-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory.

-near sensor support
- python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance)
This commit is contained in:
Erwin Coumans
2006-05-22 21:03:43 +00:00
parent 677cf7f133
commit ab71e2a9b5
20 changed files with 609 additions and 72 deletions

View File

@@ -307,26 +307,14 @@ void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy
GjkPairDetector::ClosestPointInput input;
SphereShape sphere(0.2f);
MinkowskiSumShape expanded0(min0,&sphere);
MinkowskiSumShape expanded1(min1,&sphere);
if (dispatchInfo.m_useContinuous)
{
m_gjkPairDetector.SetMinkowskiA(&expanded0);
m_gjkPairDetector.SetMinkowskiB(&expanded1);
input.m_maximumDistanceSquared = expanded0.GetMargin()+expanded1.GetMargin();
input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
}
else
{
m_gjkPairDetector.SetMinkowskiA(min0);
m_gjkPairDetector.SetMinkowskiB(min1);
input.m_maximumDistanceSquared = min0->GetMargin() + min1->GetMargin() + m_manifoldPtr->GetContactBreakingTreshold();
input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
}
input.m_maximumDistanceSquared = 1e30f;//
//TODO: if (dispatchInfo.m_useContinuous)
m_gjkPairDetector.SetMinkowskiA(min0);
m_gjkPairDetector.SetMinkowskiB(min1);
input.m_maximumDistanceSquared = min0->GetMargin() + min1->GetMargin() + m_manifoldPtr->GetContactBreakingTreshold();
input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
//input.m_maximumDistanceSquared = 1e30f;//
input.m_transformA = col0->m_worldTransform;
input.m_transformB = col1->m_worldTransform;

View File

@@ -112,6 +112,7 @@ SimdScalar restitutionCurve(SimdScalar rel_vel, SimdScalar restitution)
float SimpleConstraintSolver::Solve(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer)
{
@@ -125,7 +126,7 @@ float SimpleConstraintSolver::Solve(PersistentManifold* manifoldPtr, const Conta
{
manifoldPtr->RefreshContactPoints(body0->getCenterOfMassTransform(),body1->getCenterOfMassTransform());
const int numpoints = manifoldPtr->GetNumContacts();
int numpoints = manifoldPtr->GetNumContacts();
SimdVector3 color(0,1,0);
for (int i=0;i<numpoints ;i++)

View File

@@ -23,6 +23,9 @@ subject to the following restrictions:
#include "CcdPhysicsEnvironment.h"
#include "SimdTransformUtil.h"
#include "CollisionShapes/SphereShape.h"
#include "CollisionShapes/ConeShape.h"
class BP_Proxy;
///todo: fill all the empty CcdPhysicsController methods, hook them up to the RigidBody class
@@ -31,7 +34,7 @@ class BP_Proxy;
float gDeactivationTime = 2.f;
bool gDisableDeactivation = false;
float gLinearSleepingTreshold = 0.8f;
float gLinearSleepingTreshold = 0.4f;
float gAngularSleepingTreshold = 1.0f;
#include "Dynamics/MassProps.h"
@@ -486,3 +489,96 @@ bool CcdPhysicsController::wantsSleeping()
return false;
}
PHY_IPhysicsController* CcdPhysicsController::GetReplica()
{
//very experimental, shape sharing is not implemented yet.
//just support SphereShape/ConeShape for now
CcdConstructionInfo cinfo = m_cci;
if (cinfo.m_collisionShape)
{
switch (cinfo.m_collisionShape->GetShapeType())
{
case SPHERE_SHAPE_PROXYTYPE:
{
SphereShape* orgShape = (SphereShape*)cinfo.m_collisionShape;
cinfo.m_collisionShape = new SphereShape(*orgShape);
break;
}
case CONE_SHAPE_PROXYTYPE:
{
ConeShape* orgShape = (ConeShape*)cinfo.m_collisionShape;
cinfo.m_collisionShape = new ConeShape(*orgShape);
break;
}
default:
{
return 0;
}
}
}
cinfo.m_MotionState = new DefaultMotionState();
CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
return replica;
}
///////////////////////////////////////////////////////////
///A small utility class, DefaultMotionState
///
///////////////////////////////////////////////////////////
DefaultMotionState::DefaultMotionState()
{
m_worldTransform.setIdentity();
}
DefaultMotionState::~DefaultMotionState()
{
}
void DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
{
posX = m_worldTransform.getOrigin().x();
posY = m_worldTransform.getOrigin().y();
posZ = m_worldTransform.getOrigin().z();
}
void DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
{
scaleX = 1.;
scaleY = 1.;
scaleZ = 1.;
}
void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
{
quatIma0 = m_worldTransform.getRotation().x();
quatIma1 = m_worldTransform.getRotation().y();
quatIma2 = m_worldTransform.getRotation().z();
quatReal = m_worldTransform.getRotation()[3];
}
void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
{
SimdPoint3 pos(posX,posY,posZ);
m_worldTransform.setOrigin( pos );
}
void DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
{
SimdQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
m_worldTransform.setRotation( orn );
}
void DefaultMotionState::calculateWorldTransformations()
{
}

