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461 lines
16 KiB
C++
461 lines
16 KiB
C++
#include "physic.hpp"
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#include <btBulletDynamicsCommon.h>
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#include <btBulletCollisionCommon.h>
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#include <components/nifbullet/bullet_nif_loader.hpp>
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//#include <apps\openmw\mwworld\world.hpp>
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#include "CMotionState.h"
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#include "OgreRoot.h"
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#include "btKinematicCharacterController.h"
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#include "BtOgrePG.h"
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#include "BtOgreGP.h"
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#include "BtOgreExtras.h"
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#define BIT(x) (1<<(x))
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namespace OEngine {
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namespace Physic
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{
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enum collisiontypes {
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COL_NOTHING = 0, //<Collide with nothing
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COL_WORLD = BIT(0), //<Collide with world objects
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COL_ACTOR_INTERNAL = BIT(1), //<Collide internal capsule
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COL_ACTOR_EXTERNAL = BIT(2) //<collide with external capsule
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};
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PhysicActor::PhysicActor(std::string name)
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{
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mName = name;
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// The capsule is at the origin
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btTransform transform;
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transform.setIdentity();
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// External capsule
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externalGhostObject = new PairCachingGhostObject(name);
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externalGhostObject->setWorldTransform( transform );
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btScalar externalCapsuleHeight = 120;
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btScalar externalCapsuleWidth = 19;
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externalCollisionShape = new btCapsuleShapeZ( externalCapsuleWidth, externalCapsuleHeight );
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externalCollisionShape->setMargin( 0.1 );
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externalGhostObject->setCollisionShape( externalCollisionShape );
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externalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
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// Internal capsule
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internalGhostObject = new PairCachingGhostObject(name);
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internalGhostObject->setWorldTransform( transform );
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//internalGhostObject->getBroadphaseHandle()->s
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btScalar internalCapsuleHeight = 110;
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btScalar internalCapsuleWidth = 17;
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internalCollisionShape = new btCapsuleShapeZ( internalCapsuleWidth, internalCapsuleHeight );
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internalCollisionShape->setMargin( 0.1 );
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internalGhostObject->setCollisionShape( internalCollisionShape );
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internalGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
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mCharacter = new btKinematicCharacterController( externalGhostObject,internalGhostObject,btScalar( 40 ),1,4,20,9.8,0.2 );
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mCharacter->setUpAxis(btKinematicCharacterController::Z_AXIS);
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mCharacter->setUseGhostSweepTest(false);
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mCharacter->mCollision = false;
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setGravity(0);
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mTranslation = btVector3(0,0,70);
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}
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PhysicActor::~PhysicActor()
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{
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delete mCharacter;
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delete internalGhostObject;
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delete internalCollisionShape;
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delete externalGhostObject;
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delete externalCollisionShape;
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}
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void PhysicActor::setGravity(float gravity)
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{
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mCharacter->setGravity(gravity);
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//mCharacter->
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}
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void PhysicActor::enableCollisions(bool collision)
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{
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mCharacter->mCollision = collision;
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}
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void PhysicActor::setVerticalVelocity(float z)
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{
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mCharacter->setVerticalVelocity(z);
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}
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bool PhysicActor::getCollisionMode()
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{
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return mCharacter->mCollision;
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}
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void PhysicActor::setWalkDirection(const btVector3& mvt)
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{
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mCharacter->setWalkDirection( mvt );
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}
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void PhysicActor::Rotate(const btQuaternion& quat)
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{
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externalGhostObject->getWorldTransform().setRotation( externalGhostObject->getWorldTransform().getRotation() * quat );
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internalGhostObject->getWorldTransform().setRotation( internalGhostObject->getWorldTransform().getRotation() * quat );
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}
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void PhysicActor::setRotation(const btQuaternion& quat)
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{
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externalGhostObject->getWorldTransform().setRotation( quat );
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internalGhostObject->getWorldTransform().setRotation( quat );
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}
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btVector3 PhysicActor::getPosition(void)
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{
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return internalGhostObject->getWorldTransform().getOrigin() -mTranslation;
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}
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btQuaternion PhysicActor::getRotation(void)
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{
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return internalGhostObject->getWorldTransform().getRotation();
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}
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void PhysicActor::setPosition(const btVector3& pos)
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{
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internalGhostObject->getWorldTransform().setOrigin(pos+mTranslation);
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externalGhostObject->getWorldTransform().setOrigin(pos+mTranslation);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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RigidBody::RigidBody(btRigidBody::btRigidBodyConstructionInfo& CI,std::string name)
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: btRigidBody(CI)
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, mName(name)
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{
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}
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RigidBody::~RigidBody()
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{
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delete getMotionState();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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PhysicEngine::PhysicEngine(BulletShapeLoader* shapeLoader) :
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mDebugActive(0)
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{
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// Set up the collision configuration and dispatcher
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collisionConfiguration = new btDefaultCollisionConfiguration();
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dispatcher = new btCollisionDispatcher(collisionConfiguration);
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// The actual physics solver
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solver = new btSequentialImpulseConstraintSolver;
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pairCache = new btSortedOverlappingPairCache();
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//pairCache->setInternalGhostPairCallback( new btGhostPairCallback() );
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broadphase = new btDbvtBroadphase(pairCache);
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// The world.
