// // PhysicsEngine.h // libraries/physics/src // // Created by Andrew Meadows 2014.10.29 // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_PhysicsEngine_h #define hifi_PhysicsEngine_h #include #include #include #include #include #include #include "BulletUtil.h" #include "ContactInfo.h" #include "ObjectMotionState.h" #include "ThreadSafeDynamicsWorld.h" #include "ObjectAction.h" #include "ObjectConstraint.h" const float HALF_SIMULATION_EXTENT = 512.0f; // meters class CharacterController; class PhysicsDebugDraw; // simple class for keeping track of contacts class ContactKey { public: ContactKey() = delete; ContactKey(void* a, void* b) : _a(a), _b(b) {} bool operator<(const ContactKey& other) const { return _a < other._a || (_a == other._a && _b < other._b); } bool operator==(const ContactKey& other) const { return _a == other._a && _b == other._b; } void* _a; // ObjectMotionState pointer void* _b; // ObjectMotionState pointer }; struct ContactTestResult { ContactTestResult() = delete; ContactTestResult(const ContactTestResult& contactTestResult) : foundID(contactTestResult.foundID), testCollisionPoint(contactTestResult.testCollisionPoint), foundCollisionPoint(contactTestResult.foundCollisionPoint), collisionNormal(contactTestResult.collisionNormal) { } ContactTestResult(const QUuid& foundID, const glm::vec3& testCollisionPoint, const glm::vec3& otherCollisionPoint, const glm::vec3& collisionNormal) : foundID(foundID), testCollisionPoint(testCollisionPoint), foundCollisionPoint(otherCollisionPoint), collisionNormal(collisionNormal) { } QUuid foundID; // The deepest point of an intersection within the volume of the test shape, in world space. glm::vec3 testCollisionPoint; // The deepest point of an intersection within the volume of the found object, in world space. glm::vec3 foundCollisionPoint; // The normal vector of this intersection glm::vec3 collisionNormal; }; using ContactMap = std::map; using CollisionEvents = std::vector; class PhysicsEngine { public: using ContactAddedCallback = bool (*)(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper* colObj1Wrap, int partId1, int index1); class Transaction { public: void clear() { objectsToRemove.clear(); objectsToAdd.clear(); objectsToReinsert.clear(); activeStaticObjects.clear(); } std::vector objectsToRemove; std::vector objectsToAdd; std::vector objectsToReinsert; std::vector activeStaticObjects; }; PhysicsEngine(const glm::vec3& offset); ~PhysicsEngine(); void init(); uint32_t getNumSubsteps() const; int32_t getNumCollisionObjects() const; void removeObjects(const VectorOfMotionStates& objects); void removeSetOfObjects(const SetOfMotionStates& objects); // only called during teardown void addObjects(const VectorOfMotionStates& objects); void changeObjects(const VectorOfMotionStates& objects); void reinsertObject(ObjectMotionState* object); void processTransaction(Transaction& transaction); void stepSimulation(); void harvestPerformanceStats(); void printPerformanceStatsToFile(const QString& filename); void updateContactMap(); void doOwnershipInfectionForConstraints(); bool hasOutgoingChanges() const { return _hasOutgoingChanges; } /// \return reference to list of changed MotionStates. The list is only valid until beginning of next simulation loop. const VectorOfMotionStates& getChangedMotionStates(); const VectorOfMotionStates& getDeactivatedMotionStates() const { return _dynamicsWorld->getDeactivatedMotionStates(); } /// \return reference to list of Collision events. The list is only valid until beginning of next simulation loop. const CollisionEvents& getCollisionEvents(); /// \brief prints timings for last frame if stats have been requested. void dumpStatsIfNecessary(); /// \brief saves timings for last frame in filename void saveNextPhysicsStats(QString filename); /// \param offset position of simulation origin in domain-frame void setOriginOffset(const glm::vec3& offset) { _originOffset = offset; } /// \return position of simulation origin in domain-frame const glm::vec3& getOriginOffset() const { return _originOffset; } void setCharacterController(CharacterController* character); void dumpNextStats() { _dumpNextStats = true; } EntityDynamicPointer getDynamicByID(const QUuid& dynamicID) const; bool addDynamic(EntityDynamicPointer dynamic); void removeDynamic(const QUuid dynamicID); void forEachDynamic(std::function actor); void setShowBulletWireframe(bool value); void setShowBulletAABBs(bool value); void setShowBulletContactPoints(bool value); void setShowBulletConstraints(bool value); void setShowBulletConstraintLimits(bool value); // Function for getting colliding objects in the world of specified type // See PhysicsCollisionGroups.h for mask flags. std::vector contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC, float threshold = 0.0f) const; void setContactAddedCallback(ContactAddedCallback cb); btDiscreteDynamicsWorld* getDynamicsWorld() const { return _dynamicsWorld; } void removeContacts(ObjectMotionState* motionState); private: QList removeDynamicsForBody(btRigidBody* body); void addObjectToDynamicsWorld(ObjectMotionState* motionState); /// \brief bump any objects that touch this one, then remove contact info void bumpAndPruneContacts(ObjectMotionState* motionState); void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB); btClock _clock; btDefaultCollisionConfiguration* _collisionConfig = NULL; btCollisionDispatcher* _collisionDispatcher = NULL; btBroadphaseInterface* _broadphaseFilter = NULL; btSequentialImpulseConstraintSolver* _constraintSolver = NULL; ThreadSafeDynamicsWorld* _dynamicsWorld = NULL; btGhostPairCallback* _ghostPairCallback = NULL; std::unique_ptr _physicsDebugDraw; ContactMap _contactMap; CollisionEvents _collisionEvents; QHash _objectDynamics; QHash> _objectDynamicsByBody; std::set _activeStaticBodies; QString _statsFilename; glm::vec3 _originOffset; CharacterController* _myAvatarController; uint32_t _numContactFrames { 0 }; bool _dumpNextStats { false }; bool _saveNextStats { false }; bool _hasOutgoingChanges { false }; }; typedef std::shared_ptr PhysicsEnginePointer; #endif // hifi_PhysicsEngine_h