rigidbody: Add rigidbody module
It's mostly a C API for bullet that interfaces nicely with blender. It could act as a generic interface for rigid body simulations but right now it's very specific to bullet. TODO: Fix building without bullet. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
This commit is contained in:
@@ -105,6 +105,7 @@ add_subdirectory(nodes)
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add_subdirectory(modifiers)
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add_subdirectory(makesdna)
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add_subdirectory(makesrna)
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add_subdirectory(rigidbody)
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if(WITH_COMPOSITOR)
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add_subdirectory(opencl) # later on this may be used more generally
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36
source/blender/rigidbody/CMakeLists.txt
Normal file
36
source/blender/rigidbody/CMakeLists.txt
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@@ -0,0 +1,36 @@
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# The Original Code is Copyright (C) 2006, Blender Foundation
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# All rights reserved.
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#
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# The Original Code is: all of this file.
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#
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# ***** END GPL LICENSE BLOCK *****
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SET(INC
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.
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../blenlib
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../../../extern/bullet2/src
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)
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set(SRC
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rb_bullet_api.cpp
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RBI_api.h
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)
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blender_add_lib(bf_rigidbody "${SRC}" "${INC}" "${INC_SYS}")
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309
source/blender/rigidbody/RBI_api.h
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309
source/blender/rigidbody/RBI_api.h
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@@ -0,0 +1,309 @@
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation,
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Joshua Leung, Sergej Reich
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file RBI_api.h
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* \ingroup RigidBody
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* \brief Rigid Body API for interfacing with external Physics Engines
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*/
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#ifndef __RB_API_H__
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#define __RB_API_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* API Notes:
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* Currently, this API is optimised for Bullet RigidBodies, and doesn't
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* take into account other Physics Engines. Some tweaking may be necessary
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* to allow other systems to be used, in particular there may be references
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* to datatypes that aren't used here...
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*
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* -- Joshua Leung (22 June 2010)
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*/
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/* ********************************** */
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/* Partial Type Defines - Aliases for the type of data we store */
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// ----------
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/* Dynamics World */
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typedef struct rbDynamicsWorld rbDynamicsWorld;
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/* Rigid Body */
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typedef struct rbRigidBody rbRigidBody;
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/* Collision Shape */
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typedef struct rbCollisionShape rbCollisionShape;
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/* Mesh Data (for Collision Shapes of Meshes) */
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typedef struct rbMeshData rbMeshData;
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/* Constraint */
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typedef struct rbConstraint rbConstraint;
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/* ********************************** */
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/* Dynamics World Methods */
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/* Setup ---------------------------- */
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/* Create a new dynamics world instance */
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// TODO: add args to set the type of constraint solvers, etc.
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extern rbDynamicsWorld *RB_dworld_new(const float gravity[3]);
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/* Delete the given dynamics world, and free any extra data it may require */
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extern void RB_dworld_delete(rbDynamicsWorld *world);
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/* Settings ------------------------- */
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/* Gravity */
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extern void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]);
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extern void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]);
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/* Constraint Solver */
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extern void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations);
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/* Split Impulse */
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extern void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse);
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/* Simulation ----------------------- */
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/* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and maximum substeps */
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extern void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep);
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/* Export -------------------------- */
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/* Exports the dynamics world to physics simulator's serialisation format */
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void RB_dworld_export(rbDynamicsWorld *world, const char *filename);
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/* ********************************** */
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/* Rigid Body Methods */
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/* Setup ---------------------------- */
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/* Add RigidBody to dynamics world */
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extern void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups);
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/* Remove RigidBody from dynamics world */
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extern void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body);
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/* ............ */
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/* Create new RigidBody instance */
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extern rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]);
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/* Delete the given RigidBody instance */
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extern void RB_body_delete(rbRigidBody *body);
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/* Settings ------------------------- */
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/* 'Type' */
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extern void RB_body_set_type(rbRigidBody *body, int type, float mass);
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/* ............ */
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/* Collision Shape */
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extern void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape);
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/* ............ */
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/* Mass */
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extern float RB_body_get_mass(rbRigidBody *body);
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extern void RB_body_set_mass(rbRigidBody *body, float value);
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/* Friction */
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extern float RB_body_get_friction(rbRigidBody *body);
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extern void RB_body_set_friction(rbRigidBody *body, float value);
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/* Restitution */
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extern float RB_body_get_restitution(rbRigidBody *body);
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extern void RB_body_set_restitution(rbRigidBody *body, float value);
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/* Damping */
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extern float RB_body_get_linear_damping(rbRigidBody *body);
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extern void RB_body_set_linear_damping(rbRigidBody *body, float value);
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extern float RB_body_get_angular_damping(rbRigidBody *body);
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extern void RB_body_set_angular_damping(rbRigidBody *body, float value);
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extern void RB_body_set_damping(rbRigidBody *object, float linear, float angular);
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/* Sleeping Thresholds */
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extern float RB_body_get_linear_sleep_thresh(rbRigidBody *body);
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extern void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value);
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extern float RB_body_get_angular_sleep_thresh(rbRigidBody *body);
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extern void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value);
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extern void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular);
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/* Linear Velocity */
