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Conflicts: libraries/entities/src/EntityItem.cpp libraries/physics/src/EntityMotionState.h libraries/physics/src/ObjectMotionState.cpp libraries/physics/src/PhysicsEngine.cpp libraries/physics/src/PhysicsEngine.h
409 lines
16 KiB
C++
409 lines
16 KiB
C++
//
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// PhysicsEngine.cpp
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// libraries/physcis/src
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//
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// Created by Andrew Meadows 2014.10.29
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "PhysicsEngine.h"
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#include "ShapeInfoUtil.h"
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#include "ThreadSafeDynamicsWorld.h"
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static uint32_t _frameCount;
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// static
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uint32_t PhysicsEngine::getFrameCount() {
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return _frameCount;
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}
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PhysicsEngine::PhysicsEngine(const glm::vec3& offset)
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: _collisionConfig(NULL),
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_collisionDispatcher(NULL),
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_broadphaseFilter(NULL),
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_constraintSolver(NULL),
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_dynamicsWorld(NULL),
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_originOffset(offset),
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_entityPacketSender(NULL) {
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}
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PhysicsEngine::~PhysicsEngine() {
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}
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// begin EntitySimulation overrides
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void PhysicsEngine::updateEntitiesInternal(const quint64& now) {
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// NOTE: the grand order of operations is:
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// (1) relay incoming changes
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// (2) step simulation
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// (3) synchronize outgoing motion states
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// (4) send outgoing packets
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// this is step (4)
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QSet<ObjectMotionState*>::iterator stateItr = _outgoingPackets.begin();
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while (stateItr != _outgoingPackets.end()) {
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ObjectMotionState* state = *stateItr;
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if (state->doesNotNeedToSendUpdate()) {
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stateItr = _outgoingPackets.erase(stateItr);
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} else if (state->shouldSendUpdate(_frameCount)) {
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state->sendUpdate(_entityPacketSender, _frameCount);
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++stateItr;
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} else {
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++stateItr;
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}
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}
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}
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void PhysicsEngine::addEntityInternal(EntityItem* entity) {
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assert(entity);
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void* physicsInfo = entity->getPhysicsInfo();
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if (!physicsInfo) {
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EntityMotionState* motionState = new EntityMotionState(entity);
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if (addObject(motionState)) {
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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_entityMotionStates.insert(motionState);
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} else {
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// We failed to add the entity to the simulation. Probably because we couldn't create a shape for it.
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qDebug() << "failed to add entity " << entity->getEntityItemID() << " to physics engine";
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delete motionState;
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}
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}
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}
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void PhysicsEngine::removeEntityInternal(EntityItem* entity) {
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assert(entity);
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void* physicsInfo = entity->getPhysicsInfo();
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if (physicsInfo) {
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EntityMotionState* motionState = static_cast<EntityMotionState*>(physicsInfo);
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removeObject(motionState);
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_entityMotionStates.remove(motionState);
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_incomingChanges.remove(motionState);
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_outgoingPackets.remove(motionState);
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delete motionState;
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}
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}
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void PhysicsEngine::entityChangedInternal(EntityItem* entity) {
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// queue incoming changes: from external sources (script, EntityServer, etc) to physics engine
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assert(entity);
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void* physicsInfo = entity->getPhysicsInfo();
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if (physicsInfo) {
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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_incomingChanges.insert(motionState);
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} else {
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// try to add this entity again (maybe something changed such that it will work this time)
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addEntity(entity);
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}
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}
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void PhysicsEngine::sortEntitiesThatMovedInternal() {
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// entities that have been simulated forward (hence in the _entitiesToBeSorted list)
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// also need to be put in the outgoingPackets list
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QSet<EntityItem*>::iterator entityItr = _entitiesToBeSorted.begin();
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while (entityItr != _entitiesToBeSorted.end()) {
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EntityItem* entity = *entityItr;
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void* physicsInfo = entity->getPhysicsInfo();
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assert(physicsInfo);
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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_outgoingPackets.insert(motionState);
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++entityItr;
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}
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}
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void PhysicsEngine::clearEntitiesInternal() {
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// For now we assume this would only be called on shutdown in which case we can just let the memory get lost.
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QSet<EntityMotionState*>::const_iterator stateItr = _entityMotionStates.begin();
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for (stateItr = _entityMotionStates.begin(); stateItr != _entityMotionStates.end(); ++stateItr) {
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removeObject(*stateItr);
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delete (*stateItr);
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}
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_entityMotionStates.clear();
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_incomingChanges.clear();
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_outgoingPackets.clear();
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}
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// end EntitySimulation overrides
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void PhysicsEngine::relayIncomingChangesToSimulation() {
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// process incoming changes
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QSet<ObjectMotionState*>::iterator stateItr = _incomingChanges.begin();
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while (stateItr != _incomingChanges.end()) {
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ObjectMotionState* motionState = *stateItr;
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uint32_t flags = motionState->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
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btRigidBody* body = motionState->_body;
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if (body) {
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if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
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// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
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// but it also handles all EASY changes
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updateObjectHard(body, motionState, flags);
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} else if (flags) {
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// an EASY update does NOT require that the body be pulled out of physics engine
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// hence the MotionState has all the knowledge and authority to perform the update.
