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- /*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2013 Blender Foundation
- * All rights reserved.
- */
- /** \file
- * \ingroup RigidBody
- * \brief Rigid Body API implementation for Bullet
- */
- /*
- * Bullet Continuous Collision Detection and Physics Library
- * Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- *
- * This software is provided 'as-is', without any express or implied warranty. In no event will the
- * authors be held liable for any damages arising from the use of this software. Permission is
- * granted to anyone to use this software for any purpose, including commercial applications, and
- * to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 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.
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented as
- * being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- /* This file defines the "RigidBody interface" for the
- * Bullet Physics Engine. This API is designed to be used
- * from C-code in Blender as part of the Rigid Body simulation
- * system.
- *
- * It is based on the Bullet C-API, but is heavily modified to
- * give access to more data types and to offer a nicer interface.
- *
- * -- Joshua Leung, June 2010
- */
- #include <stdio.h>
- #include <errno.h>
- #include "RBI_api.h"
- #include "btBulletDynamicsCommon.h"
- #include "LinearMath/btVector3.h"
- #include "LinearMath/btScalar.h"
- #include "LinearMath/btMatrix3x3.h"
- #include "LinearMath/btTransform.h"
- #include "LinearMath/btConvexHullComputer.h"
- #include "BulletCollision/Gimpact/btGImpactShape.h"
- #include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
- #include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
- struct rbDynamicsWorld {
- btDiscreteDynamicsWorld *dynamicsWorld;
- btDefaultCollisionConfiguration *collisionConfiguration;
- btDispatcher *dispatcher;
- btBroadphaseInterface *pairCache;
- btConstraintSolver *constraintSolver;
- btOverlapFilterCallback *filterCallback;
- };
- struct rbRigidBody {
- btRigidBody *body;
- int col_groups;
- };
- struct rbVert {
- float x, y, z;
- };
- struct rbTri {
- int v0, v1, v2;
- };
- struct rbMeshData {
- btTriangleIndexVertexArray *index_array;
- rbVert *vertices;
- rbTri *triangles;
- int num_vertices;
- int num_triangles;
- };
- struct rbCollisionShape {
- btCollisionShape *cshape;
- rbMeshData *mesh;
- };
- struct rbFilterCallback : public btOverlapFilterCallback {
- virtual bool needBroadphaseCollision(btBroadphaseProxy *proxy0, btBroadphaseProxy *proxy1) const
- {
- rbRigidBody *rb0 = (rbRigidBody *)((btRigidBody *)proxy0->m_clientObject)->getUserPointer();
- rbRigidBody *rb1 = (rbRigidBody *)((btRigidBody *)proxy1->m_clientObject)->getUserPointer();
- bool collides;
- collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
- collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
- collides = collides && (rb0->col_groups & rb1->col_groups);
- return collides;
- }
- };
- static inline void copy_v3_btvec3(float vec[3], const btVector3 &btvec)
- {
- vec[0] = (float)btvec[0];
- vec[1] = (float)btvec[1];
- vec[2] = (float)btvec[2];
- }
- static inline void copy_quat_btquat(float quat[4], const btQuaternion &btquat)
- {
- quat[0] = btquat.getW();
- quat[1] = btquat.getX();
- quat[2] = btquat.getY();
- quat[3] = btquat.getZ();
- }
- /* ********************************** */
- /* Dynamics World Methods */
- /* Setup ---------------------------- */
- rbDynamicsWorld *RB_dworld_new(const float gravity[3])
- {
- rbDynamicsWorld *world = new rbDynamicsWorld;
- /* collision detection/handling */
- world->collisionConfiguration = new btDefaultCollisionConfiguration();
- world->dispatcher = new btCollisionDispatcher(world->collisionConfiguration);
- btGImpactCollisionAlgorithm::registerAlgorithm((btCollisionDispatcher *)world->dispatcher);