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extern void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]);
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extern void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]);
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/* Angular Velocity */
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extern void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]);
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extern void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]);
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/* Linear/Angular Factor, used to lock translation/roation axes */
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extern void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z);
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extern void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z);
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/* Kinematic State */
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extern void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic);
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/* RigidBody Interface - Rigid Body Activation States */
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extern int RB_body_get_activation_state(rbRigidBody *body);
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extern void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation);
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extern void RB_body_activate(rbRigidBody *body);
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extern void RB_body_deactivate(rbRigidBody *body);
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/* Simulation ----------------------- */
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/* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */
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extern void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]);
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/* Set RigidBody's location and rotation */
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extern void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]);
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/* Set RigidBody's local scaling */
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extern void RB_body_set_scale(rbRigidBody *body, const float scale[3]);
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/* ............ */
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/* Get RigidBody's position as vector */
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void RB_body_get_position(rbRigidBody *body, float v_out[3]);
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/* Get RigidBody's orientation as quaternion */
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void RB_body_get_orientation(rbRigidBody *body, float v_out[4]);
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/* ............ */
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extern void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]);
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/* ********************************** */
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/* Collision Shape Methods */
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/* Setup (Standard Shapes) ----------- */
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extern rbCollisionShape *RB_shape_new_box(float x, float y, float z);
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extern rbCollisionShape *RB_shape_new_sphere(float radius);
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extern rbCollisionShape *RB_shape_new_capsule(float radius, float height);
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extern rbCollisionShape *RB_shape_new_cone(float radius, float height);
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extern rbCollisionShape *RB_shape_new_cylinder(float radius, float height);
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/* Setup (Convex Hull) ------------ */
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extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed);
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/* Setup (Triangle Mesh) ---------- */
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/* 1 */
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extern rbMeshData *RB_trimesh_data_new(void);
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extern void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3]);
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/* 2a - Triangle Meshes */
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extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
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/* 2b - GImpact Meshes */
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extern rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh);
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/* Cleanup --------------------------- */
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extern void RB_shape_delete(rbCollisionShape *shape);
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/* Settings --------------------------- */
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/* Collision Margin */
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extern float RB_shape_get_margin(rbCollisionShape *shape);
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extern void RB_shape_set_margin(rbCollisionShape *shape, float value);
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/* ********************************** */
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/* Constraints */
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/* Setup ----------------------------- */
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/* Add Rigid Body Constraint to simulation world */
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extern void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions);
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/* Remove Rigid Body Constraint from simulation world */
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extern void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con);
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extern rbConstraint *RB_constraint_new_point(float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2);
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extern rbConstraint *RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
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extern rbConstraint *RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
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extern rbConstraint *RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
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extern rbConstraint *RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
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extern rbConstraint *RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
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extern rbConstraint *RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
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/* ............ */
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/* Cleanup --------------------------- */
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extern void RB_constraint_delete(rbConstraint *con);
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/* Settings --------------------------- */
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/* Enable or disable constraint */
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extern void RB_constraint_set_enabled(rbConstraint *con, int enabled);
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/* Limits */
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#define RB_LIMIT_LIN_X 0
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#define RB_LIMIT_LIN_Y 1
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#define RB_LIMIT_LIN_Z 2
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#define RB_LIMIT_ANG_X 3
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#define RB_LIMIT_ANG_Y 4
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#define RB_LIMIT_ANG_Z 5
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/* Bullet uses the following convention:
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* - lower limit == upper limit -> axis is locked
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* - lower limit > upper limit -> axis is free
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* - lower limit < upper limit -> axis is limited in given range
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*/
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extern void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper);
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extern void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper);
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extern void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper);
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extern void RB_constraint_set_limits_6dof(rbConstraint *con, float axis, float lower, float upper);
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/* 6dof spring specific */
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extern void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, float axis, float stiffness);
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extern void RB_constraint_set_damping_6dof_spring(rbConstraint *con, float axis, float damping);
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extern void RB_constraint_set_spring_6dof_spring(rbConstraint *con, float axis, int enable);
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extern void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con);
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/* Set number of constraint solver iterations made per step, this overrided world setting
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* To use default set it to -1 */
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extern void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations);
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/* Set breaking impulse threshold, if constraint shouldn't break it can be set to FLT_MAX */
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extern void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold);
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/* ********************************** */
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||||
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#ifdef __cplusplus
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||||
}
|
||||
#endif
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||||
#endif /* __RB_API_H__ */
|
||||
|
||||
38
source/blender/rigidbody/SConscript
Normal file
38
source/blender/rigidbody/SConscript
Normal file
@@ -0,0 +1,38 @@
|
||||
#!/usr/bin/python
|
||||
# $Id: SConscript $
|
||||
# ***** 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) 2010, Blender Foundation
|
||||
# All rights reserved.
|
||||
#
|
||||
# The Original Code is: all of this file.
|
||||
#
|
||||
# Contributor(s): Joshua Leung
|
||||
#
|
||||
# ***** END GPL LICENSE BLOCK *****
|
||||
|
||||
Import ('env')
