Torque3D/Engine/source/T3D/physics/bullet/btPlayer.cpp
rextimmy c08f75f52a Bullet plugin update for bullet 2.85.
Fix potential crash with BtPlayer::_stepForward
2016-12-28 18:33:19 +10:00

520 lines
18 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/physics/bullet/btPlayer.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/bullet/btWorld.h"
#include "T3D/physics/bullet/btCasts.h"
#include "collision/collision.h"
BtPlayer::BtPlayer()
: PhysicsPlayer(),
mWorld( NULL ),
mObject( NULL ),
mGhostObject( NULL ),
mColShape( NULL ),
mOriginOffset( 0.0f )
{
}
BtPlayer::~BtPlayer()
{
_releaseController();
}
void BtPlayer::_releaseController()
{
if ( !mGhostObject )
return;
mWorld->getDynamicsWorld()->removeCollisionObject( mGhostObject );
SAFE_DELETE( mGhostObject );
SAFE_DELETE( mColShape );
}
void BtPlayer::init( const char *type,
const Point3F &size,
F32 runSurfaceCos,
F32 stepHeight,
SceneObject *obj,
PhysicsWorld *world )
{
AssertFatal( obj, "BtPlayer::init - Got a null scene object!" );
AssertFatal( world, "BtPlayer::init - Got a null world!" );
AssertFatal( dynamic_cast<BtWorld*>( world ), "BtPlayer::init - The world is the wrong type!" );
// Cleanup any previous controller.
_releaseController();
mObject = obj;
mWorld = (BtWorld*)world;
mSlopeAngle = runSurfaceCos;
mStepHeight = stepHeight;
//if ( dStricmp( type, "Capsule" ) == 0 )
{
F32 radius = getMax( size.x, size.y ) * 0.5f;
F32 height = size.z - ( radius * 2.0f );
mColShape = new btCapsuleShapeZ( radius, height );
mColShape->setMargin( 0.05f );
mOriginOffset = ( height * 0.5 ) + radius;
}
//else
{
//mColShape = new btBoxShape( btVector3( 0.5f, 0.5f, 1.0f ) );
//mOriginOffset = 1.0f;
}
mGhostObject = new btPairCachingGhostObject();
mGhostObject->setCollisionShape( mColShape );
mGhostObject->setCollisionFlags( btCollisionObject::CF_CHARACTER_OBJECT );
mWorld->getDynamicsWorld()->addCollisionObject( mGhostObject,
btBroadphaseProxy::CharacterFilter,
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter );
mUserData.setObject( obj );
mGhostObject->setUserPointer( &mUserData );
}
Point3F BtPlayer::move( const VectorF &disp, CollisionList &outCol )
{
AssertFatal( mGhostObject, "BtPlayer::move - The controller is null!" );
if (!mWorld->isEnabled())
{
btTransform currentTrans = mGhostObject->getWorldTransform();
btVector3 currentPos = currentTrans.getOrigin();
Point3F returnPos = btCast<Point3F>(currentPos);
returnPos.z -= mOriginOffset;
return returnPos;
}
// First recover from any penetrations from the previous tick.
U32 numPenetrationLoops = 0;
bool touchingContact = false;
while ( _recoverFromPenetration() )
{
numPenetrationLoops++;
touchingContact = true;
if ( numPenetrationLoops > 4 )
break;
}
btTransform newTrans = mGhostObject->getWorldTransform();
btVector3 newPos = newTrans.getOrigin();
// The move consists of 3 steps... the up step, the forward
// step, and the down step.
btVector3 forwardSweep( disp.x, disp.y, 0.0f );
const bool hasForwardSweep = forwardSweep.length2() > 0.0f;
F32 upSweep = 0.0f;
F32 downSweep = 0.0f;
if ( disp[2] < 0.0f )
downSweep = disp[2];
else
upSweep = disp[2];
// Only do auto stepping if the character is moving forward.
F32 stepOffset = mStepHeight;
if ( hasForwardSweep )
upSweep += stepOffset;
// First we do the up step which includes the passed in
// upward displacement as well as the auto stepping.
if ( upSweep > 0.0f &&
_sweep( &newPos, btVector3( 0.0f, 0.0f, upSweep ), NULL ) )
{
// Keep track of how far we actually swept to make sure
// we do not remove too much in the down sweep.
