overte-HifiExperiments/libraries/physics/src/PhysicsEngine.cpp

499 lines
21 KiB
C++

//
// PhysicsEngine.cpp
// libraries/physcis/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
//
#include <PhysicsCollisionGroups.h>
#include "CharacterController.h"
#include "ObjectMotionState.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
#include "ThreadSafeDynamicsWorld.h"
#include "PhysicsLogging.h"
uint32_t PhysicsEngine::getNumSubsteps() {
return _numSubsteps;
}
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
_originOffset(offset),
_myAvatarController(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() {
if (_myAvatarController) {
_myAvatarController->setDynamicsWorld(nullptr);
}
delete _collisionConfig;
delete _collisionDispatcher;
delete _broadphaseFilter;
delete _constraintSolver;
delete _dynamicsWorld;
delete _ghostPairCallback;
}
void PhysicsEngine::init() {
if (!_dynamicsWorld) {
_collisionConfig = new btDefaultCollisionConfiguration();
_collisionDispatcher = new btCollisionDispatcher(_collisionConfig);
_broadphaseFilter = new btDbvtBroadphase();
_constraintSolver = new btSequentialImpulseConstraintSolver;
_dynamicsWorld = new ThreadSafeDynamicsWorld(_collisionDispatcher, _broadphaseFilter, _constraintSolver, _collisionConfig);
_ghostPairCallback = new btGhostPairCallback();
_dynamicsWorld->getPairCache()->setInternalGhostPairCallback(_ghostPairCallback);
// default gravity of the world is zero, so each object must specify its own gravity
// TODO: set up gravity zones
_dynamicsWorld->setGravity(btVector3(0.0f, 0.0f, 0.0f));
}
}
void PhysicsEngine::addObject(ObjectMotionState* motionState) {
assert(motionState);
btVector3 inertia(0.0f, 0.0f, 0.0f);
float mass = 0.0f;
// NOTE: the body may or may not already exist, depending on whether this corresponds to a reinsertion, or a new insertion.
btRigidBody* body = motionState->getRigidBody();
MotionType motionType = motionState->computeObjectMotionType();
motionState->setMotionType(motionType);
switch(motionType) {
case MOTION_TYPE_KINEMATIC: {
if (!body) {
btCollisionShape* shape = motionState->getShape();
assert(shape);
body = new btRigidBody(mass, motionState, shape, inertia);
motionState->setRigidBody(body);
} else {
body->setMassProps(mass, inertia);
}
body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
body->updateInertiaTensor();
motionState->updateBodyVelocities();
const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
break;
}
case MOTION_TYPE_DYNAMIC: {
mass = motionState->getMass();
btCollisionShape* shape = motionState->getShape();
assert(shape);
shape->calculateLocalInertia(mass, inertia);
if (!body) {
body = new btRigidBody(mass, motionState, shape, inertia);
motionState->setRigidBody(body);
} else {
body->setMassProps(mass, inertia);
}
body->setCollisionFlags(body->getCollisionFlags() & ~(btCollisionObject::CF_KINEMATIC_OBJECT |
btCollisionObject::CF_STATIC_OBJECT));
body->updateInertiaTensor();
motionState->updateBodyVelocities();
// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
body->setSleepingThresholds(DYNAMIC_LINEAR_VELOCITY_THRESHOLD, DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
if (!motionState->isMoving()) {
// try to initialize this object as inactive
body->forceActivationState(ISLAND_SLEEPING);
}
break;
}
case MOTION_TYPE_STATIC:
default: {
if (!body) {
assert(motionState->getShape());
body = new btRigidBody(mass, motionState, motionState->getShape(), inertia);
motionState->setRigidBody(body);
} else {
body->setMassProps(mass, inertia);
}
body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
body->updateInertiaTensor();
break;
}
}
body->setFlags(BT_DISABLE_WORLD_GRAVITY);
motionState->updateBodyMaterialProperties();
int16_t group = motionState->computeCollisionGroup();
_dynamicsWorld->addRigidBody(body, group, getCollisionMask(group));
motionState->clearIncomingDirtyFlags();
}
void PhysicsEngine::removeObject(ObjectMotionState* object) {
// wake up anything touching this object
bump(object);
removeContacts(object);
btRigidBody* body = object->getRigidBody();
assert(body);
_dynamicsWorld->removeRigidBody(body);
}
void PhysicsEngine::deleteObjects(const VectorOfMotionStates& objects) {
for (auto object : objects) {
removeObject(object);
// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
btRigidBody* body = object->getRigidBody();
object->setRigidBody(nullptr);
body->setMotionState(nullptr);
delete body;
object->releaseShape();
delete object;
}
}
// Same as above, but takes a Set instead of a Vector. Should only be called during teardown.