|
||||
|
||||
# XXX: we need a contingency plan for when not compiling with Bullet,
|
||||
# since this module will always get included...
|
||||
# This problem will also apply to other engines at a later date too...
|
||||
sources = env.Glob('*.cpp')
|
||||
|
||||
incs = '../blenlib ../../../intern/guardedalloc ../../../extern/bullet2/src'
|
||||
|
||||
env.BlenderLib ('bf_rigidbody', sources, Split(incs), [], libtype='core', priority=180 )
|
||||
|
||||
948
source/blender/rigidbody/rb_bullet_api.cpp
Normal file
948
source/blender/rigidbody/rb_bullet_api.cpp
Normal file
@@ -0,0 +1,948 @@
|
||||
/*
|
||||
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*
|
||||
* The Original Code is Copyright (C) 2013 Blender Foundation
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): Joshua Leung, Sergej Reich
|
||||
*
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
/** \file rb_bullet_api.cpp
|
||||
* \ingroup RigidBody
|
||||
* \brief Rigid Body API implementation for Bullet
|
||||
*/
|
||||
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* This file defines the "RigidBody interface" for the
|
||||
* Bullet Physics Engine. This API is designed to be used
|
||||
* from C-code in Blender as part of the Rigid Body simulation
|
||||
* system.
|
||||
*
|
||||
* It is based on the Bullet C-API, but is heavily modified to
|
||||
* give access to more data types and to offer a nicer interface.
|
||||
*
|
||||
* -- Joshua Leung, June 2010
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "RBI_api.h"
|
||||
|
||||
#include "BLI_math.h"
|
||||
|
||||
#include "btBulletDynamicsCommon.h"
|
||||
|
||||
#include "LinearMath/btVector3.h"
|
||||
#include "LinearMath/btScalar.h"
|
||||
#include "LinearMath/btMatrix3x3.h"
|
||||
#include "LinearMath/btTransform.h"
|
||||
#include "LinearMath/btConvexHullComputer.h"
|
||||
|
||||
#include "BulletCollision/Gimpact/btGImpactShape.h"
|
||||
#include "BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h"
|
||||
#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h"
|
||||
|
||||
struct rbDynamicsWorld {
|
||||
btDiscreteDynamicsWorld *dynamicsWorld;
|
||||
btDefaultCollisionConfiguration *collisionConfiguration;
|
||||
btDispatcher *dispatcher;
|
||||
btBroadphaseInterface *pairCache;
|
||||
btConstraintSolver *constraintSolver;
|
||||
btOverlapFilterCallback *filterCallback;
|
||||
};
|
||||
struct rbRigidBody {
|
||||
btRigidBody *body;
|
||||
int col_groups;
|
||||
};
|
||||
|
||||
struct rbCollisionShape {
|
||||
btCollisionShape *cshape;
|
||||
btTriangleMesh *mesh;
|
||||
};
|
||||
|
||||
struct rbFilterCallback : public btOverlapFilterCallback
|
||||
{
|
||||
virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0, btBroadphaseProxy* proxy1) const
|
||||
{
|
||||
rbRigidBody *rb0 = (rbRigidBody*)((btRigidBody*)proxy0->m_clientObject)->getUserPointer();
|
||||
rbRigidBody *rb1 = (rbRigidBody*)((btRigidBody*)proxy1->m_clientObject)->getUserPointer();
|
||||
|
||||
bool collides;
|
||||
collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
|
||||
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
|
||||
collides = collides && (rb0->col_groups & rb1->col_groups);
|
||||
|
||||
return collides;
|
||||
}
|
||||
};
|
||||
|
||||
static inline void copy_v3_btvec3(float vec[3], const btVector3 &btvec)
|
||||
{
|
||||
vec[0] = (float)btvec[0];
|
||||
vec[1] = (float)btvec[1];
|
||||
vec[2] = (float)btvec[2];
|
||||
}
|
||||
static inline void copy_quat_btquat(float quat[3], const btQuaternion &btquat)
|
||||
{
|
||||
quat[0] = btquat.getW();
|
||||
quat[1] = btquat.getX();
|
||||
quat[2] = btquat.getY();
|
||||
quat[3] = btquat.getZ();
|
||||
}
|
||||
|
||||
/* ********************************** */
|
||||
/* Dynamics World Methods */
|
||||
|
||||
/* Setup ---------------------------- */
|
||||
|
||||
rbDynamicsWorld *RB_dworld_new(const float gravity[3])
|
||||
{
|
||||
rbDynamicsWorld *world = new rbDynamicsWorld;
|
||||
|
||||
/* collision detection/handling */
|
||||
world->collisionConfiguration = new btDefaultCollisionConfiguration();
|
||||
|
||||
world->dispatcher = new btCollisionDispatcher(world->collisionConfiguration);
|
||||
btGImpactCollisionAlgorithm::registerAlgorithm((btCollisionDispatcher*)world->dispatcher); // XXX: experimental
|
||||
|
||||
world->pairCache = new btDbvtBroadphase();
|
||||
|
||||
world->filterCallback = new rbFilterCallback();
|
||||
world->pairCache->getOverlappingPairCache()->setOverlapFilterCallback(world->filterCallback);
|
||||
|
||||
/* constraint solving */
|
||||
world->constraintSolver = new btSequentialImpulseConstraintSolver();
|
||||
|
||||
/* world */
|
||||
world->dynamicsWorld = new btDiscreteDynamicsWorld(world->dispatcher,world->pairCache,world->constraintSolver,world->collisionConfiguration);
|
||||
|
||||
RB_dworld_set_gravity(world, gravity);
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
void RB_dworld_delete(rbDynamicsWorld *world)
|
||||
{
|
||||
/* bullet doesn't like if we free these in a different order */
|
||||
delete world->dynamicsWorld;
|
||||
