2158 lines
		
	
	
		
			58 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2158 lines
		
	
	
		
			58 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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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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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.
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*/
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#include "CcdPhysicsController.h"
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#include "btBulletDynamicsCommon.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 "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 "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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float gLinearSleepingTreshold = 0.8f;
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float gAngularSleepingTreshold = 1.0f;
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btVector3 startVel(0,0,0);//-10000);
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CcdPhysicsController::CcdPhysicsController (const CcdConstructionInfo& ci)
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:m_cci(ci)
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{
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	m_prototypeTransformInitialized = false;
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	m_softbodyMappingDone = false;
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	m_collisionDelay = 0;
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	m_newClientInfo = 0;
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	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;
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	if (m_shapeInfo)
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		m_shapeInfo->AddRef();
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	m_bulletMotionState = 0;
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	CreateRigidbody();
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///???
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/*#ifdef WIN32
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	if (GetRigidBody() && !GetRigidBody()->isStaticObject())
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		GetRigidBody()->setLinearVelocity(startVel);
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#endif*/
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}
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btTransform&	CcdPhysicsController::GetTransformFromMotionState(PHY_IMotionState* motionState)
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{
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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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{
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	PHY_IMotionState*	m_blenderMotionState;
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public:
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	BlenderBulletMotionState(PHY_IMotionState* bms)
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		:m_blenderMotionState(bms)
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	{
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	}
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	void	getWorldTransform(btTransform& worldTrans ) const
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	{
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		btVector3 pos;
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		float ori[12];
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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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	}
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	void	setWorldTransform(const btTransform& worldTrans)
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	{
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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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};
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btRigidBody* CcdPhysicsController::GetRigidBody()
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{
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	return btRigidBody::upcast(m_object);
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}
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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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#include "BulletSoftBody/btSoftBodyHelpers.h"
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void CcdPhysicsController::CreateRigidbody()
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{
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	//btTransform trans = GetTransformFromMotionState(m_MotionState);
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	m_bulletMotionState = new BlenderBulletMotionState(m_MotionState);
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	///either create a btCollisionObject, btRigidBody or btSoftBody
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	//create a collision object
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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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		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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		btVector3 p(0,0,0);// = getOrigin();
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		btSoftRigidDynamicsWorld* softDynaWorld = (btSoftRigidDynamicsWorld*)m_cci.m_physicsEnv->getDynamicsWorld();
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		PHY__Vector3	grav;
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		grav[0] = softDynaWorld->getGravity().getX();
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		grav[1] = softDynaWorld->getGravity().getY();
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		grav[2] = softDynaWorld->getGravity().getZ();
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		softDynaWorld->getWorldInfo().m_gravity.setValue(grav[0],grav[1],grav[2]); //??
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		//btSoftBody*	psb=btSoftBodyHelpers::CreateRope(sbi,	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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		if (m_cci.m_collisionShape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE)
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		{
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			btConvexHullShape* convexHull = (btConvexHullShape* )m_cci.m_collisionShape;
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			//psb = btSoftBodyHelpers::CreateFromConvexHull(sbi,&transformedVertices[0],convexHull->getNumPoints());
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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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				btSoftBodyWorldInfo& worldInfo = softDynaWorld->getWorldInfo();
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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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				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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				{
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					const int idx[]={	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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		} else
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		{
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			btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
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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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				///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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					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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					int numtris;
