 | |
| 				delete [] scaledVertexBase;
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| 			}
 | |
| 		} else
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| 		{
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| 			btTriangleMeshShape* trimeshshape = (btTriangleMeshShape*) m_cci.m_collisionShape;
 | |
| 			///only deal with meshes that have 1 sub part/component, for now
 | |
| 			if (trimeshshape->getMeshInterface()->getNumSubParts()==1)
 | |
| 			{
 | |
| 				unsigned char* vertexBase;
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| 				PHY_ScalarType vertexType;
 | |
| 				int numverts;
 | |
| 				int vertexstride;
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| 				unsigned char* indexbase;
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| 				int indexstride;
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| 				PHY_ScalarType indexType;
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| 				trimeshshape->getMeshInterface()->getLockedVertexIndexBase(&vertexBase,numverts,vertexType,vertexstride,&indexbase,indexstride,numtris,indexType);
 | |
| 				
 | |
| 				psb = btSoftBodyHelpers::CreateFromTriMesh(worldInfo,(const btScalar*)vertexBase,(const int*)indexbase,numtris,false);
 | |
| 			}
 | |
| 		}
 | |
| 		// store face tag so that we can find our original face when doing ray casting
 | |
| 		btSoftBody::Face* ft;
 | |
| 		int i;
 | |
| 		for (i=0, ft=&psb->m_faces[0]; i<numtris; ++i, ++ft)
 | |
| 		{
 | |
| 			// Hack!! use m_tag to store the face number, normally it is a pointer
 | |
| 			// add 1 to make sure it is never 0
 | |
| 			ft->m_tag = (void*)((uintptr_t)(i+1));
 | |
| 		}
 | |
| 	}
 | |
| 	if (m_cci.m_margin > 0.f)
 | |
| 	{
 | |
| 		psb->getCollisionShape()->setMargin(m_cci.m_margin);
 | |
| 		psb->updateBounds();
 | |
| 	}
 | |
| 	m_object = psb;
 | |
| 	
 | |
| 	//btSoftBody::Material*	pm=psb->appendMaterial();
 | |
| 	btSoftBody::Material*	pm=psb->m_materials[0];
 | |
| 	pm->m_kLST				=	m_cci.m_soft_linStiff;
 | |
| 	pm->m_kAST				=	m_cci.m_soft_angStiff;
 | |
| 	pm->m_kVST				=	m_cci.m_soft_volume;
 | |
| 	psb->m_cfg.collisions = 0;
 | |
| 
 | |
| 	if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
 | |
| 	{
 | |
| 		psb->m_cfg.collisions	+=	btSoftBody::fCollision::CL_RS;
 | |
| 	} else
 | |
| 	{
 | |
| 		psb->m_cfg.collisions	+=	btSoftBody::fCollision::SDF_RS;
 | |
| 	}
 | |
| 	if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
 | |
| 	{
 | |
| 		psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
 | |
| 	} else
 | |
| 	{
 | |
| 		psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL;		/* Soft vs rigid hardness [0,1] (cluster only) */
 | |
| 	psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL;		/* Soft vs kinetic hardness [0,1] (cluster only) */
 | |
| 	psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL;		/* Soft vs soft hardness [0,1] (cluster only) */
 | |
| 	psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
 | |
| 
 | |
| 	psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
 | |
| 	psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
 | |
| 	psb->m_cfg.kVCF = m_cci.m_soft_kVCF;			/* Velocities correction factor (Baumgarte) */
 | |
| 	psb->m_cfg.kDP = m_cci.m_soft_kDP;			/* Damping coefficient [0,1] */
 | |
| 
 | |
| 	psb->m_cfg.kDG = m_cci.m_soft_kDG;			/* Drag coefficient [0,+inf] */
 | |
| 	psb->m_cfg.kLF = m_cci.m_soft_kLF;			/* Lift coefficient [0,+inf] */
 | |
| 	psb->m_cfg.kPR = m_cci.m_soft_kPR;			/* Pressure coefficient [-inf,+inf] */
 | |
| 	psb->m_cfg.kVC = m_cci.m_soft_kVC;			/* Volume conversation coefficient [0,+inf] */
 | |
| 
 | |
| 	psb->m_cfg.kDF = m_cci.m_soft_kDF;			/* Dynamic friction coefficient [0,1] */
 | |
| 	psb->m_cfg.kMT = m_cci.m_soft_kMT;			/* Pose matching coefficient [0,1] */
 | |
| 	psb->m_cfg.kCHR = m_cci.m_soft_kCHR;			/* Rigid contacts hardness [0,1] */
 | |
| 	psb->m_cfg.kKHR = m_cci.m_soft_kKHR;			/* Kinetic contacts hardness [0,1] */
 | |
| 
 | |
| 	psb->m_cfg.kSHR = m_cci.m_soft_kSHR;			/* Soft contacts hardness [0,1] */
 | |
| 	psb->m_cfg.kAHR = m_cci.m_soft_kAHR;			/* Anchors hardness [0,1] */
 | |
| 
 | |
| 	if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
 | |
| 	{
 | |
| 		psb->generateBendingConstraints(2,pm);
 | |
| 	}
 | |
| 
 | |
| 	psb->m_cfg.piterations = m_cci.m_soft_piterations;
 | |
| 	psb->m_cfg.viterations = m_cci.m_soft_viterations;
 | |
| 	psb->m_cfg.diterations = m_cci.m_soft_diterations;
 | |
| 	psb->m_cfg.citerations = m_cci.m_soft_citerations;
 | |
| 
 | |
| 	if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
 | |
| 	{
 | |
| 		psb->setPose(false,true);//
 | |
| 	} else
 | |
| 	{
 | |
| 		psb->setPose(true,false);
 | |
| 	}
 | |
| 	
 | |
| 	psb->randomizeConstraints();
 | |
| 
 | |
| 	if (m_cci.m_soft_collisionflags & (CCD_BSB_COL_CL_RS+CCD_BSB_COL_CL_SS))
 | |
| 	{
 | |
| 		psb->generateClusters(m_cci.m_soft_numclusteriterations);
 | |
| 	}
 | |
| 
 | |
| 	psb->setTotalMass(m_cci.m_mass);
 | |
| 	
 | |
| 	psb->setCollisionFlags(0);
 | |
| 
 | |
| 	///create a mapping between graphics mesh vertices and soft body vertices
 | |
| 	{
 | |
| 		RAS_MeshObject* rasMesh= GetShapeInfo()->GetMesh();
 | |
| 
 | |
| 		if (rasMesh && !m_softbodyMappingDone)
 | |
| 		{
 | |
| 			//printf("apply\n");
 | |
| 			RAS_MeshSlot::iterator it;
 | |
| 			RAS_MeshMaterial *mmat;
 | |
| 			RAS_MeshSlot *slot;
 | |
| 			size_t i;
 | |
| 
 | |
| 			//for each material
 | |
| 			for (int m=0;m<rasMesh->NumMaterials();m++)
 | |
| 			{
 | |
| 				mmat = rasMesh->GetMeshMaterial(m);
 | |
| 
 | |
| 				slot = mmat->m_baseslot;
 | |
| 				for (slot->begin(it); !slot->end(it); slot->next(it))
 | |
| 				{
 | |
| 					int index = 0;
 | |
| 					for (i=it.startvertex; i<it.endvertex; i++,index++) 
 | |
| 					{
 | |
| 						RAS_TexVert* vertex = &it.vertex[i];
 | |
| 						//search closest index, and store it in vertex
 | |
| 						vertex->setSoftBodyIndex(0);
 | |
| 						btScalar maxDistSqr = 1e30;
 | |
| 						btSoftBody::tNodeArray&   nodes(psb->m_nodes);
 | |
| 						btVector3 xyz = btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
 | |
| 						for (int n=0;n<nodes.size();n++)
 | |
| 						{
 | |
| 							btScalar distSqr = (nodes[n].m_x - xyz).length2();
 | |
| 							if (distSqr<maxDistSqr)
 | |
| 							{
 | |
| 								maxDistSqr = distSqr;
 | |
| 								
 | |
| 								vertex->setSoftBodyIndex(n);
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	m_softbodyMappingDone = true;
 | |
| 
 | |
| 	btTransform startTrans;
 | |
| 	rbci.m_motionState->getWorldTransform(startTrans);
 | |
| 
 | |
| 	m_MotionState->setWorldPosition(startTrans.getOrigin().getX(),startTrans.getOrigin().getY(),startTrans.getOrigin().getZ());
 | |
| 	m_MotionState->setWorldOrientation(0,0,0,1);
 | |
| 
 | |
| 	if (!m_prototypeTransformInitialized)
 | |
| 	{
 | |
| 		m_prototypeTransformInitialized = true;
 | |
| 		m_softBodyTransformInitialized = true;
 | |
| 		psb->transform(startTrans);
 | |
| 	}
 | |
| 	m_object->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
 | |
| 	if (m_cci.m_do_anisotropic)
 | |
| 		m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool CcdPhysicsController::CreateCharacterController()
 | |
| {
 | |
| 	if (!m_cci.m_bCharacter)
 | |
| 		return false;
 | |
|  
 | |
| 	m_object = new btPairCachingGhostObject();
 | |
| 	m_object->setCollisionShape(m_collisionShape);
 | |
| 	m_object->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
 | |
| 
 | |
| 	btTransform trans;
 | |
| 	m_bulletMotionState->getWorldTransform(trans);
 | |
| 	m_object->setWorldTransform(trans);
 | |
| 
 | |
| 	m_characterController = new BlenderBulletCharacterController(m_bulletMotionState,(btPairCachingGhostObject*)m_object,(btConvexShape*)m_collisionShape,m_cci.m_stepHeight);
 | |
| 
 | |
| 	m_characterController->setJumpSpeed(m_cci.m_jumpSpeed);
 | |
| 	m_characterController->setFallSpeed(m_cci.m_fallSpeed);
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void CcdPhysicsController::CreateRigidbody()
 | |
| {
 | |
| 
 | |
| 	//btTransform trans = GetTransformFromMotionState(m_MotionState);
 | |
| 	m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
 | |
| 
 | |
| 	///either create a btCollisionObject, btRigidBody or btSoftBody
 | |
| 	if (CreateSoftbody() || CreateCharacterController())
 | |
| 		// soft body created, done
 | |
| 		return;
 | |
| 
 | |
| 	//create a rgid collision object
 | |
| 	btRigidBody::btRigidBodyConstructionInfo rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 	rbci.m_linearDamping = m_cci.m_linearDamping;
 | |
| 	rbci.m_angularDamping = m_cci.m_angularDamping;
 | |
| 	rbci.m_friction = m_cci.m_friction;
 | |
| 	rbci.m_restitution = m_cci.m_restitution;
 | |
| 	m_object = new btRigidBody(rbci);
 | |
| 	
 | |
| 	//
 | |
| 	// init the rigidbody properly
 | |
| 	//
 | |
| 	
 | |
| 	//setMassProps this also sets collisionFlags
 | |
| 	//convert collision flags!