delete world->constraintSolver;
|
||||
delete world->pairCache;
|
||||
delete world->dispatcher;
|
||||
delete world->collisionConfiguration;
|
||||
delete world->filterCallback;
|
||||
delete world;
|
||||
}
|
||||
|
||||
/* Settings ------------------------- */
|
||||
|
||||
/* Gravity */
|
||||
void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3])
|
||||
{
|
||||
copy_v3_btvec3(g_out, world->dynamicsWorld->getGravity());
|
||||
}
|
||||
|
||||
void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3])
|
||||
{
|
||||
world->dynamicsWorld->setGravity(btVector3(g_in[0], g_in[1], g_in[2]));
|
||||
}
|
||||
|
||||
/* Constraint Solver */
|
||||
void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations)
|
||||
{
|
||||
btContactSolverInfo& info = world->dynamicsWorld->getSolverInfo();
|
||||
|
||||
info.m_numIterations = num_solver_iterations;
|
||||
}
|
||||
|
||||
/* Split Impulse */
|
||||
void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse)
|
||||
{
|
||||
btContactSolverInfo& info = world->dynamicsWorld->getSolverInfo();
|
||||
|
||||
info.m_splitImpulse = split_impulse;
|
||||
}
|
||||
|
||||
/* Simulation ----------------------- */
|
||||
|
||||
void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep)
|
||||
{
|
||||
world->dynamicsWorld->stepSimulation(timeStep, maxSubSteps, timeSubStep);
|
||||
}
|
||||
|
||||
/* Export -------------------------- */
|
||||
|
||||
/* Exports entire dynamics world to Bullet's "*.bullet" binary format
|
||||
* which is similar to Blender's SDNA system...
|
||||
* < rbDynamicsWorld: dynamics world to write to file
|
||||
* < filename: assumed to be a valid filename, with .bullet extension
|
||||
*/
|
||||
void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
|
||||
{
|
||||
//create a large enough buffer. There is no method to pre-calculate the buffer size yet.
|
||||
int maxSerializeBufferSize = 1024*1024*5;
|
||||
|
||||
btDefaultSerializer *serializer = new btDefaultSerializer(maxSerializeBufferSize);
|
||||
world->dynamicsWorld->serialize(serializer);
|
||||
|
||||
FILE *file = fopen(filename, "wb");
|
||||
fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
|
||||
fclose(file);
|
||||
}
|
||||
|
||||
/* ********************************** */
|
||||
/* Rigid Body Methods */
|
||||
|
||||
/* Setup ---------------------------- */
|
||||
|
||||
void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *object, int col_groups)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
object->col_groups = col_groups;
|
||||
|
||||
world->dynamicsWorld->addRigidBody(body);
|
||||
}
|
||||
|
||||
void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
world->dynamicsWorld->removeRigidBody(body);
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4])
|
||||
{
|
||||
rbRigidBody *object = new rbRigidBody;
|
||||
/* current transform */
|
||||
btTransform trans;
|
||||
trans.setOrigin(btVector3(loc[0], loc[1], loc[2]));
|
||||
trans.setRotation(btQuaternion(rot[1], rot[2], rot[3], rot[0]));
|
||||
|
||||
/* create motionstate, which is necessary for interpolation (includes reverse playback) */
|
||||
btDefaultMotionState *motionState = new btDefaultMotionState(trans);
|
||||
|
||||
/* make rigidbody */
|
||||
btRigidBody::btRigidBodyConstructionInfo rbInfo(1.0f, motionState, shape->cshape);
|
||||
|
||||
object->body = new btRigidBody(rbInfo);
|
||||
|
||||
object->body->setUserPointer(object);
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
void RB_body_delete(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
/* motion state */
|
||||
btMotionState *ms = body->getMotionState();
|
||||
if (ms)
|
||||
delete ms;
|
||||
|
||||
/* collision shape is done elsewhere... */
|
||||
|
||||
/* body itself */
|
||||
|
||||
/* manually remove constraint refs of the rigid body, normally this happens when removing constraints from the world
|
||||
* but since we delete everything when the world is rebult, we need to do it manually here */
|
||||
for (int i = body->getNumConstraintRefs() - 1; i >= 0; i--) {
|
||||
btTypedConstraint* con = body->getConstraintRef(i);
|
||||
body->removeConstraintRef(con);
|
||||
}
|
||||
|
||||
delete body;
|
||||
delete object;
|
||||
}
|
||||
|
||||
/* Settings ------------------------- */
|
||||
|
||||
void RB_body_set_collision_shape(rbRigidBody *object, rbCollisionShape *shape)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
/* set new collision shape */
|
||||
body->setCollisionShape(shape->cshape);
|
||||
|
||||
/* recalculate inertia, since that depends on the collision shape... */
|
||||
RB_body_set_mass(object, RB_body_get_mass(object));
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
float RB_body_get_mass(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
/* there isn't really a mass setting, but rather 'inverse mass'
|
||||
* which we convert back to mass by taking the reciprocal again
|
||||
*/
|
||||
float value = (float)body->getInvMass();
|
||||
|
||||
if (value)
|
||||
value = 1.0 / value;
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
