Files
WickedEngine/WickedEngine/wiBULLET.cpp
T
2018-08-20 20:54:02 +01:00

937 lines
31 KiB
C++

#include "wiBULLET.h"
#include "wiSceneComponents.h"
#include "btBulletDynamicsCommon.h"
#include "LinearMath/btHashMap.h"
#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
#include "BulletSoftBody/btSoftBodyHelpers.h"
#include "BulletSoftBody/btSoftBodySolvers.h"
#include "BulletSoftBody/btDefaultSoftBodySolver.h"
#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
using namespace std;
using namespace wiSceneComponents;
int PHYSICS::softBodyIterationCount=5;
bool PHYSICS::rigidBodyPhysicsEnabled = true, PHYSICS::softBodyPhysicsEnabled = true;
struct BulletPhysicsWorld
{
btCollisionConfiguration* collisionConfiguration;
btCollisionDispatcher* dispatcher;
btBroadphaseInterface* overlappingPairCache;
btSequentialImpulseConstraintSolver* solver;
btDynamicsWorld* dynamicsWorld;
btAlignedObjectArray<btCollisionShape*> collisionShapes;
btSoftBodySolver* softBodySolver;
btSoftBodySolverOutput* softBodySolverOutput;
btVector3 wind;
};
wiBULLET::wiBULLET()
{
bulletPhysics = new BulletPhysicsWorld;
registeredObjects=-1;
///-----initialization_start-----
//softBodySolver = new btDefaultSoftBodySolver();
bulletPhysics->softBodySolver = nullptr;
///collision configuration contains default setup for memory, collision setup. Advanced users can create their own configuration.
//collisionConfiguration = new btDefaultCollisionConfiguration();
bulletPhysics->collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
bulletPhysics->dispatcher = new btCollisionDispatcher(bulletPhysics->collisionConfiguration);
///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
bulletPhysics->overlappingPairCache = new btDbvtBroadphase();
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
bulletPhysics->solver = new btSequentialImpulseConstraintSolver;
//dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
bulletPhysics->dynamicsWorld = new btSoftRigidDynamicsWorld(bulletPhysics->dispatcher, bulletPhysics->overlappingPairCache, bulletPhysics->solver, bulletPhysics->collisionConfiguration, bulletPhysics->softBodySolver);
bulletPhysics->dynamicsWorld->getSolverInfo().m_solverMode|=SOLVER_RANDMIZE_ORDER;
bulletPhysics->dynamicsWorld->getDispatchInfo().m_enableSatConvex = true;
bulletPhysics->dynamicsWorld->getSolverInfo().m_splitImpulse=true;
bulletPhysics->dynamicsWorld->setGravity(btVector3(0,-11,0));
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo().air_density = (btScalar)1.0;
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo().water_density = 0;
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo().water_offset = 0;
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo().water_normal = btVector3(0,0,0);
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo().m_gravity.setValue(0,-11,0);
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo().m_sparsesdf.Initialize(); //???