 | |
| 	//special case: a near/radar sensor controller should not be defined static or it will
 | |
| 	//generate loads of static-static collision messages on the console
 | |
| 	if (m_cci.m_bSensor)
 | |
| 	{
 | |
| 		// reset the flags that have been set so far
 | |
| 		GetCollisionObject()->setCollisionFlags(0);
 | |
| 		// sensor must never go to sleep: they need to detect continously
 | |
| 		GetCollisionObject()->setActivationState(DISABLE_DEACTIVATION);
 | |
| 	}
 | |
| 	GetCollisionObject()->setCollisionFlags(m_object->getCollisionFlags() | m_cci.m_collisionFlags);
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 
 | |
| 	if (body)
 | |
| 	{
 | |
| 		body->setGravity( m_cci.m_gravity);
 | |
| 		body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
 | |
| 
 | |
| 		if (!m_cci.m_bRigid)
 | |
| 		{
 | |
| 			body->setAngularFactor(0.f);
 | |
| 		}
 | |
| 		body->setContactProcessingThreshold(m_cci.m_contactProcessingThreshold);
 | |
| 		body->setSleepingThresholds(gLinearSleepingTreshold, gAngularSleepingTreshold);
 | |
| 
 | |
| 	}
 | |
| 	if (m_object && m_cci.m_do_anisotropic)
 | |
| 	{
 | |
| 		m_object->setAnisotropicFriction(m_cci.m_anisotropicFriction);
 | |
| 	}
 | |
| 		
 | |
| }
 | |
| 
 | |
| static void DeleteBulletShape(btCollisionShape* shape, bool free)
 | |
| {
 | |
| 	if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
 | |
| 	{
 | |
| 		// shapes based on meshes use an interface that contains the vertices.
 | |
| 		btTriangleMeshShape* meshShape = static_cast<btTriangleMeshShape*>(shape);
 | |
| 		btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
 | |
| 		if (meshInterface)
 | |
| 			delete meshInterface;
 | |
| 	}
 | |
| 	else if (shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
 | |
| 	{
 | |
| 		btGImpactMeshShape* meshShape = static_cast<btGImpactMeshShape*>(shape);
 | |
| 		btStridingMeshInterface* meshInterface = meshShape->getMeshInterface();
 | |
| 		if (meshInterface)
 | |
| 			delete meshInterface;
 | |
| 	}
 | |
| 	if (free) {
 | |
| 		delete shape;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool CcdPhysicsController::DeleteControllerShape( )
 | |
| {
 | |
| 	if (m_collisionShape)
 | |
| 	{
 | |
| 		// collision shape is always unique to the controller, can delete it here
 | |
| 		if (m_collisionShape->isCompound())
 | |
| 		{
 | |
| 			// bullet does not delete the child shape, must do it here
 | |
| 			btCompoundShape* compoundShape = (btCompoundShape*)m_collisionShape;
 | |
| 			int numChild = compoundShape->getNumChildShapes();
 | |
| 			for (int i=numChild-1 ; i >= 0; i--)
 | |
| 			{
 | |
| 				btCollisionShape* childShape = compoundShape->getChildShape(i);
 | |
| 				DeleteBulletShape(childShape, true);
 | |
| 			}
 | |
| 		}
 | |
| 		DeleteBulletShape(m_collisionShape, true);
 | |
| 
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool CcdPhysicsController::ReplaceControllerShape(btCollisionShape *newShape)
 | |
| {
 | |
| 	
 | |
| 	/* Note, deleting the previous collision shape must be done already */
 | |
| 	/* if (m_collisionShape) DeleteControllerShape(); */
 | |
| 
 | |
| 	m_object->setCollisionShape(newShape);
 | |
| 	m_collisionShape= newShape;
 | |
| 	m_cci.m_collisionShape= newShape;
 | |
| 	
 | |
| 	if (GetSoftBody()) {
 | |
| 		// soft body must be recreated
 | |
| 		m_cci.m_physicsEnv->removeCcdPhysicsController(this);
 | |
| 		delete m_object;
 | |
| 		m_object = NULL;
 | |
| 		// force complete reinitialization
 | |
| 		m_softbodyMappingDone = false;
 | |
| 		m_prototypeTransformInitialized = false;
 | |
| 		m_softBodyTransformInitialized = false;
 | |
| 		CreateSoftbody();
 | |
| 		assert(m_object);
 | |
| 		// reinsert the new body
 | |
| 		m_cci.m_physicsEnv->addCcdPhysicsController(this);
 | |
| 	}
 | |
| 	
 | |
| 	/* Copied from CcdPhysicsEnvironment::addCcdPhysicsController() */
 | |
| 	
 | |
| 	/* without this, an object can rest on the old physics mesh
 | |
| 	 * and not move to account for the physics mesh, even with 'nosleep' */ 
 | |
| 	btSoftRigidDynamicsWorld* dw= GetPhysicsEnvironment()->getDynamicsWorld();
 | |
| 	btCollisionObjectArray &obarr= dw->getCollisionObjectArray();
 | |
| 	btCollisionObject *ob;
 | |
| 	btBroadphaseProxy* proxy;
 | |
| 
 | |
| 	for (int i= 0; i < obarr.size(); i++) {
 | |
| 		ob= obarr[i];
 | |
| 		if (ob->getCollisionShape() == newShape) {
 | |
| 			proxy = ob->getBroadphaseHandle();
 | |
| 			
 | |
| 			if (proxy)
 | |
| 				dw->getPairCache()->cleanProxyFromPairs(proxy,dw->getDispatcher());
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| CcdPhysicsController::~CcdPhysicsController()
 | |
| {
 | |
| 	//will be reference counted, due to sharing
 | |
| 	if (m_cci.m_physicsEnv)
 | |
| 		m_cci.m_physicsEnv->removeCcdPhysicsController(this);
 | |
| 
 | |
| 	if (m_MotionState)
 | |
| 		delete m_MotionState;
 | |
| 	if (m_bulletMotionState)
 | |
| 		delete m_bulletMotionState;
 | |
| 	if (m_characterController)
 | |
| 		delete m_characterController;
 | |
| 	delete m_object;
 | |
| 
 | |
| 	DeleteControllerShape();
 | |
| 
 | |
| 	if (m_shapeInfo)
 | |
| 	{
 | |
| 		m_shapeInfo->Release();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
 | |
|  */
 | |
| bool		CcdPhysicsController::SynchronizeMotionStates(float time)
 | |
| {
 | |
| 	//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
 | |
| 
 | |
| 	btSoftBody* sb = GetSoftBody();
 | |
| 	if (sb)
 | |
| 	{
 | |
| 		if (sb->m_pose.m_bframe) 
 | |
| 		{
 | |
| 			btVector3 worldPos = sb->m_pose.m_com;
 | |
| 			btQuaternion worldquat;
 | |
| 			btMatrix3x3	trs = sb->m_pose.m_rot*sb->m_pose.m_scl;
 | |
| 			trs.getRotation(worldquat);
 | |
| 			m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
 | |
| 			m_MotionState->setWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
 | |
| 		}
 | |
| 		else 
 | |
| 		{
 | |
| 			btVector3 aabbMin,aabbMax;
 | |
| 			sb->getAabb(aabbMin,aabbMax);
 | |
| 			btVector3 worldPos  = (aabbMax+aabbMin)*0.5f;
 | |
| 			m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
 | |
| 		}
 | |
| 		m_MotionState->calculateWorldTransformations();
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 
 | |
| 	if (body && !body->isStaticObject())
 | |
| 	{
 | |
| 		
 | |
| 		if ((m_cci.m_clamp_vel_max>0.0) || (m_cci.m_clamp_vel_min>0.0))
 | |
| 		{
 | |
| 			const btVector3& linvel = body->getLinearVelocity();
 | |
| 			float len= linvel.length();
 | |
| 			
 | |
| 			if ((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max))
 | |
| 					body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len));
 | |
| 			
 | |
| 			else if ((m_cci.m_clamp_vel_min>0.0) && btFuzzyZero(len)==0 && (len < m_cci.m_clamp_vel_min))
 | |
| 				body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
 | |
| 		}
 | |
| 		
 | |
| 		const btTransform& xform = body->getCenterOfMassTransform();
 | |
| 		const btMatrix3x3& worldOri = xform.getBasis();
 | |
| 		const btVector3& worldPos = xform.getOrigin();
 | |
| 		float ori[12];
 | |
| 		worldOri.getOpenGLSubMatrix(ori);
 | |
| 		m_MotionState->setWorldOrientation(ori);
 | |
| 		m_MotionState->setWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
 | |
| 		m_MotionState->calculateWorldTransformations();
 | |
| 
 | |
| 		float scale[3];
 | |
| 		m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
 | |
| 		btVector3 scaling(scale[0],scale[1],scale[2]);
 | |
| 		GetCollisionShape()->setLocalScaling(scaling);
 | |
| 	} else
 | |
| 	{
 | |
| 		btVector3 worldPos;
 | |
| 		btQuaternion worldquat;
 | |
| 
 | |
| /*		m_MotionState->getWorldPosition(worldPos[0],worldPos[1],worldPos[2]);
 | |
| 		m_MotionState->getWorldOrientation(worldquat[0],worldquat[1],worldquat[2],worldquat[3]);
 | |
| 		btTransform oldTrans = m_body->getCenterOfMassTransform();
 | |
| 		btTransform newTrans(worldquat,worldPos);
 | |
| 				
 | |
| 		SetCenterOfMassTransform(newTrans);
 | |
| 		//need to keep track of previous position for friction effects...
