#include "physics.hh" #include "extern/bullet/Extras/Serialize/BulletWorldImporter/btBulletWorldImporter.h" Physics::Physics() { } Physics::~Physics() { } void Physics::init(std::string geometryPath) //prepares bullet by creating all initial classes { colConfig = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(colConfig); broadphase = new btDbvtBroadphase(); solver = new btSequentialImpulseConstraintSolver(); world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig); world->setGravity(btVector3(0,-10,-0)); if (world == NULL) { printf("No World after init\n"); } this->geometryPath = geometryPath; } void Physics::takeUpdateStep(float timeDiff) { counter++; if(counter<1) { world->stepSimulation(timeDiff); //allows the world to be simmulated correctly indipendant of the timedifferences between frames return; } for(unsigned i = 0; i < allPositionConstraints.size();i++) //this handles the spring constraints { if(allPositionConstraints[i].position != allPositionConstraints[i].body->getCenterOfMassPosition()) //if constraint != position of the body because otherwise dir = 0 { btVector3 dir = allPositionConstraints[i].position - allPositionConstraints[i].body->getCenterOfMassPosition(); dir = dir*allPositionConstraints[i].strength - allPositionConstraints[i].body->getLinearVelocity() *allPositionConstraints[i].body->getLinearVelocity().length(); allPositionConstraints[i].body->applyCentralForce(dir*allPositionConstraints[i].strength); //apply a foce upon the object pushing it towards the constraint position } } btVector3 position = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); //gets a vector from the player to the camera position.normalize(); position *= cameraDistance; position += playerBall->getCenterOfMassPosition(); //is the position cameraDistance away from the player in the direction of the camera //prevent the camera from being dragged along on the ground if (position.getY() < playerBall->getCenterOfMassPosition().getY() + cameraDistance/2) position.setY(playerBall->getCenterOfMassPosition().getY() + cameraDistance/2); btVector3 dir = cameraBody->getCenterOfMassPosition() - position; float str = 50 * dir.length() / cameraBody->getInvMass(); //getInvMass() returns the inverted mass /*if(dir.length() > -0.1f && dir.length() < 0.1f) { cameraBody->setLinearVelocity(btVector3(0,0,0)); world->stepSimulation(timeDiff); return; }*/ cameraBody->setLinearVelocity(btVector3(0,0,0)); cameraBody->applyCentralForce(-dir*str*10) ; //scale the force by camera mass counter=0; float speed = cameraBody->getLinearVelocity().length(); if(speed>20.0f) { position = cameraBody->getLinearVelocity(); position.normalize(); cameraBody->setLinearVelocity(position*20); } world->stepSimulation(timeDiff); } void Physics::removePositionConstraint(int bodyIndice) //remover function for deleting all pos constraints on one body { for(unsigned i = 0; i < allPositionConstraints.size(); i++) { if(allPositionConstraints[i].body == bodies[bodyIndice]) { allPositionConstraints.erase(allPositionConstraints.begin()+i); } } } void Physics::addPositionConstraint(int bodyIndice, float strength, glm::vec3 position) //function for adding position constraints { positionConstraint cons; cons.body = bodies[bodyIndice]; cons.body->setSleepingThresholds(0,0); cons.strength = strength; cons.position = btVector3(position.x,position.y,position.z); allPositionConstraints.push_back(cons); } //players and objects void Physics::addPlayer(float friction, float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice) { if(bodies.size() == indice) throw std::invalid_argument( "Bodies out of Sync" ); //these error are to ensure that level can always communicate with physics without having to worry about synching errors btSphereShape* sphere = new btSphereShape(rad); //the first thing we need for a rigid body is the shape btVector3 inertia(0,0,0); if(mass != 0.0) { sphere->calculateLocalInertia((btScalar)mass,inertia); //from this shape we can then calculate the innertia, as long as the mass != 0 (otherwise inertia = 0) } glm::quat glmQuat = glm::quat_cast(entity.getRotation()); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); //next