overte/libraries/shared/src/PhysicsSimulation.cpp
2014-06-23 12:32:23 -07:00

244 lines
7.6 KiB
C++

//
// PhysicsSimulation.cpp
// interface/src/avatar
//
// Created by Andrew Meadows 2014.06.06
// 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 <glm/glm.hpp>
#include <iostream>
#include "PhysicsSimulation.h"
#include "PhysicsEntity.h"
#include "Ragdoll.h"
#include "SharedUtil.h"
#include "ShapeCollider.h"
int MAX_DOLLS_PER_SIMULATION = 16;
int MAX_ENTITIES_PER_SIMULATION = 64;
int MAX_COLLISIONS_PER_SIMULATION = 256;
const int NUM_SHAPE_BITS = 6;
const int SHAPE_INDEX_MASK = (1 << (NUM_SHAPE_BITS + 1)) - 1;
PhysicsSimulation::PhysicsSimulation() : _collisionList(MAX_COLLISIONS_PER_SIMULATION),
_numIterations(0), _numCollisions(0), _constraintError(0.0f), _stepTime(0) {
}
PhysicsSimulation::~PhysicsSimulation() {
// entities have a backpointer to this simulator that must be cleaned up
int numEntities = _entities.size();
for (int i = 0; i < numEntities; ++i) {
_entities[i]->_simulation = NULL;
}
_entities.clear();
// but Ragdolls do not
_dolls.clear();
}
bool PhysicsSimulation::addEntity(PhysicsEntity* entity) {
if (!entity) {
return false;
}
if (entity->_simulation == this) {
int numEntities = _entities.size();
for (int i = 0; i < numEntities; ++i) {
if (entity == _entities.at(i)) {
// already in list
assert(entity->_simulation == this);
return true;
}
}
// belongs to some other simulation
return false;
}
int numEntities = _entities.size();
if (numEntities > MAX_ENTITIES_PER_SIMULATION) {
// list is full
return false;
}
// add to list
entity->_simulation = this;
_entities.push_back(entity);
return true;
}
void PhysicsSimulation::removeEntity(PhysicsEntity* entity) {
if (!entity || !entity->_simulation || !(entity->_simulation == this)) {
return;
}
int numEntities = _entities.size();
for (int i = 0; i < numEntities; ++i) {
if (entity == _entities.at(i)) {
if (i == numEntities - 1) {
// remove it
_entities.pop_back();
} else {
// swap the last for this one
PhysicsEntity* lastEntity = _entities[numEntities - 1];
_entities.pop_back();
_entities[i] = lastEntity;
}
entity->_simulation = NULL;
break;
}
}
}
bool PhysicsSimulation::addRagdoll(Ragdoll* doll) {
if (!doll) {
return false;
}
int numDolls = _dolls.size();
if (numDolls > MAX_DOLLS_PER_SIMULATION) {
// list is full
return false;
}
for (int i = 0; i < numDolls; ++i) {
if (doll == _dolls[i]) {
// already in list
return true;
}
}
// add to list
_dolls.push_back(doll);
return true;
}
void PhysicsSimulation::removeRagdoll(Ragdoll* doll) {
int numDolls = _dolls.size();
for (int i = 0; i < numDolls; ++i) {
if (doll == _dolls[i]) {
if (i == numDolls - 1) {
// remove it
_dolls.pop_back();
} else {
// swap the last for this one
Ragdoll* lastDoll = _dolls[numDolls - 1];
_dolls.pop_back();
_dolls[i] = lastDoll;
}
break;
}
}
}
// TODO: Andrew to implement:
// DONE (1) joints pull points (SpecialCapsuleShape would help solve this)
// DONE (2) points slam shapes (SpecialCapsuleShape would help solve this)
// DONE (3) detect collisions
// DONE (4) collisions move points (SpecialCapsuleShape would help solve this)
// DONE (5) enforce constraints
// DONE (6) make sure MyAvatar creates shapes, adds to simulation with ragdoll support
// DONE (7) support for pairwise collision bypass
// DONE (8) process collisions
// DONE (8a) stubbery
// DONE (8b) shapes actually accumulate movement
// DONE (9) verify that avatar shapes self collide
// (10) slave rendered SkeletonModel to physical shapes
// (10a) give SkeletonModel duplicate JointState data
// (10b) figure out how to slave dupe JointStates to physical shapes
// (11) add and enforce angular contraints for joints
void PhysicsSimulation::stepForward(float deltaTime, float minError, int maxIterations, quint64 maxUsec) {
quint64 now = usecTimestampNow();
quint64 startTime = now;
quint64 expiry = startTime + maxUsec;
moveRagdolls(deltaTime);
int numDolls = _dolls.size();
_numCollisions = 0;
int iterations = 0;
float error = 0.0f;
do {
computeCollisions();
processCollisions();
// enforce constraints
error = 0.0f;
for (int i = 0; i < numDolls; ++i) {
error = glm::max(error, _dolls[i]->enforceRagdollConstraints());
}
++iterations;
now = usecTimestampNow();
} while (_numCollisions != 0 && (iterations < maxIterations) && (error > minError) && (now < expiry));
_numIterations = iterations;
_constraintError = error;
_stepTime = usecTimestampNow()- startTime;
#ifdef ANDREW_DEBUG
// temporary debug info for watching simulation performance
static int adebug = 0; ++adebug;
if (0 == (adebug % 100)) {
std::cout << "adebug Ni = " << _numIterations << " E = " << error << " t = " << _stepTime << std::endl; // adebug
}
#endif // ANDREW_DEBUG
}
void PhysicsSimulation::moveRagdolls(float deltaTime) {
int numDolls = _dolls.size();
for (int i = 0; i < numDolls; ++i) {
_dolls.at(i)->stepRagdollForward(deltaTime);
}
}
void PhysicsSimulation::computeCollisions() {
_collisionList.clear();
// TODO: keep track of QSet<PhysicsEntity*> collidedEntities;
int numEntities = _entities.size();
for (int i = 0; i < numEntities; ++i) {
PhysicsEntity* entity = _entities.at(i);
const QVector<Shape*> shapes = entity->getShapes();
int numShapes = shapes.size();
// collide with self
for (int j = 0; j < numShapes; ++j) {
const Shape* shape = shapes.at(j);
if (!shape) {
continue;
}
for (int k = j+1; k < numShapes; ++k) {
const Shape* otherShape = shapes.at(k);
if (otherShape && entity->collisionsAreEnabled(j, k)) {
ShapeCollider::collideShapes(shape, otherShape, _collisionList);
}
}
}
// collide with others
for (int j = i+1; j < numEntities; ++j) {
const QVector<Shape*> otherShapes = _entities.at(j)->getShapes();
ShapeCollider::collideShapesWithShapes(shapes, otherShapes, _collisionList);
}
}
_numCollisions = _collisionList.size();
}
void PhysicsSimulation::processCollisions() {
// walk all collisions, accumulate movement on shapes, and build a list of affected shapes
QSet<Shape*> shapes;
int numCollisions = _collisionList.size();
for (int i = 0; i < numCollisions; ++i) {
CollisionInfo* collision = _collisionList.getCollision(i);
collision->apply();
// there is always a shapeA
shapes.insert(collision->getShapeA());
// but need to check for valid shapeB
if (collision->_shapeB) {
shapes.insert(collision->getShapeB());
}
}
// walk all affected shapes and apply accumulated movement
QSet<Shape*>::const_iterator shapeItr = shapes.constBegin();
while (shapeItr != shapes.constEnd()) {
(*shapeItr)->applyAccumulatedDelta();
++shapeItr;
}
}