 | |
| 		
 | |
| 		m_MotionState->calculateWorldTransformations();
 | |
| */
 | |
| 		float scale[3];
 | |
| 		m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
 | |
| 		btVector3 scaling(scale[0],scale[1],scale[2]);
 | |
| 		GetCollisionShape()->setLocalScaling(scaling);
 | |
| 	}
 | |
| 	return true;
 | |
| 
 | |
| }
 | |
| 
 | |
| 		/**
 | |
| 		 * WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
 | |
| 		 */
 | |
| 		
 | |
| void		CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
 | |
| {
 | |
| 	btTransform& xform = CcdPhysicsController::GetTransformFromMotionState(m_MotionState);
 | |
| 	SetCenterOfMassTransform(xform);
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::WriteDynamicsToMotionState()
 | |
| {
 | |
| }
 | |
| 		// controller replication
 | |
| void		CcdPhysicsController::PostProcessReplica(class PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
 | |
| {
 | |
| 	
 | |
| 	m_softBodyTransformInitialized=false;
 | |
| 	m_MotionState = motionstate;
 | |
| 	m_registerCount = 0;
 | |
| 	m_collisionShape = NULL;
 | |
| 
 | |
| 	// always create a new shape to avoid scaling bug
 | |
| 	if (m_shapeInfo)
 | |
| 	{
 | |
| 		m_shapeInfo->AddRef();
 | |
| 		m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
 | |
| 
 | |
| 		if (m_collisionShape)
 | |
| 		{
 | |
| 			// new shape has no scaling, apply initial scaling
 | |
| 			//m_collisionShape->setMargin(m_cci.m_margin);
 | |
| 			m_collisionShape->setLocalScaling(m_cci.m_scaling);
 | |
| 			
 | |
| 			if (m_cci.m_mass)
 | |
| 				m_collisionShape->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// load some characterists that are not 
 | |
| 	btRigidBody* oldbody = GetRigidBody();
 | |
| 	m_object = 0;
 | |
| 	CreateRigidbody();
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		if (m_cci.m_mass)
 | |
| 		{
 | |
| 			body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 		}
 | |
| 
 | |
| 		if (oldbody)
 | |
| 		{
 | |
| 			body->setLinearFactor(oldbody->getLinearFactor());
 | |
| 			body->setAngularFactor(oldbody->getAngularFactor());
 | |
| 			if (oldbody->getActivationState() == DISABLE_DEACTIVATION)
 | |
| 				body->setActivationState(DISABLE_DEACTIVATION);
 | |
| 		}
 | |
| 	}
 | |
| 	// sensor object are added when needed
 | |
| 	if (!m_cci.m_bSensor)
 | |
| 		m_cci.m_physicsEnv->addCcdPhysicsController(this);
 | |
| 
 | |
| 
 | |
| /*	SM_Object* dynaparent=0;
 | |
| 	SumoPhysicsController* sumoparentctrl = (SumoPhysicsController* )parentctrl;
 | |
| 	
 | |
| 	if (sumoparentctrl)
 | |
| 	{
 | |
| 		dynaparent = sumoparentctrl->GetSumoObject();
 | |
| 	}
 | |
| 	
 | |
| 	SM_Object* orgsumoobject = m_sumoObj;
 | |
| 	
 | |
| 	
 | |
| 	m_sumoObj	=	new SM_Object(
 | |
| 		orgsumoobject->getShapeHandle(), 
 | |
| 		orgsumoobject->getMaterialProps(),
 | |
| 		orgsumoobject->getShapeProps(),
 | |
| 		dynaparent);
 | |
| 	
 | |
| 	m_sumoObj->setRigidBody(orgsumoobject->isRigidBody());
 | |
| 	
 | |
| 	m_sumoObj->setMargin(orgsumoobject->getMargin());
 | |
| 	m_sumoObj->setPosition(orgsumoobject->getPosition());
 | |
| 	m_sumoObj->setOrientation(orgsumoobject->getOrientation());
 | |
| 	//if it is a dyna, register for a callback
 | |
| 	m_sumoObj->registerCallback(*this);
 | |
| 	
 | |
| 	m_sumoScene->add(* (m_sumoObj));
 | |
| 	*/
 | |
| 
 | |
| 
 | |
| 
 | |
| }
 | |
| 
 | |
| void	CcdPhysicsController::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)
 | |
| {
 | |
| 	// can safely assume CCD environment
 | |
| 	CcdPhysicsEnvironment *physicsEnv = static_cast<CcdPhysicsEnvironment*>(env);
 | |
| 
 | |
| 	if (m_cci.m_physicsEnv != physicsEnv) 
 | |
| 	{
 | |
| 		// since the environment is changing, we must also move the controler to the
 | |
| 		// new environment. Note that we don't handle sensor explicitly: this
 | |
| 		// function can be called on sensor but only when they are not registered
 | |
| 		if (m_cci.m_physicsEnv->removeCcdPhysicsController(this))
 | |
| 		{
 | |
| 			physicsEnv->addCcdPhysicsController(this);
 | |
| 
 | |
| 			// Set the object to be active so it can at least by evaluated once.
 | |
| 			// This fixes issues with static objects not having their physics meshes
 | |
| 			// in the right spot when lib loading.
 | |
| 			this->GetCollisionObject()->setActivationState(ACTIVE_TAG);
 | |
| 		}
 | |
| 		m_cci.m_physicsEnv = physicsEnv;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void	CcdPhysicsController::SetCenterOfMassTransform(btTransform& xform)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		body->setCenterOfMassTransform(xform);
 | |
| 	} else
 | |
| 	{
 | |
| 		//either collision object or soft body?
 | |
| 		if (GetSoftBody())
 | |
| 		{
 | |
| 
 | |
| 		} else
 | |
| 		{
 | |
| 
 | |
| 			if (m_object->isStaticOrKinematicObject())
 | |
| 			{
 | |
| 				m_object->setInterpolationWorldTransform(m_object->getWorldTransform());
 | |
| 			} else
 | |
| 			{
 | |
| 				m_object->setInterpolationWorldTransform(xform);
 | |
| 			}
 | |
| 			if (body)
 | |
| 			{
 | |
| 				body->setInterpolationLinearVelocity(body->getLinearVelocity());
 | |
| 				body->setInterpolationAngularVelocity(body->getAngularVelocity());
 | |
| 				body->updateInertiaTensor();
 | |
| 			}
 | |
| 			m_object->setWorldTransform(xform);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 		// kinematic methods
 | |
| void		CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			// kinematic object should not set the transform, it disturbs the velocity interpolation
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		btVector3 dloc(dlocX,dlocY,dlocZ);
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 	
 | |
| 		if (local)
 | |
| 			dloc = xform.getBasis()*dloc;
 | |
| 
 | |
| 		xform.setOrigin(xform.getOrigin() + dloc);
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::SetWalkDirection(float dirX,float dirY,float dirZ,bool local)
 | |
| {
 | |
| 
 | |
| 	if (m_object && m_characterController)
 | |
| 	{
 | |
| 		btVector3 dir(dirX,dirY,dirZ);
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 
 | |
| 		if (local)
 | |
| 			dir = xform.getBasis()*dir;
 | |
| 
 | |
| 		m_characterController->setWalkDirection(dir/GetPhysicsEnvironment()->getNumTimeSubSteps());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::RelativeRotate(const float rotval[9],bool local)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			// kinematic object should not set the transform, it disturbs the velocity interpolation
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		btMatrix3x3 drotmat(rotval[0], rotval[3], rotval[6],
 | |
| 		                    rotval[1], rotval[4], rotval[7],
 | |
| 		                    rotval[2], rotval[5], rotval[8]);
 | |
| 
 | |
| 
 | |
| 		btMatrix3x3 currentOrn;
 | |
| 		GetWorldOrientation(currentOrn);
 | |
| 
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 		
 | |
| 		xform.setBasis(xform.getBasis()*(local ? 
 | |
| 		drotmat : (currentOrn.inverse() * drotmat * currentOrn)));
 | |
| 
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void CcdPhysicsController::GetWorldOrientation(btMatrix3x3& mat)
 | |
| {
 | |
| 	float ori[12];
 | |
| 	m_MotionState->getWorldOrientation(ori);
 | |
| 	mat.setFromOpenGLSubMatrix(ori);
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
 | |
| {
 | |
| 	btQuaternion q = m_object->getWorldTransform().getRotation();
 | |
| 	quatImag0 = q[0];
 | |
| 	quatImag1 = q[1];
 | |
| 	quatImag2 = q[2];
 | |
| 	quatReal = q[3];
 | |
| }
 | |
| void		CcdPhysicsController::setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			// kinematic object should not set the transform, it disturbs the velocity interpolation
 | |
| 			return;
 | |
| 		}
 | |
| 		// not required
 | |
| 		//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
 | |
| 		btTransform xform  = m_object->getWorldTransform();
 | |
| 		xform.setRotation(btQuaternion(quatImag0,quatImag1,quatImag2,quatReal));
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 		// not required
 | |
| 		//m_bulletMotionState->setWorldTransform(xform);
 | |
| 		
 | |
| 		
 | |
| 
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void CcdPhysicsController::setWorldOrientation(const btMatrix3x3& orn)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject() && !m_cci.m_bSensor)
 | |
| 		{
 | |
| 			m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 		}
 | |
| 		// not required
 | |
| 		//m_MotionState->setWorldOrientation(quatImag0,quatImag1,quatImag2,quatReal);
 | |
| 		btTransform xform  = m_object->getWorldTransform();
 | |
| 		xform.setBasis(orn);
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 		// not required
 | |
| 		//m_bulletMotionState->setWorldTransform(xform);
 | |
| 		//only once!
