Torque3D/Engine/source/T3D/physics/bullet/btWorld.cpp
Thomas "elfprince13" Dickerson ce51070fc4 whitespace updates
2017-01-06 23:04:49 -05:00

348 lines
11 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/btWorld.h"
#include "T3D/physics/bullet/btPlugin.h"
#include "T3D/physics/bullet/btCasts.h"
#include "T3D/physics/physicsUserData.h"
#include "core/stream/bitStream.h"
#include "platform/profiler.h"
#include "sim/netConnection.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "scene/sceneRenderState.h"
#include "T3D/gameBase/gameProcess.h"
BtWorld::BtWorld() :
mProcessList( NULL ),
mIsSimulating( false ),
mErrorReport( false ),
mTickCount( 0 ),
mIsEnabled( false ),
mEditorTimeScale( 1.0f ),
mDynamicsWorld( NULL )
{
}
BtWorld::~BtWorld()
{
}
bool BtWorld::initWorld( bool isServer, ProcessList *processList )
{
// Collision configuration contains default setup for memory, collision setup.
mCollisionConfiguration = new btDefaultCollisionConfiguration();
mDispatcher = new btCollisionDispatcher( mCollisionConfiguration );
btVector3 worldMin( -2000, -2000, -1000 );
btVector3 worldMax( 2000, 2000, 1000 );
btAxisSweep3 *sweepBP = new btAxisSweep3( worldMin, worldMax );
mBroadphase = sweepBP;
sweepBP->getOverlappingPairCache()->setInternalGhostPairCallback( new btGhostPairCallback() );
// The default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded).
mSolver = new btSequentialImpulseConstraintSolver;
mDynamicsWorld = new btDiscreteDynamicsWorld( mDispatcher, mBroadphase, mSolver, mCollisionConfiguration );
if ( !mDynamicsWorld )
{
Con::errorf( "BtWorld - %s failed to create dynamics world!", isServer ? "Server" : "Client" );
return false;
}
// Removing the randomization in the solver is required
// to make the simulation deterministic.
mDynamicsWorld->getSolverInfo().m_solverMode &= ~SOLVER_RANDMIZE_ORDER;
mDynamicsWorld->setGravity( btCast<btVector3>( mGravity ) );
AssertFatal( processList, "BtWorld::init() - We need a process list to create the world!" );
mProcessList = processList;
mProcessList->preTickSignal().notify( this, &BtWorld::getPhysicsResults );
mProcessList->postTickSignal().notify( this, &BtWorld::tickPhysics, 1000.0f );
return true;
}
void BtWorld::_destroy()
{
// Release the tick processing signals.
if ( mProcessList )
{
mProcessList->preTickSignal().remove( this, &BtWorld::getPhysicsResults );
mProcessList->postTickSignal().remove( this, &BtWorld::tickPhysics );
mProcessList = NULL;
}
// TODO: Release any remaining
// orphaned rigid bodies here.
SAFE_DELETE( mDynamicsWorld );
SAFE_DELETE( mSolver );
SAFE_DELETE( mBroadphase );
SAFE_DELETE( mDispatcher );
SAFE_DELETE( mCollisionConfiguration );
}
void BtWorld::tickPhysics( U32 elapsedMs )
{
if ( !mDynamicsWorld || !mIsEnabled )
return;
// Did we forget to call getPhysicsResults somewhere?
AssertFatal( !mIsSimulating, "BtWorld::tickPhysics() - Already simulating!" );
// The elapsed time should be non-zero and
// a multiple of TickMs!
AssertFatal( elapsedMs != 0 &&
( elapsedMs % TickMs ) == 0 , "BtWorld::tickPhysics() - Got bad elapsed time!" );
PROFILE_SCOPE(BtWorld_TickPhysics);
// Convert it to seconds.
const F32 elapsedSec = (F32)elapsedMs * 0.001f;
// Simulate
mDynamicsWorld->stepSimulation( elapsedSec * mEditorTimeScale, smPhysicsMaxSubSteps, smPhysicsStepTime);
mIsSimulating = true;
//Con::printf( "%s BtWorld::tickPhysics!", this == smClientWorld ? "Client" : "Server" );
}
void BtWorld::getPhysicsResults()
{
if ( !mDynamicsWorld || !mIsSimulating )
return;
PROFILE_SCOPE(BtWorld_GetPhysicsResults);
// Get results from scene.
// mScene->fetchResults( NX_RIGID_BODY_FINISHED, true );
mIsSimulating = false;
mTickCount++;
}
void BtWorld::setEnabled( bool enabled )
{
mIsEnabled = enabled;
if ( !mIsEnabled )
getPhysicsResults();
}
void BtWorld::destroyWorld()
{
_destroy();
}
bool BtWorld::castRay( const Point3F &startPnt, const Point3F &endPnt, RayInfo *ri, const Point3F &impulse )
{
btCollisionWorld::ClosestRayResultCallback result( btCast<btVector3>( startPnt ), btCast<btVector3>( endPnt ) );
mDynamicsWorld->rayTest( btCast<btVector3>( startPnt ), btCast<btVector3>( endPnt ), result );
if ( !result.hasHit() || !result.m_collisionObject )
return false;
if ( ri )
{
ri->object = PhysicsUserData::getObject( result.m_collisionObject->getUserPointer() );
// If we were passed a RayInfo, we can only return true signifying a collision
// if we hit an object that actually has a torque object associated with it.
//
// In some ways this could be considered an error, either a physx object
// has raycast-collision enabled that shouldn't or someone did not set
// an object in this actor's userData.
