402 lines
11 KiB
Haxe
402 lines
11 KiB
Haxe
package armory.trait.physics.bullet;
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#if arm_bullet
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import iron.Trait;
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import iron.system.Time;
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import iron.math.Vec4;
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import iron.math.RayCaster;
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class Hit {
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public var rb: RigidBody;
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public var pos: Vec4;
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public var normal: Vec4;
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public function new(rb: RigidBody, pos: Vec4, normal: Vec4){
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this.rb = rb;
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this.pos = pos;
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this.normal = normal;
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}
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}
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class ContactPair {
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public var a: Int;
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public var b: Int;
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public var posA: Vec4;
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public var posB: Vec4;
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public var normOnB: Vec4;
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public var impulse: Float;
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public var distance: Float;
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public function new(a: Int, b: Int) {
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this.a = a;
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this.b = b;
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}
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}
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class PhysicsWorld extends Trait {
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public static var active: PhysicsWorld = null;
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static var sceneRemoved = false;
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#if arm_physics_soft
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public var world: bullet.Bt.SoftRigidDynamicsWorld;
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#else
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public var world: bullet.Bt.DiscreteDynamicsWorld;
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#end
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var dispatcher: bullet.Bt.CollisionDispatcher;
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var gimpactRegistered = false;
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var contacts: Array<ContactPair>;
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var preUpdates: Array<Void->Void> = null;
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public var rbMap: Map<Int, RigidBody>;
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public var conMap: Map<Int, PhysicsConstraint>;
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public var timeScale = 1.0;
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var maxSteps = 1;
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public var solverIterations = 10;
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public var hitPointWorld = new Vec4();
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public var hitNormalWorld = new Vec4();
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var pairCache: Bool = false;
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static var nullvec = true;
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static var vec1: bullet.Bt.Vector3 = null;
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static var vec2: bullet.Bt.Vector3 = null;
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#if arm_debug
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public static var physTime = 0.0;
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#end
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public function new(timeScale = 1.0, maxSteps = 10, solverIterations = 10) {
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super();
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if (nullvec) {
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nullvec = false;
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vec1 = new bullet.Bt.Vector3(0, 0, 0);
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vec2 = new bullet.Bt.Vector3(0, 0, 0);
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}
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// Scene spawn
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if (active != null && !sceneRemoved) return;
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sceneRemoved = false;
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this.timeScale = timeScale;
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this.maxSteps = maxSteps;
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this.solverIterations = solverIterations;
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// First scene
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if (active == null) {
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createPhysics();
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}
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else { // Scene switch
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world = active.world;
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dispatcher = active.dispatcher;
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gimpactRegistered = active.gimpactRegistered;
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}
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contacts = [];
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rbMap = new Map();
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conMap = new Map();
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active = this;
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// Ensure physics are updated first in the lateUpdate list
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_lateUpdate = [lateUpdate];
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@:privateAccess iron.App.traitLateUpdates.insert(0, lateUpdate);
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iron.Scene.active.notifyOnRemove(function() {
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sceneRemoved = true;
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});
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}
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public function reset() {
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for (rb in active.rbMap) removeRigidBody(rb);
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}
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function createPhysics() {
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var broadphase = new bullet.Bt.DbvtBroadphase();
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#if arm_physics_soft
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var collisionConfiguration = new bullet.Bt.SoftBodyRigidBodyCollisionConfiguration();
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#else
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var collisionConfiguration = new bullet.Bt.DefaultCollisionConfiguration();
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#end
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dispatcher = new bullet.Bt.CollisionDispatcher(collisionConfiguration);
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var solver = new bullet.Bt.SequentialImpulseConstraintSolver();
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var g = iron.Scene.active.raw.gravity;
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var gravity = g == null ? new Vec4(0, 0, -9.81) : new Vec4(g[0], g[1], g[2]);
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#if arm_physics_soft
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var softSolver = new bullet.Bt.DefaultSoftBodySolver();
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world = new bullet.Bt.SoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration, softSolver);
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vec1.setX(gravity.x);
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vec1.setY(gravity.y);
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vec1.setZ(gravity.z);
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#if js
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world.getWorldInfo().set_m_gravity(vec1);
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#else
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world.getWorldInfo().m_gravity = vec1;
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#end
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#else
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world = new bullet.Bt.DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
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#end