 | |
| 		if (!m_softBodyTransformInitialized && GetSoftBody())
 | |
| 		{
 | |
| 			m_softbodyStartTrans.setBasis(orn);
 | |
| 			xform.setOrigin(m_softbodyStartTrans.getOrigin());
 | |
| 			GetSoftBody()->transform(xform);
 | |
| 			m_softBodyTransformInitialized = true;
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::setPosition(float posX,float posY,float posZ)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			// kinematic object should not set the transform, it disturbs the velocity interpolation
 | |
| 			return;
 | |
| 		}
 | |
| 		// not required, this function is only used to update the physic controller
 | |
| 		//m_MotionState->setWorldPosition(posX,posY,posZ);
 | |
| 		btTransform xform  = m_object->getWorldTransform();
 | |
| 		xform.setOrigin(btVector3(posX,posY,posZ));
 | |
| 		SetCenterOfMassTransform(xform);
 | |
| 		if (!m_softBodyTransformInitialized)
 | |
| 			m_softbodyStartTrans.setOrigin(xform.getOrigin());
 | |
| 		// not required
 | |
| 		//m_bulletMotionState->setWorldTransform(xform);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void CcdPhysicsController::forceWorldTransform(const btMatrix3x3& mat, const btVector3& pos)
 | |
| {
 | |
| 	if (m_object)
 | |
| 	{
 | |
| 		btTransform& xform = m_object->getWorldTransform();
 | |
| 		xform.setBasis(mat);
 | |
| 		xform.setOrigin(pos);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void		CcdPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
 | |
| {
 | |
| }
 | |
| 
 | |
| void 		CcdPhysicsController::getPosition(MT_Vector3&	pos) const
 | |
| {
 | |
| 	const btTransform& xform = m_object->getWorldTransform();
 | |
| 	pos[0] = xform.getOrigin().x();
 | |
| 	pos[1] = xform.getOrigin().y();
 | |
| 	pos[2] = xform.getOrigin().z();
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
 | |
| {
 | |
| 	if (!btFuzzyZero(m_cci.m_scaling.x()-scaleX) ||
 | |
| 		!btFuzzyZero(m_cci.m_scaling.y()-scaleY) ||
 | |
| 		!btFuzzyZero(m_cci.m_scaling.z()-scaleZ))
 | |
| 	{
 | |
| 		m_cci.m_scaling = btVector3(scaleX,scaleY,scaleZ);
 | |
| 
 | |
| 		if (m_object && m_object->getCollisionShape())
 | |
| 		{
 | |
| 			m_object->activate(true); // without this, sleeping objects scale wont be applied in bullet if python changes the scale - Campbell.
 | |
| 			m_object->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
 | |
| 			
 | |
| 			//printf("no inertia recalc for fixed objects with mass=0\n");
 | |
| 			btRigidBody* body = GetRigidBody();
 | |
| 			if (body && m_cci.m_mass)
 | |
| 			{
 | |
| 				body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
 | |
| 				body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
 | |
| 			} 
 | |
| 			
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 		
 | |
| 		// physics methods
 | |
| void		CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torqueZ,bool local)
 | |
| {
 | |
| 	btVector3 torque(torqueX,torqueY,torqueZ);
 | |
| 	btTransform xform = m_object->getWorldTransform();
 | |
| 	
 | |
| 
 | |
| 	if (m_object && torque.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		m_object->activate();
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			return;
 | |
| 		}
 | |
| 		if (local)
 | |
| 		{
 | |
| 			torque	= xform.getBasis()*torque;
 | |
| 		}
 | |
| 		if (body)
 | |
| 		{
 | |
| 			if 	(m_cci.m_bRigid)
 | |
| 			{
 | |
| 				body->applyTorque(torque);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				//workaround for incompatibility between 'DYNAMIC' game object, and angular factor
 | |
| 				//a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque
 | |
| 				const btVector3& angFac = body->getAngularFactor();
 | |
| 				btVector3 tmpFac(1,1,1);
 | |
| 				body->setAngularFactor(tmpFac);
 | |
| 				body->applyTorque(torque);
 | |
| 				body->setAngularFactor(angFac);
 | |
| 			} 
 | |
| 		} 
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
 | |
| {
 | |
| 	btVector3 force(forceX,forceY,forceZ);
 | |
| 	
 | |
| 
 | |
| 	if (m_object && force.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		m_object->activate();
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			return;
 | |
| 		}
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 		
 | |
| 		if (local)
 | |
| 		{
 | |
| 			force	= xform.getBasis()*force;
 | |
| 		}
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		if (body)
 | |
| 			body->applyCentralForce(force);
 | |
| 		btSoftBody* soft = GetSoftBody();
 | |
| 		if (soft)
 | |
| 		{
 | |
| 			// the force is applied on each node, must reduce it in the same extend
 | |
| 			if (soft->m_nodes.size() > 0)
 | |
| 				force /= soft->m_nodes.size();
 | |
| 			soft->addForce(force);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| void		CcdPhysicsController::SetAngularVelocity(float ang_velX,float ang_velY,float ang_velZ,bool local)
 | |
| {
 | |
| 	btVector3 angvel(ang_velX,ang_velY,ang_velZ);
 | |
| 	if (m_object && angvel.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			return;
 | |
| 		}
 | |
| 		btTransform xform = m_object->getWorldTransform();
 | |
| 		if (local)
 | |
| 		{
 | |
| 			angvel	= xform.getBasis()*angvel;
 | |
| 		}
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		if (body)
 | |
| 			body->setAngularVelocity(angvel);
 | |
| 	}
 | |
| 
 | |
| }
 | |
| void		CcdPhysicsController::SetLinearVelocity(float lin_velX,float lin_velY,float lin_velZ,bool local)
 | |
| {
 | |
| 
 | |
| 	btVector3 linVel(lin_velX,lin_velY,lin_velZ);
 | |
| 	if (m_object/* && linVel.length2() > (SIMD_EPSILON*SIMD_EPSILON)*/)
 | |
| 	{
 | |
| 		m_object->activate(true);
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		btSoftBody* soft = GetSoftBody();
 | |
| 		if (soft)
 | |
| 		{
 | |
| 			if (local)
 | |
| 			{
 | |
| 				linVel	= m_softbodyStartTrans.getBasis()*linVel;
 | |
| 			}
 | |
| 			soft->setVelocity(linVel);
 | |
| 		} else
 | |
| 		{
 | |
| 			btTransform xform = m_object->getWorldTransform();
 | |
| 			if (local)
 | |
| 			{
 | |
| 				linVel	= xform.getBasis()*linVel;
 | |
| 			}
 | |
| 			btRigidBody* body = GetRigidBody();
 | |
| 			if (body)
 | |
| 				body->setLinearVelocity(linVel);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| void		CcdPhysicsController::applyImpulse(float attachX,float attachY,float attachZ, float impulseX,float impulseY,float impulseZ)
 | |
| {
 | |
| 	btVector3 impulse(impulseX,impulseY,impulseZ);
 | |
| 
 | |
| 	if (m_object && impulse.length2() > (SIMD_EPSILON*SIMD_EPSILON))
 | |
| 	{
 | |
| 		m_object->activate();
 | |
| 		if (m_object->isStaticObject())
 | |
| 		{
 | |
| 			if (!m_cci.m_bSensor)
 | |
| 				m_object->setCollisionFlags(m_object->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		btVector3 pos(attachX,attachY,attachZ);
 | |
| 		btRigidBody* body = GetRigidBody();
 | |
| 		if (body)
 | |
| 			body->applyImpulse(impulse,pos);
 | |
| 			
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::Jump()
 | |
| {
 | |
| 	if (m_object && m_characterController)
 | |
| 		m_characterController->jump();
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::SetActive(bool active)
 | |
| {
 | |
| }
 | |
| 		// reading out information from physics
 | |
| void		CcdPhysicsController::GetLinearVelocity(float& linvX,float& linvY,float& linvZ)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		const btVector3& linvel = body->getLinearVelocity();
 | |
| 		linvX = linvel.x();
 | |
| 		linvY = linvel.y();
 | |
| 		linvZ = linvel.z();
 | |
| 	} else
 | |
| 	{
 | |
| 		linvX = 0.f;
 | |
| 		linvY = 0.f;
 | |
| 		linvZ = 0.f;
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::GetAngularVelocity(float& angVelX,float& angVelY,float& angVelZ)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		const btVector3& angvel= body->getAngularVelocity();
 | |
| 		angVelX = angvel.x();
 | |
| 		angVelY = angvel.y();
 | |
| 		angVelZ = angvel.z();
 | |
| 	} else
 | |
| 	{
 | |
| 		angVelX = 0.f;
 | |
| 		angVelY = 0.f;
 | |
| 		angVelZ = 0.f;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::GetVelocity(const float posX,const float posY,const float posZ,float& linvX,float& linvY,float& linvZ)