- world->pairCache = new btDbvtBroadphase();
- world->filterCallback = new rbFilterCallback();
- world->pairCache->getOverlappingPairCache()->setOverlapFilterCallback(world->filterCallback);
- /* constraint solving */
- world->constraintSolver = new btSequentialImpulseConstraintSolver();
- /* world */
- world->dynamicsWorld = new btDiscreteDynamicsWorld(
- world->dispatcher, world->pairCache, world->constraintSolver, world->collisionConfiguration);
- RB_dworld_set_gravity(world, gravity);
- return world;
- }
- void RB_dworld_delete(rbDynamicsWorld *world)
- {
- /* bullet doesn't like if we free these in a different order */
- delete world->dynamicsWorld;
- delete world->constraintSolver;
- delete world->pairCache;
- delete world->dispatcher;
- delete world->collisionConfiguration;
- delete world->filterCallback;
- delete world;
- }
- /* Settings ------------------------- */
- /* Gravity */
- void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3])
- {
- copy_v3_btvec3(g_out, world->dynamicsWorld->getGravity());
- }
- void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3])
- {
- world->dynamicsWorld->setGravity(btVector3(g_in[0], g_in[1], g_in[2]));
- }
- /* Constraint Solver */
- void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations)
- {
- btContactSolverInfo &info = world->dynamicsWorld->getSolverInfo();
- info.m_numIterations = num_solver_iterations;
- }
- /* Split Impulse */
- void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse)
- {
- btContactSolverInfo &info = world->dynamicsWorld->getSolverInfo();
- info.m_splitImpulse = split_impulse;
- }
- /* Simulation ----------------------- */
- void RB_dworld_step_simulation(rbDynamicsWorld *world,
- float timeStep,
- int maxSubSteps,
- float timeSubStep)
- {
- world->dynamicsWorld->stepSimulation(timeStep, maxSubSteps, timeSubStep);
- }
- /* Export -------------------------- */
- /**
- * Exports entire dynamics world to Bullet's "*.bullet" binary format
- * which is similar to Blender's SDNA system.
- *
- * \param world Dynamics world to write to file
- * \param filename Assumed to be a valid filename, with .bullet extension
- */
- void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
- {
- // create a large enough buffer. There is no method to pre-calculate the buffer size yet.
- int maxSerializeBufferSize = 1024 * 1024 * 5;
- btDefaultSerializer *serializer = new btDefaultSerializer(maxSerializeBufferSize);
- world->dynamicsWorld->serialize(serializer);
- FILE *file = fopen(filename, "wb");
- if (file) {
- fwrite(serializer->getBufferPointer(), serializer->getCurrentBufferSize(), 1, file);
- fclose(file);
- }
- else {
- fprintf(stderr, "RB_dworld_export: %s\n", strerror(errno));
- }
- }
- /* ********************************** */
- /* Rigid Body Methods */
- /* Setup ---------------------------- */
- void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *object, int col_groups)
- {
- btRigidBody *body = object->body;
- object->col_groups = col_groups;
- world->dynamicsWorld->addRigidBody(body);
- }
- void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- world->dynamicsWorld->removeRigidBody(body);
- }
- /* Collision detection */
- void RB_world_convex_sweep_test(rbDynamicsWorld *world,
- rbRigidBody *object,
- const float loc_start[3],
- const float loc_end[3],
- float v_location[3],
- float v_hitpoint[3],
- float v_normal[3],
- int *r_hit)
- {
- btRigidBody *body = object->body;
- btCollisionShape *collisionShape = body->getCollisionShape();
- /* only convex shapes are supported, but user can specify a non convex shape */
- if (collisionShape->isConvex()) {
- btCollisionWorld::ClosestConvexResultCallback result(
- btVector3(loc_start[0], loc_start[1], loc_start[2]),
- btVector3(loc_end[0], loc_end[1], loc_end[2]));
- btQuaternion obRot = body->getWorldTransform().getRotation();
- btTransform rayFromTrans;
- rayFromTrans.setIdentity();
