Revision: 16812
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16812
Author:   erwin
Date:     2008-09-29 08:58:49 +0200 (Mon, 29 Sep 2008)

Log Message:
-----------
Add Fh/Rot Fh to Bullet.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
    trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h

Modified: trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp       
2008-09-29 04:43:51 UTC (rev 16811)
+++ trunk/blender/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp       
2008-09-29 06:58:49 UTC (rev 16812)
@@ -211,6 +211,9 @@
        //parentcontroller is here be able to avoid collisions between 
parent/child
 
        PHY_IPhysicsController* parentctrl = NULL;
+       KX_BulletPhysicsController* parentKxCtrl = NULL;
+       CcdPhysicsController* ccdParent = NULL;
+
        
        if (destnode != destnode->GetRootSGParent())
        {
@@ -230,12 +233,15 @@
                                KX_GameObject *clientgameobj = 
static_cast<KX_GameObject*>( (*childit)->GetSGClientObject());
                                if (clientgameobj)
                                {
-                                       parentctrl = 
(KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
+                                       parentKxCtrl = 
(KX_BulletPhysicsController*)clientgameobj->GetPhysicsController();
+                                       parentctrl = parentKxCtrl;
+                                       ccdParent = parentKxCtrl;
                                }
                        }
                }
        }
 
+       physicsreplica->setParentCtrl(ccdParent);
        physicsreplica->PostProcessReplica(motionstate,parentctrl);
        physicsreplica->m_userdata = (PHY_IPhysicsController*)physicsreplica;
        return physicsreplica;

Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2008-09-29 04:43:51 UTC (rev 16811)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2008-09-29 06:58:49 UTC (rev 16812)
@@ -1028,12 +1028,18 @@
        ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
        
ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);
 
-       //smprop->m_do_fh = kxshapeprops->m_do_fh;
-       //smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ;
 
+//////////
+       //do Fh, do Rot Fh
+       ci.m_do_fh = shapeprops->m_do_fh;
+       ci.m_do_rot_fh = shapeprops->m_do_rot_fh ;
+       ci.m_fh_damping = smmaterial->m_fh_damping;
+       ci.m_fh_distance = smmaterial->m_fh_distance;
+       ci.m_fh_normal = smmaterial->m_fh_normal;
+       ci.m_fh_spring = smmaterial->m_fh_spring;
+       ci.m_radius = objprop->m_radius;
        
        
-       
        ///////////////////
        ci.m_gamesoftFlag = objprop->m_gamesoftFlag;
        ci.m_soft_linStiff = objprop->m_soft_linStiff;
@@ -1098,6 +1104,10 @@
                if (rbody && objprop->m_disableSleeping)
                        rbody->setActivationState(DISABLE_DEACTIVATION);
        }
+
+       CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? 
(KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() 
: 0;
+       physicscontroller->setParentCtrl(parentCtrl);
+
        
        //Now done directly in ci.m_collisionFlags so that it propagates to 
replica
        //if (objprop->m_ghost)

Modified: 
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2008-09-29 04:43:51 UTC (rev 16811)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2008-09-29 06:58:49 UTC (rev 16812)
@@ -54,7 +54,7 @@
        m_newClientInfo = 0;
        m_registerCount = 0;
        m_softBodyTransformInitialized = false;
-
+       m_parentCtrl = 0;
        // copy pointers locally to allow smart release
        m_MotionState = ci.m_MotionState;
        m_collisionShape = ci.m_collisionShape;
@@ -628,6 +628,7 @@
                // controller replication
 void           CcdPhysicsController::PostProcessReplica(class 
PHY_IMotionState* motionstate,class PHY_IPhysicsController* parentctrl)
 {
+       
        m_softBodyTransformInitialized=false;
        m_MotionState = motionstate;
        m_registerCount = 0;

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h       
2008-09-29 04:43:51 UTC (rev 16811)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h       
2008-09-29 06:58:49 UTC (rev 16812)
@@ -264,6 +264,14 @@
        bool    m_do_anisotropic;
        btVector3 m_anisotropicFriction;
 