 | |
| {
 | |
| 	btVector3 pos(posX,posY,posZ);
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		btVector3 linvel = body->getVelocityInLocalPoint(pos);
 | |
| 		linvX = linvel.x();
 | |
| 		linvY = linvel.y();
 | |
| 		linvZ = linvel.z();
 | |
| 	} else
 | |
| 	{
 | |
| 		linvX = 0.f;
 | |
| 		linvY = 0.f;
 | |
| 		linvZ = 0.f;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::GetWalkDirection(float& dirX,float& dirY,float& dirZ)
 | |
| {
 | |
| 	if (m_object && m_characterController)
 | |
| 	{
 | |
| 		const btVector3 dir = m_characterController->getWalkDirection();
 | |
| 		dirX = dir.x();
 | |
| 		dirY = dir.y();
 | |
| 		dirZ = dir.z();
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		dirX = 0.f;
 | |
| 		dirY = 0.f;
 | |
| 		dirZ = 0.f;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void		CcdPhysicsController::getReactionForce(float& forceX,float& forceY,float& forceZ)
 | |
| {
 | |
| }
 | |
| 
 | |
| 		// dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted 
 | |
| void		CcdPhysicsController::setRigidBody(bool rigid)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		m_cci.m_bRigid = rigid;
 | |
| 		if (!rigid) {
 | |
| 			body->setAngularFactor(0.f);
 | |
| 			body->setAngularVelocity(btVector3(0.f, 0.f, 0.f));
 | |
| 		}
 | |
| 		else
 | |
| 			body->setAngularFactor(m_cci.m_angularFactor);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 		// clientinfo for raycasts for example
 | |
| void*		CcdPhysicsController::getNewClientInfo()
 | |
| {
 | |
| 	return m_newClientInfo;
 | |
| }
 | |
| void		CcdPhysicsController::setNewClientInfo(void* clientinfo)
 | |
| {
 | |
| 	m_newClientInfo = clientinfo;
 | |
| }
 | |
| 
 | |
| 
 | |
| void	CcdPhysicsController::UpdateDeactivation(float timeStep)
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		body->updateDeactivation( timeStep);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool CcdPhysicsController::wantsSleeping()
 | |
| {
 | |
| 	btRigidBody* body = GetRigidBody();
 | |
| 	if (body)
 | |
| 	{
 | |
| 		return body->wantsSleeping();
 | |
| 	}
 | |
| 	//check it out
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| PHY_IPhysicsController*	CcdPhysicsController::GetReplica()
 | |
| {
 | |
| 	// This is used only to replicate Near and Radar sensor controllers
 | |
| 	// The replication of object physics controller is done in KX_BulletPhysicsController::GetReplica()
 | |
| 	CcdConstructionInfo cinfo = m_cci;
 | |
| 	if (m_shapeInfo)
 | |
| 	{
 | |
| 		// This situation does not normally happen
 | |
| 		cinfo.m_collisionShape = m_shapeInfo->CreateBulletShape(m_cci.m_margin, m_cci.m_bGimpact, !m_cci.m_bSoft);
 | |
| 	} 
 | |
| 	else if (m_collisionShape)
 | |
| 	{
 | |
| 		switch (m_collisionShape->getShapeType())
 | |
| 		{
 | |
| 		case SPHERE_SHAPE_PROXYTYPE:
 | |
| 			{
 | |
| 				btSphereShape* orgShape = (btSphereShape*)m_collisionShape;
 | |
| 				cinfo.m_collisionShape = new btSphereShape(*orgShape);
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 		case CONE_SHAPE_PROXYTYPE:
 | |
| 			{
 | |
| 				btConeShape* orgShape = (btConeShape*)m_collisionShape;
 | |
| 				cinfo.m_collisionShape = new btConeShape(*orgShape);
 | |
| 				break;
 | |
| 			}
 | |
| 
 | |
| 		default:
 | |
| 			{
 | |
| 				return 0;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	cinfo.m_MotionState = new DefaultMotionState();
 | |
| 	cinfo.m_shapeInfo = m_shapeInfo;
 | |
| 
 | |
| 	CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
 | |
| 	return replica;
 | |
| }
 | |
| 
 | |
| ///////////////////////////////////////////////////////////
 | |
| ///A small utility class, DefaultMotionState
 | |
| ///
 | |
| ///////////////////////////////////////////////////////////
 | |
| 
 | |
| DefaultMotionState::DefaultMotionState()
 | |
| {
 | |
| 	m_worldTransform.setIdentity();
 | |
| 	m_localScaling.setValue(1.f,1.f,1.f);
 | |
| }
 | |
| 
 | |
| 
 | |
| DefaultMotionState::~DefaultMotionState()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
 | |
| {
 | |
| 	posX = m_worldTransform.getOrigin().x();
 | |
| 	posY = m_worldTransform.getOrigin().y();
 | |
| 	posZ = m_worldTransform.getOrigin().z();
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
 | |
| {
 | |
| 	scaleX = m_localScaling.getX();
 | |
| 	scaleY = m_localScaling.getY();
 | |
| 	scaleZ = m_localScaling.getZ();
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
 | |
| {
 | |
| 	btQuaternion quat = m_worldTransform.getRotation();
 | |
| 	quatIma0 = quat.x();
 | |
| 	quatIma1 = quat.y();
 | |
| 	quatIma2 = quat.z();
 | |
| 	quatReal = quat[3];
 | |
| }
 | |
| 		
 | |
| void	DefaultMotionState::getWorldOrientation(float* ori)
 | |
| {
 | |
| 	m_worldTransform.getBasis().getOpenGLSubMatrix(ori);
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::setWorldOrientation(const float* ori)
 | |
| {
 | |
| 	m_worldTransform.getBasis().setFromOpenGLSubMatrix(ori);
 | |
| }
 | |
| void	DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
 | |
| {
 | |
| 	btVector3 pos(posX,posY,posZ);
 | |
| 	m_worldTransform.setOrigin( pos );
 | |
| }
 | |
| 
 | |
| void	DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
 | |
| {
 | |
| 	btQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
 | |
| 	m_worldTransform.setRotation( orn );
 | |
| }
 | |
| 		
 | |
| void	DefaultMotionState::calculateWorldTransformations()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| // Shape constructor
 | |
| std::map<RAS_MeshObject*, CcdShapeConstructionInfo*> CcdShapeConstructionInfo::m_meshShapeMap;
 | |
| 
 | |
| CcdShapeConstructionInfo* CcdShapeConstructionInfo::FindMesh(RAS_MeshObject* mesh, struct DerivedMesh* dm, bool polytope)
 | |
| {
 | |
| 	if (polytope || dm)
 | |
| 		// not yet supported
 | |
| 		return NULL;
 | |
| 
 | |
| 	std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::const_iterator mit = m_meshShapeMap.find(mesh);
 | |
| 	if (mit != m_meshShapeMap.end())
 | |
| 		return mit->second;
 | |
| 	return NULL;
 | |
| }
 | |
| 
 | |
| bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, bool polytope)
 | |
| {
 | |
| 	int numpolys, numverts;
 | |
| 
 | |
| 	// assume no shape information
 | |
| 	// no support for dynamic change of shape yet
 | |
| 	assert(IsUnused());
 | |
| 	m_shapeType = PHY_SHAPE_NONE;
 | |
| 	m_meshObject = NULL;
 | |
| 	bool free_dm = false;
 | |
| 
 | |
| 	// No mesh object or mesh has no polys
 | |
| 	if (!meshobj || meshobj->HasColliderPolygon()==false) {
 | |
| 		m_vertexArray.clear();
 | |
| 		m_polygonIndexArray.clear();
 | |
| 		m_triFaceArray.clear();
 | |
| 		m_triFaceUVcoArray.clear();
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	if (!dm) {
 | |
| 		free_dm = true;
 | |
| 		dm = CDDM_from_mesh(meshobj->GetMesh(), NULL);
 | |
| 		DM_ensure_tessface(dm);
 | |
| 	}
 | |
| 
 | |
| 	MVert *mvert = dm->getVertArray(dm);
 | |
| 	MFace *mface = dm->getTessFaceArray(dm);
 | |
| 	numpolys = dm->getNumTessFaces(dm);
 | |
| 	numverts = dm->getNumVerts(dm);
 | |
| 	MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE);
 | |
| 
 | |
| 	/* double lookup */
 | |
| 	const int *index_mf_to_mpoly = (const int *)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
 | |
| 	const int *index_mp_to_orig  = (const int *)dm->getPolyDataArray(dm, CD_ORIGINDEX);
 | |
| 	if (index_mf_to_mpoly == NULL) {
 | |
| 		index_mp_to_orig = NULL;
 | |
| 	}
 | |
| 
 | |
| 	m_shapeType = (polytope) ? PHY_SHAPE_POLYTOPE : PHY_SHAPE_MESH;
 | |
| 
 | |
| 	/* Convert blender geometry into bullet mesh, need these vars for mapping */
 | |
| 	vector<bool> vert_tag_array(numverts, false);
 | |
| 	unsigned int tot_bt_verts= 0;
 | |
| 
 | |
| 	if (polytope)
 | |
| 	{
 | |
| 		// Tag verts we're using
 | |
| 		for (int p2=0; p2<numpolys; p2++)
 | |
| 		{
 | |
| 			MFace* mf = &mface[p2];
 | |
| 			const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
 | |
| 			RAS_Polygon* poly = meshobj->GetPolygon(origi);
 | |
| 
 | |
