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570 lines
24 KiB
C++
570 lines
24 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 _numSubsteps;
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// static
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uint32_t PhysicsEngine::getNumSubsteps() {
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return _numSubsteps;
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}
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PhysicsEngine::PhysicsEngine(const glm::vec3& offset)
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: _originOffset(offset) {
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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(_numSubsteps)) {
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state->sendUpdate(_entityPacketSender, _numSubsteps);
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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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ShapeInfo shapeInfo;
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entity->computeShapeInfo(shapeInfo);
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btCollisionShape* shape = _shapeManager.getShape(shapeInfo);
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if (shape) {
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EntityMotionState* motionState = new EntityMotionState(entity);
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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_entityMotionStates.insert(motionState);
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addObject(shapeInfo, shape, motionState);
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} else if (entity->isMoving()) {
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EntityMotionState* motionState = new EntityMotionState(entity);
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entity->setPhysicsInfo(static_cast<void*>(motionState));
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_entityMotionStates.insert(motionState);
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motionState->setKinematic(true, _numSubsteps);
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_nonPhysicalKinematicObjects.insert(motionState);
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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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}
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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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if (motionState->getRigidBody()) {
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removeObject(motionState);
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} else {
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// only need to hunt in this list when there is no RigidBody
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_nonPhysicalKinematicObjects.remove(motionState);
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}
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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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// NOTE: EntityMotionState dtor will remove its backpointer from EntityItem
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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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_nonPhysicalKinematicObjects.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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++stateItr;
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uint32_t flags = motionState->getIncomingDirtyFlags() & DIRTY_PHYSICS_FLAGS;
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bool removeMotionState = false;
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btRigidBody* body = motionState->getRigidBody();
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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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bool success = updateObjectHard(body, motionState, flags);
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if (!success) {
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// NOTE: since updateObjectHard() failed we know that motionState has been removed
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// from simulation and body has been deleted. Depending on what else has changed
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// we might need to remove motionState altogether...
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if (flags & EntityItem::DIRTY_VELOCITY) {
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motionState->updateKinematicState(_numSubsteps);
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if (motionState->isKinematic()) {
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// all is NOT lost, we still need to move this object around kinematically
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_nonPhysicalKinematicObjects.insert(motionState);
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} else {
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// no need to keep motionState around
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removeMotionState = true;
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}
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} else {
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// no need to keep motionState around
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removeMotionState = true;
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}
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}
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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, _numSubsteps);
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}
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} else {
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// the only way we should ever get here (motionState exists but no body) is when the object
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// is undergoing non-physical kinematic motion.
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assert(_nonPhysicalKinematicObjects.contains(motionState));
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// it is possible that the changes are such that the object can now be added to the physical simulation
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if (flags & EntityItem::DIRTY_SHAPE) {
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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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addObject(shapeInfo, shape, motionState);
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_nonPhysicalKinematicObjects.remove(motionState);
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} else if (flags & EntityItem::DIRTY_VELOCITY) {
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// although we couldn't add the object to the simulation, might need to update kinematic motion...
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motionState->updateKinematicState(_numSubsteps);
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if (!motionState->isKinematic()) {
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_nonPhysicalKinematicObjects.remove(motionState);
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removeMotionState = true;
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}
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}
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} else if (flags & EntityItem::DIRTY_VELOCITY) {
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// although we still can't add to physics simulation, might need to update kinematic motion...
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motionState->updateKinematicState(_numSubsteps);
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if (!motionState->isKinematic()) {
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_nonPhysicalKinematicObjects.remove(motionState);
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removeMotionState = true;
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}
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}
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}
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if (removeMotionState) {
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// if we get here then there is no need to keep this motionState around (no physics or kinematics)
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_outgoingPackets.remove(motionState);
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// NOTE: motionState will clean up its own backpointers in the Object
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delete motionState;
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continue;
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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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}
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_incomingChanges.clear();
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}
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void PhysicsEngine::removeContacts(ObjectMotionState* motionState) {
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// trigger events for new/existing/old contacts
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ContactMap::iterator contactItr = _contactMap.begin();
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while (contactItr != _contactMap.end()) {
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if (contactItr->first._a == motionState || contactItr->first._b == motionState) {
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ContactMap::iterator iterToDelete = contactItr;
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++contactItr;
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_contactMap.erase(iterToDelete);
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} else {
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++contactItr;
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}
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}
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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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}
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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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_numSubsteps += (uint32_t)numSubsteps;
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stepNonPhysicalKinematics(usecTimestampNow());
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unlock();
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if (numSubsteps > 0) {
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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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computeCollisionEvents();
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}
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}
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void PhysicsEngine::stepNonPhysicalKinematics(const quint64& now) {
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QSet<ObjectMotionState*>::iterator stateItr = _nonPhysicalKinematicObjects.begin();
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while (stateItr != _nonPhysicalKinematicObjects.end()) {
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ObjectMotionState* motionState = *stateItr;
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motionState->stepKinematicSimulation(now);
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++stateItr;
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}
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}
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// TODO?: need to occasionally scan for stopped non-physical kinematics objects
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void PhysicsEngine::computeCollisionEvents() {
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// update all contacts every frame
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int numManifolds = _collisionDispatcher->getNumManifolds();
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for (int i = 0; i < numManifolds; ++i) {
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btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
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if (contactManifold->getNumContacts() > 0) {
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// TODO: require scripts to register interest in callbacks for specific objects
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// so we can filter out most collision events right here.
