This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements.
464 lines
15 KiB
C++
464 lines
15 KiB
C++
//under visual studio the #define in KX_ConvertPhysicsObject.h is quicker for recompilation
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#include "KX_ConvertPhysicsObject.h"
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#ifdef USE_BULLET
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#include "KX_BulletPhysicsController.h"
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#include "btBulletDynamicsCommon.h"
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#include "SG_Spatial.h"
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#include "KX_GameObject.h"
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#include "KX_MotionState.h"
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#include "KX_ClientObjectInfo.h"
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#include "PHY_IPhysicsEnvironment.h"
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#include "CcdPhysicsEnvironment.h"
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#include "BulletSoftBody/btSoftBody.h"
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KX_BulletPhysicsController::KX_BulletPhysicsController (const CcdConstructionInfo& ci, bool dyna, bool compound)
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: KX_IPhysicsController(dyna,compound,(PHY_IPhysicsController*)this),
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CcdPhysicsController(ci),
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m_savedCollisionFlags(0),
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m_bulletChildShape(NULL)
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{
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}
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KX_BulletPhysicsController::~KX_BulletPhysicsController ()
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{
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// The game object has a direct link to
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if (m_pObject)
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{
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// If we cheat in SetObject, we must also cheat here otherwise the
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// object will still things it has a physical controller
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// Note that it requires that m_pObject is reset in case the object is deleted
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// before the controller (usual case, see KX_Scene::RemoveNodeDestructObjec)
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// The non usual case is when the object is not deleted because its reference is hanging
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// in a AddObject actuator but the node is deleted. This case is covered here.
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KX_GameObject* gameobj = (KX_GameObject*) m_pObject->GetSGClientObject();
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gameobj->SetPhysicsController(NULL,false);
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}
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}
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void KX_BulletPhysicsController::resolveCombinedVelocities(float linvelX,float linvelY,float linvelZ,float angVelX,float angVelY,float angVelZ)
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{
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CcdPhysicsController::resolveCombinedVelocities(linvelX,linvelY,linvelZ,angVelX,angVelY,angVelZ);
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}
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///////////////////////////////////
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// KX_IPhysicsController interface
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////////////////////////////////////
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void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_Vector3& impulse)
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{
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CcdPhysicsController::applyImpulse(attach[0],attach[1],attach[2],impulse[0],impulse[1],impulse[2]);
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}
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void KX_BulletPhysicsController::SetObject (SG_IObject* object)
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{
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SG_Controller::SetObject(object);
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// cheating here...
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//should not be necessary, is it for duplicates ?
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KX_GameObject* gameobj = (KX_GameObject*) object->GetSGClientObject();
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gameobj->SetPhysicsController(this,gameobj->IsDynamic());
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CcdPhysicsController::setNewClientInfo(gameobj->getClientInfo());
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}
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void KX_BulletPhysicsController::setMargin (float collisionMargin)
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{
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CcdPhysicsController::SetMargin(collisionMargin);
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}
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void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool local)
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{
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CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
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}
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void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
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{
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float rotval[12];
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drot.getValue(rotval);
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CcdPhysicsController::RelativeRotate(rotval,local);
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}
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void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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CcdPhysicsController::ApplyTorque(torque.x(),torque.y(),torque.z(),local);
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}
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void KX_BulletPhysicsController::ApplyForce(const MT_Vector3& force,bool local)
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{
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CcdPhysicsController::ApplyForce(force.x(),force.y(),force.z(),local);
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}
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MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity()
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{
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float angVel[3];
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//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
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CcdPhysicsController::GetLinearVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
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return MT_Vector3(angVel[0],angVel[1],angVel[2]);
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}
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MT_Vector3 KX_BulletPhysicsController::GetAngularVelocity()
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{
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float angVel[3];
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//CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
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CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
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return MT_Vector3(angVel[0],angVel[1],angVel[2]);
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}
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MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos)
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{
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float linVel[3];
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CcdPhysicsController::GetVelocity(pos[0], pos[1], pos[2], linVel[0],linVel[1],linVel[2]);
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return MT_Vector3(linVel[0],linVel[1],linVel[2]);
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}
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void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local)
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{