| 			// only add polygons that have the collision flag set
 | |
| 			if (poly->IsCollider())
 | |
| 			{
 | |
| 				if (vert_tag_array[mf->v1] == false) {vert_tag_array[mf->v1] = true; tot_bt_verts++;}
 | |
| 				if (vert_tag_array[mf->v2] == false) {vert_tag_array[mf->v2] = true; tot_bt_verts++;}
 | |
| 				if (vert_tag_array[mf->v3] == false) {vert_tag_array[mf->v3] = true; tot_bt_verts++;}
 | |
| 				if (mf->v4 && vert_tag_array[mf->v4] == false) {vert_tag_array[mf->v4] = true; tot_bt_verts++;}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		m_vertexArray.resize(tot_bt_verts*3);
 | |
| 
 | |
| 		btScalar *bt= &m_vertexArray[0];
 | |
| 
 | |
| 		for (int p2=0; p2<numpolys; p2++)
 | |
| 		{
 | |
| 			MFace* mf = &mface[p2];
 | |
| 			const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
 | |
| 			RAS_Polygon* poly= meshobj->GetPolygon(origi);
 | |
| 
 | |
| 			// only add polygons that have the collisionflag set
 | |
| 			if (poly->IsCollider())
 | |
| 			{
 | |
| 				if (vert_tag_array[mf->v1]==true)
 | |
| 				{
 | |
| 					const float* vtx = mvert[mf->v1].co;
 | |
| 					vert_tag_array[mf->v1] = false;
 | |
| 					*bt++ = vtx[0];
 | |
| 					*bt++ = vtx[1];
 | |
| 					*bt++ = vtx[2];
 | |
| 				}
 | |
| 				if (vert_tag_array[mf->v2]==true)
 | |
| 				{
 | |
| 					const float* vtx = mvert[mf->v2].co;
 | |
| 					vert_tag_array[mf->v2] = false;
 | |
| 					*bt++ = vtx[0];
 | |
| 					*bt++ = vtx[1];
 | |
| 					*bt++ = vtx[2];
 | |
| 				}
 | |
| 				if (vert_tag_array[mf->v3]==true)
 | |
| 				{
 | |
| 					const float* vtx = mvert[mf->v3].co;
 | |
| 					vert_tag_array[mf->v3] = false;
 | |
| 					*bt++ = vtx[0];
 | |
| 					*bt++ = vtx[1];
 | |
| 					*bt++ = vtx[2];
 | |
| 				}
 | |
| 				if (mf->v4 && vert_tag_array[mf->v4]==true)
 | |
| 				{
 | |
| 					const float* vtx = mvert[mf->v4].co;
 | |
| 					vert_tag_array[mf->v4] = false;
 | |
| 					*bt++ = vtx[0];
 | |
| 					*bt++ = vtx[1];
 | |
| 					*bt++ = vtx[2];
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	else {
 | |
| 		unsigned int tot_bt_tris= 0;
 | |
| 		vector<int> vert_remap_array(numverts, 0);
 | |
| 		
 | |
| 		// Tag verts we're using
 | |
| 		for (int p2=0; p2<numpolys; p2++)
 | |
| 		{
 | |
| 			MFace* mf = &mface[p2];
 | |
| 			const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
 | |
| 			RAS_Polygon* poly= meshobj->GetPolygon(origi);
 | |
| 
 | |
| 			// only add polygons that have the collision flag set
 | |
| 			if (poly->IsCollider())
 | |
| 			{
 | |
| 				if (vert_tag_array[mf->v1]==false)
 | |
| 					{vert_tag_array[mf->v1] = true;vert_remap_array[mf->v1] = tot_bt_verts;tot_bt_verts++;}
 | |
| 				if (vert_tag_array[mf->v2]==false)
 | |
| 					{vert_tag_array[mf->v2] = true;vert_remap_array[mf->v2] = tot_bt_verts;tot_bt_verts++;}
 | |
| 				if (vert_tag_array[mf->v3]==false)
 | |
| 					{vert_tag_array[mf->v3] = true;vert_remap_array[mf->v3] = tot_bt_verts;tot_bt_verts++;}
 | |
| 				if (mf->v4 && vert_tag_array[mf->v4]==false)
 | |
| 					{vert_tag_array[mf->v4] = true;vert_remap_array[mf->v4] = tot_bt_verts;tot_bt_verts++;}
 | |
| 				tot_bt_tris += (mf->v4 ? 2:1); /* a quad or a tri */
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		m_vertexArray.resize(tot_bt_verts*3);
 | |
| 		m_polygonIndexArray.resize(tot_bt_tris);
 | |
| 		m_triFaceArray.resize(tot_bt_tris*3);
 | |
| 		btScalar *bt= &m_vertexArray[0];
 | |
| 		int *poly_index_pt= &m_polygonIndexArray[0];
 | |
| 		int *tri_pt= &m_triFaceArray[0];
 | |
| 
 | |
| 		UVco *uv_pt = NULL;
 | |
| 		if (tface)
 | |
| 		{
 | |
| 			m_triFaceUVcoArray.resize(tot_bt_tris*3);
 | |
| 			uv_pt = &m_triFaceUVcoArray[0];
 | |
| 		} 
 | |
| 		else 
 | |
| 			m_triFaceUVcoArray.clear();
 | |
| 
 | |
| 		for (int p2=0; p2<numpolys; p2++)
 | |
| 		{
 | |
| 			MFace* mf = &mface[p2];
 | |
| 			MTFace* tf = (tface) ? &tface[p2] : NULL;
 | |
| 			const int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, p2) : p2;
 | |
| 			RAS_Polygon* poly= meshobj->GetPolygon(origi);
 | |
| 
 | |
| 			// only add polygons that have the collisionflag set
 | |
| 			if (poly->IsCollider())
 | |
| 			{
 | |
| 				MVert *v1= &mvert[mf->v1];
 | |
| 				MVert *v2= &mvert[mf->v2];
 | |
| 				MVert *v3= &mvert[mf->v3];
 | |
| 
 | |
| 				// the face indices
 | |
| 				tri_pt[0] = vert_remap_array[mf->v1];
 | |
| 				tri_pt[1] = vert_remap_array[mf->v2];
 | |
| 				tri_pt[2] = vert_remap_array[mf->v3];
 | |
| 				tri_pt= tri_pt+3;
 | |
| 				if (tf)
 | |
| 				{
 | |
| 					uv_pt[0].uv[0] = tf->uv[0][0];
 | |
| 					uv_pt[0].uv[1] = tf->uv[0][1];
 | |
| 					uv_pt[1].uv[0] = tf->uv[1][0];
 | |
| 					uv_pt[1].uv[1] = tf->uv[1][1];
 | |
| 					uv_pt[2].uv[0] = tf->uv[2][0];
 | |
| 					uv_pt[2].uv[1] = tf->uv[2][1];
 | |
| 					uv_pt += 3;
 | |
| 				}
 | |
| 
 | |
| 				// m_polygonIndexArray
 | |
| 				*poly_index_pt = origi;
 | |
| 				poly_index_pt++;
 | |
| 
 | |
| 				// the vertex location
 | |
| 				if (vert_tag_array[mf->v1]==true) { /* *** v1 *** */
 | |
| 					vert_tag_array[mf->v1] = false;
 | |
| 					*bt++ = v1->co[0];
 | |
| 					*bt++ = v1->co[1];
 | |
| 					*bt++ = v1->co[2];
 | |
| 				}
 | |
| 				if (vert_tag_array[mf->v2]==true) { /* *** v2 *** */
 | |
| 					vert_tag_array[mf->v2] = false;
 | |
| 					*bt++ = v2->co[0];
 | |
| 					*bt++ = v2->co[1];
 | |
| 					*bt++ = v2->co[2];
 | |
| 				}
 | |
| 				if (vert_tag_array[mf->v3]==true) { /* *** v3 *** */
 | |
| 					vert_tag_array[mf->v3] = false;
 | |
| 					*bt++ = v3->co[0];
 | |
| 					*bt++ = v3->co[1];
 | |
| 					*bt++ = v3->co[2];
 | |
| 				}
 | |
| 
 | |
| 				if (mf->v4)
 | |
| 				{
 | |
| 					MVert *v4= &mvert[mf->v4];
 | |
| 
 | |
| 					tri_pt[0] = vert_remap_array[mf->v1];
 | |
| 					tri_pt[1] = vert_remap_array[mf->v3];
 | |
| 					tri_pt[2] = vert_remap_array[mf->v4];
 | |
| 					tri_pt= tri_pt+3;
 | |
| 					if (tf)
 | |
| 					{
 | |
| 						uv_pt[0].uv[0] = tf->uv[0][0];
 | |
| 						uv_pt[0].uv[1] = tf->uv[0][1];
 | |
| 						uv_pt[1].uv[0] = tf->uv[2][0];
 | |
| 						uv_pt[1].uv[1] = tf->uv[2][1];
 | |
| 						uv_pt[2].uv[0] = tf->uv[3][0];
 | |
| 						uv_pt[2].uv[1] = tf->uv[3][1];
 | |
| 						uv_pt += 3;
 | |
| 					}
 | |
| 
 | |
| 					// m_polygonIndexArray
 | |
| 					*poly_index_pt = origi;
 | |
| 					poly_index_pt++;
 | |
| 
 | |
| 					// the vertex location
 | |
| 					if (vert_tag_array[mf->v4] == true) { /* *** v4 *** */
 | |
| 						vert_tag_array[mf->v4] = false;
 | |
| 						*bt++ = v4->co[0];
 | |
| 						*bt++ = v4->co[1];
 | |
| 						*bt++ = v4->co[2];
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 
 | |
| 		/* If this ever gets confusing, print out an OBJ file for debugging */
 | |
| #if 0
 | |
| 		printf("# vert count %d\n", m_vertexArray.size());
 | |
| 		for (i=0; i<m_vertexArray.size(); i+=1) {
 | |
| 			printf("v %.6f %.6f %.6f\n", m_vertexArray[i].x(), m_vertexArray[i].y(), m_vertexArray[i].z());
 | |
| 		}
 | |
| 
 | |
| 		printf("# face count %d\n", m_triFaceArray.size());
 | |
| 		for (i=0; i<m_triFaceArray.size(); i+=3) {
 | |
| 			printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
 | |
| 		}
 | |
| #endif
 | |
| 
 | |
| 	}
 | |
| 
 | |
| #if 0
 | |
| 	if (validpolys==false)
 | |
| 	{
 | |
| 		// should not happen
 | |
| 		m_shapeType = PHY_SHAPE_NONE;
 | |
| 		return false;
 | |
| 	}
 | |
| #endif
 | |
| 	
 | |
| 	m_meshObject = meshobj;
 | |
| 	if (free_dm) {
 | |
| 		dm->release(dm);
 | |
| 		dm = NULL;
 | |
| 	}
 | |
| 
 | |
| 	// sharing only on static mesh at present, if you change that, you must also change in FindMesh
 | |
| 	if (!polytope && !dm)
 | |
| 	{
 | |
| 		// triangle shape can be shared, store the mesh object in the map
 | |
| 		m_meshShapeMap.insert(std::pair<RAS_MeshObject*,CcdShapeConstructionInfo*>(meshobj,this));
 | |
| 	}
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| #include <cstdio>
 | |
| 
 | |
| /* Updates the arrays used by CreateBulletShape(),
 | |
|  * take care that recalcLocalAabb() runs after CreateBulletShape is called.