void RB_body_set_mass(rbRigidBody *object, float value)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
btVector3 localInertia(0,0,0);
|
||||
|
||||
/* calculate new inertia if non-zero mass */
|
||||
if (value) {
|
||||
btCollisionShape *shape = body->getCollisionShape();
|
||||
shape->calculateLocalInertia(value, localInertia);
|
||||
}
|
||||
|
||||
body->setMassProps(value, localInertia);
|
||||
body->updateInertiaTensor();
|
||||
}
|
||||
|
||||
|
||||
float RB_body_get_friction(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
return body->getFriction();
|
||||
}
|
||||
|
||||
void RB_body_set_friction(rbRigidBody *object, float value)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setFriction(value);
|
||||
}
|
||||
|
||||
|
||||
float RB_body_get_restitution(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
return body->getRestitution();
|
||||
}
|
||||
|
||||
void RB_body_set_restitution(rbRigidBody *object, float value)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setRestitution(value);
|
||||
}
|
||||
|
||||
|
||||
float RB_body_get_linear_damping(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
return body->getLinearDamping();
|
||||
}
|
||||
|
||||
void RB_body_set_linear_damping(rbRigidBody *object, float value)
|
||||
{
|
||||
RB_body_set_damping(object, value, RB_body_get_linear_damping(object));
|
||||
}
|
||||
|
||||
float RB_body_get_angular_damping(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
return body->getAngularDamping();
|
||||
}
|
||||
|
||||
void RB_body_set_angular_damping(rbRigidBody *object, float value)
|
||||
{
|
||||
RB_body_set_damping(object, RB_body_get_linear_damping(object), value);
|
||||
}
|
||||
|
||||
void RB_body_set_damping(rbRigidBody *object, float linear, float angular)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setDamping(linear, angular);
|
||||
}
|
||||
|
||||
|
||||
float RB_body_get_linear_sleep_thresh(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
return body->getLinearSleepingThreshold();
|
||||
}
|
||||
|
||||
void RB_body_set_linear_sleep_thresh(rbRigidBody *object, float value)
|
||||
{
|
||||
RB_body_set_sleep_thresh(object, value, RB_body_get_angular_sleep_thresh(object));
|
||||
}
|
||||
|
||||
float RB_body_get_angular_sleep_thresh(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
return body->getAngularSleepingThreshold();
|
||||
}
|
||||
|
||||
void RB_body_set_angular_sleep_thresh(rbRigidBody *object, float value)
|
||||
{
|
||||
RB_body_set_sleep_thresh(object, RB_body_get_linear_sleep_thresh(object), value);
|
||||
}
|
||||
|
||||
void RB_body_set_sleep_thresh(rbRigidBody *object, float linear, float angular)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setSleepingThresholds(linear, angular);
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
void RB_body_get_linear_velocity(rbRigidBody *object, float v_out[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
copy_v3_btvec3(v_out, body->getLinearVelocity());
|
||||
}
|
||||
|
||||
void RB_body_set_linear_velocity(rbRigidBody *object, const float v_in[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
body->setLinearVelocity(btVector3(v_in[0], v_in[1], v_in[2]));
|
||||
}
|
||||
|
||||
|
||||
void RB_body_get_angular_velocity(rbRigidBody *object, float v_out[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
copy_v3_btvec3(v_out, body->getAngularVelocity());
|
||||
}
|
||||
|
||||
void RB_body_set_angular_velocity(rbRigidBody *object, const float v_in[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
body->setAngularVelocity(btVector3(v_in[0], v_in[1], v_in[2]));
|
||||
}
|
||||
|
||||
void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setLinearFactor(btVector3(x, y, z));
|
||||
}
|
||||
|
||||
void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setAngularFactor(btVector3(x, y, z));
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
void RB_body_set_kinematic_state(rbRigidBody *object, int kinematic)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
if (kinematic)
|
||||
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
else
|
||||
body->setCollisionFlags(body->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT);
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
void RB_body_set_activation_state(rbRigidBody *object, int use_deactivation)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
if (use_deactivation)
|
||||
body->forceActivationState(ACTIVE_TAG);
|
||||
else
|
||||
body->setActivationState(DISABLE_DEACTIVATION);
|
||||
}
|
||||
void RB_body_activate(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setActivationState(ACTIVE_TAG);
|
||||
}
|
||||
void RB_body_deactivate(rbRigidBody *object)
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
body->setActivationState(ISLAND_SLEEPING);
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
|
||||
|
||||
/* Simulation ----------------------- */
|
||||
|
||||
/* The transform matrices Blender uses are OpenGL-style matrices,
|
||||
* while Bullet uses the Right-Handed coordinate system style instead.