View File

@@ -27,6 +27,7 @@ subject to the following restrictions:
#include "SimdTransform.h"
#include "Dynamics/RigidBody.h"
#include "PHY_IMotionState.h"
#include "BroadphaseCollision/BroadphaseProxy.h" //for CollisionShape access
class CollisionShape;
@@ -155,7 +156,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
// clientinfo for raycasts for example
virtual void* getNewClientInfo();
virtual void setNewClientInfo(void* clientinfo);
virtual PHY_IPhysicsController* GetReplica() {return 0;}
virtual PHY_IPhysicsController* GetReplica();
virtual void calcXform() {} ;
virtual void SetMargin(float margin) {};
@@ -184,4 +186,30 @@ class CcdPhysicsController : public PHY_IPhysicsController
};
///DefaultMotionState implements standard motionstate, using SimdTransform
class DefaultMotionState : public PHY_IMotionState
{
public:
DefaultMotionState();
virtual ~DefaultMotionState();
virtual void getWorldPosition(float& posX,float& posY,float& posZ);
virtual void getWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
virtual void setWorldPosition(float posX,float posY,float posZ);
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
virtual void calculateWorldTransformations();
SimdTransform m_worldTransform;
};
#endif //BULLET2_PHYSICSCONTROLLER_H

View File

@@ -29,6 +29,10 @@ subject to the following restrictions:
#include "CollisionDispatch/CollisionWorld.h"
#include "CollisionShapes/ConvexShape.h"
#include "CollisionShapes/ConeShape.h"
#include "BroadphaseCollision/Dispatcher.h"
#include "NarrowPhaseCollision/PersistentManifold.h"
#include "CollisionShapes/TriangleMeshShape.h"
@@ -321,6 +325,7 @@ static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdV
CcdPhysicsEnvironment::CcdPhysicsEnvironment(CollisionDispatcher* dispatcher,BroadphaseInterface* broadphase)
:m_scalingPropagated(false),
m_numIterations(10),
m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
@@ -342,9 +347,9 @@ m_enableSatCollisionDetection(false)
SimdVector3 worldMin(-10000,-10000,-10000);
SimdVector3 worldMax(10000,10000,10000);
//broadphase = new AxisSweep3(worldMin,worldMax);
broadphase = new AxisSweep3(worldMin,worldMax);
broadphase = new SimpleBroadphase();
//broadphase = new SimpleBroadphase();
}
@@ -498,6 +503,8 @@ void CcdPhysicsEnvironment::beginFrame()
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
//printf("proceedDeltaTime\n");
#ifdef USE_QUICKPROF
//toggle Profiler
@@ -528,16 +535,38 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
if (!SimdFuzzyZero(timeStep))
{
{
//do the kinematic calculation here, over the full timestep
std::vector<CcdPhysicsController*>::iterator i;
for (i=m_controllers.begin();
!(i==m_controllers.end()); i++)
{
// define this in blender, the stepsize is 30 hertz, 60 hertz works much better
//#define SPLIT_TIMESTEP 1
CcdPhysicsController* ctrl = *i;
#ifdef SPLIT_TIMESTEP
proceedDeltaTimeOneStep(0.5f*timeStep);
proceedDeltaTimeOneStep(0.5f*timeStep);
#else
proceedDeltaTimeOneStep(timeStep);
#endif
SimdTransform predictedTrans;
RigidBody* body = ctrl->GetRigidBody();
if (body->GetActivationState() != ISLAND_SLEEPING)
{
if (body->IsStatic())
{
//to calculate velocities next frame
body->saveKinematicState(timeStep);
}
}
}
}
int i;
float subTimeStep = timeStep / float(m_numTimeSubSteps);
for (i=0;i<this->m_numTimeSubSteps;i++)
{
proceedDeltaTimeOneStep(subTimeStep);
}
} else
{
//todo: interpolate
@@ -563,7 +592,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
{
// printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
//printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
if (SimdFuzzyZero(timeStep))
return true;
@@ -811,11 +840,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
if (body->GetActivationState() != ISLAND_SLEEPING)
{
if (body->IsStatic())
{
//to calculate velocities next frame
body->saveKinematicState(timeStep);
} else
if (!body->IsStatic())
{
body->predictIntegratedTransform(timeStep* toi, predictedTrans);
body->proceedToTransform( predictedTrans);
@@ -1392,10 +1417,34 @@ TypedConstraint* CcdPhysicsEnvironment::getConstraintById(int constraintId)
void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ctrl1 = (CcdPhysicsController* )ctrl;
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_controllers.begin(), m_controllers.end(), ctrl);
if ((i == m_controllers.end()))
{
addCcdPhysicsController(ctrl1);
}
requestCollisionCallback(ctrl);
//printf("addSensor\n");
}
void CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl);
if (!(i == m_triggerControllers.end()))
{
std::swap(*i, m_triggerControllers.back());
m_triggerControllers.pop_back();
}
}
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
removeCollisionCallback(ctrl);
//printf("removeSensor\n");
}
void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
@@ -1584,3 +1633,41 @@ void CcdPhysicsEnvironment::UpdateAabbs(float timeStep)
}
}
}
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
CcdConstructionInfo cinfo;
cinfo.m_collisionShape = new SphereShape(radius);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
cinfo.m_collisionFlags |= CollisionObject::noContactResponse;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
motionState->m_worldTransform.setIdentity();
motionState->m_worldTransform.setOrigin(SimdVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
CcdConstructionInfo cinfo;
cinfo.m_collisionShape = new ConeShape(coneradius,coneheight);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
motionState->m_worldTransform.setIdentity();
// motionState->m_worldTransform.setOrigin(SimdVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}

View File

@@ -48,7 +48,11 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
SimdVector3 m_gravity;
IDebugDraw* m_debugDrawer;
//solver iterations
int m_numIterations;
//timestep subdivisions
int m_numTimeSubSteps;
int m_ccdMode;
int m_solverType;
int m_profileTimings;
@@ -74,6 +78,10 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
}
virtual void setNumIterations(int numIter);
virtual void setNumTimeSubSteps(int numTimeSubSteps)
{
m_numTimeSubSteps = numTimeSubSteps;
}
virtual void setDeactivationTime(float dTime);
virtual void setDeactivationLinearTreshold(float linTresh) ;
virtual void setDeactivationAngularTreshold(float angTresh) ;
@@ -131,8 +139,10 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;};
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight){ return 0;};
virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
virtual int getNumContactPoints();