//dynamicsWorld->setInternalTickCallback(soundTickCallback,this,true);
//dynamicsWorld->setInternalTickCallback(pickingPreTickCallback,this,true);
#ifdef BACKLOG
wiBackLog::post("wiBULLET physics Initialized");
#endif
///-----initialization_end-----
}
wiBULLET::~wiBULLET()
{
//cleanup in the reverse order of creation/initialization
///-----cleanup_start-----
ClearWorld();
//delete dynamics world
delete bulletPhysics->dynamicsWorld;
//delete solver
delete bulletPhysics->solver;
//delete broadphase
delete bulletPhysics->overlappingPairCache;
//delete dispatcher
delete bulletPhysics->dispatcher;
delete bulletPhysics->collisionConfiguration;
//next line is optional: it will be cleared by the destructor when the array goes out of scope
bulletPhysics->collisionShapes.clear();
///-----cleanup_end-----
CleanUp();
delete bulletPhysics;
}
void wiBULLET::addWind(const XMFLOAT3& wind){
this->bulletPhysics->wind = btVector3(btScalar(wind.x),btScalar(wind.y),btScalar(wind.z));
}
void wiBULLET::addBox(const XMFLOAT3& sca, const XMFLOAT4& rot, const XMFLOAT3& pos
, float newMass, float newFriction, float newRestitution, float newDamping, bool kinematic){
btCollisionShape* shape = new btBoxShape(btVector3(sca.x,sca.y,sca.z));
shape->setMargin(btScalar(0.05));
bulletPhysics->collisionShapes.push_back(shape);
btTransform shapeTransform;
shapeTransform.setIdentity();
shapeTransform.setOrigin(btVector3(pos.x,pos.y,pos.z));
shapeTransform.setRotation(btQuaternion(rot.x,rot.y,rot.z,rot.w));
{
btScalar mass(newMass);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f && !kinematic);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
else
mass=0;
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
rbInfo.m_friction=newFriction;
rbInfo.m_restitution=newRestitution;
rbInfo.m_linearDamping = newDamping;
rbInfo.m_angularDamping = newDamping;
btRigidBody* body = new btRigidBody(rbInfo);
if(kinematic) body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState(DISABLE_DEACTIVATION);
//add the body to the dynamics world
bulletPhysics->dynamicsWorld->addRigidBody(body);
if (body->getMotionState())
{
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
btQuaternion nRot = trans.getRotation();
btVector3 nPos = trans.getOrigin();
transforms.push_back(new PhysicsTransform(
XMFLOAT4(nRot.getX(),nRot.getY(),nRot.getZ(),nRot.getW()),XMFLOAT3(nPos.getX(),nPos.getY(),nPos.getZ()))
);
}
}
}
void wiBULLET::addSphere(float rad, const XMFLOAT3& pos
, float newMass, float newFriction, float newRestitution, float newDamping, bool kinematic){
///create a few basic rigid bodies
/*btCollisionShape* groundShape = new btshape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-56,0));
{
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
dynamicsWorld->addRigidBody(body);
}
{
//create a dynamic rigidbody
//btCollisionShape* colShape = new btshape(btVector3(1,1,1));
btCollisionShape* colShape = new btSphereShape(btScalar(1.));
collisionShapes.push_back(colShape);
/// Create Dynamic Objects
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.f);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
colShape->calculateLocalInertia(mass,localInertia);
startTransform.setOrigin(btVector3(2,10,0));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
dynamicsWorld->addRigidBody(body);
}*/