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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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					psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
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				}
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			} else
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			{
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				btBvhTriangleMeshShape* trimeshshape = (btBvhTriangleMeshShape*) m_cci.m_collisionShape;
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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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					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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					int numtris;
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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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					psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,(const btScalar*)vertexBase,(const int*)indexbase,numtris);
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				}
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				//psb = btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
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			}
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		}
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		if (m_cci.m_margin > 0.f)
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		{
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			psb->getCollisionShape()->setMargin(m_cci.m_margin);
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			psb->updateBounds();
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		}
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		m_object = psb;
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		//psb->m_cfg.collisions	=	btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+	btSoftBody::fCollision::CL_RS;
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		//psb->m_cfg.collisions	=	btSoftBody::fCollision::SDF_RS + btSoftBody::fCollision::VF_SS;//CL_SS;
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		//btSoftBody::Material*	pm=psb->appendMaterial();
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		btSoftBody::Material*	pm=psb->m_materials[0];
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		pm->m_kLST				=	m_cci.m_soft_linStiff;
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		pm->m_kAST				=	m_cci.m_soft_angStiff;
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		pm->m_kVST				=	m_cci.m_soft_volume;
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		psb->m_cfg.collisions = 0;
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		if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_RS)
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		{
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			psb->m_cfg.collisions	+=	btSoftBody::fCollision::CL_RS;
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		} else
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		{
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			psb->m_cfg.collisions	+=	btSoftBody::fCollision::SDF_RS;
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		}
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		if (m_cci.m_soft_collisionflags & CCD_BSB_COL_CL_SS)
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		{
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			psb->m_cfg.collisions += btSoftBody::fCollision::CL_SS;
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		} else
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		{
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			psb->m_cfg.collisions += btSoftBody::fCollision::VF_SS;
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		}
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		psb->m_cfg.kSRHR_CL = m_cci.m_soft_kSRHR_CL;		/* Soft vs rigid hardness [0,1] (cluster only) */
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		psb->m_cfg.kSKHR_CL = m_cci.m_soft_kSKHR_CL;		/* Soft vs kinetic hardness [0,1] (cluster only) */
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		psb->m_cfg.kSSHR_CL = m_cci.m_soft_kSSHR_CL;		/* Soft vs soft hardness [0,1] (cluster only) */
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		psb->m_cfg.kSR_SPLT_CL = m_cci.m_soft_kSR_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
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		psb->m_cfg.kSK_SPLT_CL = m_cci.m_soft_kSK_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
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		psb->m_cfg.kSS_SPLT_CL = m_cci.m_soft_kSS_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
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		psb->m_cfg.kVCF = m_cci.m_soft_kVCF;			/* Velocities correction factor (Baumgarte) */
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		psb->m_cfg.kDP = m_cci.m_soft_kDP;			/* Damping coefficient [0,1] */
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		psb->m_cfg.kDG = m_cci.m_soft_kDG;			/* Drag coefficient [0,+inf] */
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		psb->m_cfg.kLF = m_cci.m_soft_kLF;			/* Lift coefficient [0,+inf] */
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		psb->m_cfg.kPR = m_cci.m_soft_kPR;			/* Pressure coefficient [-inf,+inf] */
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		psb->m_cfg.kVC = m_cci.m_soft_kVC;			/* Volume conversation coefficient [0,+inf] */
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		psb->m_cfg.kDF = m_cci.m_soft_kDF;			/* Dynamic friction coefficient [0,1] */
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		psb->m_cfg.kMT = m_cci.m_soft_kMT;			/* Pose matching coefficient [0,1] */
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		psb->m_cfg.kCHR = m_cci.m_soft_kCHR;			/* Rigid contacts hardness [0,1] */
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		psb->m_cfg.kKHR = m_cci.m_soft_kKHR;			/* Kinetic contacts hardness [0,1] */
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		psb->m_cfg.kSHR = m_cci.m_soft_kSHR;			/* Soft contacts hardness [0,1] */
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		psb->m_cfg.kAHR = m_cci.m_soft_kAHR;			/* Anchors hardness [0,1] */
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		if (m_cci.m_gamesoftFlag & CCD_BSB_BENDING_CONSTRAINTS)//OB_SB_GOAL)
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		{
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			psb->generateBendingConstraints(2,pm);
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		}
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						|
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						|
		psb->m_cfg.piterations = m_cci.m_soft_piterations;
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		psb->m_cfg.viterations = m_cci.m_soft_viterations;
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		psb->m_cfg.diterations = m_cci.m_soft_diterations;
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		psb->m_cfg.citerations = m_cci.m_soft_citerations;
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		if (m_cci.m_gamesoftFlag & CCD_BSB_SHAPE_MATCHING)//OB_SB_GOAL)
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		{
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			psb->setPose(false,true);//
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		} else
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		{
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			psb->setPose(true,false);
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						|
		}
 | 
						|
 | 
						|
 | 
						|
		