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motionState->updateObjectEasy(flags, _frameCount);
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}
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}
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// NOTE: the grand order of operations is:
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// (1) relay incoming changes
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// (2) step simulation
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// (3) synchronize outgoing motion states
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// (4) send outgoing packets
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//
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// We're in the middle of step (1) hence incoming changes should trump corresponding
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// outgoing changes at this point.
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motionState->clearOutgoingPacketFlags(flags); // clear outgoing flags that were trumped
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motionState->clearIncomingDirtyFlags(flags); // clear incoming flags that were processed
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++stateItr;
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}
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_incomingChanges.clear();
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}
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// virtual
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void PhysicsEngine::init(EntityEditPacketSender* packetSender) {
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// _entityTree should be set prior to the init() call
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assert(_entityTree);
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if (!_dynamicsWorld) {
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_collisionConfig = new btDefaultCollisionConfiguration();
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_collisionDispatcher = new btCollisionDispatcher(_collisionConfig);
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_broadphaseFilter = new btDbvtBroadphase();
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_constraintSolver = new btSequentialImpulseConstraintSolver;
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_dynamicsWorld = new ThreadSafeDynamicsWorld(_collisionDispatcher, _broadphaseFilter, _constraintSolver, _collisionConfig);
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// default gravity of the world is zero, so each object must specify its own gravity
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// TODO: set up gravity zones
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_dynamicsWorld->setGravity(btVector3(0.0f, 0.0f, 0.0f));
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// GROUND HACK: add a big planar floor (and walls for testing) to catch falling objects
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btTransform groundTransform;
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groundTransform.setIdentity();
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for (int i = 0; i < 3; ++i) {
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btVector3 normal(0.0f, 0.0f, 0.0f);
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normal[i] = 1.0f;
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btCollisionShape* plane = new btStaticPlaneShape(normal, 0.0f);
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btCollisionObject* groundObject = new btCollisionObject();
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groundObject->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
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groundObject->setCollisionShape(plane);
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groundObject->setWorldTransform(groundTransform);
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_dynamicsWorld->addCollisionObject(groundObject);
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}
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}
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assert(packetSender);
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_entityPacketSender = packetSender;
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EntityMotionState::setOutgoingEntityList(&_entitiesToBeSorted);
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}
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void PhysicsEngine::stepSimulation() {
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lock();
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// NOTE: the grand order of operations is:
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// (1) relay incoming changes
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// (2) step simulation
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// (3) synchronize outgoing motion states
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// (4) send outgoing packets
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// This is step (1).
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relayIncomingChangesToSimulation();
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const int MAX_NUM_SUBSTEPS = 4;
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const float MAX_TIMESTEP = (float)MAX_NUM_SUBSTEPS * PHYSICS_ENGINE_FIXED_SUBSTEP;
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float dt = 1.0e-6f * (float)(_clock.getTimeMicroseconds());
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_clock.reset();
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float timeStep = btMin(dt, MAX_TIMESTEP);
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// This is step (2).
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int numSubSteps = _dynamicsWorld->stepSimulation(timeStep, MAX_NUM_SUBSTEPS, PHYSICS_ENGINE_FIXED_SUBSTEP);
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_frameCount += (uint32_t)numSubSteps;
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unlock();
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// This is step (3) which is done outside of stepSimulation() so we can lock _entityTree.
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//
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// Unfortunately we have to unlock the simulation (above) before we try to lock the _entityTree
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// to avoid deadlock -- the _entityTree may try to lock its EntitySimulation (from which this
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// PhysicsEngine derives) when updating/adding/deleting entities so we need to wait for our own
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// lock on the tree before we re-lock ourselves.
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//
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// TODO: untangle these lock sequences.
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_entityTree->lockForWrite();
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lock();
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_dynamicsWorld->synchronizeMotionStates();
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unlock();
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_entityTree->unlock();
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}
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// Bullet collision flags are as follows:
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// CF_STATIC_OBJECT= 1,
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// CF_KINEMATIC_OBJECT= 2,
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// CF_NO_CONTACT_RESPONSE = 4,
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// CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
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// CF_CHARACTER_OBJECT = 16,
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// CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
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// CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
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bool PhysicsEngine::addObject(ObjectMotionState* motionState) {
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assert(motionState);
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
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if (shape) {
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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float mass = 0.0f;
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btRigidBody* body = NULL;
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switch(motionState->computeMotionType()) {
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case MOTION_TYPE_KINEMATIC: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->_body = body;
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motionState->addKinematicController();
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const float KINEMATIC_LINEAR_VELOCITY_THRESHOLD = 0.01f; // 1 cm/sec
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const float KINEMATIC_ANGULAR_VELOCITY_THRESHOLD = 0.01f; // ~1 deg/sec
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body->setSleepingThresholds(KINEMATIC_LINEAR_VELOCITY_THRESHOLD, KINEMATIC_ANGULAR_VELOCITY_THRESHOLD);
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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mass = motionState->computeMass(shapeInfo);
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shape->calculateLocalInertia(mass, inertia);
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->updateInertiaTensor();
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motionState->_body = body;
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motionState->updateObjectVelocities();
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// NOTE: Bullet will deactivate any object whose velocity is below these thresholds for longer than 2 seconds.
