fteqw/engine/common/com_phys_bullet.cpp
Spoike cf0e8fd923 added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00

1759 lines
58 KiB
C++

/*
Copyright (C) 1996-1997 Id Software, Inc.
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.
*/
//can either be built as a separate dll or statically linked in the engine (will still be treated as if dynamically)
//to enable as static, add the file to the makefile/project and edit engine/common/plugin.c to list Plug_$foo_Init
#ifndef FTEPLUGIN
#define FTEENGINE
#define FTEPLUGIN
#define pCvar_Register Cvar_Get
#define pCvar_GetFloat(x) Cvar_FindVar(x)->value
#define pSys_Error Sys_Error
#define Plug_Init Plug_Bullet_Init
#pragma comment(lib,"../../plugins/bullet/libs/bullet_dbg.lib")
#endif
#include "../../plugins/plugin.h"
#include "../../plugins/engine.h"
#include "pr_common.h"
#include "com_mesh.h"
#ifndef FTEENGINE
#define BZ_Malloc malloc
#define BZ_Free free
#define Z_Free BZ_Free
static vec3_t vec3_origin;
static int VectorCompare (const vec3_t v1, const vec3_t v2)
{
int i;
for (i=0 ; i<3 ; i++)
if (v1[i] != v2[i])
return 0;
return 1;
}
#endif
static modplugfuncs_t *modfuncs;
//============================================================================
// physics engine support
//============================================================================
#define DEG2RAD(d) (d * M_PI * (1/180.0f))
#define RAD2DEG(d) ((d*180) / M_PI)
#include <btBulletDynamicsCommon.h>
static void World_Bullet_RunCmd(world_t *world, rbecommandqueue_t *cmd);
void World_Bullet_Init(void)
{
pCvar_Register("physics_bullet_enable", "1", 0, "Bullet");
pCvar_Register("physics_bullet_maxiterationsperframe", "10", 0, "Bullet");
pCvar_Register("physics_bullet_framerate", "60", 0, "Bullet");
}
void World_Bullet_Shutdown(void)
{
}
typedef struct bulletcontext_s
{
rigidbodyengine_t funcs;
qboolean hasextraobjs;
// void *ode_space;
// void *ode_contactgroup;
// number of constraint solver iterations to use (for dWorldStepFast)
// int ode_iterations;
// actual step (server frametime / ode_iterations)
// vec_t ode_step;
// max velocity for a 1-unit radius object at current step to prevent
// missed collisions
// vec_t ode_movelimit;
rbecommandqueue_t *cmdqueuehead;
rbecommandqueue_t *cmdqueuetail;
world_t *gworld;
btBroadphaseInterface *broadphase;
btDefaultCollisionConfiguration *collisionconfig;
btCollisionDispatcher *collisiondispatcher;
btSequentialImpulseConstraintSolver *solver;
btDiscreteDynamicsWorld *dworld;
btOverlapFilterCallback *ownerfilter;
} bulletcontext_t;
class QCFilterCallback : public btOverlapFilterCallback
{
// return true when pairs need collision
virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
{
//dimensions don't collide
bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
//owners don't collide (unless one is world, obviouslyish)
if (collides)
{
btRigidBody *b1 = (btRigidBody*)proxy0->m_clientObject;
btRigidBody *b2 = (btRigidBody*)proxy1->m_clientObject;
//don't let two qc-controlled entities collide in Bullet, that's the job of quake.
if (b1->isStaticOrKinematicObject() && b2->isStaticOrKinematicObject())
return false;
wedict_t *e1 = (wedict_t*)b1->getUserPointer();
wedict_t *e2 = (wedict_t*)b2->getUserPointer();
if ((e1->v->solid == SOLID_TRIGGER && e2->v->solid != SOLID_BSP) ||
(e2->v->solid == SOLID_TRIGGER && e1->v->solid != SOLID_BSP))
return false; //triggers only collide with bsp objects.