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CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local);
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}
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void KX_BulletPhysicsController::SetLinearVelocity(const MT_Vector3& lin_vel,bool local)
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{
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CcdPhysicsController::SetLinearVelocity(lin_vel.x(),lin_vel.y(),lin_vel.z(),local);
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}
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void KX_BulletPhysicsController::getOrientation(MT_Quaternion& orn)
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{
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float myorn[4];
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CcdPhysicsController::getOrientation(myorn[0],myorn[1],myorn[2],myorn[3]);
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orn = MT_Quaternion(myorn[0],myorn[1],myorn[2],myorn[3]);
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}
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void KX_BulletPhysicsController::setOrientation(const MT_Matrix3x3& orn)
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{
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btMatrix3x3 btmat(orn[0][0], orn[0][1], orn[0][2], orn[1][0], orn[1][1], orn[1][2], orn[2][0], orn[2][1], orn[2][2]);
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CcdPhysicsController::setWorldOrientation(btmat);
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}
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void KX_BulletPhysicsController::setPosition(const MT_Point3& pos)
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{
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CcdPhysicsController::setPosition(pos.x(),pos.y(),pos.z());
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}
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void KX_BulletPhysicsController::setScaling(const MT_Vector3& scaling)
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{
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CcdPhysicsController::setScaling(scaling.x(),scaling.y(),scaling.z());
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}
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MT_Scalar KX_BulletPhysicsController::GetMass()
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{
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if (GetSoftBody())
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return GetSoftBody()->getTotalMass();
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MT_Scalar invmass = 0.f;
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if (GetRigidBody())
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invmass = GetRigidBody()->getInvMass();
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if (invmass)
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return 1.f/invmass;
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return 0.f;
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}
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MT_Scalar KX_BulletPhysicsController::GetRadius()
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{
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return MT_Scalar(CcdPhysicsController::GetRadius());
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}
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MT_Vector3 KX_BulletPhysicsController::getReactionForce()
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{
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assert(0);
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return MT_Vector3(0.f,0.f,0.f);
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}
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void KX_BulletPhysicsController::setRigidBody(bool rigid)
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{
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}
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/* This function dynamically adds the collision shape of another controller to
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the current controller shape provided it is a compound shape.
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The idea is that dynamic parenting on a compound object will dynamically extend the shape
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*/
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void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* child)
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{
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if (child == NULL || !IsCompound())
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return;
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// other controller must be a bullet controller too
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// verify that body and shape exist and match
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KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child);
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btRigidBody* rootBody = GetRigidBody();
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btRigidBody* childBody = childCtrl->GetRigidBody();
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if (!rootBody || !childBody)
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return;
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const btCollisionShape* rootShape = rootBody->getCollisionShape();
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const btCollisionShape* childShape = childBody->getCollisionShape();
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if (!rootShape ||
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!childShape ||
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rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE ||
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childShape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE)
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return;
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btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
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// compute relative transformation between parent and child
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btTransform rootTrans;
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btTransform childTrans;
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rootBody->getMotionState()->getWorldTransform(rootTrans);
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childBody->getMotionState()->getWorldTransform(childTrans);
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btVector3 rootScale = rootShape->getLocalScaling();
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rootScale[0] = 1.0/rootScale[0];
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rootScale[1] = 1.0/rootScale[1];
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rootScale[2] = 1.0/rootScale[2];
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// relative scale = child_scale/parent_scale
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btVector3 relativeScale = childShape->getLocalScaling()*rootScale;
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btMatrix3x3 rootRotInverse = rootTrans.getBasis().transpose();
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// relative pos = parent_rot^-1 * ((parent_pos-child_pos)/parent_scale)
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btVector3 relativePos = rootRotInverse*((childTrans.getOrigin()-rootTrans.getOrigin())*rootScale);
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// relative rot = parent_rot^-1 * child_rot
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btMatrix3x3 relativeRot = rootRotInverse*childTrans.getBasis();
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// create a proxy shape info to store the transformation
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CcdShapeConstructionInfo* proxyShapeInfo = new CcdShapeConstructionInfo();
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// store the transformation to this object shapeinfo
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proxyShapeInfo->m_childTrans.setOrigin(relativePos);
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proxyShapeInfo->m_childTrans.setBasis(relativeRot);
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proxyShapeInfo->m_childScale.setValue(relativeScale[0], relativeScale[1], relativeScale[2]);
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// we will need this to make sure that we remove the right proxy later when unparenting
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proxyShapeInfo->m_userData = childCtrl;
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proxyShapeInfo->SetProxy(childCtrl->GetShapeInfo()->AddRef());
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// add to parent compound shapeinfo