btCollisionShape* shape = new btSphereShape(btScalar(rad));
shape->setMargin(btScalar(0.05));
bulletPhysics->collisionShapes.push_back(shape);
btTransform shapeTransform;
shapeTransform.setIdentity();
shapeTransform.setOrigin(btVector3(pos.x,pos.y,pos.z));
{
btScalar mass(newMass);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f && !kinematic);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
else
mass=0;
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
rbInfo.m_friction=newFriction;
rbInfo.m_restitution=newRestitution;
rbInfo.m_linearDamping=newDamping;
rbInfo.m_angularDamping = newDamping;
btRigidBody* body = new btRigidBody(rbInfo);
if(kinematic) body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState(DISABLE_DEACTIVATION);
//add the body to the dynamics world
bulletPhysics->dynamicsWorld->addRigidBody(body);
if (body->getMotionState())
{
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
btQuaternion nRot = trans.getRotation();
btVector3 nPos = trans.getOrigin();
transforms.push_back(new PhysicsTransform(
XMFLOAT4(nRot.getX(),nRot.getY(),nRot.getZ(),nRot.getW()),XMFLOAT3(nPos.getX(),nPos.getY(),nPos.getZ()))
);
}
}
}
void wiBULLET::addCapsule(float rad, float hei, const XMFLOAT4& rot, const XMFLOAT3& pos
, float newMass, float newFriction, float newRestitution, float newDamping, bool kinematic){
btCollisionShape* shape = new btCapsuleShape(btScalar(rad),btScalar(hei));
shape->setMargin(btScalar(0.05));
bulletPhysics->collisionShapes.push_back(shape);
btTransform shapeTransform;
shapeTransform.setIdentity();
shapeTransform.setOrigin(btVector3(pos.x,pos.y,pos.z));
shapeTransform.setRotation(btQuaternion(rot.x,rot.y,rot.z,rot.w));
{
btScalar mass(newMass);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f && !kinematic);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
else
mass=0;
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
rbInfo.m_friction=newFriction;
rbInfo.m_restitution=newRestitution;
rbInfo.m_linearDamping = newDamping;
rbInfo.m_angularDamping = newDamping;
btRigidBody* body = new btRigidBody(rbInfo);
if(kinematic) body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState(DISABLE_DEACTIVATION);
//add the body to the dynamics world
bulletPhysics->dynamicsWorld->addRigidBody(body);
if (body->getMotionState())
{
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
btQuaternion nRot = trans.getRotation();
btVector3 nPos = trans.getOrigin();
transforms.push_back(new PhysicsTransform(
XMFLOAT4(nRot.getX(),nRot.getY(),nRot.getZ(),nRot.getW()),XMFLOAT3(nPos.getX(),nPos.getY(),nPos.getZ()))
);
}
}
}
void wiBULLET::addConvexHull(const std::vector<XMFLOAT4>& vertices, const XMFLOAT3& sca, const XMFLOAT4& rot, const XMFLOAT3& pos
, float newMass, float newFriction, float newRestitution, float newDamping, bool kinematic){
btCollisionShape* shape = new btConvexHullShape();
for (unsigned int i = 0; i<vertices.size(); ++i)
((btConvexHullShape*)shape)->addPoint(btVector3(vertices[i].x,vertices[i].y,vertices[i].z));
shape->setLocalScaling(btVector3(sca.x,sca.y,sca.z));
shape->setMargin(btScalar(0.05));
bulletPhysics->collisionShapes.push_back(shape);
btTransform shapeTransform;
shapeTransform.setIdentity();
shapeTransform.setOrigin(btVector3(pos.x,pos.y,pos.z));
shapeTransform.setRotation(btQuaternion(rot.x,rot.y,rot.z,rot.w));
{