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// (the 2 seconds is determined by: static btRigidBody::gDeactivationTime
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const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
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const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
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body->setSleepingThresholds(DYNAMIC_LINEAR_VELOCITY_THRESHOLD, DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
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break;
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}
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case MOTION_TYPE_STATIC:
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default: {
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body = new btRigidBody(mass, motionState, shape, inertia);
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body->setCollisionFlags(btCollisionObject::CF_STATIC_OBJECT);
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body->updateInertiaTensor();
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motionState->_body = body;
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break;
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}
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}
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// wtf?
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body->setFlags(BT_DISABLE_WORLD_GRAVITY);
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body->setRestitution(motionState->_restitution);
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body->setFriction(motionState->_friction);
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body->setDamping(motionState->_linearDamping, motionState->_angularDamping);
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_dynamicsWorld->addRigidBody(body);
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return true;
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}
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return false;
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}
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bool PhysicsEngine::removeObject(ObjectMotionState* motionState) {
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assert(motionState);
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btRigidBody* body = motionState->_body;
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if (body) {
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const btCollisionShape* shape = body->getCollisionShape();
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ShapeInfo shapeInfo;
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ShapeInfoUtil::collectInfoFromShape(shape, shapeInfo);
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_dynamicsWorld->removeRigidBody(body);
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_shapeManager.releaseShape(shapeInfo);
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delete body;
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motionState->_body = NULL;
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motionState->removeKinematicController();
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return true;
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}
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return false;
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}
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// private
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void PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
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MotionType newType = motionState->computeMotionType();
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// pull body out of physics engine
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_dynamicsWorld->removeRigidBody(body);
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if (flags & EntityItem::DIRTY_SHAPE) {
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// MASS bit should be set whenever SHAPE is set
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assert(flags & EntityItem::DIRTY_MASS);
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// get new shape
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btCollisionShape* oldShape = body->getCollisionShape();
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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btCollisionShape* newShape = _shapeManager.getShape(shapeInfo);
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if (newShape != oldShape) {
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// BUG: if shape doesn't change but density does then we won't compute new mass properties
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// TODO: fix this BUG by replacing DIRTY_MASS with DIRTY_DENSITY and then fix logic accordingly.
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body->setCollisionShape(newShape);
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_shapeManager.releaseShape(oldShape);
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// compute mass properties
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float mass = motionState->computeMass(shapeInfo);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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body->setMassProps(mass, inertia);
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body->updateInertiaTensor();
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} else {
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// whoops, shape hasn't changed after all so we must release the reference
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// that was created when looking it up
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_shapeManager.releaseShape(newShape);
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}
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}
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bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
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if (easyUpdate) {
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motionState->updateObjectEasy(flags, _frameCount);
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}
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// update the motion parameters
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switch (newType) {
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case MOTION_TYPE_KINEMATIC: {
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int collisionFlags = body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT;
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collisionFlags &= ~(btCollisionObject::CF_STATIC_OBJECT);
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body->setCollisionFlags(collisionFlags);
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body->forceActivationState(DISABLE_DEACTIVATION);
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body->setMassProps(0.0f, btVector3(0.0f, 0.0f, 0.0f));
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body->updateInertiaTensor();
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motionState->addKinematicController();
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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int collisionFlags = body->getCollisionFlags() & ~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT);
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body->setCollisionFlags(collisionFlags);
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if (! (flags & EntityItem::DIRTY_MASS)) {
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// always update mass properties when going dynamic (unless it's already been done above)
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ShapeInfo shapeInfo;
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motionState->computeShapeInfo(shapeInfo);
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float mass = motionState->computeMass(shapeInfo);
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btVector3 inertia(0.0f, 0.0f, 0.0f);
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body->getCollisionShape()->calculateLocalInertia(mass, inertia);
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body->setMassProps(mass, inertia);
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body->updateInertiaTensor();
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}
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body->forceActivationState(ACTIVE_TAG);
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motionState->removeKinematicController();
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break;
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}
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default: {
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// MOTION_TYPE_STATIC
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int collisionFlags = body->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT;
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collisionFlags &= ~(btCollisionObject::CF_KINEMATIC_OBJECT);
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body->setCollisionFlags(collisionFlags);
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body->forceActivationState(DISABLE_SIMULATION);
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body->setMassProps(0.0f, btVector3(0.0f, 0.0f, 0.0f));
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body->updateInertiaTensor();
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body->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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body->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
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motionState->removeKinematicController();
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break;
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}
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}
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// reinsert body into physics engine
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_dynamicsWorld->addRigidBody(body);
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body->activate();
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}
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