Revision: 24499
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24499
Author:   kazanbas
Date:     2009-11-11 16:59:29 +0100 (Wed, 11 Nov 2009)

Log Message:
-----------
Physics: objects in a physics group move and collide under gravity force. Since 
each group gets a separate world, objects from different groups don't collide 
with each other.

TODO items:
* update rigid body mass when object mass changes
* update collision shape when mesh changes
* correct simulation step size (it's slower than realtime currently)
* free physics data
* and many more...

Modified Paths:
--------------
    branches/physics25/extern/bullet2/src/Bullet-C-Api.h
    
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/Bullet-C-API.cpp
    
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
    branches/physics25/source/blender/blenkernel/intern/object.c
    branches/physics25/source/blender/blenkernel/intern/rigidbody.c
    branches/physics25/source/blender/blenkernel/intern/scene.c
    branches/physics25/source/blender/blenloader/intern/readfile.c
    branches/physics25/source/blender/makesdna/DNA_group_types.h
    branches/physics25/source/blender/python/intern/bpy_interface.c
    branches/physics25/source/blender/render/CMakeLists.txt

Added Paths:
-----------
    branches/physics25/source/blender/blenkernel/BKE_rigidbody.h

Modified: branches/physics25/extern/bullet2/src/Bullet-C-Api.h
===================================================================
--- branches/physics25/extern/bullet2/src/Bullet-C-Api.h        2009-11-11 
15:50:49 UTC (rev 24498)
+++ branches/physics25/extern/bullet2/src/Bullet-C-Api.h        2009-11-11 
15:59:29 UTC (rev 24499)
@@ -168,11 +168,15 @@
 
 
        /* These funcs were added during the Bullet integration project (see 
http://wiki.blender.org/index.php/User:Kazanbas/Bullet_Proposal) (Arystan) */
-       typedef void *(GetTransformFunc)(void *data, btScalar m[4][4]);
-       typedef void *(SetTransformFunc)(void *data, btScalar m[4][4]);
+       typedef void (*GetTransformFunc)(void *data, float m[][4]);
+       typedef void (*SetTransformFunc)(void *data, float m[][4]);
 
-       void plSetMotionState(void *data, GetTransformFunc *get, 
SetTransformFunc *set);
+       void plSetMotionState(plRigidBodyHandle body, void *data, 
GetTransformFunc get, SetTransformFunc set);
+       void plSetTransform(plRigidBodyHandle body, float m[][4]);
+       void plGetTransform(plRigidBodyHandle body, float m[][4]);
 
+       void plWorldSetGravity(plDynamicsWorldHandle world, float v[3]);
+
 #ifdef __cplusplus
 }
 #endif

Modified: 
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/Bullet-C-API.cpp
===================================================================
--- 
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/Bullet-C-API.cpp  
    2009-11-11 15:50:49 UTC (rev 24498)
+++ 
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/Bullet-C-API.cpp  
    2009-11-11 15:59:29 UTC (rev 24499)
@@ -398,23 +398,31 @@
 class CustomMotionState : public btMotionState {
 private:
        void *data;
-       GetTransformFunc *get;
-       SetTransformFunc *set;
+       GetTransformFunc get;
+       SetTransformFunc set;
        
 public:
-       CustomMotionState(void *data, GetTransformFunc *get, SetTransformFunc 
*set) : data(data), get(get), set(set) { }
+       CustomMotionState(void *data, GetTransformFunc get, SetTransformFunc 
set) : data(data), get(get), set(set) { }
 
        virtual void getWorldTransform(btTransform& t) const
        {
-               btScalar m[4][4];
+               float m[4][4];
                this->get(data, m);
+#ifndef BT_USE_DOUBLE_PRECISION
                t.setFromOpenGLMatrix((btScalar*)m);
+#else
+#error FIXME no double precision support yet
+#endif
        }
 
        virtual void setWorldTransform(const btTransform& t)
        {
-               btScalar m[4][4];
+               float m[4][4];
+#ifndef BT_USE_DOUBLE_PRECISION
                t.getOpenGLMatrix((btScalar*)m);
+#else
+#error FIXME no double precision support yet
+#endif
                this->set(data, m);
        }
 };
@@ -428,9 +436,35 @@
        body->setMotionState(NULL);
 }
 