btScalar mass(newMass);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f && !kinematic);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
else
mass=0;
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
rbInfo.m_friction=newFriction;
rbInfo.m_restitution=newRestitution;
rbInfo.m_linearDamping = newDamping;
rbInfo.m_angularDamping = newDamping;
btRigidBody* body = new btRigidBody(rbInfo);
if(kinematic) {
body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
}
body->setActivationState(DISABLE_DEACTIVATION);
//add the body to the dynamics world
bulletPhysics->dynamicsWorld->addRigidBody(body);
if (body->getMotionState())
{
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
btQuaternion nRot = trans.getRotation();
btVector3 nPos = trans.getOrigin();
transforms.push_back(new PhysicsTransform(
XMFLOAT4(nRot.getX(),nRot.getY(),nRot.getZ(),nRot.getW()),XMFLOAT3(nPos.getX(),nPos.getY(),nPos.getZ()))
);
}
}
}
void wiBULLET::addTriangleMesh(const std::vector<XMFLOAT4>& vertices, const std::vector<unsigned int>& indices, const XMFLOAT3& sca, const XMFLOAT4& rot, const XMFLOAT3& pos
, float newMass, float newFriction, float newRestitution, float newDamping, bool kinematic){
int totalVerts = (int)vertices.size();
int totalTriangles = (int)indices.size() / 3;
btVector3* btVerts = new btVector3[totalVerts];
for (unsigned int i = 0; i<vertices.size(); ++i)
btVerts[i] = (btVector3(vertices[i].x,vertices[i].y,vertices[i].z));
int* btInd = new int[indices.size()];
for (unsigned int i = 0; i<indices.size(); ++i)
btInd[i] = indices[i];
int vertStride = sizeof(btVector3);
int indexStride = 3*sizeof(int);
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
totalTriangles,
btInd,
indexStride,
totalVerts,
(btScalar*) &btVerts[0].x(),
vertStride
);
bool useQuantizedAabbCompression = true;
btCollisionShape* shape = new btBvhTriangleMeshShape(indexVertexArrays,useQuantizedAabbCompression);
shape->setMargin(btScalar(0.05));
shape->setLocalScaling(btVector3(sca.x,sca.y,sca.z));
bulletPhysics->collisionShapes.push_back(shape);
btTransform shapeTransform;
shapeTransform.setIdentity();
shapeTransform.setOrigin(btVector3(pos.x,pos.y,pos.z));
shapeTransform.setRotation(btQuaternion(rot.x,rot.y,rot.z,rot.w));
{
btScalar mass(newMass);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f && !kinematic);
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->calculateLocalInertia(mass,localInertia);
else
mass=0;
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(shapeTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
rbInfo.m_friction=newFriction;
rbInfo.m_restitution=newRestitution;
rbInfo.m_linearDamping = newDamping;
rbInfo.m_angularDamping = newDamping;
btRigidBody* body = new btRigidBody(rbInfo);
if(kinematic) body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState( DISABLE_DEACTIVATION );
//add the body to the dynamics world
bulletPhysics->dynamicsWorld->addRigidBody(body);
if (body->getMotionState())
{
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
btQuaternion nRot = trans.getRotation();
btVector3 nPos = trans.getOrigin();
transforms.push_back(new PhysicsTransform(
XMFLOAT4(nRot.getX(),nRot.getY(),nRot.getZ(),nRot.getW()),XMFLOAT3(nPos.getX(),nPos.getY(),nPos.getZ()))
);
}
}
}
void wiBULLET::addSoftBodyTriangleMesh(const Mesh* mesh, const XMFLOAT3& sca, const XMFLOAT4& rot, const XMFLOAT3& pos