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GetShapeInfo()->AddShape(proxyShapeInfo);
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// create new bullet collision shape from the object shapeinfo and set scaling
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btCollisionShape* newChildShape = proxyShapeInfo->CreateBulletShape();
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newChildShape->setLocalScaling(relativeScale);
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// add bullet collision shape to parent compound collision shape
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compoundShape->addChildShape(proxyShapeInfo->m_childTrans,newChildShape);
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// remember we created this shape
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childCtrl->m_bulletChildShape = newChildShape;
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// recompute inertia of parent
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if (!rootBody->isStaticOrKinematicObject())
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{
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btVector3 localInertia;
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float mass = 1.f/rootBody->getInvMass();
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compoundShape->calculateLocalInertia(mass,localInertia);
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rootBody->setMassProps(mass,localInertia);
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}
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// must update the broadphase cache,
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GetPhysicsEnvironment()->refreshCcdPhysicsController(this);
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// remove the children
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GetPhysicsEnvironment()->disableCcdPhysicsController(childCtrl);
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}
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/* Reverse function of the above, it will remove a shape from a compound shape
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provided that the former was added to the later using AddCompoundChild()
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*/
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void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* child)
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{
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if (child == NULL || !IsCompound())
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return;
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// other controller must be a bullet controller too
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// verify that body and shape exist and match
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KX_BulletPhysicsController* childCtrl = dynamic_cast<KX_BulletPhysicsController*>(child);
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btRigidBody* rootBody = GetRigidBody();
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btRigidBody* childBody = childCtrl->GetRigidBody();
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if (!rootBody || !childBody)
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return;
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const btCollisionShape* rootShape = rootBody->getCollisionShape();
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if (!rootShape ||
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rootShape->getShapeType() != COMPOUND_SHAPE_PROXYTYPE)
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return;
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btCompoundShape* compoundShape = (btCompoundShape*)rootShape;
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// retrieve the shapeInfo
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CcdShapeConstructionInfo* childShapeInfo = childCtrl->GetShapeInfo();
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CcdShapeConstructionInfo* rootShapeInfo = GetShapeInfo();
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// and verify that the child is part of the parent
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int i = rootShapeInfo->FindChildShape(childShapeInfo, childCtrl);
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if (i < 0)
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return;
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rootShapeInfo->RemoveChildShape(i);
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if (childCtrl->m_bulletChildShape)
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{
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int numChildren = compoundShape->getNumChildShapes();
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for (i=0; i<numChildren; i++)
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{
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if (compoundShape->getChildShape(i) == childCtrl->m_bulletChildShape)
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{
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compoundShape->removeChildShapeByIndex(i);
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compoundShape->recalculateLocalAabb();
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break;
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}
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}
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delete childCtrl->m_bulletChildShape;
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childCtrl->m_bulletChildShape = NULL;
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}
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// recompute inertia of parent
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if (!rootBody->isStaticOrKinematicObject())
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{
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btVector3 localInertia;
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float mass = 1.f/rootBody->getInvMass();
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compoundShape->calculateLocalInertia(mass,localInertia);
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rootBody->setMassProps(mass,localInertia);
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}
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// must update the broadphase cache,
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GetPhysicsEnvironment()->refreshCcdPhysicsController(this);
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// reactivate the children
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GetPhysicsEnvironment()->enableCcdPhysicsController(childCtrl);
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}
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void KX_BulletPhysicsController::SetMass(MT_Scalar newmass)
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{
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btRigidBody *body = GetRigidBody();
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if (body && body->getActivationState() != DISABLE_SIMULATION &&
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newmass>MT_EPSILON && GetMass()>MT_EPSILON)
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{
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btVector3 grav = body->getGravity();
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btVector3 accel = grav / GetMass();
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btBroadphaseProxy* handle = body->getBroadphaseHandle();
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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newmass,
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body->getCollisionFlags(),
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handle->m_collisionFilterGroup,
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handle->m_collisionFilterMask);
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body->setGravity(accel);
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}
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}
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void KX_BulletPhysicsController::SuspendDynamics(bool ghost)
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{
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btRigidBody *body = GetRigidBody();
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if (body && body->getActivationState() != DISABLE_SIMULATION)
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{
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btBroadphaseProxy* handle = body->getBroadphaseHandle();
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m_savedCollisionFlags = body->getCollisionFlags();
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m_savedMass = GetMass();
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m_savedCollisionFilterGroup = handle->m_collisionFilterGroup;