-void plSetMotionState(plRigidBodyHandle b, void *data, GetTransformFunc *get, 
SetTransformFunc *set)
+void plSetMotionState(plRigidBodyHandle b, void *data, GetTransformFunc get, 
SetTransformFunc set)
 {
        btRigidBody* body= (btRigidBody*)b;
        plDeleteMotionState(b);
        body->setMotionState(new CustomMotionState(data, get, set));
 }
+
+void plSetTransform(plRigidBodyHandle b, float m[4][4])
+{
+       btTransform t;
+#ifndef BT_USE_DOUBLE_PRECISION
+       t.setFromOpenGLMatrix((btScalar*)m);
+#else
+#error FIXME no double precision support yet
+#endif
+       ((btRigidBody*)b)->setCenterOfMassTransform(t);
+}
+
+void plGetTransform(plRigidBodyHandle b, float m[4][4])
+{
+       const btTransform& t = ((btRigidBody*)b)->getCenterOfMassTransform();
+#ifndef BT_USE_DOUBLE_PRECISION
+       t.getOpenGLMatrix((btScalar*)m);
+#else
+#error FIXME no double precision support yet
+#endif
+}
+
+void plWorldSetGravity(plDynamicsWorldHandle world, float v[3])
+{
+       ((btDynamicsWorld*)world)->setGravity(btVector3(v[0], v[1], v[2]));
+}

Modified: 
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
===================================================================
--- 
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
   2009-11-11 15:50:49 UTC (rev 24498)
+++ 
branches/physics25/extern/bullet2/src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
   2009-11-11 15:59:29 UTC (rev 24499)
@@ -358,6 +358,8 @@
        //else
        //      synchronizeMotionStates();
 
+       synchronizeMotionStates();      // motion states are used by native 
Bullet-Blender integration (see rigidbody.c) (Arystan)
+
        clearForces();
 
 #ifndef BT_NO_PROFILE

Added: branches/physics25/source/blender/blenkernel/BKE_rigidbody.h
===================================================================
--- branches/physics25/source/blender/blenkernel/BKE_rigidbody.h                
                (rev 0)
+++ branches/physics25/source/blender/blenkernel/BKE_rigidbody.h        
2009-11-11 15:59:29 UTC (rev 24499)
@@ -0,0 +1,36 @@
+/**
+ * BKE_rigidbody.h 
+ *     
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Arystanbek Dyussenov.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef BKE_RIGIDBODY_H
+#define BKE_RIGIDBODY_H
+
+extern void rigidbody_group_step(struct Group *group, struct Scene *scene);
+
+#endif


Property changes on: 
branches/physics25/source/blender/blenkernel/BKE_rigidbody.h
___________________________________________________________________
Name: svn:keywords
   + Author Date Id Revision
Name: svn:eol-style
   + native

Modified: branches/physics25/source/blender/blenkernel/intern/object.c
===================================================================
--- branches/physics25/source/blender/blenkernel/intern/object.c        
2009-11-11 15:50:49 UTC (rev 24498)
+++ branches/physics25/source/blender/blenkernel/intern/object.c        
2009-11-11 15:59:29 UTC (rev 24499)
@@ -1296,6 +1296,8 @@
 
        obn->gpulamp.first = obn->gpulamp.last = NULL;
        obn->pc_ids.first = obn->pc_ids.last = NULL;
+
+       obn->rigid= NULL;
        
        return obn;
 }

Modified: branches/physics25/source/blender/blenkernel/intern/rigidbody.c
===================================================================
--- branches/physics25/source/blender/blenkernel/intern/rigidbody.c     
2009-11-11 15:50:49 UTC (rev 24498)
+++ branches/physics25/source/blender/blenkernel/intern/rigidbody.c     
2009-11-11 15:59:29 UTC (rev 24499)
@@ -31,47 +31,37 @@
 #include <string.h>
 
 #include "MEM_guardedalloc.h"
-#include "BLI_arithb.h"
+#include "BLI_math.h"
+#include "BKE_object.h"
 
+#include "DNA_scene_types.h"
+#include "DNA_object_types.h"
+#include "DNA_group_types.h"
+
 #include "Bullet-C-Api.h"
 
 static plPhysicsSdkHandle bullet_sdk;  /* XXX global var */
 
-/* void object_to_rigidbody(); */
-static RigidBody *make_rigid_body(Object *ob)
-
-struct RigidBody
+typedef struct RigidBody
 {
        Object *ob;
        plRigidBodyHandle body;
-};
+       float initm[4][4];      /* transform at start frame */
+} RigidBody;
 