F32 delta = newPos[2] - newTrans.getOrigin()[2];
if ( delta < stepOffset )
stepOffset = delta;
}
// Now do the forward step.
_stepForward( &newPos, forwardSweep, &outCol );
// Now remove what remains of our auto step
// from the down sweep.
if ( hasForwardSweep )
downSweep -= stepOffset;
// Do the downward sweep.
if ( downSweep < 0.0f )
_sweep( &newPos, btVector3( 0.0f, 0.0f, downSweep ), &outCol );
// Finally update the ghost with its new position.
newTrans.setOrigin( newPos );
mGhostObject->setWorldTransform( newTrans );
// Return the current position of the ghost.
newPos[2] -= mOriginOffset;
return btCast<Point3F>( newPos );
}
bool BtPlayer::_recoverFromPenetration()
{
bool penetration = false;
btDynamicsWorld *collWorld = mWorld->getDynamicsWorld();
collWorld->getDispatcher()->dispatchAllCollisionPairs( mGhostObject->getOverlappingPairCache(),
collWorld->getDispatchInfo(),
collWorld->getDispatcher() );
btVector3 currPos = mGhostObject->getWorldTransform().getOrigin();
btScalar maxPen = 0.0f;
btManifoldArray manifoldArray;
for ( U32 i = 0; i < mGhostObject->getOverlappingPairCache()->getNumOverlappingPairs(); i++ )
{
btBroadphasePair *collisionPair = &mGhostObject->getOverlappingPairCache()->getOverlappingPairArray()[i];
if ( ((btCollisionObject*)collisionPair->m_pProxy0->m_clientObject)->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE ||
((btCollisionObject*)collisionPair->m_pProxy1->m_clientObject)->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
continue;
manifoldArray.resize(0);
if (collisionPair->m_algorithm)
collisionPair->m_algorithm->getAllContactManifolds(manifoldArray);
for ( U32 j=0; j < manifoldArray.size(); j++ )
{
btPersistentManifold* manifold = manifoldArray[j];
btScalar directionSign = manifold->getBody0() == mGhostObject ? -1.0f : 1.0f;
for ( U32 p=0; p < manifold->getNumContacts(); p++ )
{
const btManifoldPoint&pt = manifold->getContactPoint(p);
if ( pt.getDistance() < -mColShape->getMargin() )
{
if ( pt.getDistance() < maxPen )
{
maxPen = pt.getDistance();
//m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
}
currPos += pt.m_normalWorldOnB * directionSign * pt.getDistance(); // * 0.25f;
penetration = true;
}
else
{
//printf("touching %f\n", pt.getDistance());
}
}
//manifold->clearManifold();
}
}
// Update the ghost transform.
btTransform newTrans = mGhostObject->getWorldTransform();
newTrans.setOrigin( currPos );
mGhostObject->setWorldTransform( newTrans );
return penetration;
}
class BtPlayerSweepCallback : public btCollisionWorld::ClosestConvexResultCallback
{
typedef btCollisionWorld::ClosestConvexResultCallback Parent;
public:
BtPlayerSweepCallback( btCollisionObject *me, const btVector3 &moveVec )
: Parent( btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0) ),
mMe( me ),
mMoveVec( moveVec )
{
}
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
{
if ( proxy0->m_clientObject == mMe )
return false;
return Parent::needsCollision( proxy0 );
}
virtual btScalar addSingleResult( btCollisionWorld::LocalConvexResult &convexResult,
bool normalInWorldSpace )
{
// NOTE: I shouldn't have to do any of this, but Bullet
// has some weird bugs.
//
// For one the plane type will return hits on a Z up surface
// for sweeps that have no Z sweep component.
//
// Second the normal returned here is sometimes backwards
// to the sweep direction... no clue why.
