basic support for collision groups

This commit is contained in:
Andrew Meadows 2015-06-03 11:40:48 -07:00
parent b0fdb0413c
commit 7b6cc59d30
8 changed files with 100 additions and 4 deletions

View file

@ -10,6 +10,7 @@
//
#include <PhysicsHelpers.h>
#include <PhysicsEngine.h>
#include "Avatar.h"
#include "AvatarMotionState.h"
@ -151,6 +152,11 @@ QUuid AvatarMotionState::getSimulatorID() const {
void AvatarMotionState::bump() {
}
// virtual
int16_t AvatarMotionState::computeCollisionGroup() {
return COLLISION_GROUP_OTHER_AVATAR;
}
// virtual
void AvatarMotionState::clearObjectBackPointer() {
ObjectMotionState::clearObjectBackPointer();

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@ -61,6 +61,8 @@ public:
void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
virtual int16_t computeCollisionGroup();
friend class AvatarManager;
protected:

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@ -5,6 +5,7 @@
#include "BulletUtil.h"
#include "DynamicCharacterController.h"
#include "PhysicsEngine.h"
const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f);
const float DEFAULT_GRAVITY = -5.0f;
@ -267,7 +268,7 @@ void DynamicCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
if (world && _rigidBody) {
_dynamicsWorld = world;
_pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addRigidBody(_rigidBody);
_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
_dynamicsWorld->addAction(this);
//reset(_dynamicsWorld);
}

View file

@ -517,3 +517,8 @@ QString EntityMotionState::getName() {
}
return "";
}
// virtual
int16_t EntityMotionState::computeCollisionGroup() {
return COLLISION_GROUP_DEFAULT;
}

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@ -77,6 +77,8 @@ public:
virtual QString getName();
virtual int16_t computeCollisionGroup();
friend class PhysicalEntitySimulation;
protected:

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@ -123,6 +123,8 @@ public:
virtual QString getName() { return ""; }
virtual int16_t computeCollisionGroup() = 0;
friend class PhysicsEngine;
protected:

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@ -23,8 +23,19 @@ uint32_t PhysicsEngine::getNumSubsteps() {
}
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
_originOffset(offset),
_characterController(nullptr) {
_originOffset(offset),
_characterController(nullptr) {
// build table of masks with their group as the key
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEFAULT), COLLISION_MASK_DEFAULT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_STATIC), COLLISION_MASK_STATIC);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_KINEMATIC), COLLISION_MASK_KINEMATIC);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEBRIS), COLLISION_MASK_DEBRIS);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_TRIGGER), COLLISION_MASK_TRIGGER);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_MY_AVATAR), COLLISION_MASK_MY_AVATAR);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_MY_ATTACHMENT), COLLISION_MASK_MY_ATTACHMENT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_OTHER_AVATAR), COLLISION_MASK_OTHER_AVATAR);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_OTHER_ATTACHMENT), COLLISION_MASK_OTHER_ATTACHMENT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_COLLISIONLESS), COLLISION_MASK_COLLISIONLESS);
}
PhysicsEngine::~PhysicsEngine() {
@ -125,7 +136,8 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
body->setFlags(BT_DISABLE_WORLD_GRAVITY);
motionState->updateBodyMaterialProperties();
_dynamicsWorld->addRigidBody(body);
int16_t group = motionState->computeCollisionGroup();
_dynamicsWorld->addRigidBody(body, group, getCollisionMask(group));
motionState->getAndClearIncomingDirtyFlags();
}
@ -417,6 +429,7 @@ void PhysicsEngine::setCharacterController(DynamicCharacterController* character
}
}
// static
bool PhysicsEngine::physicsInfoIsActive(void* physicsInfo) {
if (!physicsInfo) {
return false;
@ -431,6 +444,7 @@ bool PhysicsEngine::physicsInfoIsActive(void* physicsInfo) {
return body->isActive();
}
// static
bool PhysicsEngine::getBodyLocation(void* physicsInfo, glm::vec3& positionReturn, glm::quat& rotationReturn) {
if (!physicsInfo) {
return false;
@ -448,3 +462,8 @@ bool PhysicsEngine::getBodyLocation(void* physicsInfo, glm::vec3& positionReturn
return true;
}
int16_t PhysicsEngine::getCollisionMask(int16_t group) const {
const int16_t* mask = _collisionMasks.find(btHashInt((int)group));
return mask ? *mask : COLLISION_MASK_DEFAULT;
}