- rayFromTrans.setRotation(obRot);
- rayFromTrans.setOrigin(btVector3(loc_start[0], loc_start[1], loc_start[2]));
- btTransform rayToTrans;
- rayToTrans.setIdentity();
- rayToTrans.setRotation(obRot);
- rayToTrans.setOrigin(btVector3(loc_end[0], loc_end[1], loc_end[2]));
- world->dynamicsWorld->convexSweepTest(
- (btConvexShape *)collisionShape, rayFromTrans, rayToTrans, result, 0);
- if (result.hasHit()) {
- *r_hit = 1;
- v_location[0] = result.m_convexFromWorld[0] +
- (result.m_convexToWorld[0] - result.m_convexFromWorld[0]) *
- result.m_closestHitFraction;
- v_location[1] = result.m_convexFromWorld[1] +
- (result.m_convexToWorld[1] - result.m_convexFromWorld[1]) *
- result.m_closestHitFraction;
- v_location[2] = result.m_convexFromWorld[2] +
- (result.m_convexToWorld[2] - result.m_convexFromWorld[2]) *
- result.m_closestHitFraction;
- v_hitpoint[0] = result.m_hitPointWorld[0];
- v_hitpoint[1] = result.m_hitPointWorld[1];
- v_hitpoint[2] = result.m_hitPointWorld[2];
- v_normal[0] = result.m_hitNormalWorld[0];
- v_normal[1] = result.m_hitNormalWorld[1];
- v_normal[2] = result.m_hitNormalWorld[2];
- }
- else {
- *r_hit = 0;
- }
- }
- else {
- /* we need to return a value if user passes non convex body, to report */
- *r_hit = -2;
- }
- }
- /* ............ */
- rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4])
- {
- rbRigidBody *object = new rbRigidBody;
- /* current transform */
- btTransform trans;
- trans.setOrigin(btVector3(loc[0], loc[1], loc[2]));
- trans.setRotation(btQuaternion(rot[1], rot[2], rot[3], rot[0]));
- /* create motionstate, which is necessary for interpolation (includes reverse playback) */
- btDefaultMotionState *motionState = new btDefaultMotionState(trans);
- /* make rigidbody */
- btRigidBody::btRigidBodyConstructionInfo rbInfo(1.0f, motionState, shape->cshape);
- object->body = new btRigidBody(rbInfo);
- object->body->setUserPointer(object);
- return object;
- }
- void RB_body_delete(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- /* motion state */
- btMotionState *ms = body->getMotionState();
- if (ms)
- delete ms;
- /* collision shape is done elsewhere... */
- /* body itself */
- /* manually remove constraint refs of the rigid body, normally this happens when removing
- * constraints from the world
- * but since we delete everything when the world is rebult, we need to do it manually here */
- for (int i = body->getNumConstraintRefs() - 1; i >= 0; i--) {
- btTypedConstraint *con = body->getConstraintRef(i);
- body->removeConstraintRef(con);
- }
- delete body;
- delete object;
- }
- /* Settings ------------------------- */
- void RB_body_set_collision_shape(rbRigidBody *object, rbCollisionShape *shape)
- {
- btRigidBody *body = object->body;
- /* set new collision shape */
- body->setCollisionShape(shape->cshape);
- /* recalculate inertia, since that depends on the collision shape... */
- RB_body_set_mass(object, RB_body_get_mass(object));
- }
- /* ............ */
- float RB_body_get_mass(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- /* there isn't really a mass setting, but rather 'inverse mass'
- * which we convert back to mass by taking the reciprocal again
- */
- float value = (float)body->getInvMass();
- if (value)
- value = 1.0f / value;
- return value;
- }
- void RB_body_set_mass(rbRigidBody *object, float value)
- {
- btRigidBody *body = object->body;
- btVector3 localInertia(0, 0, 0);
- /* calculate new inertia if non-zero mass */
- if (value) {
- btCollisionShape *shape = body->getCollisionShape();
- shape->calculateLocalInertia(value, localInertia);
- }
- body->setMassProps(value, localInertia);
- body->updateInertiaTensor();
- }
- float RB_body_get_friction(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- return body->getFriction();
- }
- void RB_body_set_friction(rbRigidBody *object, float value)
- {
- btRigidBody *body = object->body;