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const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
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const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
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if (!(objectA->isActive() || objectB->isActive())) {
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// both objects are inactive so stop tracking this contact,
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// which will eventually trigger a CONTACT_EVENT_TYPE_END
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continue;
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}
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void* a = objectA->getUserPointer();
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void* b = objectB->getUserPointer();
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if (a || b) {
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// the manifold has up to 4 distinct points, but only extract info from the first
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_contactMap[ContactKey(a, b)].update(_numContactFrames, contactManifold->getContactPoint(0), _originOffset);
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}
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}
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}
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// We harvest collision callbacks every few frames, which contributes the following effects:
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//
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// (1) There is a maximum collision callback rate per pair: substep_rate / SUBSTEPS_PER_COLLIION_FRAME
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// (2) END/START cycles shorter than SUBSTEPS_PER_COLLIION_FRAME will be filtered out
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// (3) There is variable lag between when the contact actually starts and when it is reported,
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// up to SUBSTEPS_PER_COLLIION_FRAME * time_per_substep
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//
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const uint32_t SUBSTEPS_PER_COLLISION_FRAME = 2;
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if (_numSubsteps - _numContactFrames * SUBSTEPS_PER_COLLISION_FRAME < SUBSTEPS_PER_COLLISION_FRAME) {
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// we don't harvest collision callbacks every frame
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// this sets a maximum callback-per-contact rate
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// and also filters out END/START events that happen on shorter timescales
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return;
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}
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++_numContactFrames;
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// scan known contacts and trigger events
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ContactMap::iterator contactItr = _contactMap.begin();
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while (contactItr != _contactMap.end()) {
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ObjectMotionState* A = static_cast<ObjectMotionState*>(contactItr->first._a);
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ObjectMotionState* B = static_cast<ObjectMotionState*>(contactItr->first._b);
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// TODO: make triggering these events clean and efficient. The code at this context shouldn't
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// have to figure out what kind of object (entity, avatar, etc) these are in order to properly
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// emit a collision event.
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if (A && A->getType() == MOTION_STATE_TYPE_ENTITY) {
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EntityItemID idA = static_cast<EntityMotionState*>(A)->getEntity()->getEntityItemID();
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EntityItemID idB;
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if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
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idB = static_cast<EntityMotionState*>(B)->getEntity()->getEntityItemID();
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}
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emit entityCollisionWithEntity(idA, idB, contactItr->second);
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} else if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
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EntityItemID idA;
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EntityItemID idB = static_cast<EntityMotionState*>(B)->getEntity()->getEntityItemID();
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emit entityCollisionWithEntity(idA, idB, contactItr->second);
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}
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// TODO: enable scripts to filter based on contact event type
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ContactEventType type = contactItr->second.computeType(_numContactFrames);
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if (type == CONTACT_EVENT_TYPE_END) {
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ContactMap::iterator iterToDelete = contactItr;
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++contactItr;
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_contactMap.erase(iterToDelete);
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} else {
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++contactItr;
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}
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}
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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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void PhysicsEngine::addObject(const ShapeInfo& shapeInfo, btCollisionShape* shape, ObjectMotionState* motionState) {
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assert(shape);
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assert(motionState);
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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->setRigidBody(body);
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motionState->setKinematic(true, _numSubsteps);
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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->setRigidBody(body);
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motionState->setKinematic(false, _numSubsteps);
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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->setRigidBody(body);
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motionState->setKinematic(false, _numSubsteps);
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break;
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}
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}
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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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}
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void PhysicsEngine::removeObject(ObjectMotionState* motionState) {
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assert(motionState);
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btRigidBody* body = motionState->getRigidBody();
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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->setRigidBody(NULL);
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motionState->setKinematic(false, _numSubsteps);
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removeContacts(motionState);
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}
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}
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// private
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bool 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) {
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// FAIL! we are unable to support these changes!
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_shapeManager.releaseShape(oldShape);
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delete body;
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motionState->setRigidBody(NULL);
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motionState->setKinematic(false, _numSubsteps);
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removeContacts(motionState);
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return false;
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} else 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, _numSubsteps);
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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->setKinematic(true, _numSubsteps);
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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->setKinematic(false, _numSubsteps);
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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->setKinematic(false, _numSubsteps);
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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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return true;
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}
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