 | 
						|
		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->activate();
 | 
						|
//		psb->setActivationState(1);
 | 
						|
//		psb->setDeactivationTime(1.f);
 | 
						|
		
 | 
						|
		//psb->m_materials[0]->m_kLST	=	0.1+(i/(btScalar)(n-1))*0.9;
 | 
						|
		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++)
 | 
						|
				{
 | 
						|
					// The vertex cache can only be updated for this deformer:
 | 
						|
					// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
 | 
						|
					// share the same mesh (=the same cache). As the rendering is done per polymaterial
 | 
						|
					// cycling through the objects, the entire mesh cache cannot be updated in one shot.
 | 
						|
					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;
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
//		m_object->setCollisionShape(rbci.m_collisionShape);
 | 
						|
		btTransform startTrans;
 | 
						|
 | 
						|
		if (rbci.m_motionState)
 | 
						|
		{
 | 
						|
			rbci.m_motionState->getWorldTransform(startTrans);
 | 
						|
		} else
 | 
						|
		{
 | 
						|
			startTrans = rbci.m_startWorldTransform;
 | 
						|
		}
 | 
						|
		//startTrans.setIdentity();
 | 
						|
 | 
						|
		//m_object->setWorldTransform(startTrans);
 | 
						|
		//m_object->setInterpolationWorldTransform(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;
 | 
						|
			GetSoftBody()->transform(startTrans);
 | 
						|
		}
 | 
						|
 | 
						|
//		btVector3 wp = m_softBody->getWorldTransform().getOrigin();
 | 
						|
//		MT_Point3 center(wp.getX(),wp.getY(),wp.getZ());
 | 
						|
//		m_gameobj->NodeSetWorldPosition(center);
 | 
						|
 | 
						|
 | 
						|
	} else
 | 
						|
	{
 | 
						|
		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);
 | 
						|
 | 
						|
	}
 | 
						|
	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;
 | 
						|
	}
 | 
						|
	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 alredy */
 | 
						|
	/* if (m_collisionShape) DeleteControllerShape(); */
 | 
						|
 | 
						|
	m_object->setCollisionShape(newShape);
 | 
						|
	m_collisionShape= newShape;
 | 
						|
	m_cci.m_collisionShape= newShape;
 | 
						|
	
 | 
						|
	
 | 
						|
	/* 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 = obarr[i]->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;
 | 
						|
	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);
 | 
						|
 | 
						|
		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::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;
 | 
						|
		}
 | 
						|
 | 
						|
		// btRigidBody* body = GetRigidBody(); // not used anymore
 | 
						|
 | 
						|
		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::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[4],rotval[8],
 | 
						|
								rotval[1],rotval[5],rotval[9],
 | 
						|
								rotval[2],rotval[6],rotval[10]);
 | 
						|
 | 
						|
 | 
						|
		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(PHY__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::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::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)
 | 
						|
{
 | 
						|
	if (!rigid)
 | 
						|
	{
 | 
						|
		btRigidBody* body = GetRigidBody();
 | 
						|
		if (body)
 | 
						|
		{
 | 
						|
			//fake it for now
 | 
						|
			btVector3 inertia = body->getInvInertiaDiagLocal();
 | 
						|
			inertia[1] = 0.f;
 | 
						|
			body->setInvInertiaDiagLocal(inertia);
 | 
						|
			body->updateInertiaTensor();
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
		// 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);
 | 
						|
	} 
 | 
						|
	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, bool gimpact)
 | 
						|
{
 | 
						|
	if (polytope || dm || gimpact)
 | 
						|
		// 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,bool useGimpact)
 | 
						|
{
 | 
						|
	int numpolys, numverts;
 | 
						|
 | 
						|
	m_useGimpact = useGimpact;
 | 
						|
 | 
						|
	// 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();
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!dm) {
 | 
						|
		free_dm = true;
 | 
						|
		dm = CDDM_from_mesh(meshobj->GetMesh(), NULL);
 | 
						|
	}
 | 
						|
 | 
						|
	MVert *mvert = dm->getVertArray(dm);
 | 
						|
	MFace *mface = dm->getTessFaceArray(dm);
 | 
						|
	numpolys = dm->getNumFaces(dm);
 | 
						|
	numverts = dm->getNumVerts(dm);
 | 
						|
	int* index = (int*)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
 | 
						|
 | 
						|
	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];
 | 
						|
			RAS_Polygon* poly = meshobj->GetPolygon(index[p2]);
 | 
						|
 | 
						|
			// 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];
 | 
						|
			RAS_Polygon* poly= meshobj->GetPolygon(index[p2]);
 | 
						|
 | 
						|
			// 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];
 | 
						|
			RAS_Polygon* poly= meshobj->GetPolygon(index[p2]);
 | 
						|
 | 
						|
			// 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];
 | 
						|
 | 
						|
		for (int p2=0; p2<numpolys; p2++)
 | 
						|
		{
 | 
						|
			MFace* mf = &mface[p2];
 | 
						|
			RAS_Polygon* poly= meshobj->GetPolygon(index[p2]);
 | 
						|
 | 
						|
			// 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 indicies
 | 
						|
				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;
 | 
						|
 | 
						|
				// m_polygonIndexArray
 | 
						|
				*poly_index_pt= index[p2];
 | 
						|
				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;
 | 
						|
 | 
						|
					// m_polygonIndexArray
 | 
						|
					*poly_index_pt= index[p2];
 | 
						|
					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 && !useGimpact)
 | 
						|
	{
 | 
						|
		// 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;
 | 
						|
	