- body->setFriction(value);
- }
- float RB_body_get_restitution(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- return body->getRestitution();
- }
- void RB_body_set_restitution(rbRigidBody *object, float value)
- {
- btRigidBody *body = object->body;
- body->setRestitution(value);
- }
- float RB_body_get_linear_damping(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- return body->getLinearDamping();
- }
- void RB_body_set_linear_damping(rbRigidBody *object, float value)
- {
- RB_body_set_damping(object, value, RB_body_get_linear_damping(object));
- }
- float RB_body_get_angular_damping(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- return body->getAngularDamping();
- }
- void RB_body_set_angular_damping(rbRigidBody *object, float value)
- {
- RB_body_set_damping(object, RB_body_get_linear_damping(object), value);
- }
- void RB_body_set_damping(rbRigidBody *object, float linear, float angular)
- {
- btRigidBody *body = object->body;
- body->setDamping(linear, angular);
- }
- float RB_body_get_linear_sleep_thresh(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- return body->getLinearSleepingThreshold();
- }
- void RB_body_set_linear_sleep_thresh(rbRigidBody *object, float value)
- {
- RB_body_set_sleep_thresh(object, value, RB_body_get_angular_sleep_thresh(object));
- }
- float RB_body_get_angular_sleep_thresh(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- return body->getAngularSleepingThreshold();
- }
- void RB_body_set_angular_sleep_thresh(rbRigidBody *object, float value)
- {
- RB_body_set_sleep_thresh(object, RB_body_get_linear_sleep_thresh(object), value);
- }
- void RB_body_set_sleep_thresh(rbRigidBody *object, float linear, float angular)
- {
- btRigidBody *body = object->body;
- body->setSleepingThresholds(linear, angular);
- }
- /* ............ */
- void RB_body_get_linear_velocity(rbRigidBody *object, float v_out[3])
- {
- btRigidBody *body = object->body;
- copy_v3_btvec3(v_out, body->getLinearVelocity());
- }
- void RB_body_set_linear_velocity(rbRigidBody *object, const float v_in[3])
- {
- btRigidBody *body = object->body;
- body->setLinearVelocity(btVector3(v_in[0], v_in[1], v_in[2]));
- }
- void RB_body_get_angular_velocity(rbRigidBody *object, float v_out[3])
- {
- btRigidBody *body = object->body;
- copy_v3_btvec3(v_out, body->getAngularVelocity());
- }
- void RB_body_set_angular_velocity(rbRigidBody *object, const float v_in[3])
- {
- btRigidBody *body = object->body;
- body->setAngularVelocity(btVector3(v_in[0], v_in[1], v_in[2]));
- }
- void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z)
- {
- btRigidBody *body = object->body;
- body->setLinearFactor(btVector3(x, y, z));
- }
- void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z)
- {
- btRigidBody *body = object->body;
- body->setAngularFactor(btVector3(x, y, z));
- }
- /* ............ */
- void RB_body_set_kinematic_state(rbRigidBody *object, int kinematic)
- {
- btRigidBody *body = object->body;
- if (kinematic)
- body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
- else
- body->setCollisionFlags(body->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT);
- }
- /* ............ */
- void RB_body_set_activation_state(rbRigidBody *object, int use_deactivation)
- {
- btRigidBody *body = object->body;
- if (use_deactivation)
- body->forceActivationState(ACTIVE_TAG);
- else
- body->setActivationState(DISABLE_DEACTIVATION);
- }
- void RB_body_activate(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- body->setActivationState(ACTIVE_TAG);
- }
- void RB_body_deactivate(rbRigidBody *object)
- {
- btRigidBody *body = object->body;
- body->setActivationState(ISLAND_SLEEPING);
- }
- /* ............ */
- /* Simulation ----------------------- */
- /* The transform matrices Blender uses are OpenGL-style matrices,
- * while Bullet uses the Right-Handed coordinate system style instead.