View File

@@ -85,8 +85,24 @@
static BlendFileData *load_game_data(char *filename) {
BlendReadError error;
BlendFileData *bfd= BLO_read_from_file(filename, &error);
//this doesn't work anymore for relative paths, so use BLO_read_from_memory instead
//BlendFileData *bfd= BLO_read_from_file(filename, &error);
FILE* file = fopen(filename,"rb");
BlendFileData *bfd = 0;
if (file)
{
fseek(file, 0L, SEEK_END);
int len= ftell(file);
fseek(file, 0L, SEEK_SET);
char* filebuffer= new char[len];//MEM_mallocN(len, "text_buffer");
int sizeread = fread(filebuffer,len,1,file);
if (sizeread==1)
{
bfd = BLO_read_from_memory(filebuffer, len, &error);
}
fclose(file);
}
if (!bfd) {
printf("Loading %s failed: %s\n", filename, BLO_bre_as_string(error));
}
@@ -96,17 +112,17 @@ static BlendFileData *load_game_data(char *filename) {
extern "C" void StartKetsjiShell(struct ScrArea *area,
char* scenename,
struct Main* maggie,
struct Main* maggie1,
struct SpaceIpo *sipo,
int always_use_expand_framing)
{
int exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
Main* blenderdata = maggie;
Main* blenderdata = maggie1;
char* startscenename = scenename;
char pathname[160];
strcpy (pathname, maggie->name);
strcpy (pathname, blenderdata->name);
STR_String exitstring = "";
BlendFileData *bfd= NULL;
@@ -257,8 +273,8 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
Scene *blscene = NULL;
if (!bfd)
{
blscene = (Scene*) maggie->scene.first;
for (Scene *sce= (Scene*) maggie->scene.first; sce; sce= (Scene*) sce->id.next)
blscene = (Scene*) blenderdata->scene.first;
for (Scene *sce= (Scene*) blenderdata->scene.first; sce; sce= (Scene*) sce->id.next)
{
if (startscenename == (sce->id.name+2))
{
@@ -292,7 +308,7 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
}
// create a scene converter, create and convert the startingscene
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(maggie,sipo, ketsjiengine);
KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata,sipo, ketsjiengine);
ketsjiengine->SetSceneConverter(sceneconverter);
if (always_use_expand_framing)

View File

@@ -386,6 +386,11 @@ void BL_ConvertSensors(struct Object* blenderobject,
bool bFindMaterial = false;
PHY_IPhysicsController* physCtrl = kxscene->GetPhysicsEnvironment()->CreateSphereController(radius,pos);
if (isInActiveLayer)
kxscene->GetPhysicsEnvironment()->addSensor(physCtrl);
gamesensor = new KX_NearSensor(eventmgr,gameobj,
blendernearsensor->dist,
blendernearsensor->resetdist,

View File

@@ -53,6 +53,8 @@ public:
int lifespan=0)=0;
virtual void RemoveObject(class CValue* gameobj)=0;
virtual void DelayedRemoveObject(class CValue* gameobj)=0;
virtual void DelayedReleaseObject(class CValue* gameobj)=0;
virtual void ReplaceMesh(class CValue* gameobj,
void* meshobj)=0;
std::vector<SCA_DebugProp*>& GetDebugProperties();

View File

@@ -80,7 +80,10 @@ KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
void KX_NearSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
if (m_physCtrl)
{
touchman->GetPhysicsEnvironment()->addSensor(m_physCtrl);
}
}
CValue* KX_NearSensor::GetReplica()
@@ -96,7 +99,18 @@ CValue* KX_NearSensor::GetReplica()
replica->m_client_info = new KX_ClientObjectInfo(m_client_info->m_gameobject, KX_ClientObjectInfo::NEAR);
replica->m_physCtrl = replica->m_physCtrl->GetReplica();
if (replica->m_physCtrl)
{
replica->m_physCtrl = replica->m_physCtrl->GetReplica();
if (replica->m_physCtrl)
{
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->addSensor(replica->m_physCtrl);
replica->m_physCtrl->SetMargin(m_Margin);
replica->m_physCtrl->setNewClientInfo(replica->m_client_info);
}
}
//static_cast<KX_TouchEventManager*>(m_eventmgr)->RegisterSensor(this);
//todo: make sure replication works fine
//>m_sumoObj = new SM_Object(DT_NewSphere(0.0),NULL,NULL,NULL);
//replica->m_sumoObj->setMargin(m_Margin);
@@ -111,11 +125,21 @@ CValue* KX_NearSensor::GetReplica()
void KX_NearSensor::ReParent(SCA_IObject* parent)
{
SCA_ISensor::ReParent(parent);
m_client_info->m_gameobject = static_cast<KX_GameObject*>(parent);
m_client_info->m_sensors.push_back(this);
/* KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
client_info->m_gameobject = gameobj;
client_info->m_auxilary_info = NULL;
client_info->m_sensors.push_back(this);
SCA_ISensor::ReParent(parent);
*/
SynchronizeTransform();
}
@@ -127,10 +151,11 @@ KX_NearSensor::~KX_NearSensor()
// for touchsensor, it's the parent
if (m_physCtrl)
{
static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
//static_cast<KX_TouchEventManager*>(m_eventmgr)->GetPhysicsEnvironment()->removeSensor(m_physCtrl);
delete m_physCtrl;
m_physCtrl = NULL;
}
if (m_client_info)
delete m_client_info;