 | 
						|
	/* get the mesh from the object if not defined */
 | 
						|
	if(meshobj==NULL) {
 | 
						|
		
 | 
						|
		/* modifier mesh */
 | 
						|
		if(deformer && deformer->GetFinalMesh())
 | 
						|
			meshobj= deformer->GetRasMesh();
 | 
						|
		
 | 
						|
		/* game object first mesh */
 | 
						|
		if(meshobj==NULL) {
 | 
						|
			if(gameobj->GetMeshCount() > 0) {
 | 
						|
				meshobj= gameobj->GetMesh(0);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if(deformer && deformer->GetFinalMesh() && deformer->GetRasMesh() == meshobj)
 | 
						|
	{	/*
 | 
						|
		 * Derived Mesh Update
 | 
						|
		 *
 | 
						|
		 * */
 | 
						|
 | 
						|
		DerivedMesh* dm= gameobj->GetDeformer()->GetFinalMesh();
 | 
						|
 | 
						|
		MVert *mvert = dm->getVertArray(dm);
 | 
						|
		MFace *mface = dm->getTessFaceArray(dm);
 | 
						|
		numpolys = dm->getNumFaces(dm);
 | 
						|
		numverts = dm->getNumVerts(dm);
 | 
						|
		int* index = (int*)dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
 | 
						|
 | 
						|
		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_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)
 | 
						|
				{
 | 
						|
					if(mf->v4) {
 | 
						|
						fv_pt= quad_verts;
 | 
						|
						*poly_index_pt++ = *poly_index_pt++ = index[i];
 | 
						|
						flen= 4;
 | 
						|
					} else {
 | 
						|
						fv_pt= tri_verts;
 | 
						|
						*poly_index_pt++ = index[i];
 | 
						|
						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];
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		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];
 | 
						|
 | 
						|
			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++) {
 | 
						|
				if(mf->v4) {
 | 
						|
					fv_pt= quad_verts;
 | 
						|
					*poly_index_pt++ = *poly_index_pt++ = index[i];
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					fv_pt= tri_verts;
 | 
						|
					*poly_index_pt++ = index[i];
 | 
						|
				}
 | 
						|
 | 
						|
				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);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		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 dont 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) {
 | 
						|
		// dont free now so it can re-allocate under the same location and not break pointers.
 | 
						|
		// DeleteBulletShape(m_unscaledShape); 
 | 
						|
		m_forceReInstance= true;
 | 
						|
	}
 | 
						|
 | 
						|
	m_meshObject= meshobj;
 | 
						|
	
 | 
						|
	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)
 | 
						|
{
 | 
						|
	btCollisionShape* collisionShape = 0;
 | 
						|
	btCompoundShape* compoundShape = 0;	
 | 
						|
 | 
						|
	if (m_shapeType == PHY_SHAPE_PROXY && m_shapeProxy != NULL)
 | 
						|
		return m_shapeProxy->CreateBulletShape(margin);
 | 
						|
 | 
						|
	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_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 (m_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);
 | 
						|
				collisionShape = gimpactShape;
 | 
						|
				gimpactShape->updateBound();
 | 
						|
 | 
						|
		} 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 );
 | 
						|
				} else {
 | 
						|
					m_unscaledShape = new btBvhTriangleMeshShape( indexVertexArrays, true );
 | 
						|
				}
 | 
						|
				
 | 
						|
				m_forceReInstance= false;
 | 
						|
				m_unscaledShape->recalcLocalAabb();
 | 
						|
			}
 | 
						|
			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);
 | 
						|
				if (collisionShape)
 | 
						|
				{
 | 
						|
					collisionShape->setLocalScaling((*sit)->m_childScale);
 | 
						|
					compoundShape->addChildShape((*sit)->m_childTrans, collisionShape);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			collisionShape = compoundShape;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return collisionShape;
 | 
						|
}
 | 
						|
 | 
						|
void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
 | 
						|
{
 | 
						|
	m_shapeArray.push_back(shapeInfo);
 | 
						|
}
 | 
						|
 | 
						|
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();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 |