openmw-tes3coop/libs/openengine/bullet/physic.cpp
scrawl d3d5c1fd15 Disable debug drawing for raycasting shapes
This reduces performance too much, and seeing both shapes overlaid on top of each other is confusing anyway. This can be reintroduced via a setting if necessary.
2014-11-29 16:51:45 +01:00

940 lines
33 KiB
C++

#include "physic.hpp"
#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
#include <components/nifbullet/bulletnifloader.hpp>
#include "OgreRoot.h"
#include "BtOgrePG.h"
#include "BtOgreGP.h"
#include "BtOgreExtras.h"
#include <boost/lexical_cast.hpp>
#include <boost/format.hpp>
namespace
{
// Create a copy of the given collision shape (responsibility of user to delete the returned shape).
btCollisionShape *duplicateCollisionShape(btCollisionShape *shape)
{
if(shape->isCompound())
{
btCompoundShape *comp = static_cast<btCompoundShape*>(shape);
btCompoundShape *newShape = new btCompoundShape;
int numShapes = comp->getNumChildShapes();
for(int i = 0;i < numShapes;i++)
{
btCollisionShape *child = duplicateCollisionShape(comp->getChildShape(i));
btTransform trans = comp->getChildTransform(i);
newShape->addChildShape(trans, child);
}
return newShape;
}
if(btBvhTriangleMeshShape *trishape = dynamic_cast<btBvhTriangleMeshShape*>(shape))
{
btTriangleMesh* oldMesh = dynamic_cast<btTriangleMesh*>(trishape->getMeshInterface());
btTriangleMesh* newMesh = new btTriangleMesh(*oldMesh);
NifBullet::TriangleMeshShape *newShape = new NifBullet::TriangleMeshShape(newMesh, true);
return newShape;
}
throw std::logic_error(std::string("Unhandled Bullet shape duplication: ")+shape->getName());
}
void deleteShape(btCollisionShape* shape)
{
if(shape!=NULL)
{
if(shape->isCompound())
{
btCompoundShape* ms = static_cast<btCompoundShape*>(shape);
int a = ms->getNumChildShapes();
for(int i=0; i <a;i++)
{
deleteShape(ms->getChildShape(i));
}
}
delete shape;
}
}
}
namespace OEngine {
namespace Physic
{
PhysicActor::PhysicActor(const std::string &name, const std::string &mesh, PhysicEngine *engine, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation, float scale)
: mName(name), mEngine(engine), mMesh(mesh)
, mBody(0), mOnGround(false), mInternalCollisionMode(true)
, mExternalCollisionMode(true)
, mForce(0.0f)
, mScale(scale)
, mWalkingOnWater(false)
, mCanWaterWalk(false)
{
if (!NifBullet::getBoundingBox(mMesh, mHalfExtents, mMeshTranslation, mMeshOrientation))
{
mHalfExtents = Ogre::Vector3(0.f);
mMeshTranslation = Ogre::Vector3(0.f);
mMeshOrientation = Ogre::Quaternion::IDENTITY;
}
// Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it)
if (std::abs(mHalfExtents.x-mHalfExtents.y)<mHalfExtents.x*0.05 && mHalfExtents.z >= mHalfExtents.x)
{
// Could also be btCapsuleShapeZ, but the movement solver seems to have issues with it (jumping on slopes doesn't work)
mShape.reset(new btCylinderShapeZ(BtOgre::Convert::toBullet(mHalfExtents)));
}
else
mShape.reset(new btBoxShape(BtOgre::Convert::toBullet(mHalfExtents)));
mShape->setLocalScaling(btVector3(scale,scale,scale));
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo
(0,0, mShape.get());
mBody = new RigidBody(CI, name);
mBody->mPlaceable = false;
mBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
mBody->setActivationState(DISABLE_DEACTIVATION);