- */
- void RB_body_get_transform_matrix(rbRigidBody *object, float m_out[4][4])
- {
- btRigidBody *body = object->body;
- btMotionState *ms = body->getMotionState();
- btTransform trans;
- ms->getWorldTransform(trans);
- trans.getOpenGLMatrix((btScalar *)m_out);
- }
- void RB_body_set_loc_rot(rbRigidBody *object, const float loc[3], const float rot[4])
- {
- btRigidBody *body = object->body;
- btMotionState *ms = body->getMotionState();
- /* set transform matrix */
- btTransform trans;
- trans.setOrigin(btVector3(loc[0], loc[1], loc[2]));
- trans.setRotation(btQuaternion(rot[1], rot[2], rot[3], rot[0]));
- ms->setWorldTransform(trans);
- }
- void RB_body_set_scale(rbRigidBody *object, const float scale[3])
- {
- btRigidBody *body = object->body;
- /* apply scaling factor from matrix above to the collision shape */
- btCollisionShape *cshape = body->getCollisionShape();
- if (cshape) {
- cshape->setLocalScaling(btVector3(scale[0], scale[1], scale[2]));
- /* GIimpact shapes have to be updated to take scaling into account */
- if (cshape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
- ((btGImpactMeshShape *)cshape)->updateBound();
- }
- }
- /* ............ */
- /* Read-only state info about status of simulation */
- void RB_body_get_position(rbRigidBody *object, float v_out[3])
- {
- btRigidBody *body = object->body;
- copy_v3_btvec3(v_out, body->getWorldTransform().getOrigin());
- }
- void RB_body_get_orientation(rbRigidBody *object, float v_out[4])
- {
- btRigidBody *body = object->body;
- copy_quat_btquat(v_out, body->getWorldTransform().getRotation());
- }
- /* ............ */
- /* Overrides for simulation */
- void RB_body_apply_central_force(rbRigidBody *object, const float v_in[3])
- {
- btRigidBody *body = object->body;
- body->applyCentralForce(btVector3(v_in[0], v_in[1], v_in[2]));
- }
- /* ********************************** */
- /* Collision Shape Methods */
- /* Setup (Standard Shapes) ----------- */
- rbCollisionShape *RB_shape_new_box(float x, float y, float z)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- shape->cshape = new btBoxShape(btVector3(x, y, z));
- shape->mesh = NULL;
- return shape;
- }
- rbCollisionShape *RB_shape_new_sphere(float radius)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- shape->cshape = new btSphereShape(radius);
- shape->mesh = NULL;
- return shape;
- }
- rbCollisionShape *RB_shape_new_capsule(float radius, float height)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- shape->cshape = new btCapsuleShapeZ(radius, height);
- shape->mesh = NULL;
- return shape;
- }
- rbCollisionShape *RB_shape_new_cone(float radius, float height)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- shape->cshape = new btConeShapeZ(radius, height);
- shape->mesh = NULL;
- return shape;
- }
- rbCollisionShape *RB_shape_new_cylinder(float radius, float height)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- shape->cshape = new btCylinderShapeZ(btVector3(radius, radius, height));
- shape->mesh = NULL;
- return shape;
- }
- /* Setup (Convex Hull) ------------ */
- rbCollisionShape *RB_shape_new_convex_hull(
- float *verts, int stride, int count, float margin, bool *can_embed)
- {
- btConvexHullComputer hull_computer = btConvexHullComputer();
- // try to embed the margin, if that fails don't shrink the hull
