Changeset 2446 for code/branches/physics_merge/src
- Timestamp:
- Dec 14, 2008, 7:08:36 PM (16 years ago)
- Location:
- code/branches/physics_merge/src/orxonox/objects
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/physics_merge/src/orxonox/objects/Scene.cc
r2442 r2446 22 22 * Author: 23 23 * Fabian 'x3n' Landau 24 * Reto Grieder (physics) 24 25 * Co-authors: 25 * Reto Grieder (physics)26 * ... 26 27 * 27 28 */ … … 77 78 } 78 79 79 // No physics for default 80 this->physicalWorld_ = 0; 80 // No physics yet, XMLPort will do that. 81 const int defaultMaxWorldSize = 100000; 82 this->negativeWorldRange_ = Vector3(-defaultMaxWorldSize, -defaultMaxWorldSize, -defaultMaxWorldSize); 83 this->positiveWorldRange_ = Vector3( defaultMaxWorldSize, defaultMaxWorldSize, defaultMaxWorldSize); 84 this->gravity_ = Vector3(0, 0, 0); 85 this->physicalWorld_ = 0; 86 this->solver_ = 0; 87 this->dispatcher_ = 0; 88 this->collisionConfig_ = 0; 89 this->broadphase_ = 0; 81 90 82 91 // test test test … … 107 116 delete this->sceneManager_; 108 117 } 118 119 this->setPhysicalWorld(false); 109 120 } 110 121 } … … 118 129 XMLPortParam(Scene, "shadow", setShadow, getShadow, xmlelement, mode).defaultValues(true); 119 130 120 //const int defaultMaxWorldSize = 100000; 121 //Vector3 worldAabbMin(-defaultMaxWorldSize, -defaultMaxWorldSize, -defaultMaxWorldSize); 122 //Vector3 worldAabbMax( defaultMaxWorldSize, defaultMaxWorldSize, defaultMaxWorldSize); 123 //XMLPortParamVariable(Scene, "negativeWorldRange", worldAabbMin, xmlelement, mode); 124 //XMLPortParamVariable(Scene, "positiveWorldRange", worldAabbMax, xmlelement, mode); 125 XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValue(0, true);//.defaultValue(1, worldAabbMin).defaultValue(2, worldAabbMax); 131 XMLPortParam(Scene, "negativeWorldRange", setNegativeWorldRange, getNegativeWorldRange, xmlelement, mode); 132 XMLPortParam(Scene, "positiveWorldRange", setPositiveWorldRange, getPositiveWorldRange, xmlelement, mode); 133 XMLPortParam(Scene, "hasPhysics", setPhysicalWorld, hasPhysics, xmlelement, mode).defaultValues(true); 126 134 127 135 XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false); … … 130 138 void Scene::registerVariables() 131 139 { 132 registerVariable(this->skybox_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); 133 registerVariable(this->ambientLight_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); 134 registerVariable(this->bHasPhysics_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); 135 } 136 137 void Scene::setPhysicalWorld(bool wantPhysics)//, const Vector3& worldAabbMin, const Vector3& worldAabbMax) 140 registerVariable(this->skybox_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applySkybox)); 141 registerVariable(this->ambientLight_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_applyAmbientLight)); 142 registerVariable(this->negativeWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_negativeWorldRange)); 143 registerVariable(this->positiveWorldRange_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_positiveWorldRange)); 144 registerVariable(this->gravity_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_gravity)); 145 registerVariable(this->bHasPhysics_, variableDirection::toclient, new NetworkCallback<Scene>(this, &Scene::networkcallback_hasPhysics)); 146 } 147 148 void Scene::setNegativeWorldRange(const Vector3& range) 149 { 150 if (range.length() < 10.0f) 151 { 152 CCOUT(2) << "Warning: Setting the negative world range to a very small value: " 153 << omni_cast<std::string>(range) << std::endl; 154 } 155 