setPosition(position);
setRotation(rotation);
updateCollisionMask();
}
PhysicActor::~PhysicActor()
{
if(mBody)
{
mEngine->mDynamicsWorld->removeRigidBody(mBody);
delete mBody;
}
}
void PhysicActor::enableCollisionMode(bool collision)
{
mInternalCollisionMode = collision;
}
void PhysicActor::enableCollisionBody(bool collision)
{
if (mExternalCollisionMode != collision)
{
mExternalCollisionMode = collision;
updateCollisionMask();
}
}
void PhysicActor::updateCollisionMask()
{
mEngine->mDynamicsWorld->removeRigidBody(mBody);
int collisionMask = CollisionType_World | CollisionType_HeightMap;
if (mExternalCollisionMode)
collisionMask |= CollisionType_Actor | CollisionType_Projectile;
if (mCanWaterWalk)
collisionMask |= CollisionType_Water;
mEngine->mDynamicsWorld->addRigidBody(mBody, CollisionType_Actor, collisionMask);
}
const Ogre::Vector3& PhysicActor::getPosition() const
{
return mPosition;
}
void PhysicActor::setPosition(const Ogre::Vector3 &position)
{
assert(mBody);
mPosition = position;
btTransform tr = mBody->getWorldTransform();
Ogre::Quaternion meshrot = mMeshOrientation;
Ogre::Vector3 transrot = meshrot * (mMeshTranslation * mScale);
Ogre::Vector3 newPosition = transrot + position;
tr.setOrigin(BtOgre::Convert::toBullet(newPosition));
mBody->setWorldTransform(tr);
}
void PhysicActor::setRotation (const Ogre::Quaternion& rotation)
{
btTransform tr = mBody->getWorldTransform();
tr.setRotation(BtOgre::Convert::toBullet(mMeshOrientation * rotation));
mBody->setWorldTransform(tr);
}
void PhysicActor::setScale(float scale)
{
mScale = scale;
mShape->setLocalScaling(btVector3(scale,scale,scale));
setPosition(mPosition);
}
Ogre::Vector3 PhysicActor::getHalfExtents() const
{
return mHalfExtents * mScale;
}
void PhysicActor::setInertialForce(const Ogre::Vector3 &force)
{
mForce = force;
}
void PhysicActor::setOnGround(bool grounded)
{
mOnGround = grounded;
}
bool PhysicActor::isWalkingOnWater() const
{
return mWalkingOnWater;
}
void PhysicActor::setWalkingOnWater(bool walkingOnWater)
{
mWalkingOnWater = walkingOnWater;
}
void PhysicActor::setCanWaterWalk(bool waterWalk)
{
if (waterWalk != mCanWaterWalk)
{
mCanWaterWalk = waterWalk;
updateCollisionMask();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
RigidBody::RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name)
: btRigidBody(CI)
, mName(name)
, mPlaceable(false)
{
}
RigidBody::~RigidBody()
{
delete getMotionState();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
PhysicEngine::PhysicEngine(BulletShapeLoader* shapeLoader) :
mDebugActive(0)
, mSceneMgr(NULL)
{
// Set up the collision configuration and dispatcher
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
// The actual physics solver
solver = new btSequentialImpulseConstraintSolver;
broadphase = new btDbvtBroadphase();
// The world.
mDynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
// Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
// Should a "static" object ever be moved, we have to update its AABB manually using DynamicsWorld::updateSingleAabb.
mDynamicsWorld->setForceUpdateAllAabbs(false);
mDynamicsWorld->setGravity(btVector3(0,0,-10));
if(BulletShapeManager::getSingletonPtr() == NULL)
{
new BulletShapeManager();
}
//TODO:singleton?