- if (hull_computer.compute(verts, stride, count, margin, 0.0f) < 0.0f) {
- hull_computer.compute(verts, stride, count, 0.0f, 0.0f);
- *can_embed = false;
- }
- rbCollisionShape *shape = new rbCollisionShape;
- btConvexHullShape *hull_shape = new btConvexHullShape(&(hull_computer.vertices[0].getX()),
- hull_computer.vertices.size());
- shape->cshape = hull_shape;
- shape->mesh = NULL;
- return shape;
- }
- /* Setup (Triangle Mesh) ---------- */
- /* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles
- */
- rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts)
- {
- rbMeshData *mesh = new rbMeshData;
- mesh->vertices = new rbVert[num_verts];
- mesh->triangles = new rbTri[num_tris];
- mesh->num_vertices = num_verts;
- mesh->num_triangles = num_tris;
- return mesh;
- }
- static void RB_trimesh_data_delete(rbMeshData *mesh)
- {
- delete mesh->index_array;
- delete[] mesh->vertices;
- delete[] mesh->triangles;
- delete mesh;
- }
- void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride)
- {
- for (int i = 0; i < num_verts; i++) {
- float *vert = (float *)(((char *)vertices + i * vert_stride));
- mesh->vertices[i].x = vert[0];
- mesh->vertices[i].y = vert[1];
- mesh->vertices[i].z = vert[2];
- }
- }
- void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
- {
- mesh->triangles[num].v0 = index0;
- mesh->triangles[num].v1 = index1;
- mesh->triangles[num].v2 = index2;
- }
- void RB_trimesh_finish(rbMeshData *mesh)
- {
- mesh->index_array = new btTriangleIndexVertexArray(mesh->num_triangles,
- (int *)mesh->triangles,
- sizeof(rbTri),
- mesh->num_vertices,
- (float *)mesh->vertices,
- sizeof(rbVert));
- }
- rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- /* triangle-mesh we create is a BVH wrapper for triangle mesh data (for faster lookups) */
- // RB_TODO perhaps we need to allow saving out this for performance when rebuilding?
- btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(
- mesh->index_array, true, true);
- shape->cshape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f, 1.0f, 1.0f));
- shape->mesh = mesh;
- return shape;
- }
- void RB_shape_trimesh_update(rbCollisionShape *shape,
- float *vertices,
- int num_verts,
- int vert_stride,
- float min[3],
- float max[3])
- {
- if (shape->mesh == NULL || num_verts != shape->mesh->num_vertices)
- return;
- for (int i = 0; i < num_verts; i++) {
- float *vert = (float *)(((char *)vertices + i * vert_stride));
- shape->mesh->vertices[i].x = vert[0];
- shape->mesh->vertices[i].y = vert[1];
- shape->mesh->vertices[i].z = vert[2];
- }
- if (shape->cshape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
- btScaledBvhTriangleMeshShape *scaled_shape = (btScaledBvhTriangleMeshShape *)shape->cshape;
- btBvhTriangleMeshShape *mesh_shape = scaled_shape->getChildShape();
- mesh_shape->refitTree(btVector3(min[0], min[1], min[2]), btVector3(max[0], max[1], max[2]));
- }
- else if (shape->cshape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE) {
- btGImpactMeshShape *mesh_shape = (btGImpactMeshShape *)shape->cshape;
- mesh_shape->updateBound();
- }
- }
- rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh)
- {
- rbCollisionShape *shape = new rbCollisionShape;
- btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(mesh->index_array);
- gimpactShape->updateBound(); // TODO: add this to the update collision margin call?