View File

@@ -53,6 +53,9 @@ static char gPySetGravity__doc__[] = "setGravity(float x,float y,float z)";
static char gPySetDebugMode__doc__[] = "setDebugMode(int mode)";
static char gPySetNumIterations__doc__[] = "setNumIterations(int numiter) This sets the number of iterations for an iterative constraint solver";
static char gPySetNumTimeSubSteps__doc__[] = "setNumTimeSubSteps(int numsubstep) This sets the number of substeps for each physics proceed. Tradeoff quality for performance.";
static char gPySetDeactivationTime__doc__[] = "setDeactivationTime(float time) This sets the time after which a resting rigidbody gets deactived";
static char gPySetDeactivationLinearTreshold__doc__[] = "setDeactivationLinearTreshold(float linearTreshold)";
static char gPySetDeactivationAngularTreshold__doc__[] = "setDeactivationAngularTreshold(float angularTreshold)";
@@ -106,6 +109,24 @@ static PyObject* gPySetDebugMode(PyObject* self,
Py_INCREF(Py_None); return Py_None;
}
static PyObject* gPySetNumTimeSubSteps(PyObject* self,
PyObject* args,
PyObject* kwds)
{
int substep;
if (PyArg_ParseTuple(args,"i",&substep))
{
if (PHY_GetActiveEnvironment())
{
PHY_GetActiveEnvironment()->setNumTimeSubSteps(substep);
}
}
Py_INCREF(Py_None); return Py_None;
}
static PyObject* gPySetNumIterations(PyObject* self,
PyObject* args,
PyObject* kwds)
@@ -411,6 +432,9 @@ static struct PyMethodDef physicsconstraints_methods[] = {
{"setNumIterations",(PyCFunction) gPySetNumIterations,
METH_VARARGS, gPySetNumIterations__doc__},
{"setNumTimeSubSteps",(PyCFunction) gPySetNumTimeSubSteps,
METH_VARARGS, gPySetNumTimeSubSteps__doc__},
{"setDeactivationTime",(PyCFunction) gPySetDeactivationTime,
METH_VARARGS, gPySetDeactivationTime__doc__},

View File

@@ -318,7 +318,11 @@ void KX_SCA_AddObjectActuator::InstantAddObject()
// keep a copy of the last object, to allow python scripters to change it
if (m_lastCreatedObject)
{
//careful with destruction, it might still have outstanding collision callbacks
m_scene->DelayedReleaseObject(m_lastCreatedObject);
m_lastCreatedObject->Release();
}
m_lastCreatedObject = replica;
m_lastCreatedObject->AddRef();

View File

@@ -125,6 +125,7 @@ KX_Scene::KX_Scene(class SCA_IInputDevice* keyboarddevice,
m_parentlist = new CListValue();
m_lightlist= new CListValue();
m_euthanasyobjects = new CListValue();
m_delayReleaseObjects = new CListValue();
m_logicmgr = new SCA_LogicManager();
@@ -193,6 +194,8 @@ KX_Scene::~KX_Scene()
if (m_euthanasyobjects)
m_euthanasyobjects->Release();
if (m_delayReleaseObjects)
m_delayReleaseObjects->Release();
if (m_logicmgr)
delete m_logicmgr;
@@ -654,8 +657,13 @@ void KX_Scene::RemoveObject(class CValue* gameobj)
// recursively destruct
node->Destruct();
}
newobj->SetSGNode(0);
}
void KX_Scene::DelayedReleaseObject(CValue* gameobj)
{
m_delayReleaseObjects->Add(gameobj->AddRef());
}
void KX_Scene::DelayedRemoveObject(class CValue* gameobj)
@@ -1087,12 +1095,22 @@ void KX_Scene::LogicEndFrame()
{
m_logicmgr->EndFrame();
int numobj = m_euthanasyobjects->GetCount();
for (int i = numobj - 1; i >= 0; i--)
int i;
for (i = numobj - 1; i >= 0; i--)
{
KX_GameObject* gameobj = (KX_GameObject*)m_euthanasyobjects->GetValue(i);
this->RemoveObject(gameobj);
}
numobj= m_delayReleaseObjects->GetCount();
for (i = numobj-1;i>=0;i--)
{
KX_GameObject* gameobj = (KX_GameObject*)m_delayReleaseObjects->GetValue(i);
m_delayReleaseObjects->RemoveValue(gameobj);
}
}