//
F32 dotN = mMoveVec.dot( convexResult.m_hitNormalLocal );
if ( mFabs( dotN ) < 0.1f )
return 1.0f;
if ( convexResult.m_hitCollisionObject->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
return 1.0f;
return Parent::addSingleResult( convexResult, normalInWorldSpace );
}
protected:
btVector3 mMoveVec;
btCollisionObject *mMe;
};
bool BtPlayer::_sweep( btVector3 *inOutCurrPos, const btVector3 &disp, CollisionList *outCol )
{
btTransform start( btTransform::getIdentity() );
start.setOrigin ( *inOutCurrPos );
btTransform end( btTransform::getIdentity() );
end.setOrigin ( *inOutCurrPos + disp );
BtPlayerSweepCallback callback( mGhostObject, disp.normalized() );
callback.m_collisionFilterGroup = mGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = mGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
if (disp.length()>0.0001)
mGhostObject->convexSweepTest( mColShape, start, end, callback, 0.0f );
inOutCurrPos->setInterpolate3( start.getOrigin(), end.getOrigin(), callback.m_closestHitFraction );
if ( callback.hasHit() )
{
if ( outCol )
{
Collision& col = outCol->increment();
dMemset( &col, 0, sizeof( col ) );
col.normal = btCast<Point3F>( callback.m_hitNormalWorld );
col.object = PhysicsUserData::getObject( callback.m_hitCollisionObject->getUserPointer() );
F32 vd = col.normal.z;
if (vd < mSlopeAngle)
return false;
}
return true;
}
return false;
}
void BtPlayer::_stepForward( btVector3 *inOutCurrPos, const btVector3 &displacement, CollisionList *outCol )
{
btTransform start( btTransform::getIdentity() );
btTransform end( btTransform::getIdentity() );
F32 fraction = 1.0f;
S32 maxIter = 10;
btVector3 disp = displacement;
while ( fraction > 0.01f && maxIter-- > 0 )
{
// Setup the sweep start and end transforms.
start.setOrigin( *inOutCurrPos );
end.setOrigin( *inOutCurrPos + disp );
BtPlayerSweepCallback callback( mGhostObject, disp.length2() > SIMD_EPSILON ? disp.normalized() : disp );
callback.m_collisionFilterGroup = mGhostObject->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = mGhostObject->getBroadphaseHandle()->m_collisionFilterMask;
if (disp.length()>0.0001)
mGhostObject->convexSweepTest( mColShape, start, end, callback, 0.0f );
// Subtract from the travel fraction.
fraction -= callback.m_closestHitFraction;
// Did we get a hit?
if ( callback.hasHit() )
{
/*
// Get the real hit normal... Bullet returns the 'seperating normal' and not
// the normal of the hit object.
btTransform rayStart( btTransform::getIdentity() );
rayStart.setOrigin( callback.m_hitPointWorld + callback.m_hitNormalWorld );
btTransform rayEnd( btTransform::getIdentity() );
rayEnd.setOrigin( callback.m_hitPointWorld - callback.m_hitNormalWorld );
btCollisionWorld::ClosestRayResultCallback rayHit( rayStart.getOrigin(), rayEnd.getOrigin() );
mWorld->getDynamicsWorld()->rayTestSingle( rayStart,
rayEnd,
callback.m_hitCollisionObject,
callback.m_hitCollisionObject->getCollisionShape(),
callback.m_hitCollisionObject->getWorldTransform(),
rayHit );
if ( !rayHit.hasHit() )
break;
*/
Collision& col = outCol->increment();
dMemset( &col, 0, sizeof( col ) );
col.normal = btCast<Point3F>( callback.m_hitNormalWorld );
col.object = PhysicsUserData::getObject( callback.m_hitCollisionObject->getUserPointer() );
// If the collision direction is sideways then modify the collision normal
// to remove any z component. This takes care of any sideways collisions
// with the round bottom of the capsule when it comes to the Player class
// velocity calculations. We want all sideways collisions to be treated
// as if they hit the side of a cylinder.
if (col.normal.z > 0.0f)
{
// This will only remove the z component of the collision normal
// for the bottom of the character controller, which would hit during
// a step. We'll leave the top hemisphere of the character's capsule
// alone as bumping one's head is an entirely different story. This
// helps with low doorways.
col.normal.z = 0.0f;
col.normal.normalizeSafe();
}
// Interpolate to the new position.
inOutCurrPos->setInterpolate3( start.getOrigin(), end.getOrigin(), callback.m_closestHitFraction );
// Subtract out the displacement along the collision normal.