, float newMass, float newFriction, float newRestitution, float newDamping){
const int vCount = (int)mesh->physicsverts.size();
btScalar* btVerts = new btScalar[vCount*3];
for(int i=0;i<vCount*3;i+=3){
const int vindex = i/3;
btVerts[i] = btScalar(mesh->physicsverts[vindex].x);
btVerts[i+1] = btScalar(mesh->physicsverts[vindex].y);
btVerts[i+2] = btScalar(mesh->physicsverts[vindex].z);
}
const int iCount = (int)mesh->physicsindices.size();
const int tCount = iCount/3;
int* btInd = new int[iCount];
for(int i=0;i<iCount;++i){
btInd[i] = mesh->physicsindices[i];
}
btSoftBody* softBody = btSoftBodyHelpers::CreateFromTriMesh(
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->getWorldInfo()
,&btVerts[0]
,&btInd[0]
,tCount
,false
);
delete[] btVerts;
delete[] btInd;
if(softBody){
btSoftBody::Material* pm=softBody->appendMaterial();
pm->m_kLST = 0.5;
pm->m_kVST = 0.5;
pm->m_kAST = 0.5;
pm->m_flags = 0;
softBody->generateBendingConstraints(2,pm);
softBody->randomizeConstraints();
btTransform shapeTransform;
shapeTransform.setIdentity();
shapeTransform.setOrigin(btVector3(pos.x,pos.y,pos.z));
shapeTransform.setRotation(btQuaternion(rot.x,rot.y,rot.z,rot.w));
softBody->scale(btVector3(sca.x,sca.y,sca.z));
softBody->transform(shapeTransform);
softBody->m_cfg.piterations = softBodyIterationCount;
softBody->m_cfg.aeromodel=btSoftBody::eAeroModel::F_TwoSidedLiftDrag;
softBody->m_cfg.kAHR =btScalar(.69); //0.69 Anchor hardness [0,1]
softBody->m_cfg.kCHR =btScalar(1.0); //1 Rigid contact hardness [0,1]
softBody->m_cfg.kDF =btScalar(0.2); //0.2 Dynamic friction coefficient [0,1]
softBody->m_cfg.kDG =btScalar(0.01); //0 Drag coefficient [0,+inf]
softBody->m_cfg.kDP =btScalar(0.0); //0 Damping coefficient [0,1]
softBody->m_cfg.kKHR =btScalar(0.1); //0.1 Kinetic contact hardness [0,1]
softBody->m_cfg.kLF =btScalar(0.1); //0 Lift coefficient [0,+inf]
softBody->m_cfg.kMT =btScalar(0.0); //0 Pose matching coefficient [0,1]
softBody->m_cfg.kPR =btScalar(0.0); //0 Pressure coefficient [-1,1]
softBody->m_cfg.kSHR =btScalar(1.0); //1 Soft contacts hardness [0,1]
softBody->m_cfg.kVC =btScalar(0.0); //0 Volume conseration coefficient [0,+inf]
softBody->m_cfg.kVCF =btScalar(1.0); //1 Velocities correction factor (Baumgarte)
softBody->m_cfg.kSKHR_CL =btScalar(1.0); //1 Soft vs. kinetic hardness [0,1]
softBody->m_cfg.kSK_SPLT_CL =btScalar(0.5); //0.5 Soft vs. rigid impulse split [0,1]
softBody->m_cfg.kSRHR_CL =btScalar(0.1); //0.1 Soft vs. rigid hardness [0,1]
softBody->m_cfg.kSR_SPLT_CL =btScalar(0.5); //0.5 Soft vs. rigid impulse split [0,1]
softBody->m_cfg.kSSHR_CL =btScalar(0.5); //0.5 Soft vs. soft hardness [0,1]
softBody->m_cfg.kSS_SPLT_CL =btScalar(0.5); //0.5 Soft vs. rigid impulse split [0,1]
btScalar mass = btScalar(newMass);
softBody->setTotalMass(mass);
int mvg = mesh->massVG;
if(mvg>=0){
for(std::map<int,float>::const_iterator it=mesh->vertexGroups[mvg].vertices.begin();it!=mesh->vertexGroups[mvg].vertices.end();++it){
int vi = (*it).first;
float wei = (*it).second;
int index=mesh->physicalmapGP[vi];
softBody->setMass(index,softBody->getMass(index)*btScalar(wei));
}
}
int gvg = mesh->goalVG;
if(gvg>=0){
for(std::map<int,float>::const_iterator it=mesh->vertexGroups[gvg].vertices.begin();it!=mesh->vertexGroups[gvg].vertices.end();++it){
int vi = (*it).first;