void PhysicsEngine::deleteObjects(const SetOfMotionStates& objects) {
for (auto object : objects) {
btRigidBody* body = object->getRigidBody();
removeObject(object);
// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
object->setRigidBody(nullptr);
body->setMotionState(nullptr);
delete body;
object->releaseShape();
delete object;
}
}
void PhysicsEngine::addObjects(const VectorOfMotionStates& objects) {
for (auto object : objects) {
addObject(object);
}
}
VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& objects) {
VectorOfMotionStates stillNeedChange;
for (auto object : objects) {
uint32_t flags = object->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
if (object->handleHardAndEasyChanges(flags, this)) {
object->clearIncomingDirtyFlags();
} else {
stillNeedChange.push_back(object);
}
} else if (flags & EASY_DIRTY_PHYSICS_FLAGS) {
if (object->handleEasyChanges(flags, this)) {
object->clearIncomingDirtyFlags();
} else {
stillNeedChange.push_back(object);
}
}
}
return stillNeedChange;
}
void PhysicsEngine::reinsertObject(ObjectMotionState* object) {
removeObject(object);
addObject(object);
}
void PhysicsEngine::removeContacts(ObjectMotionState* motionState) {
// trigger events for new/existing/old contacts
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
if (contactItr->first._a == motionState || contactItr->first._b == motionState) {
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
} else {
++contactItr;
}
}
}
void PhysicsEngine::stepSimulation() {
CProfileManager::Reset();
BT_PROFILE("stepSimulation");
// NOTE: the grand order of operations is:
// (1) pull incoming changes
// (2) step simulation
// (3) synchronize outgoing motion states
// (4) send outgoing packets
const float MAX_TIMESTEP = (float)PHYSICS_ENGINE_MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
float dt = 1.0e-6f * (float)(_clock.getTimeMicroseconds());
_clock.reset();
float timeStep = btMin(dt, MAX_TIMESTEP);
if (_myAvatarController) {
// ADEBUG TODO: move this stuff outside and in front of stepSimulation, because
// the updateShapeIfNecessary() call needs info from MyAvatar and should
// be done on the main thread during the pre-simulation stuff
if (_myAvatarController->needsRemoval()) {
_myAvatarController->setDynamicsWorld(nullptr);
// We must remove any existing contacts for the avatar so that any new contacts will have
// valid data. MyAvatar's RigidBody is the ONLY one in the simulation that does not yet
// have a MotionState so we pass nullptr to removeContacts().