+       bool            m_do_fh;                 ///< Should the object have a 
linear Fh spring?
+       bool            m_do_rot_fh;             ///< Should the object have an 
angular Fh spring?
+       btScalar        m_fh_spring;             ///< Spring constant (both 
linear and angular)
+       btScalar        m_fh_damping;            ///< Damping factor (linear 
and angular) in range [0, 1]
+       btScalar        m_fh_distance;           ///< The range above the 
surface where Fh is active.    
+       bool            m_fh_normal;             ///< Should the object slide 
off slopes?
+       float           m_radius;//for fh backwards compatibility
+
 };
 
 
@@ -295,6 +303,9 @@
        void*           m_newClientInfo;
        int                     m_registerCount;        // needed when multiple 
sensors use the same controller
        CcdConstructionInfo     m_cci;//needed for replication
+
+       CcdPhysicsController* m_parentCtrl;
+
        void GetWorldOrientation(btMatrix3x3& mat);
 
        void CreateRigidbody();
@@ -318,7 +329,16 @@
 
                virtual ~CcdPhysicsController();
 
+               CcdConstructionInfo& getConstructionInfo()
+               {
+                       return m_cci;
+               }
+               const CcdConstructionInfo& getConstructionInfo() const
+               {
+                       return m_cci;
+               }
 
+
                btRigidBody* GetRigidBody();
                btCollisionObject*      GetCollisionObject();
                btSoftBody* GetSoftBody();
@@ -422,6 +442,23 @@
                {
                        return m_cci.m_physicsEnv;
                }
+
+               void    setParentCtrl(CcdPhysicsController* parentCtrl)
+               {
+                       m_parentCtrl = parentCtrl;
+               }
+
+               CcdPhysicsController*   getParentCtrl()
+               {
+                       return m_parentCtrl;
+               }
+
+               const CcdPhysicsController*     getParentCtrl() const
+               {
+                       return m_parentCtrl;
+               }
+
+
                
 };
 

Modified: 
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp    
2008-09-29 04:43:51 UTC (rev 16811)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp    
2008-09-29 06:58:49 UTC (rev 16812)
@@ -558,6 +558,8 @@
                (*it)->SynchronizeMotionStates(timeStep);
        }
 
+       processFhSprings(curTime,timeStep);
+
        float subStep = timeStep / float(m_numTimeSubSteps);
        for (i=0;i<m_numTimeSubSteps;i++)
        {
@@ -570,6 +572,11 @@
                (*it)->SynchronizeMotionStates(timeStep);
        }
 
+       for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
+       {
+               (*it)->SynchronizeMotionStates(timeStep);
+       }
+
        for (i=0;i<m_wrapperVehicles.size();i++)
        {
                WrapperVehicle* veh = m_wrapperVehicles[i];
@@ -585,7 +592,171 @@
        return true;
 }
 
+class ClosestRayResultCallbackNotMe : public 
btCollisionWorld::ClosestRayResultCallback
+{
+       btCollisionObject* m_owner;
+       btCollisionObject* m_parent;
 