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setGravity(gravity);
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}
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public function setGravity(v: Vec4) {
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vec1.setValue(v.x, v.y, v.z);
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world.setGravity(vec1);
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}
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public function getGravity(): Vec4{
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var g = world.getGravity();
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return (new Vec4(g.x(), g.y(), g.z()));
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}
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public function addRigidBody(body: RigidBody) {
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#if js
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world.addRigidBodyToGroup(body.body, body.group, body.mask);
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#else
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world.addRigidBody(body.body, body.group, body.mask);
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#end
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rbMap.set(body.id, body);
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}
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public function addPhysicsConstraint(constraint: PhysicsConstraint) {
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world.addConstraint(constraint.con, constraint.disableCollisions);
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conMap.set(constraint.id, constraint);
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}
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public function removeRigidBody(body: RigidBody) {
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if (body.destroyed) return;
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body.destroyed = true;
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if (world != null) world.removeRigidBody(body.body);
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rbMap.remove(body.id);
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body.delete();
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}
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public function removePhysicsConstraint(constraint: PhysicsConstraint) {
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if(world != null) world.removeConstraint(constraint.con);
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conMap.remove(constraint.id);
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constraint.delete();
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}
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// public function addKinematicCharacterController(controller:KinematicCharacterController) {
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// if (!pairCache){ // Only create PairCache if needed
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// world.getPairCache().setInternalGhostPairCallback(BtGhostPairCallbackPointer.create());
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// pairCache = true;
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// }
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// world.addAction(controller.character);
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// world.addCollisionObjectToGroup(controller.body, controller.group, controller.group);
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// }
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// public function removeKinematicCharacterController(controller:KinematicCharacterController) {
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// if (world != null) {
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// world.removeCollisionObject(controller.body);
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// world.removeAction(controller.character);
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// }
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// #if js
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// bullet.Bt.Ammo.destroy(controller.body);
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// #else
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// var cbody = controller.body;
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// untyped __cpp__("delete cbody");
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// #end
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// }
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/**
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Used to get intersecting rigid bodies with the passed in RigidBody as reference. Often used when checking for object collisions.
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@param body The passed in RigidBody to be checked for intersecting rigid bodies.
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@return `Array<RigidBody>`
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**/
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public function getContacts(body: RigidBody): Array<RigidBody> {
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if (contacts.length == 0) return null;
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var res: Array<RigidBody> = [];
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for (i in 0...contacts.length) {
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var c = contacts[i];
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var rb = null;
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#if js
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if (c.a == untyped body.body.userIndex) rb = rbMap.get(c.b);
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else if (c.b == untyped body.body.userIndex) rb = rbMap.get(c.a);
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#else
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var ob: bullet.Bt.CollisionObject = body.body;
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if (c.a == ob.getUserIndex()) rb = rbMap.get(c.b);
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else if (c.b == ob.getUserIndex()) rb = rbMap.get(c.a);
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#end
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if (rb != null && res.indexOf(rb) == -1) res.push(rb);
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}
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return res;
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}
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public function getContactPairs(body: RigidBody): Array<ContactPair> {
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if (contacts.length == 0) return null;
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var res: Array<ContactPair> = [];
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for (i in 0...contacts.length) {
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var c = contacts[i];
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#if js
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if (c.a == untyped body.body.userIndex) res.push(c);
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else if (c.b == untyped body.body.userIndex) res.push(c);
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#else
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var ob: bullet.Bt.CollisionObject = body.body;
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if (c.a == ob.getUserIndex()) res.push(c);
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else if (c.b == ob.getUserIndex()) res.push(c);
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#end
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}
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return res;
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}
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public function findBody(id: Int): RigidBody{
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var rb = rbMap.get(id);
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return rb;
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}
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function lateUpdate() {
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var t = Time.delta * timeScale;
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if (t == 0.0) return; // Simulation paused
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#if arm_debug
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var startTime = kha.Scheduler.realTime();
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#end
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if (preUpdates != null) for (f in preUpdates) f();
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//Bullet physics fixed timescale
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var fixedTime = 1.0 / 60;
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//This condition must be satisfied to not loose time
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var currMaxSteps = t < (fixedTime * maxSteps) ? maxSteps : 1;
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world.stepSimulation(t, currMaxSteps, fixedTime);
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updateContacts();
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for (rb in rbMap) @:privateAccess rb.physicsUpdate();