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@ -25,6 +25,61 @@
#include "ObjectMotionState.h"
#include "ThreadSafeDynamicsWorld.h"
/* Note: These are the collision groups defined in btBroadphaseProxy. Only
* DefaultFilter and StaticFilter are explicitly used by Bullet (when the
* collision filter of an object is not manually specified), the rest are
* merely suggestions.
*
enum CollisionFilterGroups {
DefaultFilter = 1,
StaticFilter = 2,
KinematicFilter = 4,
DebrisFilter = 8,
SensorTrigger = 16,
CharacterFilter = 32,
AllFilter = -1
}
*
* When using custom collision filters we pretty much need to do all or nothing.
* We'll be doing it all which means we define our own groups and build custom masks
* for everything.
*
*/
const int16_t COLLISION_GROUP_DEFAULT = 1 << 0;
const int16_t COLLISION_GROUP_STATIC = 1 << 1;
const int16_t COLLISION_GROUP_KINEMATIC = 1 << 2;
const int16_t COLLISION_GROUP_DEBRIS = 1 << 3;
const int16_t COLLISION_GROUP_TRIGGER = 1 << 4;
const int16_t COLLISION_GROUP_MY_AVATAR = 1 << 5;
const int16_t COLLISION_GROUP_OTHER_AVATAR = 1 << 6;
const int16_t COLLISION_GROUP_MY_ATTACHMENT = 1 << 7;
const int16_t COLLISION_GROUP_OTHER_ATTACHMENT = 1 << 8;
// ...
const int16_t COLLISION_GROUP_COLLISIONLESS = 1 << 15;
/* Note: In order for objectA to collide with objectB at the filter stage
* both (groupA & maskB) and (groupB & maskA) must be non-zero.
*/
// DEFAULT collides with everything except COLLISIONLESS
const int16_t COLLISION_MASK_DEFAULT = ~ COLLISION_GROUP_COLLISIONLESS;
const int16_t COLLISION_MASK_STATIC = COLLISION_MASK_DEFAULT;
const int16_t COLLISION_MASK_KINEMATIC = COLLISION_MASK_DEFAULT;
// DEBRIS also doesn't collide with: other DEBRIS, and TRIGGER
const int16_t COLLISION_MASK_DEBRIS = ~ (COLLISION_GROUP_COLLISIONLESS
| COLLISION_GROUP_DEBRIS
| COLLISION_GROUP_TRIGGER);
// TRIGGER also doesn't collide with: DEBRIS, TRIGGER, and STATIC (TRIGGER only detects moveable things that matter)
const int16_t COLLISION_MASK_TRIGGER = COLLISION_MASK_DEBRIS & ~(COLLISION_GROUP_STATIC);
// AVATAR also doesn't collide with: corresponding ATTACHMENT
const int16_t COLLISION_MASK_MY_AVATAR = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_MY_ATTACHMENT);
const int16_t COLLISION_MASK_MY_ATTACHMENT = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_MY_AVATAR);
const int16_t COLLISION_MASK_OTHER_AVATAR = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_OTHER_ATTACHMENT);
const int16_t COLLISION_MASK_OTHER_ATTACHMENT = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_OTHER_AVATAR);
// ...
const int16_t COLLISION_MASK_COLLISIONLESS = 0;
const float HALF_SIMULATION_EXTENT = 512.0f; // meters
// simple class for keeping track of contacts
@ -91,9 +146,12 @@ public:
void dumpNextStats() { _dumpNextStats = true; }
// TODO: Andrew to move these to ObjectMotionState
static bool physicsInfoIsActive(void* physicsInfo);
static bool getBodyLocation(void* physicsInfo, glm::vec3& positionReturn, glm::quat& rotationReturn);
int16_t getCollisionMask(int16_t group) const;
private:
void removeContacts(ObjectMotionState* motionState);
@ -121,6 +179,7 @@ private:
QUuid _sessionID;
CollisionEvents _collisionEvents;
btHashMap<btHashInt, int16_t> _collisionMasks;
};
#endif // hifi_PhysicsEngine_h