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Merge pull request #5037 from AndrewMeadows/inertia
collision groups for physical objects
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commit
edb3622c85
12 changed files with 136 additions and 38 deletions
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@ -10,6 +10,7 @@
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//
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#include <PhysicsHelpers.h>
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#include <PhysicsCollisionGroups.h>
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#include "Avatar.h"
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#include "AvatarMotionState.h"
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@ -151,6 +152,11 @@ QUuid AvatarMotionState::getSimulatorID() const {
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void AvatarMotionState::bump() {
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}
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// virtual
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int16_t AvatarMotionState::computeCollisionGroup() {
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return COLLISION_GROUP_OTHER_AVATAR;
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}
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// virtual
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void AvatarMotionState::clearObjectBackPointer() {
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ObjectMotionState::clearObjectBackPointer();
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@ -61,6 +61,8 @@ public:
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void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
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virtual int16_t computeCollisionGroup();
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friend class AvatarManager;
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protected:
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@ -80,7 +80,8 @@ void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args)
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renderBoundingBox(entity, args, 0.3f, yellowColor);
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}
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if (PhysicsEngine::physicsInfoIsActive(entity->getPhysicsInfo())) {
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
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if (motionState && motionState->isActive()) {
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renderHoverDot(entity, args);
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}
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}
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@ -3,6 +3,8 @@
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <LinearMath/btDefaultMotionState.h>
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#include <PhysicsCollisionGroups.h>
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#include "BulletUtil.h"
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#include "DynamicCharacterController.h"
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@ -267,7 +269,7 @@ void DynamicCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
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if (world && _rigidBody) {
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_dynamicsWorld = world;
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_pendingFlags &= ~ PENDING_FLAG_JUMP;
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_dynamicsWorld->addRigidBody(_rigidBody);
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_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
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_dynamicsWorld->addAction(this);
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//reset(_dynamicsWorld);
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}
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@ -11,6 +11,7 @@
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#include <EntityItem.h>
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#include <EntityEditPacketSender.h>
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#include <PhysicsCollisionGroups.h>
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#include "BulletUtil.h"
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#include "EntityMotionState.h"
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@ -524,3 +525,16 @@ QString EntityMotionState::getName() {
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}
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return "";
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}
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// virtual
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int16_t EntityMotionState::computeCollisionGroup() {
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switch (computeObjectMotionType()){
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case MOTION_TYPE_STATIC:
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return COLLISION_GROUP_STATIC;
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case MOTION_TYPE_KINEMATIC:
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return COLLISION_GROUP_KINEMATIC;
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default:
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break;
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}
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return COLLISION_GROUP_DEFAULT;
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}
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@ -78,6 +78,8 @@ public:
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virtual QString getName();
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virtual int16_t computeCollisionGroup();
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friend class PhysicalEntitySimulation;
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protected:
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@ -203,3 +203,4 @@ void ObjectMotionState::updateBodyMassProperties() {
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_body->setMassProps(mass, inertia);
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_body->updateInertiaTensor();
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}
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@ -124,6 +124,10 @@ public:
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virtual QString getName() { return ""; }
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virtual int16_t computeCollisionGroup() = 0;
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bool isActive() const { return _body ? _body->isActive() : false; }
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friend class PhysicsEngine;
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protected:
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@ -9,6 +9,8 @@
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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 <PhysicsCollisionGroups.h>
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#include "ObjectMotionState.h"
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#include "PhysicsEngine.h"
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#include "PhysicsHelpers.h"
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@ -23,8 +25,19 @@ uint32_t PhysicsEngine::getNumSubsteps() {
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}
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PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
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_originOffset(offset),
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_characterController(nullptr) {
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_originOffset(offset),
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_characterController(nullptr) {
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// build table of masks with their group as the key
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEFAULT), COLLISION_MASK_DEFAULT);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_STATIC), COLLISION_MASK_STATIC);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_KINEMATIC), COLLISION_MASK_KINEMATIC);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEBRIS), COLLISION_MASK_DEBRIS);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_TRIGGER), COLLISION_MASK_TRIGGER);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_MY_AVATAR), COLLISION_MASK_MY_AVATAR);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_MY_ATTACHMENT), COLLISION_MASK_MY_ATTACHMENT);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_OTHER_AVATAR), COLLISION_MASK_OTHER_AVATAR);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_OTHER_ATTACHMENT), COLLISION_MASK_OTHER_ATTACHMENT);
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_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_COLLISIONLESS), COLLISION_MASK_COLLISIONLESS);
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}
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PhysicsEngine::~PhysicsEngine() {
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@ -125,7 +138,8 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
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body->setFlags(BT_DISABLE_WORLD_GRAVITY);
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motionState->updateBodyMaterialProperties();
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_dynamicsWorld->addRigidBody(body);
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int16_t group = motionState->computeCollisionGroup();
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_dynamicsWorld->addRigidBody(body, group, getCollisionMask(group));
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motionState->getAndClearIncomingDirtyFlags();
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}
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@ -419,34 +433,7 @@ void PhysicsEngine::setCharacterController(DynamicCharacterController* character
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}
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}
