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