F32 bd = -disp.dot( callback.m_hitNormalWorld );
btVector3 dv = callback.m_hitNormalWorld * bd;
disp += dv;
}
else
{
// we moved whole way
*inOutCurrPos = end.getOrigin();
break;
}
}
}
void BtPlayer::findContact( SceneObject **contactObject,
VectorF *contactNormal,
Vector<SceneObject*> *outOverlapObjects ) const
{
AssertFatal( mGhostObject, "BtPlayer::findContact - The controller is null!" );
VectorF normal;
F32 maxDot = -1.0f;
// Go thru the contact points... get the first contact.
btHashedOverlappingPairCache *pairCache = mGhostObject->getOverlappingPairCache();
btBroadphasePairArray& pairArray = pairCache->getOverlappingPairArray();
U32 numPairs = pairArray.size();
btManifoldArray manifoldArray;
for ( U32 i=0; i < numPairs; i++ )
{
const btBroadphasePair &pair = pairArray[i];
btBroadphasePair *collisionPair = pairCache->findPair( pair.m_pProxy0, pair.m_pProxy1 );
if ( !collisionPair || !collisionPair->m_algorithm )
continue;
btCollisionObject *other = (btCollisionObject*)pair.m_pProxy0->m_clientObject;
if ( other == mGhostObject )
other = (btCollisionObject*)pair.m_pProxy1->m_clientObject;
if (!outOverlapObjects->contains(PhysicsUserData::getObject(other->getUserPointer())))
outOverlapObjects->push_back( PhysicsUserData::getObject( other->getUserPointer() ) );
if ( other->getCollisionFlags() & btCollisionObject::CF_NO_CONTACT_RESPONSE )
continue;
manifoldArray.clear();
collisionPair->m_algorithm->getAllContactManifolds( manifoldArray );
for ( U32 j=0; j < manifoldArray.size(); j++ )
{
btPersistentManifold *manifold = manifoldArray[j];
btScalar directionSign = manifold->getBody0() == mGhostObject ? 1.0f : -1.0f;
for ( U32 p=0; p < manifold->getNumContacts(); p++ )
{
const btManifoldPoint &pt = manifold->getContactPoint(p);
// Test the normal... is it the most vertical one we got?
normal = btCast<Point3F>( pt.m_normalWorldOnB * directionSign );
F32 dot = mDot( normal, VectorF( 0, 0, 1 ) );
if ( dot > maxDot )
{
maxDot = dot;
btCollisionObject *colObject = (btCollisionObject*)collisionPair->m_pProxy0->m_clientObject;
*contactObject = PhysicsUserData::getObject( colObject->getUserPointer() );
*contactNormal = normal;
}
}
}
}
}
void BtPlayer::enableCollision()
{
AssertFatal( mGhostObject, "BtPlayer::enableCollision - The controller is null!" );
//mController->setCollision( true );
}
void BtPlayer::disableCollision()
{
AssertFatal( mGhostObject, "BtPlayer::disableCollision - The controller is null!" );
//mController->setCollision( false );
}
PhysicsWorld* BtPlayer::getWorld()
{
return mWorld;
}
void BtPlayer::setTransform( const MatrixF &transform )
{
AssertFatal( mGhostObject, "BtPlayer::setTransform - The ghost object is null!" );
btTransform xfm = btCast<btTransform>( transform );
xfm.getOrigin()[2] += mOriginOffset;
mGhostObject->setWorldTransform( xfm );
}
MatrixF& BtPlayer::getTransform( MatrixF *outMatrix )
{
AssertFatal( mGhostObject, "BtPlayer::getTransform - The ghost object is null!" );
*outMatrix = btCast<MatrixF>( mGhostObject->getWorldTransform() );
*outMatrix[11] -= mOriginOffset;
return *outMatrix;
}
void BtPlayer::setScale( const Point3F &scale )
{
}