-void motion_state_get_transform(void *data, float m[4][4])
-{
-       RigidBody *rb= (RigidBody*)data;
-       Mat4CpyMat4(m, rb->ob->obmat);
-       Mat4Transp(m);
-}
+/* void object_to_rigidbody(); */
+static void make_rigid_body(Object *ob);
+static void reset_transform(Object *ob);
 
-void motion_state_set_transform(void *data, float m[4][4])
-{
-       RigidBody *rb= (RigidBody*)data;
-
-       memcpy(rb->ob->loc, m[3], sizeof(rb->ob->loc));
-       Mat4ToEulO(m, rb->ob->rot, EULER_ORDER_XYZ);
-
-       rb->ob->recalc |= OB_RECALC_OB;
-}
-
 /*
-  Q: use motionstates?
   Q: how to update rigid body mass as it changes in Object
   Q: how to update collision shape when mesh changes?
+  Q: when to free things?
+  Q: what happens if object is in 2 or more physics groups simultaneously. 
Avoid this?
 */
-void rigidbody_group_step(Group *group)
+void rigidbody_group_step(Group *group, Scene *scene)
 {
        GroupObject *go;
-       Object *ob;
        plDynamicsWorldHandle world;
 
        static int prevframe= 0;
@@ -81,24 +71,30 @@
        if (!bullet_sdk)
                bullet_sdk= plNewBulletSdk();
 
-       if (!group->physics_world)
+       if (!group->physics_world) {
+               float gra[]= {0, 0, -9.8f};
                group->physics_world= plCreateDynamicsWorld(bullet_sdk);
+               plWorldSetGravity(group->physics_world, gra);
+       }
 
        world= group->physics_world;
 
        for(go= group->gobject.first; go; go= go->next) {
-               ob= go->ob;
-               if (!ob->rigid) {
-                       ob->rigid= make_rigid_body(ob);
+               if (!go->ob->rigid) {
+                       make_rigid_body(go->ob);
 
-                       plRemoveRigidBody(world, ob->rigid->body);
+                       /* plRemoveRigidBody(world, go->ob->rigid->body); */
 
-                       plAddRigidBody(world, ob->rigid->body);
+                       plAddRigidBody(world, go->ob->rigid->body);
                }
        }
 
        if (frame == startframe) {
                /* start frame - reset positions */
+               for(go= group->gobject.first; go; go= go->next) {
+                       reset_transform(go->ob);
+               }
+               return;
        }
 
        delta= FRA2TIME(frame) - FRA2TIME(prevframe);
@@ -111,24 +107,78 @@
        plStepSimulation(world, delta);
 }
 
+/* currently creates only a box shape */
 static plCollisionShapeHandle make_collision_shape(Object *ob)
 {
-       #warning write shape code
+       BoundBox *bb= object_get_boundbox(ob);
 
-       return NULL;
+       return plNewBoxShape(bb->vec[6][0], bb->vec[6][1], bb->vec[6][2]);
 }
 
-static RigidBody *make_rigid_body(Object *ob)
+/* Bullet calls this when simulation starts */
+static void motion_state_get_transform(void *data, float m[][4])
 {
+       RigidBody *rb= (RigidBody*)data;
+       copy_m4_m4(m, rb->ob->obmat);
+       transpose_m4(m);
+}
+
+/* Bullet calls this when body tranform changes */
+static void motion_state_set_transform(void *data, float m[][4])
+{
+       /* TODO: store transform in RigidBody for blending with animation 
(instead of applying it immediately) */
+       RigidBody *rb= (RigidBody*)data;
+
+       memcpy(rb->ob->loc, m[3], sizeof(rb->ob->loc));
+       //Mat4ToEulO(m, rb->ob->rot, EULER_ORDER_XYZ);
+       mat4_to_eul(rb->ob->rot, m);
+
+       rb->ob->recalc |= OB_RECALC_OB;
+
+       /* shouldn't object_handle_update() be called here now? */
+}
+
+/* put body back to initial transform */
+static void reset_transform(Object *ob)
+{
+       RigidBody *rb= ob->rigid;
+       float m[4][4];
+
+       /* transform body */

@@ Diff output truncated at 10240 characters. @@

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