we define the motionstate, wich describes the innital position and rotation btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); //next we process all data for the rigid body into info info.m_friction = friction*2; //here we modify the friction and restitution (bounciness) of the object info.m_restitution = 0.1f; playerBall = new btRigidBody(info); //finally we create the rigid body using the info playerBall->setDamping(dampningL, dampningA); //here we can set the dampning (how much of the motion is lost) world->addRigidBody(playerBall,COL_OBJECTS,COL_OBJECTS|COL_OBJECTS_NO_TERRAIN|COL_TERRAIN); //then we add the rigid body to the wiorld, allowing it to be simulated bodies.push_back(playerBall); //next we add the rigid body to our own list (for cleanup and for synchronitaation with level) //note, while we can always access playerBall through its global name, we add it to this array for synchronization purposes playerBall->setSleepingThresholds(0,0); //in a final step we make sure that the body never is removed from the active rigid bodies if(bodies.size() != indice) throw std::invalid_argument( "Bodies out of Sync" ); //one last check to make sure level and physics are in synch addCamera(); //now that the player exists add a camera for the player } void Physics::addTerrain(int width, int length, float** heightData) //The terrain adding function { float* heightfield = new float[width * length]; //bullet only accepts data in a one dimensional array, so parse data into appropriate format int highest = -999999, j = 0, i = 0; for (i = 0; i < width; i++) { for (j = 0; j < length; j++) { heightfield[i*length+j] = heightData[j][i]; //reverse order because they are loaded backwards if (heightData[j][i] > highest) highest = heightData[j][i]; //bullet needs to know the highest point of the heightmap } } highest++; btHeightfieldTerrainShape* terrainShape = new btHeightfieldTerrainShape(length,width,heightfield,highest,1,true,false); btRigidBody::btRigidBodyConstructionInfo info(0,new btDefaultMotionState(),terrainShape,btVector3(0,0,0)); //next we process all data for the rigid body into info info.m_friction = 1; info.m_restitution = 0; btRigidBody* tBody = new btRigidBody(info); tBody->getWorldTransform().setOrigin(btVector3(0,((float)highest)/2,0)); //we have to move the origin of our rigid body down, because bullet sets the origin (0,0,0) at (width/2, height/2, length/2) in the map the x and z are correct in our level, but y needs to be addapted terrainBody = tBody; if (world == NULL) { printf("No World while adding terrain.\n"); } world->addRigidBody(terrainBody, COL_TERRAIN, COL_TERRAIN | COL_OBJECTS); //COL_XXXX are collision masks, allowing us to ignore collisions between certain object groups (required for buttons) } void Physics::addConvexBody(Entity entity, std::string path, float mass, float dampningL, float dampningA, unsigned indice, float scaling, bool rotate) { if(bodies.size() == indice) throw std::invalid_argument( "Bodies out of Sync" ); std::vector< unsigned int > vertexIndices; //temp lists for data sets std::vector< btVector3 > temp_vertices; path = "../" + geometryPath + path; FILE * file = fopen(path.c_str(), "r"); if( file == NULL ){ throw std::invalid_argument( "Impossible to open the file" ); //create correct filepath and report error if cannot open } while( 1 ){ char lineHeader[128]; //read the first word of the line int res = fscanf(file, "%s", lineHeader); if (res == EOF) break; //while not at end do loop if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex glm::vec3 vertex; fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z)); //save vertex in array } else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle) std::string vertex1, vertex2, vertex3; unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]); vertexIndices.push_back(vertexIndex[0]); vertexIndices.push_back(vertexIndex[1]); vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array } } //finally start making body btTriangleMesh* triMesh = new btTriangleMesh(); for(unsigned i = 2; i < vertexIndices.size();i+=3) { triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle } btConvexTriangleMeshShape* shape = new btConvexTriangleMeshShape(triMesh,true); shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors) glm::quat glmQuat = glm::quat_cast(entity.getRotation()); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btVector3 inertia(0,0,0); if(mass != 0.0) { shape->calculateLocalInertia((btScalar)mass,inertia); } btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia); btRigidBody* body = new btRigidBody(info); body->setDamping(dampningL,dampningA); bodies.push_back(body); world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision); if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable) { body->setAngularFactor(btVector3(0,0,0)); } if(bodies.size() != indice) throw std::invalid_argument( "Bodies out of Sync" ); } void Physics::addTriangleMeshBody(Entity entity, std::string path, float mass, float dampningL, float dampningA,unsigned indice,float scaling, bool rotate) { if(bodies.size() == indice) throw std::invalid_argument( "Bodies out of Sync" ); std::vector< unsigned int > vertexIndices; //temp lists for data sets std::vector< btVector3 > temp_vertices; path = "../" + geometryPath + path; FILE * file = fopen(path.c_str(), "r"); if( file == NULL ){ throw std::invalid_argument( "Impossible to open the file" ); //create correct filepath and report error if cannot open } while( 1 ){ char lineHeader[128]; //read the first word of the line int res = fscanf(file, "%s", lineHeader); if (res == EOF) break; //while not at end do loop if ( strcmp( lineHeader, "v" ) == 0 ){ //if a vertex glm::vec3 vertex; fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z ); temp_vertices.push_back(btVector3(vertex.x,vertex.y,vertex.z)); //save vertex in array } else if ( strcmp( lineHeader, "f" ) == 0 ){ //if face (index for 3 vertexes for a triangle) std::string vertex1, vertex2, vertex3; unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]); vertexIndices.push_back(vertexIndex[0]); vertexIndices.push_back(vertexIndex[1]); vertexIndices.push_back(vertexIndex[2]); //save 3 indexes in array } } //finally start making body btTriangleMesh* triMesh = new btTriangleMesh(); for(unsigned i = 2; i < vertexIndices.size();i+=3) { triMesh->addTriangle(temp_vertices[vertexIndices[i]],temp_vertices[vertexIndices[i-1]],temp_vertices[vertexIndices[i-2]]); //for every face (3 elements in vertexIndices) create triangle use the indices to find correct vertexes to make the triangle } btBvhTriangleMeshShape* shape = new btBvhTriangleMeshShape(triMesh,true); shape->setLocalScaling(btVector3(scaling,scaling,scaling)); //we need to add a scaling here because the objects seem to have diffrent sizes when loaded (no clue why, see composition.xml for exact scaling factors) glm::quat glmQuat = glm::quat_cast(entity.getRotation()); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btVector3 inertia(0,0,0); if(mass != 0.0) { shape->calculateLocalInertia((btScalar)mass,inertia); } btRigidBody::btRigidBodyConstructionInfo info(mass,motion,shape,inertia); btRigidBody* body = new btRigidBody(info); body->setDamping(dampningL,dampningA); bodies.push_back(body); world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision); if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable) { body->setAngularFactor(btVector3(0,0,0)); } if(bodies.size() != indice) throw std::invalid_argument( "Bodies out of Sync" ); } void Physics::addButton(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate) { if(bodies.size() == indice) throw std::invalid_argument( "Bodies out of Sync" ); btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2)); glm::quat glmQuat = glm::quat_cast(entity.getRotation()); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btVector3 inertia(0,0,0); if(mass != 0.0) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable) { box->calculateLocalInertia((btScalar)mass,inertia); } btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia); btRigidBody* body = new btRigidBody(info); body->setDamping(dampningL, dampningA); world->addRigidBody(body,COL_OBJECTS_NO_TERRAIN, specialPhysicsCollision); //the