overte-HifiExperiments/libraries/physics/src/PhysicsEngine.cpp
Andrew Meadows d5119b3532 merge upstream/master into andrew/bispinor
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
2015-01-16 14:36:27 -08:00

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