if (this->hasPhysics()) 156 { 157 CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " 158 << "This causes a complete physical reload which might take some time." << std::endl; 159 this->setPhysicalWorld(false); 160 this->negativeWorldRange_ = range; 161 this->setPhysicalWorld(true); 162 } 163 else 164 this->negativeWorldRange_ = range; 165 } 166 167 void Scene::setPositiveWorldRange(const Vector3& range) 168 { 169 if (range.length() < 10.0f) 170 { 171 CCOUT(2) << "Warning: Setting the positive world range to a very small value: " 172 << omni_cast<std::string>(range) << std::endl; 173 } 174 if (this->hasPhysics()) 175 { 176 CCOUT(2) << "Warning: Attempting to set the physical world range at run time. " 177 << "This causes a complete physical reload which might take some time." << std::endl; 178 this->setPhysicalWorld(false); 179 this->positiveWorldRange_ = range; 180 this->setPhysicalWorld(true); 181 } 182 else 183 this->positiveWorldRange_ = range; 184 } 185 186 void Scene::setGravity(const Vector3& gravity) 187 { 188 this->gravity_ = gravity; 189 if (this->hasPhysics()) 190 this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_)); 191 } 192 193 void Scene::setPhysicalWorld(bool wantPhysics) 138 194 { 139 195 this->bHasPhysics_ = wantPhysics; 140 196 if (wantPhysics && !hasPhysics()) 141 197 { 142 //float x = worldAabbMin.x; 143 //float y = worldAabbMin.y; 144 //float z = worldAabbMin.z; 145 btVector3 worldAabbMin(-100000, -100000, -100000); 146 //x = worldAabbMax.x; 147 //y = worldAabbMax.y; 148 //z = worldAabbMax.z; 149 btVector3 worldAabbMax(100000, 100000, 100000); 150 151 btDefaultCollisionConfiguration* collisionConfig = new btDefaultCollisionConfiguration(); 152 btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfig); 153 bt32BitAxisSweep3* broadphase = new bt32BitAxisSweep3(worldAabbMin,worldAabbMax); 154 btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver; 155 156 this->physicalWorld_ = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig); 157 158 // Disable Gravity for space 159 this->physicalWorld_->setGravity(btVector3(0,0,0)); 160 } 161 else 162 { 163 // TODO: Destroy Bullet physics 198 // Note: These are all little known default classes and values. 199 // It would require further investigation to properly dertermine the right choices. 200 this->broadphase_ = new bt32BitAxisSweep3( 201 omni_cast<btVector3>(this->negativeWorldRange_), omni_cast<btVector3>(this->positiveWorldRange_)); 202 this->collisionConfig_ = new btDefaultCollisionConfiguration(); 203 this->dispatcher_ = new btCollisionDispatcher(this->collisionConfig_); 204 this->solver_ = new btSequentialImpulseConstraintSolver; 205 206 this->physicalWorld_ = new btDiscreteDynamicsWorld(this->dispatcher_, this->broadphase_, this->solver_, this->collisionConfig_); 207 this->physicalWorld_->setGravity(omni_cast<btVector3>(this->gravity_)); 208 } 209 else if (!wantPhysics && hasPhysics()) 210 { 211 // Remove all WorldEntities and shove them to the queue since they would still like to be in a physical world. 212 for (std::set<WorldEntity*>::const_iterator it = this->physicalObjects_.begin(); 213 it != this->physicalObjects_.end(); ++it) 214 { 215 this->physicalWorld_->removeRigidBody((*it)->getPhysicalBody()); 216 this->physicalObjectQueue_.insert(*it); 217 } 218 this->physicalObjects_.clear(); 219 220 delete this->physicalWorld_; 221 delete this->solver_; 222 delete this->dispatcher_; 223 delete this->collisionConfig_; 224 delete this->broadphase_; 225 this->physicalWorld_ = 0; 226 this->solver_ = 0; 227 this->dispatcher_ = 0; 228 this->collisionConfig_ = 0; 229 this->broadphase_ = 0; 164 230 } 165 231 } … … 172 238 this->rootSceneNode_->_update(true, false); 173 239 } 174 if (physicalWorld_) 175 { 176 if (this->physicsQueue_.size() > 0) 240 if (this->hasPhysics()) 241 { 242 // TODO: This here is bad practice! It will slow down the first tick() by ages. 243 // Rather have an initialise() method as well, called by the Level after everything has been loaded. 