specialPhysicsCollision allows these objects to not collide with the terrain bodies.push_back(body); if(!rotate) { body->setAngularFactor(btVector3(0,0,0)); } if(bodies.size() != indice) throw std::invalid_argument( "Bodies out of Sync" ); } void Physics::addBox(float width, float height, float length, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate) { //similar to other constructors if(bodies.size() == indice) throw std::invalid_argument( "Bodies out of Sync" ); glm::quat glmQuat = glm::quat_cast(entity.getRotation()); btBoxShape* box = new btBoxShape(btVector3(width/2,height/2,length/2)); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btVector3 inertia(0,0,0); if(mass != 0.0) //&& rotate lets certain objects get inertia (0,0,0) (not rotateable) { box->calculateLocalInertia((btScalar)mass,inertia); } btRigidBody::btRigidBodyConstructionInfo info(mass,motion,box,inertia); btRigidBody* body = new btRigidBody(info); body->setDamping(dampningL, dampningA); world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision); bodies.push_back(body); if(!rotate) { body->setAngularFactor(btVector3(0,0,0)); } if(bodies.size() != indice) throw std::invalid_argument( "Bodies out of Sync" ); } void Physics::addSphere(float rad, Entity entity, float mass, float dampningL, float dampningA, unsigned indice,bool rotate) { if(bodies.size() == indice) //(user's initial) height, not the actual height. More... throw std::invalid_argument( "Bodies out of Sync" ); btSphereShape* sphere = new btSphereShape(rad); btVector3 inertia(0,0,0); if(mass != 0.0) { sphere->calculateLocalInertia((btScalar)mass,inertia); } glm::quat glmQuat = glm::quat_cast(entity.getRotation()); btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(glmQuat.x,glmQuat.y,glmQuat.z,glmQuat.w),btVector3(entity.getPosition().x,entity.getPosition().y,entity.getPosition().z))); btRigidBody::btRigidBodyConstructionInfo info(mass,motion,sphere,inertia); btRigidBody* body = new btRigidBody(info); body->setDamping(dampningL, dampningA); world->addRigidBody(body,COL_OBJECTS, objectsPhysicsCollision); bodies.push_back(body); if(!rotate)//rotate lets certain objects get inertia (0,0,0) (not rotateable) { body->setAngularFactor(btVector3(0,0,0)); } body->setSleepingThresholds(0,0); if(bodies.size() != indice) throw std::invalid_argument( "Bodies out of Sync" ); } void Physics::addCamera() //Camera Creator automatically called when player is created { btSphereShape* sphere = new btSphereShape(0.5f); //we use this to make a more interesting camera, that does not interpenetrate with the terrain/objects btVector3 inertia(0,0,0); //rotation handled elsewhere (as it always has to look at the player) btVector3 direction(1,1,1); direction.normalize(); direction*=cameraDistance; //create a offset of length 5 so we have a stable camera at the beginning btDefaultMotionState* motion = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),playerBall->getCenterOfMassPosition()+direction)); btRigidBody::btRigidBodyConstructionInfo info(0.001,motion,sphere,inertia); cameraBody = new btRigidBody(info); cameraBody->setDamping(0.9,0.5); //this damping factor leaves a relativly smoothe system info.m_friction = 0; info.m_restitution = 0; world->addRigidBody(cameraBody,COL_OBJECTS, objectsPhysicsCollision); cameraBody->setGravity(btVector3(0,0,0)); cameraBody->setSleepingThresholds(0,0); //very important, otherwise camera may go to sleep, aka not move until next collision } //update functions glm::vec3 Physics::getCameraPosition() { btVector3 origin = cameraBody->getCenterOfMassPosition(); glm::vec3 save(origin.getX(),origin.getY(),origin.getZ()); return save; } glm::vec3 Physics::getCameraToPlayer() //returns a glm::vec3 the goes from the camera to the player { btVector3 origin = playerBall->getCenterOfMassPosition() - cameraBody->getCenterOfMassPosition(); glm::vec3 save(origin.getX(),origin.getY(),origin.getZ()); return save; } glm::vec3 Physics::getPos(int i) //this and the next function are used to synchronize the graphics data and the physics data { btVector3 origin = bodies[i]->getCenterOfMassPosition(); glm::vec3 