removeContacts(nullptr);
}
_myAvatarController->updateShapeIfNecessary();
if (_myAvatarController->needsAddition()) {
_myAvatarController->setDynamicsWorld(_dynamicsWorld);
}
_myAvatarController->preSimulation();
}
auto onSubStep = [this]() {
updateContactMap();
};
int numSubsteps = _dynamicsWorld->stepSimulationWithSubstepCallback(timeStep, PHYSICS_ENGINE_MAX_NUM_SUBSTEPS,
PHYSICS_ENGINE_FIXED_SUBSTEP, onSubStep);
if (numSubsteps > 0) {
BT_PROFILE("postSimulation");
_numSubsteps += (uint32_t)numSubsteps;
ObjectMotionState::setWorldSimulationStep(_numSubsteps);
if (_myAvatarController) {
_myAvatarController->postSimulation();
}
_hasOutgoingChanges = true;
}
}
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) {
BT_PROFILE("ownershipInfection");
const btCollisionObject* characterObject = _myAvatarController ? _myAvatarController->getCollisionObject() : nullptr;
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (motionStateB &&
((motionStateA && motionStateA->getSimulatorID() == _sessionID && !objectA->isStaticObject()) ||
(objectA == characterObject))) {
// NOTE: we might own the simulation of a kinematic object (A)
// but we don't claim ownership of kinematic objects (B) based on collisions here.
if (!objectB->isStaticOrKinematicObject() && motionStateB->getSimulatorID() != _sessionID) {
quint8 priority = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
motionStateB->bump(priority);
}
} else if (motionStateA &&
((motionStateB && motionStateB->getSimulatorID() == _sessionID && !objectB->isStaticObject()) ||
(objectB == characterObject))) {
// SIMILARLY: we might own the simulation of a kinematic object (B)
// but we don't claim ownership of kinematic objects (A) based on collisions here.
if (!objectA->isStaticOrKinematicObject() && motionStateA->getSimulatorID() != _sessionID) {
quint8 priority = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
motionStateA->bump(priority);
}
}
}
void PhysicsEngine::updateContactMap() {
BT_PROFILE("updateContactMap");
++_numContactFrames;
// update all contacts every frame
int numManifolds = _collisionDispatcher->getNumManifolds();
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
if (contactManifold->getNumContacts() > 0) {
// TODO: require scripts to register interest in callbacks for specific objects
// so we can filter out most collision events right here.
const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
if (!(objectA->isActive() || objectB->isActive())) {
// both objects are inactive so stop tracking this contact,
// which will eventually trigger a CONTACT_EVENT_TYPE_END
continue;
}
ObjectMotionState* a = static_cast<ObjectMotionState*>(objectA->getUserPointer());
ObjectMotionState* b = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (a || b) {
// the manifold has up to 4 distinct points, but only extract info from the first
_contactMap[ContactKey(a, b)].update(_numContactFrames, contactManifold->getContactPoint(0));
}
if (!_sessionID.isNull()) {
doOwnershipInfection(objectA, objectB);
}
}
}
}
const CollisionEvents& PhysicsEngine::getCollisionEvents() {
const uint32_t CONTINUE_EVENT_FILTER_FREQUENCY = 10;
_collisionEvents.clear();
// scan known contacts and trigger events
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
ContactInfo& contact = contactItr->second;
ContactEventType type = contact.computeType(_numContactFrames);
if(type != CONTACT_EVENT_TYPE_CONTINUE || _numSubsteps % CONTINUE_EVENT_FILTER_FREQUENCY == 0) {
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(contactItr->first._a);
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(contactItr->first._b);
glm::vec3 velocityChange = (motionStateA ? motionStateA->getObjectLinearVelocityChange() : glm::vec3(0.0f)) +
(motionStateB ? motionStateB->getObjectLinearVelocityChange() : glm::vec3(0.0f));
if (motionStateA && motionStateA->getType() == MOTIONSTATE_TYPE_ENTITY) {
QUuid idA = motionStateA->getObjectID();
QUuid idB;
if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) {
idB = motionStateB->getObjectID();
}
glm::vec3 position = bulletToGLM(contact.getPositionWorldOnB()) + _originOffset;
glm::vec3 penetration = bulletToGLM(contact.distance * contact.normalWorldOnB);
_collisionEvents.push_back(Collision(type, idA, idB, position, penetration, velocityChange));
} else if (motionStateB && motionStateB->getType() == MOTIONSTATE_TYPE_ENTITY) {
QUuid idB = motionStateB->getObjectID();
glm::vec3 position = bulletToGLM(contact.getPositionWorldOnA()) + _originOffset;
// NOTE: we're flipping the order of A and B (so that the first objectID is never NULL)
// hence we must negate the penetration.