- shape->cshape = gimpactShape;
- shape->mesh = mesh;
- return shape;
- }
- /* Cleanup --------------------------- */
- void RB_shape_delete(rbCollisionShape *shape)
- {
- if (shape->cshape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
- btBvhTriangleMeshShape *child_shape =
- ((btScaledBvhTriangleMeshShape *)shape->cshape)->getChildShape();
- if (child_shape)
- delete child_shape;
- }
- if (shape->mesh)
- RB_trimesh_data_delete(shape->mesh);
- delete shape->cshape;
- delete shape;
- }
- /* Settings --------------------------- */
- float RB_shape_get_margin(rbCollisionShape *shape)
- {
- return shape->cshape->getMargin();
- }
- void RB_shape_set_margin(rbCollisionShape *shape, float value)
- {
- shape->cshape->setMargin(value);
- }
- /* ********************************** */
- /* Constraints */
- /* Setup ----------------------------- */
- void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions)
- {
- btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint *>(con);
- world->dynamicsWorld->addConstraint(constraint, disable_collisions);
- }
- void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con)
- {
- btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint *>(con);
- world->dynamicsWorld->removeConstraint(constraint);
- }
- /* ............ */
- static void make_constraint_transforms(btTransform &transform1,
- btTransform &transform2,
- btRigidBody *body1,
- btRigidBody *body2,
- float pivot[3],
- float orn[4])
- {
- btTransform pivot_transform = btTransform();
- pivot_transform.setOrigin(btVector3(pivot[0], pivot[1], pivot[2]));
- pivot_transform.setRotation(btQuaternion(orn[1], orn[2], orn[3], orn[0]));
- transform1 = body1->getWorldTransform().inverse() * pivot_transform;
- transform2 = body2->getWorldTransform().inverse() * pivot_transform;
- }
- rbConstraint *RB_constraint_new_point(float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btVector3 pivot1 = body1->getWorldTransform().inverse() *
- btVector3(pivot[0], pivot[1], pivot[2]);
- btVector3 pivot2 = body2->getWorldTransform().inverse() *
- btVector3(pivot[0], pivot[1], pivot[2]);
- btTypedConstraint *con = new btPoint2PointConstraint(*body1, *body2, pivot1, pivot2);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_fixed(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btFixedConstraint *con = new btFixedConstraint(*body1, *body2, transform1, transform2);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_hinge(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btHingeConstraint *con = new btHingeConstraint(*body1, *body2, transform1, transform2);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_slider(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btSliderConstraint *con = new btSliderConstraint(*body1, *body2, transform1, transform2, true);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_piston(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btSliderConstraint *con = new btSliderConstraint(*body1, *body2, transform1, transform2, true);
- con->setUpperAngLimit(-1.0f); // unlock rotation axis
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_6dof(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btTypedConstraint *con = new btGeneric6DofConstraint(
- *body1, *body2, transform1, transform2, true);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_6dof_spring(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btTypedConstraint *con = new btGeneric6DofSpringConstraint(
- *body1, *body2, transform1, transform2, true);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_6dof_spring2(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btTypedConstraint *con = new btGeneric6DofSpring2Constraint(
- *body1, *body2, transform1, transform2);
- return (rbConstraint *)con;
- }
- rbConstraint *RB_constraint_new_motor(float pivot[3],
- float orn[4],
- rbRigidBody *rb1,
- rbRigidBody *rb2)
- {
- btRigidBody *body1 = rb1->body;
- btRigidBody *body2 = rb2->body;
- btTransform transform1;
- btTransform transform2;
- make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
- btGeneric6DofConstraint *con = new btGeneric6DofConstraint(
- *body1, *body2, transform1, transform2, true);
- /* unlock constraint axes */
- for (int i = 0; i < 6; i++) {
- con->setLimit(i, 0.0f, -1.0f);
- }
- /* unlock motor axes */
- con->getTranslationalLimitMotor()->m_upperLimit.setValue(-1.0f, -1.0f, -1.0f);
- return (rbConstraint *)con;
- }
- /* Cleanup ----------------------------- */
- void RB_constraint_delete(rbConstraint *con)
- {
- btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint *>(con);
- delete constraint;
- }
- /* Settings ------------------------- */
- void RB_constraint_set_enabled(rbConstraint *con, int enabled)
- {
- btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint *>(con);