save(origin.getX(),origin.getY(),origin.getZ()); return save; } glm::mat4 Physics::getRotation(int i) { btQuaternion quat = bodies[i]->getOrientation(); glm::mat4 matrix = glm::rotate( quat.getAngle(), glm::vec3(quat.getAxis().getX(), quat.getAxis().getY(), quat.getAxis().getZ()) ); //somewhat clunky, but basicly creates a rotation matrix out of the angle of the body, and its axis (from the quaterion in bullet) return matrix; } //these are used to apply a force to the camera body according to the movement of the mouse void Physics::updateCameraPos(glm::vec2 mouseMovement, float strength, float distance) { this->cameraDistance = distance; //note: in mouseMovement x and y are flipped in contrast to bullet btVector3 change = playerBall->getCenterOfMassPosition()-cameraBody->getCenterOfMassPosition(); change.setY(0); change.normalize(); //normalize so that the distance between camera and body does not matter change *= (mouseMovement.y); //we start with left/right movement because this needs to be calculated via a crossproduct, and the up down value would alter that change = btCross(btVector3(0,1,0),change); change.setY(mouseMovement.x); //scaleing because otherwise oup/down much stronger then left right change *= strength / cameraBody->getInvMass(); cameraBody->applyCentralForce(change); } //use the crossproduct to correctly apply a torque to the palyer if function called void Physics::rollForward(glm::vec3 camPos,float strength) { btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); pos.setY(0); pos.normalize(); pos = btCross(pos,btVector3(0,1,0)); pos *= strength; playerBall->applyTorque(pos); } void Physics::rollBack(glm::vec3 camPos,float strength) { btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); pos.setY(0); pos.normalize(); pos = btCross(btVector3(0,1,0),pos); pos *= strength; playerBall->applyTorque(pos); } void Physics::rollLeft(glm::vec3 camPos,float strength) { btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); pos.setY(0); pos.normalize(); pos *= strength; playerBall->applyTorque(pos); } void Physics::rollRight(glm::vec3 camPos,float strength) { btVector3 pos = cameraBody->getCenterOfMassPosition() - playerBall->getCenterOfMassPosition(); pos.setY(0); pos.normalize(); pos *= strength; playerBall->applyTorque(-pos); } //not used right now void Physics::addStaticGroundPlane() { btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 0); btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, 0, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); staticGroundBody = new btRigidBody(groundRigidBodyCI); world->addRigidBody(staticGroundBody); } //not needed anymoer, but still good for debugging void Physics::forceMove(glm::vec3 newPosition, unsigned indice)//ugly, but needed for reset { bodies[indice]->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(newPosition.x,newPosition.y,newPosition.z))); } void Physics::forceMoveCamera(glm::vec3 newPosition) { cameraBody->setCenterOfMassTransform(btTransform(btQuaternion(0,0,0,1),btVector3(newPosition.x,newPosition.y,newPosition.z))); } void Physics::kill() //delete dynamically allocated memory { if (world == NULL) { return; } //btDynamimcWorld* for(unsigned i = 0; i < bodies.size();i++) { world->removeCollisionObject(bodies[i]); //go through the list of bodies in world for each body b, then remove exactly this body b from world btMotionState* motionState = bodies[i]->getMotionState(); btCollisionShape* shape = bodies[i]->getCollisionShape(); delete shape; delete motionState; delete bodies[i]; } btMotionState* motionState = terrainBody->getMotionState(); //delete the rest that are not in the array bodies btCollisionShape* shape = terrainBody->getCollisionShape(); delete shape; delete motionState; delete terrainBody; motionState = cameraBody->getMotionState(); shape = cameraBody->getCollisionShape(); delete shape; delete motionState; delete cameraBody; //note: palyerBall is also in the array bodies so we do not need to clean it up delete dispatcher; //clean up rest delete colConfig; delete solver; delete broadphase; delete world; //feel like a good little programmer because everything is clean }