mShapeLoader = shapeLoader;
isDebugCreated = false;
mDebugDrawer = NULL;
}
void PhysicEngine::createDebugRendering()
{
if(!isDebugCreated)
{
Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
mDebugDrawer = new BtOgre::DebugDrawer(node, mDynamicsWorld);
mDynamicsWorld->setDebugDrawer(mDebugDrawer);
isDebugCreated = true;
mDynamicsWorld->debugDrawWorld();
}
}
void PhysicEngine::setDebugRenderingMode(int mode)
{
if(!isDebugCreated)
{
createDebugRendering();
}
mDebugDrawer->setDebugMode(mode);
mDebugActive = mode;
}
bool PhysicEngine::toggleDebugRendering()
{
setDebugRenderingMode(!mDebugActive);
return mDebugActive;
}
void PhysicEngine::setSceneManager(Ogre::SceneManager* sceneMgr)
{
mSceneMgr = sceneMgr;
}
PhysicEngine::~PhysicEngine()
{
for (std::map<RigidBody*, AnimatedShapeInstance>::iterator it = mAnimatedShapes.begin(); it != mAnimatedShapes.end(); ++it)
deleteShape(it->second.mCompound);
for (std::map<RigidBody*, AnimatedShapeInstance>::iterator it = mAnimatedRaycastingShapes.begin(); it != mAnimatedRaycastingShapes.end(); ++it)
deleteShape(it->second.mCompound);
HeightFieldContainer::iterator hf_it = mHeightFieldMap.begin();
for (; hf_it != mHeightFieldMap.end(); ++hf_it)
{
mDynamicsWorld->removeRigidBody(hf_it->second.mBody);
delete hf_it->second.mShape;
delete hf_it->second.mBody;
}
RigidBodyContainer::iterator rb_it = mCollisionObjectMap.begin();
for (; rb_it != mCollisionObjectMap.end(); ++rb_it)
{
if (rb_it->second != NULL)
{
mDynamicsWorld->removeRigidBody(rb_it->second);
delete rb_it->second;
rb_it->second = NULL;
}
}
rb_it = mRaycastingObjectMap.begin();
for (; rb_it != mRaycastingObjectMap.end(); ++rb_it)
{
if (rb_it->second != NULL)
{
mDynamicsWorld->removeRigidBody(rb_it->second);
delete rb_it->second;
rb_it->second = NULL;
}
}
PhysicActorContainer::iterator pa_it = mActorMap.begin();
for (; pa_it != mActorMap.end(); ++pa_it)
{
if (pa_it->second != NULL)
{
delete pa_it->second;
pa_it->second = NULL;
}
}
delete mDebugDrawer;
delete mDynamicsWorld;
delete solver;
delete collisionConfiguration;
delete dispatcher;
delete broadphase;
delete mShapeLoader;
// Moved the cleanup to mwworld/physicssystem
//delete BulletShapeManager::getSingletonPtr();
}
void PhysicEngine::addHeightField(float* heights,
int x, int y, float yoffset,
float triSize, float sqrtVerts)
{
const std::string name = "HeightField_"
+ boost::lexical_cast<std::string>(x) + "_"
+ boost::lexical_cast<std::string>(y);
// find the minimum and maximum heights (needed for bullet)
float minh = heights[0];
float maxh = heights[0];
for (int i=0; i<sqrtVerts*sqrtVerts; ++i)
{
float h = heights[i];
if (h>maxh) maxh = h;
if (h<minh) minh = h;
}
btHeightfieldTerrainShape* hfShape = new btHeightfieldTerrainShape(
sqrtVerts, sqrtVerts, heights, 1,
minh, maxh, 2,
PHY_FLOAT,true);
hfShape->setUseDiamondSubdivision(true);
btVector3 scl(triSize, triSize, 1);
hfShape->setLocalScaling(scl);
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,0,hfShape);
RigidBody* body = new RigidBody(CI,name);
body->getWorldTransform().setOrigin(btVector3( (x+0.5)*triSize*(sqrtVerts-1), (y+0.5)*triSize*(sqrtVerts-1), (maxh+minh)/2.f));
HeightField hf;
hf.mBody = body;
hf.mShape = hfShape;
mHeightFieldMap [name] = hf;
mDynamicsWorld->addRigidBody(body,CollisionType_HeightMap,
CollisionType_Actor|CollisionType_Raycasting|CollisionType_Projectile);
}
void PhysicEngine::removeHeightField(int x, int y)
{
const std::string name = "HeightField_"
+ boost::lexical_cast<std::string>(x) + "_"
+ boost::lexical_cast<std::string>(y);
HeightField hf = mHeightFieldMap [name];
mDynamicsWorld->removeRigidBody(hf.mBody);
delete hf.mShape;
delete hf.mBody;
mHeightFieldMap.erase(name);
}
void PhysicEngine::adjustRigidBody(RigidBody* body, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