|
||||
*/
|
||||
|
||||
void RB_body_get_transform_matrix(rbRigidBody *object, float m_out[4][4])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
btMotionState *ms = body->getMotionState();
|
||||
|
||||
btTransform trans;
|
||||
ms->getWorldTransform(trans);
|
||||
|
||||
trans.getOpenGLMatrix((btScalar*)m_out);
|
||||
}
|
||||
|
||||
void RB_body_set_loc_rot(rbRigidBody *object, const float loc[3], const float rot[4])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
btMotionState *ms = body->getMotionState();
|
||||
|
||||
/* set transform matrix */
|
||||
btTransform trans;
|
||||
trans.setOrigin(btVector3(loc[0], loc[1], loc[2]));
|
||||
trans.setRotation(btQuaternion(rot[1], rot[2], rot[3], rot[0]));
|
||||
|
||||
ms->setWorldTransform(trans);
|
||||
}
|
||||
|
||||
void RB_body_set_scale(rbRigidBody *object, const float scale[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
/* apply scaling factor from matrix above to the collision shape */
|
||||
btCollisionShape *cshape = body->getCollisionShape();
|
||||
if (cshape) {
|
||||
cshape->setLocalScaling(btVector3(scale[0], scale[1], scale[2]));
|
||||
|
||||
/* GIimpact shapes have to be updated to take scaling into account */
|
||||
if (cshape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
|
||||
((btGImpactMeshShape *)cshape)->updateBound();
|
||||
}
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
/* Read-only state info about status of simulation */
|
||||
|
||||
void RB_body_get_position(rbRigidBody *object, float v_out[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
copy_v3_btvec3(v_out, body->getWorldTransform().getOrigin());
|
||||
}
|
||||
|
||||
void RB_body_get_orientation(rbRigidBody *object, float v_out[4])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
copy_quat_btquat(v_out, body->getWorldTransform().getRotation());
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
/* Overrides for simulation */
|
||||
|
||||
void RB_body_apply_central_force(rbRigidBody *object, const float v_in[3])
|
||||
{
|
||||
btRigidBody *body = object->body;
|
||||
|
||||
body->applyCentralForce(btVector3(v_in[0], v_in[1], v_in[2]));
|
||||
}
|
||||
|
||||
/* ********************************** */
|
||||
/* Collision Shape Methods */
|
||||
|
||||
/* Setup (Standard Shapes) ----------- */
|
||||
|
||||
rbCollisionShape *RB_shape_new_box(float x, float y, float z)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
shape->cshape = new btBoxShape(btVector3(x, y, z));
|
||||
shape->mesh = NULL;
|
||||
return shape;
|
||||
}
|
||||
|
||||
rbCollisionShape *RB_shape_new_sphere(float radius)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
shape->cshape = new btSphereShape(radius);
|
||||
shape->mesh = NULL;
|
||||
return shape;
|
||||
}
|
||||
|
||||
rbCollisionShape *RB_shape_new_capsule(float radius, float height)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
shape->cshape = new btCapsuleShapeZ(radius, height);
|
||||
shape->mesh = NULL;
|
||||
return shape;
|
||||
}
|
||||
|
||||
rbCollisionShape *RB_shape_new_cone(float radius, float height)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
shape->cshape = new btConeShapeZ(radius, height);
|
||||
shape->mesh = NULL;
|
||||
return shape;
|
||||
}
|
||||
|
||||
rbCollisionShape *RB_shape_new_cylinder(float radius, float height)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
shape->cshape = new btCylinderShapeZ(btVector3(radius, radius, height));
|
||||
shape->mesh = NULL;
|
||||
return shape;
|
||||
}
|
||||
|
||||
/* Setup (Convex Hull) ------------ */
|
||||
|
||||
rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed)
|
||||
{
|
||||
btConvexHullComputer hull_computer = btConvexHullComputer();
|
||||
|
||||
// try to embed the margin, if that fails don't shrink the hull
|
||||
if (hull_computer.compute(verts, stride, count, margin, 0.0f) < 0.0f) {
|
||||
hull_computer.compute(verts, stride, count, 0.0f, 0.0f);
|
||||
*can_embed = false;
|
||||
}
|
||||
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
btConvexHullShape *hull_shape = new btConvexHullShape(&(hull_computer.vertices[0].getX()), hull_computer.vertices.size());
|
||||
|
||||
shape->cshape = hull_shape;
|
||||
shape->mesh = NULL;
|
||||
return shape;
|
||||
}
|
||||
|
||||
/* Setup (Triangle Mesh) ---------- */
|
||||
|
||||
/* Need to call rbTriMeshNewData() followed by rbTriMeshAddTriangle() several times
|
||||
* to set up the mesh buffer BEFORE calling rbShapeNewTriMesh(). Otherwise,
|
||||
* we get nasty crashes...
|
||||
*/
|
||||
|
||||
rbMeshData *RB_trimesh_data_new()
|
||||
{
|
||||
// XXX: welding threshold?