- constraint->setEnabled(enabled);
- }
- void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper)
- {
- btHingeConstraint *constraint = reinterpret_cast<btHingeConstraint *>(con);
- // RB_TODO expose these
- float softness = 0.9f;
- float bias_factor = 0.3f;
- float relaxation_factor = 1.0f;
- constraint->setLimit(lower, upper, softness, bias_factor, relaxation_factor);
- }
- void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper)
- {
- btSliderConstraint *constraint = reinterpret_cast<btSliderConstraint *>(con);
- constraint->setLowerLinLimit(lower);
- constraint->setUpperLinLimit(upper);
- }
- void RB_constraint_set_limits_piston(
- rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper)
- {
- btSliderConstraint *constraint = reinterpret_cast<btSliderConstraint *>(con);
- constraint->setLowerLinLimit(lin_lower);
- constraint->setUpperLinLimit(lin_upper);
- constraint->setLowerAngLimit(ang_lower);
- constraint->setUpperAngLimit(ang_upper);
- }
- void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper)
- {
- btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint *>(con);
- constraint->setLimit(axis, lower, upper);
- }
- void RB_constraint_set_limits_6dof_spring2(rbConstraint *con, int axis, float lower, float upper)
- {
- btGeneric6DofSpring2Constraint *constraint = reinterpret_cast<btGeneric6DofSpring2Constraint *>(
- con);
- constraint->setLimit(axis, lower, upper);
- }
- void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness)
- {
- btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint *>(
- con);
- constraint->setStiffness(axis, stiffness);
- }
- void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping)
- {
- btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint *>(
- con);
- // invert damping range so that 0 = no damping
- damping = (damping > 1.0f) ? 0.0f : 1.0f - damping;
- constraint->setDamping(axis, damping);
- }
- void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable)
- {
- btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint *>(
- con);
- constraint->enableSpring(axis, enable);
- }
- void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con)
- {
- btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint *>(
- con);
- constraint->setEquilibriumPoint();
- }
- void RB_constraint_set_stiffness_6dof_spring2(rbConstraint *con, int axis, float stiffness)
- {
- btGeneric6DofSpring2Constraint *constraint = reinterpret_cast<btGeneric6DofSpring2Constraint *>(
- con);
- constraint->setStiffness(axis, stiffness);
- }
- void RB_constraint_set_damping_6dof_spring2(rbConstraint *con, int axis, float damping)
- {
- btGeneric6DofSpring2Constraint *constraint = reinterpret_cast<btGeneric6DofSpring2Constraint *>(
- con);
- constraint->setDamping(axis, damping);
- }
- void RB_constraint_set_spring_6dof_spring2(rbConstraint *con, int axis, int enable)
- {
- btGeneric6DofSpring2Constraint *constraint = reinterpret_cast<btGeneric6DofSpring2Constraint *>(
- con);
- constraint->enableSpring(axis, enable);
- }
- void RB_constraint_set_equilibrium_6dof_spring2(rbConstraint *con)
- {
- btGeneric6DofSpring2Constraint *constraint = reinterpret_cast<btGeneric6DofSpring2Constraint *>(
- con);
- constraint->setEquilibriumPoint();
- }
- void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations)
- {
- btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint *>(con);
- constraint->setOverrideNumSolverIterations(num_solver_iterations);
- }
- void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold)
- {
- btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint *>(con);
- constraint->setBreakingImpulseThreshold(threshold);
- }
- void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang)
- {
- btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint *>(con);
- constraint->getTranslationalLimitMotor()->m_enableMotor[0] = enable_lin;
- constraint->getRotationalLimitMotor(0)->m_enableMotor = enable_ang;
- }
- void RB_constraint_set_max_impulse_motor(rbConstraint *con,
- float max_impulse_lin,
- float max_impulse_ang)
- {
- btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint *>(con);
- constraint->getTranslationalLimitMotor()->m_maxMotorForce.setX(max_impulse_lin);
- constraint->getRotationalLimitMotor(0)->m_maxMotorForce = max_impulse_ang;
- }
- void RB_constraint_set_target_velocity_motor(rbConstraint *con,
- float velocity_lin,
- float velocity_ang)
- {
- btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint *>(con);
- constraint->getTranslationalLimitMotor()->m_targetVelocity.setX(velocity_lin);
- constraint->getRotationalLimitMotor(0)->m_targetVelocity = velocity_ang;
- }
- /* ********************************** */
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