int index=mesh->physicalmapGP[vi];
float weight = (*it).second;
if(weight==1)
softBody->setMass(index,0);
}
}
softBody->getCollisionShape()->setMargin(btScalar(0.2));
softBody->setWindVelocity(bulletPhysics->wind);
softBody->setPose(true,true);
softBody->setActivationState(DISABLE_DEACTIVATION);
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->addSoftBody(softBody);
transforms.push_back(new PhysicsTransform);
}
}
void wiBULLET::connectVerticesToSoftBody(Mesh* const mesh, int objectI){
if (!softBodyPhysicsEnabled)
return;
btCollisionObject* obj = bulletPhysics->dynamicsWorld->getCollisionObjectArray()[objectI];
btSoftBody* softBody = btSoftBody::upcast(obj);
if(softBody){
btVector3 min, max;
softBody->getAabb(min, max);
mesh->aabb.create(XMFLOAT3(min.x(), min.y(), min.z()), XMFLOAT3(max.x(), max.y(), max.z()));
softBody->setWindVelocity(bulletPhysics->wind);
btSoftBody::tNodeArray& nodes(softBody->m_nodes);
int gvg = mesh->goalVG;
for (unsigned int i = 0; i<mesh->vertices_POS.size(); ++i)
{
int indexP = mesh->physicalmapGP[i];
float weight = mesh->vertexGroups[gvg].vertices[indexP];
Mesh::Vertex_POS& vert = mesh->vertices_Transformed_POS[i];
mesh->vertices_Transformed_PRE[i] = vert;
vert.pos.x = nodes[indexP].m_x.getX();
vert.pos.y = nodes[indexP].m_x.getY();
vert.pos.z = nodes[indexP].m_x.getZ();
mesh->vertices_Transformed_POS[i].MakeFromParams(XMFLOAT3(-nodes[indexP].m_n.getX(), -nodes[indexP].m_n.getY(), -nodes[indexP].m_n.getZ())/*, vert.GetWind(), vert.GetMaterialIndex()*/);
}
}
}
void wiBULLET::connectSoftBodyToVertices(const Mesh* const mesh, int objectI){
if (!softBodyPhysicsEnabled)
return;
if(!firstRunWorld){
btCollisionObject* obj = bulletPhysics->dynamicsWorld->getCollisionObjectArray()[objectI];
btSoftBody* softBody = btSoftBody::upcast(obj);
if(softBody){
btSoftBody::tNodeArray& nodes(softBody->m_nodes);
int gvg = mesh->goalVG;
if(gvg>=0){
int j=0;
for(std::map<int,float>::const_iterator it=mesh->vertexGroups[gvg].vertices.begin();it!=mesh->vertexGroups[gvg].vertices.end();++it){
int vi = (*it).first;
int index=mesh->physicalmapGP[vi];
float weight = (*it).second;
nodes[index].m_x=nodes[index].m_x.lerp(btVector3(mesh->goalPositions[j].x,mesh->goalPositions[j].y,mesh->goalPositions[j].z),weight);
++j;
}
}
}
}
}
void wiBULLET::transformBody(const XMFLOAT4& rot, const XMFLOAT3& pos, int objectI){
if (objectI < 0)
{
return;
}
btCollisionObject* obj = bulletPhysics->dynamicsWorld->getCollisionObjectArray()[objectI];
btRigidBody* rigidBody = btRigidBody::upcast(obj);
if(rigidBody){
btTransform transform;
transform.setIdentity();
transform.setRotation(btQuaternion(rot.x,rot.y,rot.z,rot.w));
transform.setOrigin(btVector3(pos.x,pos.y,pos.z));
rigidBody->getMotionState()->setWorldTransform(transform);
}
}
PHYSICS::PhysicsTransform* wiBULLET::getObject(int index){
btCollisionObject* obj = bulletPhysics->dynamicsWorld->getCollisionObjectArray()[index];
btTransform trans;
btRigidBody* body = btRigidBody::upcast(obj);
if (body && body->getMotionState())
{
body->getMotionState()->getWorldTransform(trans);
}
btSoftBody* softBody = btSoftBody::upcast(obj);
if(softBody)
{
trans = softBody->getWorldTransform();
}
btQuaternion rot = trans.getRotation();
btVector3 pos = trans.getOrigin();
transforms[index]->rotation=XMFLOAT4(rot.getX(),rot.getY(),rot.getZ(),rot.getW());