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#if arm_debug
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physTime = kha.Scheduler.realTime() - startTime;
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#end
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}
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function updateContacts() {
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contacts.resize(0);
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var disp: bullet.Bt.Dispatcher = dispatcher;
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var numManifolds = disp.getNumManifolds();
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for (i in 0...numManifolds) {
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var contactManifold = disp.getManifoldByIndexInternal(i);
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#if js
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var body0 = untyped bullet.Bt.Ammo.btRigidBody.prototype.upcast(contactManifold.getBody0());
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var body1 = untyped bullet.Bt.Ammo.btRigidBody.prototype.upcast(contactManifold.getBody1());
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#else
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var body0: bullet.Bt.CollisionObject = contactManifold.getBody0();
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var body1: bullet.Bt.CollisionObject = contactManifold.getBody1();
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#end
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var numContacts = contactManifold.getNumContacts();
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var pt: bullet.Bt.ManifoldPoint = null;
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var posA: bullet.Bt.Vector3 = null;
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var posB: bullet.Bt.Vector3 = null;
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var nor: bullet.Bt.Vector3 = null;
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var cp: ContactPair = null;
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for (j in 0...numContacts) {
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pt = contactManifold.getContactPoint(j);
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#if js
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posA = pt.get_m_positionWorldOnA();
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posB = pt.get_m_positionWorldOnB();
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nor = pt.get_m_normalWorldOnB();
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cp = new ContactPair(untyped body0.userIndex, untyped body1.userIndex);
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#else
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posA = pt.m_positionWorldOnA;
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posB = pt.m_positionWorldOnB;
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nor = pt.m_normalWorldOnB;
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cp = new ContactPair(body0.getUserIndex(), body1.getUserIndex());
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#end
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cp.posA = new Vec4(posA.x(), posA.y(), posA.z());
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cp.posB = new Vec4(posB.x(), posB.y(), posB.z());
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cp.normOnB = new Vec4(nor.x(), nor.y(), nor.z());
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cp.impulse = pt.getAppliedImpulse();
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cp.distance = pt.getDistance();
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contacts.push(cp);
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}
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}
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}
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public function pickClosest(inputX: Float, inputY: Float, group: Int = 0x00000001, mask = 0xFFFFFFFF): RigidBody {
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var camera = iron.Scene.active.camera;
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var start = new Vec4();
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var end = new Vec4();
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RayCaster.getDirection(start, end, inputX, inputY, camera);
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var hit = rayCast(camera.transform.world.getLoc(), end, group, mask);
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var rb = (hit != null) ? hit.rb : null;
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return rb;
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}
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public function rayCast(from: Vec4, to: Vec4, group: Int = 0x00000001, mask = 0xFFFFFFFF): Hit {
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var rayFrom = vec1;
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var rayTo = vec2;
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rayFrom.setValue(from.x, from.y, from.z);
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rayTo.setValue(to.x, to.y, to.z);
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var rayCallback = new bullet.Bt.ClosestRayResultCallback(rayFrom, rayTo);
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#if js
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rayCallback.set_m_collisionFilterGroup(group);
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rayCallback.set_m_collisionFilterMask(mask);
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#elseif (cpp || hl)
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rayCallback.m_collisionFilterGroup = group;
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rayCallback.m_collisionFilterMask = mask;
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#end
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var worldDyn: bullet.Bt.DynamicsWorld = world;
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var worldCol: bullet.Bt.CollisionWorld = worldDyn;
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worldCol.rayTest(rayFrom, rayTo, rayCallback);
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var rb: RigidBody = null;
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var hitInfo: Hit = null;
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var rc: bullet.Bt.RayResultCallback = rayCallback;
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if (rc.hasHit()) {
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#if js
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var co = rayCallback.get_m_collisionObject();
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var body = untyped bullet.Bt.Ammo.btRigidBody.prototype.upcast(co);
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var hit = rayCallback.get_m_hitPointWorld();
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hitPointWorld.set(hit.x(), hit.y(), hit.z());
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var norm = rayCallback.get_m_hitNormalWorld();
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hitNormalWorld.set(norm.x(), norm.y(), norm.z());
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rb = rbMap.get(untyped body.userIndex);
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hitInfo = new Hit(rb, hitPointWorld, hitNormalWorld);
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#elseif (cpp || hl)
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var hit = rayCallback.m_hitPointWorld;
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hitPointWorld.set(hit.x(), hit.y(), hit.z());
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var norm = rayCallback.m_hitNormalWorld;
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hitNormalWorld.set(norm.x(), norm.y(), norm.z());
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rb = rbMap.get(rayCallback.m_collisionObject.getUserIndex());
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hitInfo = new Hit(rb, hitPointWorld, hitNormalWorld);
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#end
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}
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#if js
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bullet.Bt.Ammo.destroy(rayCallback);
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#else
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rayCallback.delete();
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#end
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return hitInfo;
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}
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public function notifyOnPreUpdate(f: Void->Void) {
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if (preUpdates == null) preUpdates = [];
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preUpdates.push(f);
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}
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public function removePreUpdate(f: Void->Void) {
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preUpdates.remove(f);
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}
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}
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#end
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