View File

@@ -101,6 +101,11 @@ protected:
* LogicEndFrame() via a call to RemoveObject().
*/
CListValue* m_euthanasyobjects;
/**
* The list of objects that couldn't be released during logic update.
* for example, AddObject actuator sometimes releases an object that was cached from previous frame
*/
CListValue* m_delayReleaseObjects;
CListValue* m_objectlist;
CListValue* m_parentlist; // all 'root' parents
@@ -288,6 +293,9 @@ public:
CValue* gameobj);
void RemoveObject(CValue* gameobj);
void DelayedRemoveObject(CValue* gameobj);
void DelayedReleaseObject(CValue* gameobj);
void NewRemoveObject(CValue* gameobj);
void ReplaceMesh(CValue* gameobj,
void* meshobj);

View File

@@ -23,6 +23,9 @@ subject to the following restrictions:
#include "CcdPhysicsEnvironment.h"
#include "SimdTransformUtil.h"
#include "CollisionShapes/SphereShape.h"
#include "CollisionShapes/ConeShape.h"
class BP_Proxy;
///todo: fill all the empty CcdPhysicsController methods, hook them up to the RigidBody class
@@ -486,3 +489,96 @@ bool CcdPhysicsController::wantsSleeping()
return false;
}
PHY_IPhysicsController* CcdPhysicsController::GetReplica()
{
//very experimental, shape sharing is not implemented yet.
//just support SphereShape/ConeShape for now
CcdConstructionInfo cinfo = m_cci;
if (cinfo.m_collisionShape)
{
switch (cinfo.m_collisionShape->GetShapeType())
{
case SPHERE_SHAPE_PROXYTYPE:
{
SphereShape* orgShape = (SphereShape*)cinfo.m_collisionShape;
cinfo.m_collisionShape = new SphereShape(*orgShape);
break;
}
case CONE_SHAPE_PROXYTYPE:
{
ConeShape* orgShape = (ConeShape*)cinfo.m_collisionShape;
cinfo.m_collisionShape = new ConeShape(*orgShape);
break;
}
default:
{
return 0;
}
}
}
cinfo.m_MotionState = new DefaultMotionState();
CcdPhysicsController* replica = new CcdPhysicsController(cinfo);
return replica;
}
///////////////////////////////////////////////////////////
///A small utility class, DefaultMotionState
///
///////////////////////////////////////////////////////////
DefaultMotionState::DefaultMotionState()
{
m_worldTransform.setIdentity();
}
DefaultMotionState::~DefaultMotionState()
{
}
void DefaultMotionState::getWorldPosition(float& posX,float& posY,float& posZ)
{
posX = m_worldTransform.getOrigin().x();
posY = m_worldTransform.getOrigin().y();
posZ = m_worldTransform.getOrigin().z();
}
void DefaultMotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
{
scaleX = 1.;
scaleY = 1.;
scaleZ = 1.;
}
void DefaultMotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
{
quatIma0 = m_worldTransform.getRotation().x();
quatIma1 = m_worldTransform.getRotation().y();
quatIma2 = m_worldTransform.getRotation().z();
quatReal = m_worldTransform.getRotation()[3];
}
void DefaultMotionState::setWorldPosition(float posX,float posY,float posZ)
{
SimdPoint3 pos(posX,posY,posZ);
m_worldTransform.setOrigin( pos );
}
void DefaultMotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
{
SimdQuaternion orn(quatIma0,quatIma1,quatIma2,quatReal);
m_worldTransform.setRotation( orn );
}
void DefaultMotionState::calculateWorldTransformations()
{
}