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dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,collisionConfiguration);
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dynamicsWorld->setGravity(btVector3(0,0,-10));
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if(BulletShapeManager::getSingletonPtr() == NULL)
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{
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new BulletShapeManager();
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}
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//TODO:singleton?
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mShapeLoader = shapeLoader;
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isDebugCreated = false;
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mDebugDrawer = NULL;
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}
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void PhysicEngine::createDebugRendering()
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{
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if(!isDebugCreated)
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{
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Ogre::SceneManagerEnumerator::SceneManagerIterator iter = Ogre::Root::getSingleton().getSceneManagerIterator();
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iter.begin();
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Ogre::SceneManager* scn = iter.getNext();
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Ogre::SceneNode* node = scn->getRootSceneNode()->createChildSceneNode();
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node->pitch(Ogre::Degree(-90));
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mDebugDrawer = new BtOgre::DebugDrawer(node, dynamicsWorld);
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dynamicsWorld->setDebugDrawer(mDebugDrawer);
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isDebugCreated = true;
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dynamicsWorld->debugDrawWorld();
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}
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}
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void PhysicEngine::setDebugRenderingMode(int mode)
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{
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if(!isDebugCreated)
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{
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createDebugRendering();
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}
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mDebugDrawer->setDebugMode(mode);
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mDebugActive = mode;
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}
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bool PhysicEngine::toggleDebugRendering()
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{
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setDebugRenderingMode(!mDebugActive);
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return mDebugActive;
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}
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PhysicEngine::~PhysicEngine()
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{
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RigidBodyContainer::iterator rb_it = RigidBodyMap.begin();
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for (; rb_it != RigidBodyMap.end(); ++rb_it)
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{
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if (rb_it->second != NULL)
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{
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dynamicsWorld->removeRigidBody(rb_it->second);
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delete rb_it->second;
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rb_it->second = NULL;
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}
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}
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PhysicActorContainer::iterator pa_it = PhysicActorMap.begin();
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for (; pa_it != PhysicActorMap.end(); ++pa_it)
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{
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if (pa_it->second != NULL)
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{
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dynamicsWorld->removeCollisionObject(pa_it->second->externalGhostObject);
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dynamicsWorld->removeCollisionObject(pa_it->second->internalGhostObject);
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dynamicsWorld->removeAction(pa_it->second->mCharacter);
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delete pa_it->second;
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pa_it->second = NULL;
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}
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}
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delete mDebugDrawer;
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delete dynamicsWorld;
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delete solver;
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delete collisionConfiguration;
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delete dispatcher;
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delete broadphase;
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delete pairCache;
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delete mShapeLoader;
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}
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RigidBody* PhysicEngine::createRigidBody(std::string mesh,std::string name,float scale)
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{
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//get the shape from the .nif
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mShapeLoader->load(mesh,"General");
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BulletShapeManager::getSingletonPtr()->load(mesh,"General");
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BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
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shape->Shape->setLocalScaling(btVector3(scale,scale,scale));
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//create the motionState
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CMotionState* newMotionState = new CMotionState(this,name);
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//create the real body
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btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,shape->Shape);
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RigidBody* body = new RigidBody(CI,name);
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body->collide = shape->collide;
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return body;
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}
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void PhysicEngine::addRigidBody(RigidBody* body)
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{
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if(body->collide)
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{
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dynamicsWorld->addRigidBody(body,COL_WORLD,COL_WORLD|COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL);
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}
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else
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{
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dynamicsWorld->addRigidBody(body,COL_WORLD,COL_NOTHING);
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}
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body->setActivationState(DISABLE_DEACTIVATION);
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RigidBody* oldBody = RigidBodyMap[body->mName];
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if (oldBody != NULL)
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{
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dynamicsWorld->removeRigidBody(oldBody);
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delete oldBody;
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}
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RigidBodyMap[body->mName] = body;
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}
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void PhysicEngine::removeRigidBody(std::string name)
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{
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RigidBodyContainer::iterator it = RigidBodyMap.find(name);
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if (it != RigidBodyMap.end() )
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{
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RigidBody* body = it->second;
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if(body != NULL)
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{
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// broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
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/*PhysicActorContainer::iterator it2 = PhysicActorMap.begin();
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for(;it2!=PhysicActorMap.end();it++)
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{
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it2->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
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it2->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(body->getBroadphaseProxy(),dispatcher);
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}*/
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dynamicsWorld->removeRigidBody(body);
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}
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}
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}
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void PhysicEngine::deleteRigidBody(std::string name)
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{
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RigidBodyContainer::iterator it = RigidBodyMap.find(name);
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if (it != RigidBodyMap.end() )
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{
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RigidBody* body = it->second;
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if(body != NULL)