+public:
+       ClosestRayResultCallbackNotMe(const btVector3& rayFromWorld,const 
btVector3& rayToWorld,btCollisionObject* owner,btCollisionObject* parent)
+               
:btCollisionWorld::ClosestRayResultCallback(rayFromWorld,rayToWorld),
+               m_owner(owner)
+       {
+
+       }
+
+       virtual bool needsCollision(btBroadphaseProxy* proxy0) const
+       {
+               //don't collide with self
+               if (proxy0->m_clientObject == m_owner)
+                       return false;
+
+               if (proxy0->m_clientObject == m_parent)
+                       return false;
+
+               return 
btCollisionWorld::ClosestRayResultCallback::needsCollision(proxy0);
+       }
+
+};
+
+void   CcdPhysicsEnvironment::processFhSprings(double curTime,float timeStep)
+{
+       std::set<CcdPhysicsController*>::iterator it;
+       
+       for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
+       {
+               CcdPhysicsController* ctrl = (*it);
+               if (ctrl->GetRigidBody() && ctrl->getConstructionInfo().m_do_fh 
|| ctrl->getConstructionInfo().m_do_rot_fh)
+               {
+                       //printf("has Fh or RotFh\n");
+                       //re-implement SM_FhObject.cpp using 
btCollisionWorld::rayTest and info from ctrl->getConstructionInfo()
+                       //send a ray from {0.0, 0.0, 0.0} towards {0.0, 0.0, 
-10.0}, in local coordinates
+
+                       btRigidBody* body = ctrl->GetRigidBody();
+                       CcdPhysicsController* parentCtrl = 
ctrl->getParentCtrl();
+                       btRigidBody* parentBody = 
parentCtrl?parentCtrl->GetRigidBody() : 0;
+                       btRigidBody* cl_object = parentBody ? parentBody : body;
+
+                       if (body->isStaticOrKinematicObject())
+                               continue;
+
+                       btVector3 rayDirLocal(0,0,-10);
+
+                       //m_dynamicsWorld
+                       //ctrl->GetRigidBody();
+                       btVector3 rayFromWorld = 
body->getCenterOfMassPosition();
+                       //btVector3     rayToWorld = rayFromWorld + 
body->getCenterOfMassTransform().getBasis() * rayDirLocal;
+                       //ray always points down the z axis in world space...
+                       btVector3       rayToWorld = rayFromWorld + rayDirLocal;
+
+                       ClosestRayResultCallbackNotMe   
resultCallback(rayFromWorld,rayToWorld,body,parentBody);
+
+                       
m_dynamicsWorld->rayTest(rayFromWorld,rayToWorld,resultCallback);
+                       if (resultCallback.hasHit())
+                       {
+                               //we hit this one: 
resultCallback.m_collisionObject;
+                               CcdPhysicsController* controller = 
static_cast<CcdPhysicsController*>(resultCallback.m_collisionObject->getUserPointer());
+
+                               if (controller)
+                               {
+                                       if 
(controller->getConstructionInfo().m_fh_distance < SIMD_EPSILON)
+                                               continue;
+
+                                       btRigidBody* hit_object = 
controller->GetRigidBody();
+                                       if (!hit_object)
+                                               continue;
+
+                                       CcdConstructionInfo& hitObjShapeProps = 
controller->getConstructionInfo();
+
+                                       float distance = 
resultCallback.m_closestHitFraction*rayDirLocal.length()-ctrl->getConstructionInfo().m_radius;
+                                       if (distance >= 
hitObjShapeProps.m_fh_distance)
+                                               continue;
+                                       
+                                       
+
+                                       //btVector3 ray_dir = 
cl_object->getCenterOfMassTransform().getBasis()* rayDirLocal.normalized();
+                                       btVector3 ray_dir = 
rayDirLocal.normalized();
+                                       btVector3 normal = 
resultCallback.m_hitNormalWorld;
+                                       normal.normalize();
+
+                                       
+                                       if 
(ctrl->getConstructionInfo().m_do_fh) 
+                                       {
+                                               btVector3 lspot = 
cl_object->getCenterOfMassPosition()
+                                                       + rayDirLocal * 
resultCallback.m_closestHitFraction;
+
+
+                                                       
+
+                                               lspot -= 
hit_object->getCenterOfMassPosition();
+                                               btVector3 rel_vel = 
cl_object->getLinearVelocity() - hit_object->getVelocityInLocalPoint(lspot);
+                                               btScalar rel_vel_ray = 
ray_dir.dot(rel_vel);
+                                               btScalar spring_extent = 1.0 - 
distance / hitObjShapeProps.m_fh_distance; 
+                                               
+                                               btScalar i_spring = 
spring_extent * hitObjShapeProps.m_fh_spring;
+                                               btScalar i_damp =   rel_vel_ray 
* hitObjShapeProps.m_fh_damping;
+                                               

@@ Diff output truncated at 10240 characters. @@

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