transforms[index]->position=XMFLOAT3(pos.getX(),pos.getY(),pos.getZ());
return transforms[index];
}
void wiBULLET::registerObject(Object* object){
if(object->rigidBody && object->mesh != nullptr && rigidBodyPhysicsEnabled){
XMFLOAT3 S,T;
XMFLOAT4 R;
object->applyTransform();
object->attachTo(object->GetRoot());
S = object->scale;
T = object->translation;
R = object->rotation;
if(!object->collisionShape.compare("BOX")){
addBox(
S,R,T
,object->mass,object->friction,object->restitution
,object->damping,object->kinematic
);
object->physicsObjectID = ++registeredObjects;
}
if(!object->collisionShape.compare("SPHERE")){
addSphere(
S.x,T
,object->mass,object->friction,object->restitution
,object->damping,object->kinematic
);
object->physicsObjectID = ++registeredObjects;
}
if(!object->collisionShape.compare("CAPSULE")){
addCapsule(
S.x,S.y,R,T
,object->mass,object->friction,object->restitution
,object->damping,object->kinematic
);
object->physicsObjectID = ++registeredObjects;
}
if(!object->collisionShape.compare("CONVEX_HULL")){
vector<XMFLOAT4> pos_stream(object->mesh->vertices_POS.size());
for (size_t i = 0; i < object->mesh->vertices_POS.size(); ++i)
{
pos_stream[i].x = object->mesh->vertices_POS[i].pos.x;
pos_stream[i].y = object->mesh->vertices_POS[i].pos.y;
pos_stream[i].z = object->mesh->vertices_POS[i].pos.z;
pos_stream[i].w = 1;
}
addConvexHull(
pos_stream,
S,R,T
,object->mass,object->friction,object->restitution
,object->damping,object->kinematic
);
object->physicsObjectID = ++registeredObjects;
}
if(!object->collisionShape.compare("MESH")){
vector<XMFLOAT4> pos_stream(object->mesh->vertices_POS.size());
for (size_t i = 0; i < object->mesh->vertices_POS.size(); ++i)
{
pos_stream[i].x = object->mesh->vertices_POS[i].pos.x;
pos_stream[i].y = object->mesh->vertices_POS[i].pos.y;
pos_stream[i].z = object->mesh->vertices_POS[i].pos.z;
pos_stream[i].w = 1;
}
addTriangleMesh(
pos_stream,object->mesh->indices,
S,R,T
,object->mass,object->friction,object->restitution
,object->damping,object->kinematic
);
object->physicsObjectID = ++registeredObjects;
}
}
if(object->mesh != nullptr && object->mesh->softBody && softBodyPhysicsEnabled){
XMFLOAT3 s,t;
XMFLOAT4 r;
if(object->mesh->hasArmature()){
s=object->mesh->armature->scale;
r=object->mesh->armature->rotation;
t=object->mesh->armature->translation;
}
else{
s=object->scale;
r=object->rotation;
t=object->translation;
}
addSoftBodyTriangleMesh(
object->mesh
,s,r,t
,object->mass,object->mesh->friction,object->restitution,object->damping
);
object->physicsObjectID = ++registeredObjects;
}
}
void wiBULLET::removeObject(Object* object)
{
if (object == nullptr || object->physicsObjectID < 0)
{
return;
}
deleteObject(object->physicsObjectID);
object->physicsObjectID = -1;
}
void wiBULLET::Update(float dt){
if (rigidBodyPhysicsEnabled || softBodyPhysicsEnabled)
bulletPhysics->dynamicsWorld->stepSimulation(dt, 6);
}
void wiBULLET::MarkForRead(){
}
void wiBULLET::UnMarkForRead(){
}
void wiBULLET::MarkForWrite(){
}
void wiBULLET::UnMarkForWrite(){
}
void wiBULLET::ClearWorld(){
for(int i= bulletPhysics->dynamicsWorld->getNumCollisionObjects()-1;i>=0;i--)
{
deleteObject(i);
}
//delete collision shapes
for (int j=0;j<bulletPhysics->collisionShapes.size();j++)
{
btCollisionShape* shape = bulletPhysics->collisionShapes[j];
bulletPhysics->collisionShapes[j] = 0;