const Ogre::Vector3 &scaledBoxTranslation, const Ogre::Quaternion &boxRotation)
{
btTransform tr;
Ogre::Quaternion boxrot = rotation * boxRotation;
Ogre::Vector3 transrot = boxrot * scaledBoxTranslation;
Ogre::Vector3 newPosition = transrot + position;
tr.setOrigin(btVector3(newPosition.x, newPosition.y, newPosition.z));
tr.setRotation(btQuaternion(boxrot.x,boxrot.y,boxrot.z,boxrot.w));
body->setWorldTransform(tr);
}
void PhysicEngine::boxAdjustExternal(const std::string &mesh, RigidBody* body,
float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation)
{
std::string sid = (boost::format("%07.3f") % scale).str();
std::string outputstring = mesh + sid;
//get the shape from the .nif
mShapeLoader->load(outputstring,"General");
BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
adjustRigidBody(body, position, rotation, shape->mBoxTranslation * scale, shape->mBoxRotation);
}
RigidBody* PhysicEngine::createAndAdjustRigidBody(const std::string &mesh, const std::string &name,
float scale, const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
Ogre::Vector3* scaledBoxTranslation, Ogre::Quaternion* boxRotation, bool raycasting, bool placeable)
{
std::string sid = (boost::format("%07.3f") % scale).str();
std::string outputstring = mesh + sid;
//get the shape from the .nif
mShapeLoader->load(outputstring,"General");
BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
if (placeable && !raycasting && shape->mCollisionShape && !shape->mHasCollisionNode)
return NULL;
if (!shape->mCollisionShape && !raycasting)
return NULL;
if (!shape->mRaycastingShape && raycasting)
return NULL;
btCollisionShape* collisionShape = raycasting ? shape->mRaycastingShape : shape->mCollisionShape;
// If this is an animated compound shape, we must duplicate it so we can animate
// multiple instances independently.
if (!raycasting && !shape->mAnimatedShapes.empty())
collisionShape = duplicateCollisionShape(collisionShape);
if (raycasting && !shape->mAnimatedRaycastingShapes.empty())
collisionShape = duplicateCollisionShape(collisionShape);
collisionShape->setLocalScaling( btVector3(scale,scale,scale));
//create the real body
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo
(0,0, collisionShape);
RigidBody* body = new RigidBody(CI,name);
body->mPlaceable = placeable;
if (!raycasting && !shape->mAnimatedShapes.empty())
{
AnimatedShapeInstance instance;
instance.mAnimatedShapes = shape->mAnimatedShapes;
instance.mCompound = collisionShape;
mAnimatedShapes[body] = instance;
}
if (raycasting && !shape->mAnimatedRaycastingShapes.empty())
{
AnimatedShapeInstance instance;
instance.mAnimatedShapes = shape->mAnimatedRaycastingShapes;
instance.mCompound = collisionShape;
mAnimatedRaycastingShapes[body] = instance;
}
if(scaledBoxTranslation != 0)
*scaledBoxTranslation = shape->mBoxTranslation * scale;
if(boxRotation != 0)
*boxRotation = shape->mBoxRotation;
adjustRigidBody(body, position, rotation, shape->mBoxTranslation * scale, shape->mBoxRotation);
if (!raycasting)
{
assert (mCollisionObjectMap.find(name) == mCollisionObjectMap.end());
mCollisionObjectMap[name] = body;
mDynamicsWorld->addRigidBody(body,CollisionType_World,CollisionType_Actor|CollisionType_HeightMap);
}
else
{
assert (mRaycastingObjectMap.find(name) == mRaycastingObjectMap.end());
mRaycastingObjectMap[name] = body;
mDynamicsWorld->addRigidBody(body,CollisionType_Raycasting,CollisionType_Raycasting|CollisionType_Projectile);
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_DISABLE_VISUALIZE_OBJECT);
}
return body;
}
void PhysicEngine::removeRigidBody(const std::string &name)
{
RigidBodyContainer::iterator it = mCollisionObjectMap.find(name);
if (it != mCollisionObjectMap.end() )
{
RigidBody* body = it->second;
if(body != NULL)
{