 | |
|  * */
 | |
| bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RAS_MeshObject* meshobj)
 | |
| {
 | |
| 	int numpolys;
 | |
| 	int numverts;
 | |
| 
 | |
| 	unsigned int tot_bt_tris= 0;
 | |
| 	unsigned int tot_bt_verts= 0;
 | |
| 
 | |
| 	int i, j;
 | |
| 	int v_orig;
 | |
| 
 | |
| 	/* Use for looping over verts in a face as a try or 2 tris */
 | |
| 	const int quad_verts[7]=	{0,1,2,		 0,2,3,		-1};
 | |
| 	const int tri_verts[4]=	{0,1,2,		-1};
 | |
| 	const int *fv_pt;
 | |
| 
 | |
| 	if (gameobj==NULL && meshobj==NULL)
 | |
| 		return false;
 | |
| 	
 | |
| 	if (m_shapeType != PHY_SHAPE_MESH)
 | |
| 		return false;
 | |
| 
 | |
| 	RAS_Deformer *deformer= gameobj ? gameobj->GetDeformer():NULL;
 | |
| 	DerivedMesh* dm = NULL;
 | |
| 
 | |
| 	if (deformer)
 | |
| 		dm = deformer->GetPhysicsMesh();
 | |
| 	
 | |
| 	/* get the mesh from the object if not defined */
 | |
| 	if (meshobj==NULL) {
 | |
| 		
 | |
| 		/* modifier mesh */
 | |
| 		if (dm)
 | |
| 			meshobj= deformer->GetRasMesh();
 | |
| 		
 | |
| 		/* game object first mesh */
 | |
| 		if (meshobj==NULL) {
 | |
| 			if (gameobj->GetMeshCount() > 0) {
 | |
| 				meshobj= gameobj->GetMesh(0);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	if (dm && deformer->GetRasMesh() == meshobj)
 | |
| 	{	/*
 | |
| 		 * Derived Mesh Update
 | |
| 		 *
 | |
| 		 * */
 | |
| 
 | |
| 		MVert *mvert = dm->getVertArray(dm);
 | |
| 		MFace *mface = dm->getTessFaceArray(dm);
 | |
| 		numpolys = dm->getNumTessFaces(dm);
 | |
| 		numverts = dm->getNumVerts(dm);
 | |
| 
 | |
| 		/* double lookup */
 | |
| 		const int *index_mf_to_mpoly = (const int *)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
 | |
| 		const int *index_mp_to_orig  = (const int *)dm->getPolyDataArray(dm, CD_ORIGINDEX);
 | |
| 		if (index_mf_to_mpoly == NULL) {
 | |
| 			index_mp_to_orig = NULL;
 | |
| 		}
 | |
| 
 | |
| 		MFace *mf;
 | |
| 		MVert *mv;
 | |
| 
 | |
| 		int flen;
 | |
| 
 | |
| 		if (CustomData_has_layer(&dm->faceData, CD_MTFACE))
 | |
| 		{
 | |
| 			MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE);
 | |
| 			MTFace *tf;
 | |
| 
 | |
| 			vector<bool> vert_tag_array(numverts, false);
 | |
| 			vector<int> vert_remap_array(numverts, 0);
 | |
| 
 | |
| 			for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) {
 | |
| 				if (tf->mode & TF_DYNAMIC)
 | |
| 				{
 | |
| 					if (mf->v4) {
 | |
| 						tot_bt_tris+= 2;
 | |
| 						flen= 4;
 | |
| 					} else {
 | |
| 						tot_bt_tris++;
 | |
| 						flen= 3;
 | |
| 					}
 | |
| 
 | |
| 					for (j=0; j<flen; j++)
 | |
| 					{
 | |
| 						v_orig = (*(&mf->v1 + j));
 | |
| 
 | |
| 						if (vert_tag_array[v_orig]==false)
 | |
| 						{
 | |
| 							vert_tag_array[v_orig] = true;
 | |
| 							vert_remap_array[v_orig] = tot_bt_verts;
 | |
| 							tot_bt_verts++;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			m_vertexArray.resize(tot_bt_verts*3);
 | |
| 			btScalar *bt= &m_vertexArray[0];
 | |
| 
 | |
| 			m_triFaceArray.resize(tot_bt_tris*3);
 | |
| 			int *tri_pt= &m_triFaceArray[0];
 | |
| 
 | |
| 			m_triFaceUVcoArray.resize(tot_bt_tris*3);
 | |
| 			UVco *uv_pt= &m_triFaceUVcoArray[0];
 | |
| 
 | |
| 			m_polygonIndexArray.resize(tot_bt_tris);
 | |
| 			int *poly_index_pt= &m_polygonIndexArray[0];
 | |
| 
 | |
| 			for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++)
 | |
| 			{
 | |
| 				if (tf->mode & TF_DYNAMIC)
 | |
| 				{
 | |
| 					int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, i) : i;
 | |
| 
 | |
| 					if (mf->v4) {
 | |
| 						fv_pt= quad_verts;
 | |
| 						*poly_index_pt++ = origi;
 | |
| 						*poly_index_pt++ = origi;
 | |
| 						flen= 4;
 | |
| 					} else {
 | |
| 						fv_pt= tri_verts;
 | |
| 						*poly_index_pt++ = origi;
 | |
| 						flen= 3;
 | |
| 					}
 | |
| 
 | |
| 					for (; *fv_pt > -1; fv_pt++)
 | |
| 					{
 | |
| 						v_orig = (*(&mf->v1 + (*fv_pt)));
 | |
| 
 | |
| 						if (vert_tag_array[v_orig])
 | |
| 						{
 | |
| 							mv= mvert + v_orig;
 | |
| 							*bt++ = mv->co[0];
 | |
| 							*bt++ = mv->co[1];
 | |
| 							*bt++ = mv->co[2];
 | |
| 
 | |
| 							vert_tag_array[v_orig] = false;
 | |
| 						}
 | |
| 						*tri_pt++ = vert_remap_array[v_orig];
 | |
| 						uv_pt->uv[0] = tf->uv[*fv_pt][0];
 | |
| 						uv_pt->uv[1] = tf->uv[*fv_pt][1];
 | |
| 						uv_pt++;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else {
 | |
| 			/* no need for a vertex mapping. simple/fast */
 | |
| 
 | |
| 			tot_bt_verts= numverts;
 | |
| 
 | |
| 			for (mf= mface, i=0; i < numpolys; mf++, i++) {
 | |
| 				tot_bt_tris += (mf->v4 ? 2:1);
 | |
| 			}
 | |
| 
 | |
| 			m_vertexArray.resize(tot_bt_verts*3);
 | |
| 			btScalar *bt= &m_vertexArray[0];
 | |
| 
 | |
| 			m_triFaceArray.resize(tot_bt_tris*3);
 | |
| 			int *tri_pt= &m_triFaceArray[0];
 | |
| 
 | |
| 			m_polygonIndexArray.resize(tot_bt_tris);
 | |
| 			int *poly_index_pt= &m_polygonIndexArray[0];
 | |
| 
 | |
| 			m_triFaceUVcoArray.clear();
 | |
| 
 | |
| 			for (mv= mvert, i=0; i < numverts; mv++, i++) {
 | |
| 				*bt++ = mv->co[0]; *bt++ = mv->co[1]; *bt++ = mv->co[2];
 | |
| 			}
 | |
| 
 | |
| 			for (mf= mface, i=0; i < numpolys; mf++, i++) {
 | |
| 				int origi = index_mf_to_mpoly ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, i) : i;
 | |
| 
 | |
| 				if (mf->v4) {
 | |
| 					fv_pt= quad_verts;
 | |
| 					*poly_index_pt++ = origi;
 | |
| 					*poly_index_pt++ = origi;
 | |
| 				}
 | |
| 				else {
 | |
| 					fv_pt= tri_verts;
 | |
| 					*poly_index_pt++ = origi;
 | |
| 				}
 | |
| 
 | |
| 				for (; *fv_pt > -1; fv_pt++)
 | |
| 					*tri_pt++ = (*(&mf->v1 + (*fv_pt)));
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	else {	/*
 | |
| 			 * RAS Mesh Update
 | |
| 			 *
 | |
| 			 * */
 | |
| 		
 | |
| 		/* Note!, gameobj can be NULL here */
 | |
| 
 | |
| 		/* transverts are only used for deformed RAS_Meshes, the RAS_TexVert data
 | |
| 		 * is too hard to get at, see below for details */
 | |
| 		float (*transverts)[3] = NULL;
 | |
| 		int transverts_tot= 0; /* with deformed meshes - should always be greater then the max orginal index, or we get crashes */
 | |
| 
 | |
| 		if (deformer) {
 | |
| 			/* map locations from the deformed array
 | |
| 			 *
 | |
| 			 * Could call deformer->Update(); but rely on redraw updating.
 | |
| 			 * */
 | |
| 			transverts= deformer->GetTransVerts(&transverts_tot);
 | |
| 		}
 | |
| 
 | |
| 		// Tag verts we're using
 | |
| 		numpolys= meshobj->NumPolygons();
 | |
| 		numverts= meshobj->m_sharedvertex_map.size();
 | |
| 		const float *xyz;
 | |
| 
 | |
| 
 | |
| 		vector<bool> vert_tag_array(numverts, false);
 | |
| 		vector<int> vert_remap_array(numverts, 0);
 | |
| 
 | |
| 		for (int p=0; p<numpolys; p++)
 | |
| 		{
 | |
| 			RAS_Polygon* poly= meshobj->GetPolygon(p);
 | |
| 			if (poly->IsCollider())
 | |
| 			{
 | |
| 				for (i=0; i < poly->VertexCount(); i++)
 | |
| 				{
 | |
| 					v_orig= poly->GetVertex(i)->getOrigIndex();
 | |
| 					if (vert_tag_array[v_orig]==false)
 | |
| 					{
 | |
| 						vert_tag_array[v_orig] = true;
 | |
| 						vert_remap_array[v_orig] = tot_bt_verts;
 | |
| 						tot_bt_verts++;
 | |
| 					}
 | |
| 				}
 | |
| 				tot_bt_tris += (poly->VertexCount()==4 ? 2:1);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		// This case happens when none of the polys are colliders
 | |
| 		if (tot_bt_tris == 0 || tot_bt_verts == 0)
 | |
| 			return false;
 | |
| 
 | |
| 		m_vertexArray.resize(tot_bt_verts*3);
 | |
| 		btScalar *bt= &m_vertexArray[0];
 | |
| 
 | |
| 		m_triFaceArray.resize(tot_bt_tris*3);
 | |
| 		int *tri_pt= &m_triFaceArray[0];
 | |
| 
 | |
| 		/* cant be used for anything useful in this case, since we don't rely on the original mesh
 | |
| 		 * will just be an array like pythons range(tot_bt_tris) */
 | |
| 		m_polygonIndexArray.resize(tot_bt_tris);
 | |
| 
 | |
| 
 | |
| 		for (int p=0; p<numpolys; p++)
 | |
| 		{
 | |
| 			RAS_Polygon* poly= meshobj->GetPolygon(p);
 | |
| 
 | |
| 			if (poly->IsCollider())
 | |
| 			{
 | |
| 				/* quad or tri loop */
 | |
| 				fv_pt= (poly->VertexCount()==3 ? tri_verts:quad_verts);
 | |
| 
 | |
| 				for (; *fv_pt > -1; fv_pt++)
 | |
| 				{
 | |
| 					v_orig= poly->GetVertex(*fv_pt)->getOrigIndex();
 | |
| 
 | |
| 					if (vert_tag_array[v_orig])
 | |
| 					{
 | |
| 						if (transverts) {
 | |
| 							/* deformed mesh, using RAS_TexVert locations would be too troublesome
 | |
| 							 * because they are use the gameob as a hash in the material slot */
 | |
| 							*bt++ = transverts[v_orig][0];
 | |
| 							*bt++ = transverts[v_orig][1];
 | |
| 							*bt++ = transverts[v_orig][2];
 | |
| 						}
 | |
| 						else {
 | |
| 							/* static mesh python may have modified */
 | |
| 							xyz= meshobj->GetVertexLocation( v_orig );
 | |
| 							*bt++ = xyz[0];
 | |
| 							*bt++ = xyz[1];
 | |
| 							*bt++ = xyz[2];
 | |
| 						}
 | |
| 
 | |
| 						vert_tag_array[v_orig] = false;
 | |
| 					}
 | |
| 
 | |
| 					*tri_pt++ = vert_remap_array[v_orig];
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			m_polygonIndexArray[p] = p; /* dumb counting */
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| #if 0
 | |
| 	/* needs #include <cstdio> */
 | |
| 	printf("# vert count %d\n", m_vertexArray.size());
 | |
| 	for (int i=0; i<m_vertexArray.size(); i+=3) {
 | |
| 		printf("v %.6f %.6f %.6f\n", m_vertexArray[i], m_vertexArray[i+1], m_vertexArray[i+2]);
 | |
| 	}
 | |
| 
 | |
| 	printf("# face count %d\n", m_triFaceArray.size());
 | |
| 	for (int i=0; i<m_triFaceArray.size(); i+=3) {
 | |
| 		printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1);
 | |
| 	}
 | |
| #endif
 | |
| 
 | |
| 	/* force recreation of the m_unscaledShape.