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bool PhysicsEngine::physicsInfoIsActive(void* physicsInfo) {
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if (!physicsInfo) {
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return false;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* body = motionState->getRigidBody();
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if (!body) {
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return false;
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}
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return body->isActive();
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}
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bool PhysicsEngine::getBodyLocation(void* physicsInfo, glm::vec3& positionReturn, glm::quat& rotationReturn) {
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if (!physicsInfo) {
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return false;
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}
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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btRigidBody* body = motionState->getRigidBody();
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if (!body) {
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return false;
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}
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const btTransform& worldTrans = body->getCenterOfMassTransform();
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positionReturn = bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset();
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rotationReturn = bulletToGLM(worldTrans.getRotation());
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return true;
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int16_t PhysicsEngine::getCollisionMask(int16_t group) const {
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const int16_t* mask = _collisionMasks.find(btHashInt((int)group));
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return mask ? *mask : COLLISION_MASK_DEFAULT;
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}
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@ -91,8 +91,7 @@ public:
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void dumpNextStats() { _dumpNextStats = true; }
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static bool physicsInfoIsActive(void* physicsInfo);
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static bool getBodyLocation(void* physicsInfo, glm::vec3& positionReturn, glm::quat& rotationReturn);
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int16_t getCollisionMask(int16_t group) const;
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private:
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void removeContacts(ObjectMotionState* motionState);
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@ -121,6 +120,7 @@ private:
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QUuid _sessionID;
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CollisionEvents _collisionEvents;
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btHashMap<btHashInt, int16_t> _collisionMasks;
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};
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#endif // hifi_PhysicsEngine_h
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79
libraries/shared/src/PhysicsCollisionGroups.h
Normal file
79
libraries/shared/src/PhysicsCollisionGroups.h
Normal file
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//
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// PhysicsCollisionGroups.h
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// libraries/shared/src
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//
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// Created by Andrew Meadows 2015.06.03
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// Copyright 2015 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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#ifndef hifi_PhysicsCollisionGroups_h
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#define hifi_PhysicsCollisionGroups_h
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#include <stdint.h>
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/* Note: These are the Bullet collision groups defined in btBroadphaseProxy. Only
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* DefaultFilter and StaticFilter are explicitly used by Bullet (when the collision
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* filter of an object is not manually specified), the rest are merely suggestions.
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*
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enum CollisionFilterGroups {
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DefaultFilter = 1,
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StaticFilter = 2,
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KinematicFilter = 4,
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DebrisFilter = 8,
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SensorTrigger = 16,
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CharacterFilter = 32,
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AllFilter = -1
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}
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*
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* When using custom collision filters we pretty much need to do all or nothing.
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* We'll be doing it all which means we define our own groups and build custom masks
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* for everything.
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*
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*/
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const int16_t COLLISION_GROUP_DEFAULT = 1 << 0;
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const int16_t COLLISION_GROUP_STATIC = 1 << 1;
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const int16_t COLLISION_GROUP_KINEMATIC = 1 << 2;
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const int16_t COLLISION_GROUP_DEBRIS = 1 << 3;
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const int16_t COLLISION_GROUP_TRIGGER = 1 << 4;
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const int16_t COLLISION_GROUP_MY_AVATAR = 1 << 5;
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const int16_t COLLISION_GROUP_OTHER_AVATAR = 1 << 6;
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const int16_t COLLISION_GROUP_MY_ATTACHMENT = 1 << 7;
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const int16_t COLLISION_GROUP_OTHER_ATTACHMENT = 1 << 8;
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// ...
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const int16_t COLLISION_GROUP_COLLISIONLESS = 1 << 15;
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/* Note: In order for objectA to collide with objectB at the filter stage
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* both (groupA & maskB) and (groupB & maskA) must be non-zero.
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*/
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// DEFAULT collides with everything except COLLISIONLESS
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const int16_t COLLISION_MASK_DEFAULT = ~ COLLISION_GROUP_COLLISIONLESS;
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// STATIC also doesn't collide with other STATIC
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const int16_t COLLISION_MASK_STATIC = ~ (COLLISION_GROUP_COLLISIONLESS | COLLISION_MASK_STATIC);
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const int16_t COLLISION_MASK_KINEMATIC = COLLISION_MASK_DEFAULT;
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// DEBRIS also doesn't collide with other DEBRIS, or TRIGGER
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const int16_t COLLISION_MASK_DEBRIS = ~ (COLLISION_GROUP_COLLISIONLESS
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| COLLISION_GROUP_DEBRIS
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| COLLISION_GROUP_TRIGGER);
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// TRIGGER also doesn't collide with DEBRIS, TRIGGER, or STATIC (TRIGGER only detects moveable things that matter)
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const int16_t COLLISION_MASK_TRIGGER = COLLISION_MASK_DEBRIS & ~(COLLISION_GROUP_STATIC);
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// AVATAR also doesn't collide with corresponding ATTACHMENTs
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const int16_t COLLISION_MASK_MY_AVATAR = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_MY_ATTACHMENT);
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const int16_t COLLISION_MASK_MY_ATTACHMENT = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_MY_AVATAR);
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const int16_t COLLISION_MASK_OTHER_AVATAR = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_OTHER_ATTACHMENT);
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const int16_t COLLISION_MASK_OTHER_ATTACHMENT = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_OTHER_AVATAR);
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// COLLISIONLESS gets an empty mask.
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const int16_t COLLISION_MASK_COLLISIONLESS = 0;
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#endif // hifi_PhysicsCollisionGroups_h
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@ -5,7 +5,7 @@
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// Created by Andrew Meadows 2015.01.27
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// Unless otherwise copyrighted: Copyright 2015 High Fidelity, Inc.
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//
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// Unless otherwise licensced: Distributed under the Apache License, Version 2.0.
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// Unless otherwise licensed: 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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