delete shape;
}
//delete transfom interface
for (unsigned int i = 0; i<transforms.size(); ++i)
delete transforms[i];
transforms.clear();
registeredObjects=-1;
}
void wiBULLET::CleanUp(){
for (unsigned int i = 0; i<transforms.size(); ++i)
delete transforms[i];
transforms.clear();
}
void wiBULLET::deleteObject(int id)
{
btCollisionObject* obj = bulletPhysics->dynamicsWorld->getCollisionObjectArray()[id];
btRigidBody* body = btRigidBody::upcast(obj);
if (body && body->getMotionState())
{
delete body->getMotionState();
}
while (bulletPhysics->dynamicsWorld->getNumConstraints())
{
btTypedConstraint* pc = bulletPhysics->dynamicsWorld->getConstraint(0);
bulletPhysics->dynamicsWorld->removeConstraint(pc);
delete pc;
}
btSoftBody* softBody = btSoftBody::upcast(obj);
if (softBody)
{
((btSoftRigidDynamicsWorld*)bulletPhysics->dynamicsWorld)->removeSoftBody(softBody);
}
else
{
btRigidBody* body = btRigidBody::upcast(obj);
if (body)
bulletPhysics->dynamicsWorld->removeRigidBody(body);
else
bulletPhysics->dynamicsWorld->removeCollisionObject(obj);
}
delete obj;
registeredObjects--;
}
//
//void wiBULLET::soundTickCallback(btDynamicsWorld *world, btScalar timeStep) {
// int numManifolds = world->getDispatcher()->getNumManifolds();
// for (int i=0;i<numManifolds;i++)
// {
//
// btPersistentManifold* contactManifold = world->getDispatcher()->getManifoldByIndexInternal(i);
// btCollisionObject* obA = (btCollisionObject*)(contactManifold->getBody0());
// btCollisionObject* obB = (btCollisionObject*)(contactManifold->getBody1());
//
// int numContacts = contactManifold->getNumContacts();
// for (int j=0;j<numContacts;j++)
// {
// btManifoldPoint& pt = contactManifold->getContactPoint(j);
// if (pt.getDistance()<0.f)
// {
// if(pt.getAppliedImpulse()>10.f){
// //TODO: play some sound
// }
// const btVector3& ptA = pt.getPositionWorldOnA();
// const btVector3& ptB = pt.getPositionWorldOnB();
// const btVector3& normalOnB = pt.m_normalWorldOnB;
// }
// }
// }
//}
//
//void wiBULLET::pickingPreTickCallback (btDynamicsWorld *world, btScalar timeStep)
//{
//// world->getWorldUserInfo();
////
//// if(grab)
//// {
//// /*const int x=softDemo->m_lastmousepos[0];
//// const int y=softDemo->m_lastmousepos[1];
//// const btVector3 rayFrom=softDemo->getCameraPosition();
//// const btVector3 rayTo=softDemo->getRayTo(x,y);
//// const btVector3 rayDir=(rayTo-rayFrom).normalized();
//// const btVector3 N=(softDemo->getCameraTargetPosition()-softDemo->getCameraPosition()).normalized();
//// const btScalar O=btDot(softDemo->m_impact,N);*/
//// const btVector3 rayFrom=btVector3(grabRay.origin.x,grabRay.origin.y,grabRay.origin.z);
//// const btVector3 rayDir=btVector3(grabRay.direction.x,grabRay.direction.y,grabRay.direction.z);
//// //const btScalar den=btDot(N,rayDir);
//// //if((den*den)>0)
/////* {
//// const btScalar num=O-btDot(N,rayFrom);
//// const btScalar hit=num/den;
//// if((hit>0)&&(hit<1500))
//// {
//// softDemo->m_goal=rayFrom+rayDir*hit;
//// }
//// }*/
//// btVector3 delta=softDemo->m_goal-softDemo->m_node->m_x;
//// static const btScalar maxdrag=10;
//// if(delta.length2()>(maxdrag*maxdrag))
//// {
//// delta=delta.normalized()*maxdrag;
//// }
//// softDemo->m_node->m_v+=delta/timeStep;
//// }
////
//}
//void wiBULLET::setGrab(bool value, const RAY& ray){
// grab=value;
// grabRay=ray;
//}