View File

@@ -27,6 +27,7 @@ subject to the following restrictions:
#include "SimdTransform.h"
#include "Dynamics/RigidBody.h"
#include "PHY_IMotionState.h"
#include "BroadphaseCollision/BroadphaseProxy.h" //for CollisionShape access
class CollisionShape;
@@ -155,7 +156,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
// clientinfo for raycasts for example
virtual void* getNewClientInfo();
virtual void setNewClientInfo(void* clientinfo);
virtual PHY_IPhysicsController* GetReplica() {return 0;}
virtual PHY_IPhysicsController* GetReplica();
virtual void calcXform() {} ;
virtual void SetMargin(float margin) {};
@@ -184,4 +186,30 @@ class CcdPhysicsController : public PHY_IPhysicsController
};
///DefaultMotionState implements standard motionstate, using SimdTransform
class DefaultMotionState : public PHY_IMotionState
{
public:
DefaultMotionState();
virtual ~DefaultMotionState();
virtual void getWorldPosition(float& posX,float& posY,float& posZ);
virtual void getWorldScaling(float& scaleX,float& scaleY,float& scaleZ);
virtual void getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal);
virtual void setWorldPosition(float posX,float posY,float posZ);
virtual void setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal);
virtual void calculateWorldTransformations();
SimdTransform m_worldTransform;
};
#endif //BULLET2_PHYSICSCONTROLLER_H

View File

@@ -29,6 +29,10 @@ subject to the following restrictions:
#include "CollisionDispatch/CollisionWorld.h"
#include "CollisionShapes/ConvexShape.h"
#include "CollisionShapes/ConeShape.h"
#include "BroadphaseCollision/Dispatcher.h"
#include "NarrowPhaseCollision/PersistentManifold.h"
#include "CollisionShapes/TriangleMeshShape.h"
@@ -321,6 +325,7 @@ static void DrawAabb(IDebugDraw* debugDrawer,const SimdVector3& from,const SimdV
CcdPhysicsEnvironment::CcdPhysicsEnvironment(CollisionDispatcher* dispatcher,BroadphaseInterface* broadphase)
:m_scalingPropagated(false),
m_numIterations(10),
m_numTimeSubSteps(1),
m_ccdMode(0),
m_solverType(-1),
m_profileTimings(0),
@@ -342,9 +347,9 @@ m_enableSatCollisionDetection(false)
SimdVector3 worldMin(-10000,-10000,-10000);
SimdVector3 worldMax(10000,10000,10000);
//broadphase = new AxisSweep3(worldMin,worldMax);
broadphase = new AxisSweep3(worldMin,worldMax);
broadphase = new SimpleBroadphase();
//broadphase = new SimpleBroadphase();
}
@@ -498,6 +503,8 @@ void CcdPhysicsEnvironment::beginFrame()
bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
//printf("proceedDeltaTime\n");
#ifdef USE_QUICKPROF
//toggle Profiler
@@ -529,16 +536,37 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
if (!SimdFuzzyZero(timeStep))
{
{
//do the kinematic calculation here, over the full timestep
std::vector<CcdPhysicsController*>::iterator i;
for (i=m_controllers.begin();
!(i==m_controllers.end()); i++)
{
// define this in blender, the stepsize is 30 hertz, 60 hertz works much better
//#define SPLIT_TIMESTEP 1
CcdPhysicsController* ctrl = *i;
#ifdef SPLIT_TIMESTEP
proceedDeltaTimeOneStep(0.5f*timeStep);
proceedDeltaTimeOneStep(0.5f*timeStep);
#else