|
||||
return (rbMeshData*) new btTriangleMesh(true, false);
|
||||
}
|
||||
|
||||
void RB_trimesh_add_triangle(rbMeshData *mesh, const float v1[3], const float v2[3], const float v3[3])
|
||||
{
|
||||
btTriangleMesh *meshData = reinterpret_cast<btTriangleMesh*>(mesh);
|
||||
|
||||
/* cast vertices to usable forms for Bt-API */
|
||||
btVector3 vtx1((btScalar)v1[0], (btScalar)v1[1], (btScalar)v1[2]);
|
||||
btVector3 vtx2((btScalar)v2[0], (btScalar)v2[1], (btScalar)v2[2]);
|
||||
btVector3 vtx3((btScalar)v3[0], (btScalar)v3[1], (btScalar)v3[2]);
|
||||
|
||||
/* add to the mesh
|
||||
* - remove duplicated verts is enabled
|
||||
*/
|
||||
meshData->addTriangle(vtx1, vtx2, vtx3, false);
|
||||
}
|
||||
|
||||
rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
btTriangleMesh *tmesh = reinterpret_cast<btTriangleMesh*>(mesh);
|
||||
|
||||
/* triangle-mesh we create is a BVH wrapper for triangle mesh data (for faster lookups) */
|
||||
// RB_TODO perhaps we need to allow saving out this for performance when rebuilding?
|
||||
btBvhTriangleMeshShape *unscaledShape = new btBvhTriangleMeshShape(tmesh, true, true);
|
||||
|
||||
shape->cshape = new btScaledBvhTriangleMeshShape(unscaledShape, btVector3(1.0f,1.0f,1.0f));
|
||||
shape->mesh = tmesh;
|
||||
return shape;
|
||||
}
|
||||
|
||||
rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh)
|
||||
{
|
||||
rbCollisionShape *shape = new rbCollisionShape;
|
||||
/* interpret mesh buffer as btTriangleIndexVertexArray (i.e. an impl of btStridingMeshInterface) */
|
||||
btTriangleMesh *tmesh = reinterpret_cast<btTriangleMesh*>(mesh);
|
||||
|
||||
btGImpactMeshShape *gimpactShape = new btGImpactMeshShape(tmesh);
|
||||
gimpactShape->updateBound(); // TODO: add this to the update collision margin call?
|
||||
|
||||
shape->cshape = gimpactShape;
|
||||
shape->mesh = tmesh;
|
||||
return shape;
|
||||
}
|
||||
|
||||
/* Cleanup --------------------------- */
|
||||
|
||||
void RB_shape_delete(rbCollisionShape *shape)
|
||||
{
|
||||
if (shape->cshape->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE) {
|
||||
btBvhTriangleMeshShape *child_shape = ((btScaledBvhTriangleMeshShape*)shape->cshape)->getChildShape();
|
||||
if (child_shape)
|
||||
delete child_shape;
|
||||
}
|
||||
if (shape->mesh)
|
||||
delete shape->mesh;
|
||||
delete shape->cshape;
|
||||
delete shape;
|
||||
}
|
||||
|
||||
/* Settings --------------------------- */
|
||||
|
||||
float RB_shape_get_margin(rbCollisionShape *shape)
|
||||
{
|
||||
return shape->cshape->getMargin();
|
||||
}
|
||||
|
||||
void RB_shape_set_margin(rbCollisionShape *shape, float value)
|
||||
{
|
||||
shape->cshape->setMargin(value);
|
||||
}
|
||||
|
||||
/* ********************************** */
|
||||
/* Constraints */
|
||||
|
||||
/* Setup ----------------------------- */
|
||||
|
||||
void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions)
|
||||
{
|
||||
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
||||
|
||||
world->dynamicsWorld->addConstraint(constraint, disable_collisions);
|
||||
}
|
||||
|
||||
void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con)
|
||||
{
|
||||
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
||||
|
||||
world->dynamicsWorld->removeConstraint(constraint);
|
||||
}
|
||||
|
||||
/* ............ */
|
||||
|
||||
static void make_constraint_transforms(btTransform &transform1, btTransform &transform2, btRigidBody *body1, btRigidBody *body2, float pivot[3], float orn[4])
|
||||
{
|
||||
btTransform pivot_transform = btTransform();
|
||||
pivot_transform.setOrigin(btVector3(pivot[0], pivot[1], pivot[2]));
|
||||
pivot_transform.setRotation(btQuaternion(orn[1], orn[2], orn[3], orn[0]));
|
||||
|
||||
transform1 = body1->getWorldTransform().inverse() * pivot_transform;
|
||||
transform2 = body2->getWorldTransform().inverse() * pivot_transform;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_point(float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
|
||||
btVector3 pivot1 = body1->getWorldTransform().inverse() * btVector3(pivot[0], pivot[1], pivot[2]);
|
||||
btVector3 pivot2 = body2->getWorldTransform().inverse() * btVector3(pivot[0], pivot[1], pivot[2]);
|
||||
|
||||
btTypedConstraint *con = new btPoint2PointConstraint(*body1, *body2, pivot1, pivot2);
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
btTransform transform1;
|
||||
btTransform transform2;
|
||||
|
||||
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
||||
|
||||
btGeneric6DofConstraint *con = new btGeneric6DofConstraint(*body1, *body2, transform1, transform2, true);
|
||||
|
||||
/* lock all axes */
|
||||
for (int i = 0; i < 6; i++)
|
||||
con->setLimit(i, 0, 0);
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
btTransform transform1;
|
||||
btTransform transform2;
|
||||
|
||||
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
||||
|
||||
btHingeConstraint *con = new btHingeConstraint(*body1, *body2, transform1, transform2);
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
btTransform transform1;
|
||||