glm::vec3 penetration = - bulletToGLM(contact.distance * contact.normalWorldOnB);
_collisionEvents.push_back(Collision(type, idB, QUuid(), position, penetration, velocityChange));
}
}
if (type == CONTACT_EVENT_TYPE_END) {
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
} else {
++contactItr;
}
}
return _collisionEvents;
}
const VectorOfMotionStates& PhysicsEngine::getOutgoingChanges() {
BT_PROFILE("copyOutgoingChanges");
_dynamicsWorld->synchronizeMotionStates();
_hasOutgoingChanges = false;
return _dynamicsWorld->getChangedMotionStates();
}
void PhysicsEngine::dumpStatsIfNecessary() {
if (_dumpNextStats) {
_dumpNextStats = false;
CProfileManager::dumpAll();
}
}
// Bullet collision flags are as follows:
// CF_STATIC_OBJECT= 1,
// CF_KINEMATIC_OBJECT= 2,
// CF_NO_CONTACT_RESPONSE = 4,
// CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
// CF_CHARACTER_OBJECT = 16,
// CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
// CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
void PhysicsEngine::bump(ObjectMotionState* motionState) {
// Find all objects that touch the object corresponding to motionState and flag the other objects
// for simulation ownership by the local simulation.
assert(motionState);
btCollisionObject* object = motionState->getRigidBody();
int numManifolds = _collisionDispatcher->getNumManifolds();
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
if (contactManifold->getNumContacts() > 0) {
const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
if (objectB == object) {
if (!objectA->isStaticOrKinematicObject()) {
ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer());
if (motionStateA) {
motionStateA->bump(VOLUNTEER_SIMULATION_PRIORITY);
objectA->setActivationState(ACTIVE_TAG);
}
}
} else if (objectA == object) {
if (!objectB->isStaticOrKinematicObject()) {
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
if (motionStateB) {
motionStateB->bump(VOLUNTEER_SIMULATION_PRIORITY);
objectB->setActivationState(ACTIVE_TAG);
}
}
}
}
}
}
void PhysicsEngine::setCharacterController(CharacterController* character) {
if (_myAvatarController != character) {
if (_myAvatarController) {
// remove the character from the DynamicsWorld immediately
_myAvatarController->setDynamicsWorld(nullptr);
_myAvatarController = nullptr;
}
// the character will be added to the DynamicsWorld later
_myAvatarController = character;
}
}
int16_t PhysicsEngine::getCollisionMask(int16_t group) const {
const int16_t* mask = _collisionMasks.find(btHashInt((int)group));
return mask ? *mask : COLLISION_MASK_DEFAULT;
}
EntityActionPointer PhysicsEngine::getActionByID(const QUuid& actionID) const {
if (_objectActions.contains(actionID)) {
return _objectActions[actionID];
}
return nullptr;
}
void PhysicsEngine::addAction(EntityActionPointer action) {
assert(action);
const QUuid& actionID = action->getID();
if (_objectActions.contains(actionID)) {
if (_objectActions[actionID] == action) {
return;
}
removeAction(action->getID());
}
_objectActions[actionID] = action;
// bullet needs a pointer to the action, but it doesn't use shared pointers.
// is there a way to bump the reference count?
ObjectAction* objectAction = static_cast<ObjectAction*>(action.get());
_dynamicsWorld->addAction(objectAction);
}
void PhysicsEngine::removeAction(const QUuid actionID) {
if (_objectActions.contains(actionID)) {
EntityActionPointer action = _objectActions[actionID];
ObjectAction* objectAction = static_cast<ObjectAction*>(action.get());
_dynamicsWorld->removeAction(objectAction);
_objectActions.remove(actionID);
}
}