proceedDeltaTimeOneStep(timeStep);
#endif
SimdTransform predictedTrans;
RigidBody* body = ctrl->GetRigidBody();
if (body->GetActivationState() != ISLAND_SLEEPING)
{
if (body->IsStatic())
{
//to calculate velocities next frame
body->saveKinematicState(timeStep);
}
}
}
}
int i;
float subTimeStep = timeStep / float(m_numTimeSubSteps);
for (i=0;i<this->m_numTimeSubSteps;i++)
{
proceedDeltaTimeOneStep(subTimeStep);
}
} else
{
//todo: interpolate
@@ -564,7 +592,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
{
// printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
//printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
if (SimdFuzzyZero(timeStep))
return true;
@@ -812,11 +840,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
if (body->GetActivationState() != ISLAND_SLEEPING)
{
if (body->IsStatic())
{
//to calculate velocities next frame
body->saveKinematicState(timeStep);
} else
if (!body->IsStatic())
{
body->predictIntegratedTransform(timeStep* toi, predictedTrans);
body->proceedToTransform( predictedTrans);
@@ -1393,10 +1417,34 @@ TypedConstraint* CcdPhysicsEnvironment::getConstraintById(int constraintId)
void CcdPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
CcdPhysicsController* ctrl1 = (CcdPhysicsController* )ctrl;
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_controllers.begin(), m_controllers.end(), ctrl);
if ((i == m_controllers.end()))
{
addCcdPhysicsController(ctrl1);
}
requestCollisionCallback(ctrl);
//printf("addSensor\n");
}
void CcdPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
std::vector<CcdPhysicsController*>::iterator i =
std::find(m_triggerControllers.begin(), m_triggerControllers.end(), ctrl);
if (!(i == m_triggerControllers.end()))
{
std::swap(*i, m_triggerControllers.back());
m_triggerControllers.pop_back();
}
}
void CcdPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
removeCollisionCallback(ctrl);
//printf("removeSensor\n");
}
void CcdPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
@@ -1585,3 +1633,41 @@ void CcdPhysicsEnvironment::UpdateAabbs(float timeStep)
}
}
}
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
CcdConstructionInfo cinfo;
cinfo.m_collisionShape = new SphereShape(radius);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
cinfo.m_collisionFlags |= CollisionObject::noContactResponse;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
motionState->m_worldTransform.setIdentity();
motionState->m_worldTransform.setOrigin(SimdVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}
PHY_IPhysicsController* CcdPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
CcdConstructionInfo cinfo;
cinfo.m_collisionShape = new ConeShape(coneradius,coneheight);
cinfo.m_MotionState = 0;
cinfo.m_physicsEnv = this;
DefaultMotionState* motionState = new DefaultMotionState();
cinfo.m_MotionState = motionState;
motionState->m_worldTransform.setIdentity();
// motionState->m_worldTransform.setOrigin(SimdVector3(position[0],position[1],position[2]));
CcdPhysicsController* sphereController = new CcdPhysicsController(cinfo);
return sphereController;
}