mDynamicsWorld->removeRigidBody(body);
}
}
it = mRaycastingObjectMap.find(name);
if (it != mRaycastingObjectMap.end() )
{
RigidBody* body = it->second;
if(body != NULL)
{
mDynamicsWorld->removeRigidBody(body);
}
}
}
void PhysicEngine::deleteRigidBody(const std::string &name)
{
RigidBodyContainer::iterator it = mCollisionObjectMap.find(name);
if (it != mCollisionObjectMap.end() )
{
RigidBody* body = it->second;
if(body != NULL)
{
if (mAnimatedShapes.find(body) != mAnimatedShapes.end())
deleteShape(mAnimatedShapes[body].mCompound);
mAnimatedShapes.erase(body);
delete body;
}
mCollisionObjectMap.erase(it);
}
it = mRaycastingObjectMap.find(name);
if (it != mRaycastingObjectMap.end() )
{
RigidBody* body = it->second;
if(body != NULL)
{
if (mAnimatedRaycastingShapes.find(body) != mAnimatedRaycastingShapes.end())
deleteShape(mAnimatedRaycastingShapes[body].mCompound);
mAnimatedRaycastingShapes.erase(body);
delete body;
}
mRaycastingObjectMap.erase(it);
}
}
RigidBody* PhysicEngine::getRigidBody(const std::string &name, bool raycasting)
{
RigidBodyContainer* map = raycasting ? &mRaycastingObjectMap : &mCollisionObjectMap;
RigidBodyContainer::iterator it = map->find(name);
if (it != map->end() )
{
RigidBody* body = (*map)[name];
return body;
}
else
{
return NULL;
}
}
class ContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
public:
std::vector<std::string> mResult;
// added in bullet 2.81
// this is just a quick hack, as there does not seem to be a BULLET_VERSION macro?
#if defined(BT_COLLISION_OBJECT_WRAPPER_H)
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
{
const RigidBody* body = dynamic_cast<const RigidBody*>(colObj0Wrap->m_collisionObject);
if (body && !(colObj0Wrap->m_collisionObject->getBroadphaseHandle()->m_collisionFilterGroup
& CollisionType_Raycasting))
mResult.push_back(body->mName);
return 0.f;
}
#else
virtual btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* col0, int partId0, int index0,
const btCollisionObject* col1, int partId1, int index1)
{
const RigidBody* body = dynamic_cast<const RigidBody*>(col0);
if (body && !(col0->getBroadphaseHandle()->m_collisionFilterGroup
& CollisionType_Raycasting))
mResult.push_back(body->mName);
return 0.f;
}
#endif
};
class DeepestNotMeContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
const std::string &mFilter;
// Store the real origin, since the shape's origin is its center
btVector3 mOrigin;
public:
const RigidBody *mObject;
btVector3 mContactPoint;
btScalar mLeastDistSqr;
DeepestNotMeContactTestResultCallback(const std::string &filter, const btVector3 &origin)
: mFilter(filter), mOrigin(origin), mObject(0), mContactPoint(0,0,0),
mLeastDistSqr(std::numeric_limits<float>::max())
{ }
#if defined(BT_COLLISION_OBJECT_WRAPPER_H)
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObjectWrapper* col0Wrap,int partId0,int index0,
const btCollisionObjectWrapper* col1Wrap,int partId1,int index1)
{
const RigidBody* body = dynamic_cast<const RigidBody*>(col1Wrap->m_collisionObject);
if(body && body->mName != mFilter)
{
btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
if(!mObject || distsqr < mLeastDistSqr)
{
mObject = body;
mLeastDistSqr = distsqr;
mContactPoint = cp.getPositionWorldOnA();
}
}
return 0.f;
}
#else
virtual btScalar addSingleResult(btManifoldPoint& cp,
const btCollisionObject* col0, int partId0, int index0,
const btCollisionObject* col1, int partId1, int index1)
{
const RigidBody* body = dynamic_cast<const RigidBody*>(col1);
if(body && body->mName != mFilter)
{
btScalar distsqr = mOrigin.distance2(cp.getPositionWorldOnA());
if(!mObject || distsqr < mLeastDistSqr)
{
mObject = body;
mLeastDistSqr = distsqr;
mContactPoint = cp.getPositionWorldOnA();
}
}
return 0.f;
}
#endif
};
std::vector<std::string> PhysicEngine::getCollisions(const std::string& name, int collisionGroup, int collisionMask)