btTransform transform2;
|
||||
|
||||
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
||||
|
||||
btSliderConstraint *con = new btSliderConstraint(*body1, *body2, transform1, transform2, true);
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
btTransform transform1;
|
||||
btTransform transform2;
|
||||
|
||||
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
||||
|
||||
btSliderConstraint *con = new btSliderConstraint(*body1, *body2, transform1, transform2, true);
|
||||
con->setUpperAngLimit(-1.0f); // unlock rotation axis
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
btTransform transform1;
|
||||
btTransform transform2;
|
||||
|
||||
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
||||
|
||||
btTypedConstraint *con = new btGeneric6DofConstraint(*body1, *body2, transform1, transform2, true);
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
rbConstraint *RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
|
||||
{
|
||||
btRigidBody *body1 = rb1->body;
|
||||
btRigidBody *body2 = rb2->body;
|
||||
btTransform transform1;
|
||||
btTransform transform2;
|
||||
|
||||
make_constraint_transforms(transform1, transform2, body1, body2, pivot, orn);
|
||||
|
||||
btTypedConstraint *con = new btGeneric6DofSpringConstraint(*body1, *body2, transform1, transform2, true);
|
||||
|
||||
return (rbConstraint*)con;
|
||||
}
|
||||
|
||||
/* Cleanup ----------------------------- */
|
||||
|
||||
void RB_constraint_delete(rbConstraint *con)
|
||||
{
|
||||
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
||||
delete constraint;
|
||||
}
|
||||
|
||||
/* Settings ------------------------- */
|
||||
|
||||
void RB_constraint_set_enabled(rbConstraint *con, int enabled)
|
||||
{
|
||||
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
||||
|
||||
constraint->setEnabled(enabled);
|
||||
}
|
||||
|
||||
void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper)
|
||||
{
|
||||
btHingeConstraint *constraint = reinterpret_cast<btHingeConstraint*>(con);
|
||||
|
||||
// RB_TODO expose these
|
||||
float softness = 0.9f;
|
||||
float bias_factor = 0.3f;
|
||||
float relaxation_factor = 1.0f;
|
||||
|
||||
constraint->setLimit(lower, upper, softness, bias_factor, relaxation_factor);
|
||||
}
|
||||
|
||||
void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper)
|
||||
{
|
||||
btSliderConstraint *constraint = reinterpret_cast<btSliderConstraint*>(con);
|
||||
|
||||
constraint->setLowerLinLimit(lower);
|
||||
constraint->setUpperLinLimit(upper);
|
||||
}
|
||||
|
||||
void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper)
|
||||
{
|
||||
btSliderConstraint *constraint = reinterpret_cast<btSliderConstraint*>(con);
|
||||
|
||||
constraint->setLowerLinLimit(lin_lower);
|
||||
constraint->setUpperLinLimit(lin_upper);
|
||||
constraint->setLowerAngLimit(ang_lower);
|
||||
constraint->setUpperAngLimit(ang_upper);
|
||||
}
|
||||
|
||||
void RB_constraint_set_limits_6dof(rbConstraint *con, float axis, float lower, float upper)
|
||||
{
|
||||
btGeneric6DofConstraint *constraint = reinterpret_cast<btGeneric6DofConstraint*>(con);
|
||||
|
||||
constraint->setLimit(axis, lower, upper);
|
||||
}
|
||||
|
||||
void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, float axis, float stiffness)
|
||||
{
|
||||
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
||||
|
||||
constraint->setStiffness(axis, stiffness);
|
||||
}
|
||||
|
||||
void RB_constraint_set_damping_6dof_spring(rbConstraint *con, float axis, float damping)
|
||||
{
|
||||
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
||||
|
||||
constraint->setDamping(axis, damping);
|
||||
}
|
||||
|
||||
void RB_constraint_set_spring_6dof_spring(rbConstraint *con, float axis, int enable)
|
||||
{
|
||||
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
||||
|
||||
constraint->enableSpring(axis, enable);
|
||||
}
|
||||
|
||||
void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con)
|
||||
{
|
||||
btGeneric6DofSpringConstraint *constraint = reinterpret_cast<btGeneric6DofSpringConstraint*>(con);
|
||||
|
||||
constraint->setEquilibriumPoint();
|
||||
}
|
||||
|
||||
void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations)
|
||||
{
|
||||
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
||||
|
||||
constraint->setOverrideNumSolverIterations(num_solver_iterations);
|
||||
}
|
||||
|
||||
void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold)
|
||||
{
|
||||
btTypedConstraint *constraint = reinterpret_cast<btTypedConstraint*>(con);
|
||||
|
||||
constraint->setBreakingImpulseThreshold(threshold);
|
||||
}
|
||||
|
||||
/* ********************************** */
|
||||
@@ -95,6 +95,7 @@ endif()
|
||||
bf_rna
|
||||
bf_bmesh
|
||||
bf_blenkernel
|
||||
bf_rigidbody
|
||||
bf_blenloader
|
||||
ge_blen_routines
|
||||
bf_editor_datafiles
|
||||
|
||||
@@ -856,6 +856,7 @@ endif()
|
||||
bf_modifiers
|
||||
bf_bmesh
|
||||
bf_blenkernel
|
||||
bf_rigidbody
|
||||
bf_nodes
|
||||
bf_gpu
|
||||
bf_blenloader
|
||||
|
||||
Reference in New Issue
Block a user