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m_savedCollisionFilterMask = handle->m_collisionFilterMask;
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m_savedActivationState = body->getActivationState();
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body->forceActivationState(DISABLE_SIMULATION);
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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0.0,
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btCollisionObject::CF_STATIC_OBJECT|((ghost)?btCollisionObject::CF_NO_CONTACT_RESPONSE:(m_savedCollisionFlags&btCollisionObject::CF_NO_CONTACT_RESPONSE)),
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btBroadphaseProxy::StaticFilter,
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btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
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}
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}
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void KX_BulletPhysicsController::RestoreDynamics()
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{
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btRigidBody *body = GetRigidBody();
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if (body && body->getActivationState() == DISABLE_SIMULATION)
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{
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GetPhysicsEnvironment()->updateCcdPhysicsController(this,
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m_savedMass,
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m_savedCollisionFlags,
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m_savedCollisionFilterGroup,
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m_savedCollisionFilterMask);
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body->forceActivationState(m_savedActivationState);
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}
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}
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SG_Controller* KX_BulletPhysicsController::GetReplica(class SG_Node* destnode)
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{
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PHY_IMotionState* motionstate = new KX_MotionState(destnode);
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KX_BulletPhysicsController* physicsreplica = new KX_BulletPhysicsController(*this);
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//parentcontroller is here be able to avoid collisions between parent/child
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PHY_IPhysicsController* parentctrl = NULL;
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KX_BulletPhysicsController* parentKxCtrl = NULL;
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CcdPhysicsController* ccdParent = NULL;
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if (destnode != destnode->GetRootSGParent())
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{
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KX_GameObject* clientgameobj = (KX_GameObject*) destnode->GetRootSGParent()->GetSGClientObject();
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if (clientgameobj)
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{
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parentctrl = (KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
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} else
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{
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// it could be a false node, try the children
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NodeList::const_iterator childit;
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for (
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childit = destnode->GetSGChildren().begin();
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childit!= destnode->GetSGChildren().end();
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++childit
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) {
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KX_GameObject *clientgameobj_child = static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
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if (clientgameobj_child)
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{
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parentKxCtrl = (KX_BulletPhysicsController*)clientgameobj_child->GetPhysicsController();
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parentctrl = parentKxCtrl;
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ccdParent = parentKxCtrl;
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}
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}
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}
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}
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physicsreplica->setParentCtrl(ccdParent);
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physicsreplica->PostProcessReplica(motionstate,parentctrl);
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physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
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physicsreplica->m_bulletChildShape = NULL;
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return physicsreplica;
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}
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void KX_BulletPhysicsController::SetSumoTransform(bool nondynaonly)
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{
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if (GetRigidBody())
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GetRigidBody()->activate(true);
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if (!m_bDyna)
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{
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GetCollisionObject()->setCollisionFlags(GetRigidBody()->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
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} else
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{
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if (!nondynaonly)
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{
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/*
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btTransform worldTrans;
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if (GetRigidBody())
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{
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GetRigidBody()->getMotionState()->getWorldTransform(worldTrans);
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GetRigidBody()->setCenterOfMassTransform(worldTrans);
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}
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*/
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/*
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scaling?
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if (m_bDyna)
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{
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m_sumoObj->setScaling(MT_Vector3(1,1,1));
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} else
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{
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MT_Vector3 scale;
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GetWorldScaling(scale);
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m_sumoObj->setScaling(scale);
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}
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*/
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}
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}
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}
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// todo: remove next line !
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void KX_BulletPhysicsController::SetSimulatedTime(double time)
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{
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}
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// call from scene graph to update
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bool KX_BulletPhysicsController::Update(double time)
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{
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return false;
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// todo: check this code
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//if (GetMass())
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//{
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// return false;//true;
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// }
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// return false;
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}
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#endif //#ifdef USE_BULLET
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