{
RigidBody* body = getRigidBody(name);
if (!body) // fall back to raycasting body if there is no collision body
body = getRigidBody(name, true);
ContactTestResultCallback callback;
callback.m_collisionFilterGroup = collisionGroup;
callback.m_collisionFilterMask = collisionMask;
mDynamicsWorld->contactTest(body, callback);
return callback.mResult;
}
std::pair<const RigidBody*,btVector3> PhysicEngine::getFilteredContact(const std::string &filter,
const btVector3 &origin,
btCollisionObject *object)
{
DeepestNotMeContactTestResultCallback callback(filter, origin);
callback.m_collisionFilterGroup = CollisionType_Actor;
callback.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap | CollisionType_Actor;
mDynamicsWorld->contactTest(object, callback);
return std::make_pair(callback.mObject, callback.mContactPoint);
}
void PhysicEngine::stepSimulation(double deltaT)
{
// This seems to be needed for character controller objects
mDynamicsWorld->stepSimulation(deltaT,10, 1/60.0);
if(isDebugCreated)
{
mDebugDrawer->step();
}
}
void PhysicEngine::addCharacter(const std::string &name, const std::string &mesh,
const Ogre::Vector3 &position, float scale, const Ogre::Quaternion &rotation)
{
// Remove character with given name, so we don't make memory
// leak when character would be added twice
removeCharacter(name);
PhysicActor* newActor = new PhysicActor(name, mesh, this, position, rotation, scale);
mActorMap[name] = newActor;
}
void PhysicEngine::removeCharacter(const std::string &name)
{
PhysicActorContainer::iterator it = mActorMap.find(name);
if (it != mActorMap.end() )
{
PhysicActor* act = it->second;
if(act != NULL)
{
delete act;
}
mActorMap.erase(it);
}
}
PhysicActor* PhysicEngine::getCharacter(const std::string &name)
{
PhysicActorContainer::iterator it = mActorMap.find(name);
if (it != mActorMap.end() )
{
PhysicActor* act = mActorMap[name];
return act;
}
else
{
return 0;
}
}
std::pair<std::string,float> PhysicEngine::rayTest(const btVector3 &from, const btVector3 &to, bool raycastingObjectOnly, bool ignoreHeightMap, Ogre::Vector3* normal)
{
std::string name = "";
float d = -1;
btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
resultCallback1.m_collisionFilterGroup = 0xff;
if(raycastingObjectOnly)
resultCallback1.m_collisionFilterMask = CollisionType_Raycasting|CollisionType_Actor;
else
resultCallback1.m_collisionFilterMask = CollisionType_World;
if(!ignoreHeightMap)
resultCallback1.m_collisionFilterMask = resultCallback1.m_collisionFilterMask | CollisionType_HeightMap;
mDynamicsWorld->rayTest(from, to, resultCallback1);
if (resultCallback1.hasHit())
{
name = static_cast<const RigidBody&>(*resultCallback1.m_collisionObject).mName;
d = resultCallback1.m_closestHitFraction;
if (normal)
*normal = Ogre::Vector3(resultCallback1.m_hitNormalWorld.x(),
resultCallback1.m_hitNormalWorld.y(),
resultCallback1.m_hitNormalWorld.z());
}
return std::pair<std::string,float>(name,d);
}
// callback that ignores player in results
struct OurClosestConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
OurClosestConvexResultCallback(const btVector3& convexFromWorld,const btVector3& convexToWorld)
: btCollisionWorld::ClosestConvexResultCallback(convexFromWorld, convexToWorld) {}
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
if (const RigidBody* body = dynamic_cast<const RigidBody*>(convexResult.m_hitCollisionObject))
if (body->mName == "player")
return 0;
return btCollisionWorld::ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
}
};
std::pair<bool, float> PhysicEngine::sphereCast (float radius, btVector3& from, btVector3& to)
{
OurClosestConvexResultCallback callback(from, to);
callback.m_collisionFilterGroup = 0xff;