//
if ( ri->object == NULL )
return false;
ri->distance = ( endPnt - startPnt ).len() * result.m_closestHitFraction;
ri->normal = btCast<Point3F>( result.m_hitNormalWorld );
ri->point = btCast<Point3F>( result.m_hitPointWorld );
ri->t = result.m_closestHitFraction;
}
/*
if ( impulse.isZero() ||
!actor.isDynamic() ||
actor.readBodyFlag( NX_BF_KINEMATIC ) )
return true;
NxVec3 force = pxCast<NxVec3>( impulse );//worldRay.dir * forceAmt;
actor.addForceAtPos( force, hitInfo.worldImpact, NX_IMPULSE );
*/
return true;
}
PhysicsBody* BtWorld::castRay( const Point3F &start, const Point3F &end, U32 bodyTypes )
{
btVector3 startPt = btCast<btVector3>( start );
btVector3 endPt = btCast<btVector3>( end );
btCollisionWorld::ClosestRayResultCallback result( startPt, endPt );
mDynamicsWorld->rayTest( startPt, endPt, result );
if ( !result.hasHit() || !result.m_collisionObject )
return NULL;
PhysicsUserData *userData = PhysicsUserData::cast( result.m_collisionObject->getUserPointer() );
if ( !userData )
return NULL;
return userData->getBody();
}
void BtWorld::explosion( const Point3F &pos, F32 radius, F32 forceMagnitude )
{
/*
// Find Actors at the position within the radius
// and apply force to them.
NxVec3 nxPos = pxCast<NxVec3>( pos );
NxShape **shapes = (NxShape**)NxAlloca(10*sizeof(NxShape*));
NxSphere worldSphere( nxPos, radius );
NxU32 numHits = mScene->overlapSphereShapes( worldSphere, NX_ALL_SHAPES, 10, shapes, NULL );
for ( NxU32 i = 0; i < numHits; i++ )
{
NxActor &actor = shapes[i]->getActor();
bool dynamic = actor.isDynamic();
if ( !dynamic )
continue;
bool kinematic = actor.readBodyFlag( NX_BF_KINEMATIC );
if ( kinematic )
continue;
NxVec3 force = actor.getGlobalPosition() - nxPos;
force.normalize();
force *= forceMagnitude;
actor.addForceAtPos( force, nxPos, NX_IMPULSE, true );
}
*/
}
void BtWorld::onDebugDraw( const SceneRenderState *state )
{
mDebugDraw.setCuller( &state->getCullingFrustum() );
mDynamicsWorld->setDebugDrawer( &mDebugDraw );
mDynamicsWorld->debugDrawWorld();
mDynamicsWorld->setDebugDrawer( NULL );
mDebugDraw.flush();
}
void BtWorld::reset()
{
if ( !mDynamicsWorld )
return;
///create a copy of the array, not a reference!
btCollisionObjectArray copyArray = mDynamicsWorld->getCollisionObjectArray();
S32 numObjects = mDynamicsWorld->getNumCollisionObjects();
for ( S32 i=0; i < numObjects; i++ )
{
btCollisionObject* colObj = copyArray[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
if (body->getMotionState())
{
//btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
//myMotionState->m_graphicsWorldTrans = myMotionState->m_startWorldTrans;
//body->setCenterOfMassTransform( myMotionState->m_graphicsWorldTrans );
//colObj->setInterpolationWorldTransform( myMotionState->m_startWorldTrans );
colObj->forceActivationState(ACTIVE_TAG);
colObj->activate();
colObj->setDeactivationTime(0);
//colObj->setActivationState(WANTS_DEACTIVATION);
}
//removed cached contact points (this is not necessary if all objects have been removed from the dynamics world)
//m_dynamicsWorld->getBroadphase()->getOverlappingPairCache()->cleanProxyFromPairs(colObj->getBroadphaseHandle(),getDynamicsWorld()->getDispatcher());
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && !body->isStaticObject())
{
btRigidBody::upcast(colObj)->setLinearVelocity(btVector3(0,0,0));
btRigidBody::upcast(colObj)->setAngularVelocity(btVector3(0,0,0));
}
}
}
// reset some internal cached data in the broadphase
mDynamicsWorld->getBroadphase()->resetPool( mDynamicsWorld->getDispatcher() );
mDynamicsWorld->getConstraintSolver()->reset();
}
/*
ConsoleFunction( castForceRay, const char*, 4, 4, "( Point3F startPnt, Point3F endPnt, VectorF impulseVec )" )
{
PhysicsWorld *world = PHYSICSPLUGIN->getWorld( "server" );
if ( !world )
return NULL;
char *returnBuffer = Con::getReturnBuffer(256);
Point3F impulse;
Point3F startPnt, endPnt;
dSscanf( argv[1], "%f %f %f", &startPnt.x, &startPnt.y, &startPnt.z );
dSscanf( argv[2], "%f %f %f", &endPnt.x, &endPnt.y, &endPnt.z );
dSscanf( argv[3], "%f %f %f", &impulse.x, &impulse.y, &impulse.z );
Point3F hitPoint;
RayInfo rinfo;
bool hit = world->castRay( startPnt, endPnt, &rinfo, impulse );
DebugDrawer *ddraw = DebugDrawer::get();
if ( ddraw )
{
ddraw->drawLine( startPnt, endPnt, hit ? ColorF::RED : ColorF::GREEN );
ddraw->setLastTTL( 3000 );
}
if ( hit )
{
dSprintf(returnBuffer, 256, "%g %g %g",
rinfo.point.x, rinfo.point.y, rinfo.point.z );
return returnBuffer;
}
else
return NULL;
}
*/