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@@ -48,7 +48,11 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
SimdVector3 m_gravity;
IDebugDraw* m_debugDrawer;
//solver iterations
int m_numIterations;
//timestep subdivisions
int m_numTimeSubSteps;
int m_ccdMode;
int m_solverType;
int m_profileTimings;
@@ -74,6 +78,10 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
}
virtual void setNumIterations(int numIter);
virtual void setNumTimeSubSteps(int numTimeSubSteps)
{
m_numTimeSubSteps = numTimeSubSteps;
}
virtual void setDeactivationTime(float dTime);
virtual void setDeactivationLinearTreshold(float linTresh) ;
virtual void setDeactivationAngularTreshold(float angTresh) ;
@@ -131,8 +139,10 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment
virtual void removeSensor(PHY_IPhysicsController* ctrl);
virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position) {return 0;};
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight){ return 0;};
virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
virtual int getNumContactPoints();

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@@ -57,6 +57,8 @@ class PHY_IPhysicsEnvironment
virtual void setDebugMode(int debugMode) {}
///setNumIterations set the number of iterations for iterative solvers
virtual void setNumIterations(int numIter) {}
///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
virtual void setNumTimeSubSteps(int numTimeSubSteps){}
///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
virtual void setDeactivationTime(float dTime) {}
///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime

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@@ -186,6 +186,9 @@ void SG_Node::RemoveChild(SG_Node* child)
void SG_Node::UpdateWorldData(double time)
{
//if (!GetSGParent())
// return;
if (UpdateSpatialData(GetSGParent(),time))
ActivateUpdateTransformCallback();