244 if (this->physicalObjectQueue_.size() > 0) 177 245 { 178 246 // Add all scheduled WorldEntities 179 for (std::set< btRigidBody*>::const_iterator it = this->physicsQueue_.begin();180 it != this->physic sQueue_.end(); ++it)247 for (std::set<WorldEntity*>::const_iterator it = this->physicalObjectQueue_.begin(); 248 it != this->physicalObjectQueue_.end(); ++it) 181 249 { 182 if (!(*it)->isInWorld()) 183 { 184 //COUT(0) << "body position: " << omni_cast<Vector3>((*it)->getWorldTransform().getOrigin()) << std::endl; 185 //COUT(0) << "body velocity: " << omni_cast<Vector3>((*it)->getLinearVelocity()) << std::endl; 186 //COUT(0) << "body orientation: " << omni_cast<Quaternion>((*it)->getWorldTransform().getRotation()) << std::endl; 187 //COUT(0) << "body angular: " << omni_cast<Vector3>((*it)->getAngularVelocity()) << std::endl; 188 //COUT(0) << "body mass: " << omni_cast<float>((*it)->getInvMass()) << std::endl; 189 //COUT(0) << "body inertia: " << omni_cast<Vector3>((*it)->getInvInertiaDiagLocal()) << std::endl; 190 this->physicalWorld_->addRigidBody(*it); 191 } 250 this->physicalWorld_->addRigidBody((*it)->getPhysicalBody()); 192 251 } 193 this->physic sQueue_.clear();194 } 195 196 // TODO: This is not stable! If physics cannot be calculated real time anymore,197 // framerate will drop exponentially.198 physicalWorld_->stepSimulation(dt, (int)(dt/0.0166666f + 1.0f));252 this->physicalObjectQueue_.clear(); 253 } 254 255 // Note: 60 means that Bullet will do physics correctly down to 1 frames per seconds. 256 // Under that mark, the simulation will "loose time" and get unusable. 257 physicalWorld_->stepSimulation(dt, 60); 199 258 } 200 259 } … … 247 306 } 248 307 249 void Scene::addRigidBody(btRigidBody* body) 250 { 251 if (!this->physicalWorld_) 252 COUT(1) << "Error: Cannot add WorldEntity body to physical Scene: No physics." << std::endl; 253 else if (body) 254 this->physicsQueue_.insert(body); 255 } 256 257 void Scene::removeRigidBody(btRigidBody* body) 258 { 259 if (!this->physicalWorld_) 260 COUT(1) << "Error: Cannot remove WorldEntity body from physical Scene: No physics." << std::endl; 261 else if (body) 262 { 263 this->physicalWorld_->removeRigidBody(body); 264 // Also check queue 265 std::set<btRigidBody*>::iterator it = this->physicsQueue_.find(body); 266 if (it != this->physicsQueue_.end()) 267 this->physicsQueue_.erase(it); 268 } 308 void Scene::addPhysicalObject(WorldEntity* object) 309 { 310 if (object) 311 { 312 std::set<WorldEntity*>::iterator it = this->physicalObjects_.find(object); 313 if (it != this->physicalObjects_.end()) 314 return; 315 316 this->physicalObjectQueue_.insert(object); 317 } 318 } 319 320 void Scene::removePhysicalObject(WorldEntity* object) 321 { 322 // check queue first 323 std::set<WorldEntity*>::iterator it = this->physicalObjectQueue_.find(object); 324 if (it != this->physicalObjectQueue_.end()) 325 { 326 this->physicalObjectQueue_.erase(it); 327 return; 328 } 329 330 it = this->physicalObjects_.find(object); 331 if (it == this->physicalObjects_.end()) 332 return; 333 this->physicalObjects_.erase(it); 334 335 if (this->hasPhysics()) 336 this->physicalWorld_->removeRigidBody(object->getPhysicalBody()); 269 337 } 270 338 } -