 | |
| 	 * If this has multiple users we cant delete */
 | |
| 	if (m_unscaledShape) {
 | |
| 		// don't free now so it can re-allocate under the same location and not break pointers.
 | |
| 		// DeleteBulletShape(m_unscaledShape); 
 | |
| 		m_forceReInstance= true;
 | |
| 	}
 | |
| 
 | |
| 	// Make sure to also replace the mesh in the shape map! Otherwise we leave dangling references when we free.
 | |
| 	// Note, this whole business could cause issues with shared meshes. If we update one mesh, do we replace
 | |
| 	// them all?
 | |
| 	std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
 | |
| 	if (mit != m_meshShapeMap.end()) {
 | |
| 		m_meshShapeMap.erase(mit);
 | |
| 		m_meshShapeMap[meshobj] = this;
 | |
| 	}
 | |
| 
 | |
| 	m_meshObject= meshobj;
 | |
| 	
 | |
| 	if (dm) {
 | |
| 		dm->needsFree = 1;
 | |
| 		dm->release(dm);
 | |
| 	}
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| bool CcdShapeConstructionInfo::SetProxy(CcdShapeConstructionInfo* shapeInfo)
 | |
| {
 | |
| 	if (shapeInfo == NULL)
 | |
| 		return false;
 | |
| 	// no support for dynamic change
 | |
| 	assert(IsUnused());
 | |
| 	m_shapeType = PHY_SHAPE_PROXY;
 | |
| 	m_shapeProxy = shapeInfo;
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, bool useGimpact, bool useBvh)
 | |
| {
 | |
| 	btCollisionShape* collisionShape = 0;
 | |
| 	btCompoundShape* compoundShape = 0;
 | |
| 
 | |
| 	if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
 | |
| 		return m_shapeProxy->CreateBulletShape(margin, useGimpact, useBvh);
 | |
| 
 | |
| 	switch (m_shapeType) 
 | |
| 	{
 | |
| 	default:
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_BOX:
 | |
| 		collisionShape = new btBoxShape(m_halfExtend);
 | |
| 		collisionShape->setMargin(margin);
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_SPHERE:
 | |
| 		collisionShape = new btSphereShape(m_radius);
 | |
| 		collisionShape->setMargin(margin);
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_CYLINDER:
 | |
| 		collisionShape = new btCylinderShapeZ(m_halfExtend);
 | |
| 		collisionShape->setMargin(margin);
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_CONE:
 | |
| 		collisionShape = new btConeShapeZ(m_radius, m_height);
 | |
| 		collisionShape->setMargin(margin);
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_POLYTOPE:
 | |
| 		collisionShape = new btConvexHullShape(&m_vertexArray[0], m_vertexArray.size()/3, 3*sizeof(btScalar));
 | |
| 		collisionShape->setMargin(margin);
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_CAPSULE:
 | |
| 		collisionShape = new btCapsuleShapeZ(m_radius, m_height);
 | |
| 		collisionShape->setMargin(margin);
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_MESH:
 | |
| 		// Let's use the latest btScaledBvhTriangleMeshShape: it allows true sharing of 
 | |
| 		// triangle mesh information between duplicates => drastic performance increase when 
 | |
| 		// duplicating complex mesh objects. 
 | |
| 		// BUT it causes a small performance decrease when sharing is not required: 
 | |
| 		// 9 multiplications/additions and one function call for each triangle that passes the mid phase filtering
 | |
| 		// One possible optimization is to use directly the btBvhTriangleMeshShape when the scale is 1,1,1
 | |
| 		// and btScaledBvhTriangleMeshShape otherwise.
 | |
| 		if (useGimpact)
 | |
| 		{
 | |
| 				btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
 | |
| 						m_polygonIndexArray.size(),
 | |
| 						&m_triFaceArray[0],
 | |
| 						3*sizeof(int),
 | |
| 						m_vertexArray.size()/3,
 | |
| 						&m_vertexArray[0],
 | |
| 						3*sizeof(btScalar)
 | |
| 				);
 | |
| 				btGImpactMeshShape* gimpactShape =  new btGImpactMeshShape(indexVertexArrays);
 | |
| 				gimpactShape->setMargin(margin);
 | |
| 				gimpactShape->updateBound();
 | |
| 				collisionShape = gimpactShape;
 | |
| 				
 | |
| 
 | |
| 		} else
 | |
| 		{
 | |
| 			if (!m_unscaledShape || m_forceReInstance)
 | |
| 			{
 | |
| 			
 | |
| 				btTriangleIndexVertexArray* indexVertexArrays = 0;
 | |
| 
 | |
| 				///enable welding, only for the objects that need it (such as soft bodies)
 | |
| 				if (0.f != m_weldingThreshold1)
 | |
| 				{
 | |
| 					btTriangleMesh* collisionMeshData = new btTriangleMesh(true,false);
 | |
| 					collisionMeshData->m_weldingThreshold = m_weldingThreshold1;
 | |
| 					bool removeDuplicateVertices=true;
 | |
| 					// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
 | |
| 					for (unsigned int i=0; i<m_triFaceArray.size(); i+=3) {
 | |
| 						btScalar *bt = &m_vertexArray[3*m_triFaceArray[i]];
 | |
| 						btVector3 v1(bt[0], bt[1], bt[2]);
 | |
| 						bt = &m_vertexArray[3*m_triFaceArray[i+1]];
 | |
| 						btVector3 v2(bt[0], bt[1], bt[2]);
 | |
| 						bt = &m_vertexArray[3*m_triFaceArray[i+2]];
 | |
| 						btVector3 v3(bt[0], bt[1], bt[2]);
 | |
| 						collisionMeshData->addTriangle(v1, v2, v3, removeDuplicateVertices);
 | |
| 					}
 | |
| 					indexVertexArrays = collisionMeshData;
 | |
| 
 | |
| 				} else
 | |
| 				{
 | |
| 					indexVertexArrays = new btTriangleIndexVertexArray(
 | |
| 							m_polygonIndexArray.size(),
 | |
| 							&m_triFaceArray[0],
 | |
| 							3*sizeof(int),
 | |
| 							m_vertexArray.size()/3,
 | |
| 							&m_vertexArray[0],
 | |
| 							3*sizeof(btScalar));
 | |
| 				}
 | |
| 				
 | |
| 				// this shape will be shared and not deleted until shapeInfo is deleted
 | |
| 				
 | |
| 				// for UpdateMesh, reuse the last memory location so instancing wont crash.
 | |
| 				if (m_unscaledShape) {
 | |
| 					DeleteBulletShape(m_unscaledShape, false);
 | |
| 					m_unscaledShape->~btBvhTriangleMeshShape();
 | |
| 					m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
 | |
| 				} else {
 | |
| 					m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true, useBvh );
 | |
| 				}
 | |
| 				m_forceReInstance= false;
 | |
| 			} else if (useBvh && m_unscaledShape->getOptimizedBvh() == NULL) {
 | |
| 				// the existing unscaledShape was not build with Bvh, do it now
 | |
| 				m_unscaledShape->buildOptimizedBvh();
 | |
| 			}
 | |
| 			collisionShape = new btScaledBvhTriangleMeshShape(m_unscaledShape, btVector3(1.0f,1.0f,1.0f));
 | |
| 			collisionShape->setMargin(margin);
 | |
| 		}
 | |
| 		break;
 | |
| 
 | |
| 	case PHY_SHAPE_COMPOUND:
 | |
| 		if (m_shapeArray.size() > 0)
 | |
| 		{
 | |
| 			compoundShape = new btCompoundShape();
 | |
| 			for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
 | |
| 			     sit != m_shapeArray.end();
 | |
| 			     sit++)
 | |
| 			{
 | |
| 				collisionShape = (*sit)->CreateBulletShape(margin, useGimpact, useBvh);
 | |
| 				if (collisionShape)
 | |
| 				{
 | |
| 					collisionShape->setLocalScaling((*sit)->m_childScale);
 | |
| 					compoundShape->addChildShape((*sit)->m_childTrans, collisionShape);
 | |
| 				}
 | |
| 			}
 | |
| 			collisionShape = compoundShape;
 | |
| 		}
 | |
| 		break;
 | |
| 	}
 | |
| 	return collisionShape;
 | |
| }
 | |
| 
 | |
| void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
 | |
| {
 | |
| 	m_shapeArray.push_back(shapeInfo);
 | |
| 	shapeInfo->AddRef();
 | |
| }
 | |
| 
 | |
| CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
 | |
| {
 | |
| 	for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
 | |
| 	     sit != m_shapeArray.end();
 | |
| 	     sit++)
 | |
| 	{
 | |
| 		(*sit)->Release();
 | |
| 	}
 | |
| 	m_shapeArray.clear();
 | |
| 	if (m_unscaledShape)
 | |
| 	{
 | |
| 		DeleteBulletShape(m_unscaledShape, true);
 | |
| 	}
 | |
| 	m_vertexArray.clear();
 | |
| 	if (m_shapeType == PHY_SHAPE_MESH && m_meshObject != NULL) 
 | |
| 	{
 | |
| 		std::map<RAS_MeshObject*,CcdShapeConstructionInfo*>::iterator mit = m_meshShapeMap.find(m_meshObject);
 | |
| 		if (mit != m_meshShapeMap.end() && mit->second == this)
 | |
| 		{
 | |
| 			m_meshShapeMap.erase(mit);
 | |
| 		}
 | |
| 	}
 | |
| 	if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
 | |
| 	{
 | |
| 		m_shapeProxy->Release();
 | |
| 	}
 | |
| }
 | |
| 
 | 