callback.m_collisionFilterMask = OEngine::Physic::CollisionType_World|OEngine::Physic::CollisionType_HeightMap;
btSphereShape shape(radius);
const btQuaternion btrot(0.0f, 0.0f, 0.0f);
btTransform from_ (btrot, from);
btTransform to_ (btrot, to);
mDynamicsWorld->convexSweepTest(&shape, from_, to_, callback);
if (callback.hasHit())
return std::make_pair(true, callback.m_closestHitFraction);
else
return std::make_pair(false, 1);
}
std::vector< std::pair<float, std::string> > PhysicEngine::rayTest2(const btVector3& from, const btVector3& to, int filterGroup)
{
MyRayResultCallback resultCallback1;
resultCallback1.m_collisionFilterGroup = filterGroup;
resultCallback1.m_collisionFilterMask = CollisionType_Raycasting|CollisionType_Actor|CollisionType_HeightMap;
mDynamicsWorld->rayTest(from, to, resultCallback1);
std::vector< std::pair<float, const btCollisionObject*> > results = resultCallback1.results;
std::vector< std::pair<float, std::string> > results2;
for (std::vector< std::pair<float, const btCollisionObject*> >::iterator it=results.begin();
it != results.end(); ++it)
{
results2.push_back( std::make_pair( (*it).first, static_cast<const RigidBody&>(*(*it).second).mName ) );
}
std::sort(results2.begin(), results2.end(), MyRayResultCallback::cmp);
return results2;
}
void PhysicEngine::getObjectAABB(const std::string &mesh, float scale, btVector3 &min, btVector3 &max)
{
std::string sid = (boost::format("%07.3f") % scale).str();
std::string outputstring = mesh + sid;
mShapeLoader->load(outputstring, "General");
BulletShapeManager::getSingletonPtr()->load(outputstring, "General");
BulletShapePtr shape =
BulletShapeManager::getSingleton().getByName(outputstring, "General");
btTransform trans;
trans.setIdentity();
if (shape->mRaycastingShape)
shape->mRaycastingShape->getAabb(trans, min, max);
else if (shape->mCollisionShape)
shape->mCollisionShape->getAabb(trans, min, max);
else
{
min = btVector3(0,0,0);
max = btVector3(0,0,0);
}
}
int PhysicEngine::toggleDebugRendering(Ogre::SceneManager *sceneMgr)
{
if(!sceneMgr)
return 0;
std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *>::iterator iter =
mDebugDrawers.find(sceneMgr);
if(iter != mDebugDrawers.end()) // found scene manager
{
if((*iter).second)
{
// set a new drawer each time (maybe with a different scene manager)
mDynamicsWorld->setDebugDrawer(mDebugDrawers[sceneMgr]);
if(!mDebugDrawers[sceneMgr]->getDebugMode())
mDebugDrawers[sceneMgr]->setDebugMode(1 /*mDebugDrawFlags*/);
else
mDebugDrawers[sceneMgr]->setDebugMode(0);
mDynamicsWorld->debugDrawWorld();
return mDebugDrawers[sceneMgr]->getDebugMode();
}
}
return 0;
}
void PhysicEngine::stepDebug(Ogre::SceneManager *sceneMgr)
{
if(!sceneMgr)
return;
std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *>::iterator iter =
mDebugDrawers.find(sceneMgr);
if(iter != mDebugDrawers.end()) // found scene manager
{
if((*iter).second)
(*iter).second->step();
else
return;
}
}
void PhysicEngine::createDebugDraw(Ogre::SceneManager *sceneMgr)
{
if(mDebugDrawers.find(sceneMgr) == mDebugDrawers.end())
{
mDebugSceneNodes[sceneMgr] = sceneMgr->getRootSceneNode()->createChildSceneNode();
mDebugDrawers[sceneMgr] = new BtOgre::DebugDrawer(mDebugSceneNodes[sceneMgr], mDynamicsWorld);
mDebugDrawers[sceneMgr]->setDebugMode(0);
}
}
void PhysicEngine::removeDebugDraw(Ogre::SceneManager *sceneMgr)
{
std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *>::iterator iter =
mDebugDrawers.find(sceneMgr);
if(iter != mDebugDrawers.end())
{
delete (*iter).second;
mDebugDrawers.erase(iter);
}
std::map<Ogre::SceneManager *, Ogre::SceneNode *>::iterator it =
mDebugSceneNodes.find(sceneMgr);
if(it != mDebugSceneNodes.end())
{
std::string sceneNodeName = (*it).second->getName();
if(sceneMgr->hasSceneNode(sceneNodeName))
sceneMgr->destroySceneNode(sceneNodeName);
}
}
}
}