code/branches/physics_merge/src/orxonox/objects/Scene.h
r2442 r2446 22 22 * Author: 23 23 * Fabian 'x3n' Landau 24 * Reto Grieder (physics) 24 25 * Co-authors: 25 26 * ... … … 53 54 { return this->rootSceneNode_; } 54 55 55 inline btDiscreteDynamicsWorld* getPhysicalWorld() const56 { return this->physicalWorld_; }57 58 56 void setSkybox(const std::string& skybox); 59 57 inline const std::string& getSkybox() const … … 68 66 { return this->bShadows_; } 69 67 70 inline bool hasPhysics()71 { return this->physicalWorld_ != 0; }72 void setPhysicalWorld(bool wantsPhysics);//, const Vector3& worldAabbMin, const Vector3& worldAabbMax);73 74 void addRigidBody(btRigidBody* body);75 void removeRigidBody(btRigidBody* body);76 77 68 virtual void tick(float dt); 78 69 … … 85 76 void networkcallback_applyAmbientLight() 86 77 { this->setAmbientLight(this->ambientLight_); } 87 void networkcallback_hasPhysics()88 { this->setPhysicalWorld(this->bHasPhysics_); }89 78 90 79 Ogre::SceneManager* sceneManager_; 91 80 Ogre::SceneNode* rootSceneNode_; 92 93 btDiscreteDynamicsWorld* physicalWorld_;94 std::set<btRigidBody*> physicsQueue_;95 bool bHasPhysics_;96 81 97 82 std::string skybox_; … … 99 84 std::list<BaseObject*> objects_; 100 85 bool bShadows_; 86 87 88 ///////////// 89 // Physics // 90 ///////////// 91 92 public: 93 inline bool hasPhysics() 94 { return this->physicalWorld_ != 0; } 95 void setPhysicalWorld(bool wantsPhysics); 96 97 void setNegativeWorldRange(const Vector3& range); 98 inline const Vector3& getNegativeWorldRange() const 99 { return this->negativeWorldRange_; } 100 101 void setPositiveWorldRange(const Vector3& range); 102 inline const Vector3& getPositiveWorldRange() const 103 { return this->positiveWorldRange_; } 104 105 void setGravity(const Vector3& gravity); 106 inline const Vector3& getGravity() const 107 { return this->gravity_; } 108 109 void addPhysicalObject(WorldEntity* object); 110 void removePhysicalObject(WorldEntity* object); 111 112 private: 113 inline void networkcallback_hasPhysics() 114 { this->setPhysicalWorld(this->bHasPhysics_); } 115 inline void networkcallback_negativeWorldRange() 116 { this->setNegativeWorldRange(this->negativeWorldRange_); } 117 inline void networkcallback_positiveWorldRange() 118 { this->setPositiveWorldRange(this->positiveWorldRange_); } 119 inline void networkcallback_gravity() 120 { this->setGravity(this->gravity_); } 121 122 // Bullet objects 123 btDiscreteDynamicsWorld* physicalWorld_; 124 bt32BitAxisSweep3* broadphase_; 125 btDefaultCollisionConfiguration* collisionConfig_; 126 btCollisionDispatcher* dispatcher_; 127 btSequentialImpulseConstraintSolver* solver_; 128 129 std::set<WorldEntity*> physicalObjectQueue_; 130 std::set<WorldEntity*> physicalObjects_; 131 bool bHasPhysics_; 132 Vector3 negativeWorldRange_; 133 Vector3 positiveWorldRange_; 134 Vector3 gravity_; 101 135 }; 102 136 } -
code/branches/physics_merge/src/orxonox/objects/worldentities/WorldEntity.cc
r2442 r2446 312 312 if (this->isActive() && this->hasPhysics() && !this->isPhysicsActive() && !this->parent_) 313 313 { 314 this->getScene()->add RigidBody(this->physicalBody_);314 this->getScene()->addPhysicalObject(this); 315 315 this->bPhysicsActive_ = true; 316 316 } … … 321 321 if (this->isPhysicsActive()) 322 322 { 323 this->getScene()->remove RigidBody(this->physicalBody_);323 this->getScene()->removePhysicalObject(this); 324 324 this->bPhysicsActive_ = false; 325 325 }
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