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{
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delete body;
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}
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RigidBodyMap.erase(it);
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}
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}
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RigidBody* PhysicEngine::getRigidBody(std::string name)
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{
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RigidBody* body = RigidBodyMap[name];
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return body;
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}
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void PhysicEngine::stepSimulation(double deltaT)
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{
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dynamicsWorld->stepSimulation(deltaT,1,1/50.);
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if(isDebugCreated)
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{
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mDebugDrawer->step();
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}
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}
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void PhysicEngine::addCharacter(std::string name)
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{
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// Remove character with given name, so we don't make memory
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// leak when character would be added twice
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removeCharacter(name);
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PhysicActor* newActor = new PhysicActor(name);
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dynamicsWorld->addCollisionObject( newActor->externalGhostObject, COL_ACTOR_EXTERNAL, COL_WORLD |COL_ACTOR_EXTERNAL );
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dynamicsWorld->addCollisionObject( newActor->internalGhostObject, COL_ACTOR_INTERNAL, COL_WORLD |COL_ACTOR_INTERNAL );
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dynamicsWorld->addAction( newActor->mCharacter );
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PhysicActorMap[name] = newActor;
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}
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void PhysicEngine::removeCharacter(std::string name)
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{
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//std::cout << "remove";
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PhysicActorContainer::iterator it = PhysicActorMap.find(name);
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if (it != PhysicActorMap.end() )
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{
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PhysicActor* act = it->second;
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if(act != NULL)
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{
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/*broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
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broadphase->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
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PhysicActorContainer::iterator it2 = PhysicActorMap.begin();
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for(;it2!=PhysicActorMap.end();it++)
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{
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it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
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it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->externalGhostObject->getBroadphaseHandle(),dispatcher);
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it->second->internalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
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it->second->externalGhostObject->getOverlappingPairCache()->removeOverlappingPairsContainingProxy(act->internalGhostObject->getBroadphaseHandle(),dispatcher);
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}*/
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//act->externalGhostObject->
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dynamicsWorld->removeCollisionObject(act->externalGhostObject);
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dynamicsWorld->removeCollisionObject(act->internalGhostObject);
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dynamicsWorld->removeAction(act->mCharacter);
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delete act;
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}
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PhysicActorMap.erase(it);
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}
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//std::cout << "ok";
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}
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PhysicActor* PhysicEngine::getCharacter(std::string name)
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{
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PhysicActor* act = PhysicActorMap[name];
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return act;
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}
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void PhysicEngine::emptyEventLists(void)
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{
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}
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std::pair<std::string,float> PhysicEngine::rayTest(btVector3& from,btVector3& to)
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{
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std::string name = "";
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float d = -1;
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float d1 = 10000.;
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btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
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resultCallback1.m_collisionFilterMask = COL_WORLD;
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dynamicsWorld->rayTest(from, to, resultCallback1);
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if (resultCallback1.hasHit())
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{
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name = static_cast<RigidBody&>(*resultCallback1.m_collisionObject).mName;
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d1 = resultCallback1.m_closestHitFraction;
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d = d1;
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}
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btCollisionWorld::ClosestRayResultCallback resultCallback2(from, to);
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resultCallback2.m_collisionFilterMask = COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL;
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dynamicsWorld->rayTest(from, to, resultCallback2);
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float d2 = 10000.;
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if (resultCallback2.hasHit())
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{
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d2 = resultCallback1.m_closestHitFraction;
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if(d2<=d1)
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{
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name = static_cast<PairCachingGhostObject&>(*resultCallback2.m_collisionObject).mName;
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d = d2;
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}
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}
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return std::pair<std::string,float>(name,d);
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}
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std::vector< std::pair<float, std::string> > PhysicEngine::rayTest2(btVector3& from, btVector3& to)
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{
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MyRayResultCallback resultCallback1;
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resultCallback1.m_collisionFilterMask = COL_WORLD;
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dynamicsWorld->rayTest(from, to, resultCallback1);
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std::vector< std::pair<float, btCollisionObject*> > results = resultCallback1.results;
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MyRayResultCallback resultCallback2;
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resultCallback2.m_collisionFilterMask = COL_ACTOR_INTERNAL|COL_ACTOR_EXTERNAL;
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dynamicsWorld->rayTest(from, to, resultCallback2);
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std::vector< std::pair<float, btCollisionObject*> > actorResults = resultCallback2.results;
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std::vector< std::pair<float, std::string> > results2;
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for (std::vector< std::pair<float, btCollisionObject*> >::iterator it=results.begin();
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it != results.end(); ++it)
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{
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results2.push_back( std::make_pair( (*it).first, static_cast<RigidBody&>(*(*it).second).mName ) );
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}
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for (std::vector< std::pair<float, btCollisionObject*> >::iterator it=actorResults.begin();
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it != actorResults.end(); ++it)
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{
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results2.push_back( std::make_pair( (*it).first, static_cast<PairCachingGhostObject&>(*(*it).second).mName ) );
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}
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std::sort(results2.begin(), results2.end(), MyRayResultCallback::cmp);
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return results2;
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}
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}};
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