if (e1->entnum && e2->entnum)
collides = e1->v->owner != e2->entnum && e2->v->owner != e1->entnum;
}
return collides;
}
};
static void QDECL World_Bullet_End(world_t *world)
{
struct bulletcontext_s *ctx = (struct bulletcontext_s*)world->rbe;
world->rbe = NULL;
delete ctx->dworld;
delete ctx->solver;
delete ctx->collisionconfig;
delete ctx->collisiondispatcher;
delete ctx->broadphase;
delete ctx->ownerfilter;
Z_Free(ctx);
}
static void QDECL World_Bullet_RemoveJointFromEntity(world_t *world, wedict_t *ed)
{
ed->ode.ode_joint_type = 0;
// if(ed->ode.ode_joint)
// dJointDestroy((dJointID)ed->ode.ode_joint);
ed->ode.ode_joint = NULL;
}
static void QDECL World_Bullet_RemoveFromEntity(world_t *world, wedict_t *ed)
{
struct bulletcontext_s *ctx = (struct bulletcontext_s*)world->rbe;
btRigidBody *body;
btCollisionShape *geom;
if (!ed->ode.ode_physics)
return;
// entity is not physics controlled, free any physics data
ed->ode.ode_physics = qfalse;
body = (btRigidBody*)ed->ode.ode_body;
ed->ode.ode_body = NULL;
if (body)
ctx->dworld->removeRigidBody (body);
geom = (btCollisionShape*)ed->ode.ode_geom;
ed->ode.ode_geom = NULL;
if (ed->ode.ode_geom)
delete geom;
//FIXME: joints
modfuncs->ReleaseCollisionMesh(ed);
if(ed->ode.ode_massbuf)
BZ_Free(ed->ode.ode_massbuf);
ed->ode.ode_massbuf = NULL;
}
static void World_Bullet_Frame_BodyToEntity(world_t *world, wedict_t *ed)
{
return;
#if 0
model_t *model;
const float *avel;
const float *o;
const float *r; // for some reason dBodyGetRotation returns a [3][4] matrix
const float *vel;
btRigidBody *body = (btRigidBody*)ed->ode.ode_body;
int movetype;
float bodymatrix[16];
float entitymatrix[16];
vec3_t angles;
vec3_t avelocity;
vec3_t forward, left, up;
vec3_t origin;
vec3_t spinvelocity;
vec3_t velocity;
if (!body)
return;
movetype = (int)ed->v->movetype;
if (movetype != MOVETYPE_PHYSICS)
{
switch((int)ed->xv->jointtype)
{
// TODO feed back data from physics
case JOINTTYPE_POINT:
break;
case JOINTTYPE_HINGE:
break;
case JOINTTYPE_SLIDER:
break;
case JOINTTYPE_UNIVERSAL:
break;
case JOINTTYPE_HINGE2:
break;
case JOINTTYPE_FIXED:
break;
}
return;
}
// store the physics engine data into the entity
btTransform trans;
body->getMotionState()->getWorldTransform(trans);
// o = dBodyGetPosition(body);
// r = dBodyGetRotation(body);
// vel = dBodyGetLinearVel(body);
// avel = dBodyGetAngularVel(body);
// VectorCopy(o, origin);
// forward[0] = r[0];
// forward[1] = r[4];
// forward[2] = r[8];
// left[0] = r[1];
// left[1] = r[5];
// left[2] = r[9];
// up[0] = r[2];
// up[1] = r[6];
// up[2] = r[10];
vel = body->getLinearVelocity();
avel = body->getAngularVelocity();
VectorCopy(vel, velocity);
VectorCopy(avel, spinvelocity);
trans.getBasis().getOpenGLSubMatrix(bodymatrix);
foo Matrix4x4_RM_FromVectors(bodymatrix, forward, left, up, origin);
foo Matrix4_Multiply(ed->ode.ode_offsetimatrix, bodymatrix, entitymatrix);
foo Matrix3x4_RM_ToVectors(entitymatrix, forward, left, up, origin);
VectorAngles(forward, up, angles);
angles[0]*=r_meshpitch.value;
avelocity[PITCH] = RAD2DEG(spinvelocity[PITCH]);
avelocity[YAW] = RAD2DEG(spinvelocity[ROLL]);
avelocity[ROLL] = RAD2DEG(spinvelocity[YAW]);
if (ed->v->modelindex)
{
model = world->Get_CModel(world, ed->v->modelindex);
if (!model || model->type == mod_alias)
{
angles[PITCH] *= r_meshpitch.value;
avelocity[PITCH] *= r_meshpitch.value;
}
}
VectorCopy(origin, ed->v->origin);
VectorCopy(velocity, ed->v->velocity);
//VectorCopy(forward, ed->xv->axis_forward);
//VectorCopy(left, ed->xv->axis_left);
//VectorCopy(up, ed->xv->axis_up);
//VectorCopy(spinvelocity, ed->xv->spinvelocity);
VectorCopy(angles, ed->v->angles);
VectorCopy(avelocity, ed->v->avelocity);
// values for BodyFromEntity to check if the qc modified anything later
VectorCopy(origin, ed->ode.ode_origin);
VectorCopy(velocity, ed->ode.ode_velocity);
VectorCopy(angles, ed->ode.ode_angles);
VectorCopy(avelocity, ed->ode.ode_avelocity);
// ed->ode.ode_gravity = (qboolean)dBodyGetGravityMode(body);
World_LinkEdict(world, ed, true);
#endif
}
static void World_Bullet_Frame_JointFromEntity(world_t *world, wedict_t *ed)
{
#if 0
dJointID j = 0;
dBodyID b1 = 0;
dBodyID b2 = 0;
int movetype = 0;
int jointtype = 0;
int enemy = 0, aiment = 0;
wedict_t *o;
vec3_t origin, velocity, angles, forward, left, up, movedir;
vec_t CFM, ERP, FMax, Stop, Vel;
VectorClear(origin);
VectorClear(velocity);
VectorClear(angles);
VectorClear(movedir);
movetype = (int)ed->v->movetype;
jointtype = (int)ed->xv->jointtype;
enemy = ed->v->enemy;
aiment = ed->v->aiment;
VectorCopy(ed->v->origin, origin);
VectorCopy(ed->v->velocity, velocity);
VectorCopy(ed->v->angles, angles);
VectorCopy(ed->v->movedir, movedir);
if(movetype == MOVETYPE_PHYSICS)
jointtype = 0; // can't have both
o = (wedict_t*)PROG_TO_EDICT(world->progs, enemy);
if(o->isfree || o->ode.ode_body == 0)
enemy = 0;
o = (wedict_t*)PROG_TO_EDICT(world->progs, aiment);
if(o->isfree || o->ode.ode_body == 0)
aiment = 0;
// see http://www.ode.org/old_list_archives/2006-January/017614.html
// we want to set ERP? make it fps independent and work like a spring constant
// note: if movedir[2] is 0, it becomes ERP = 1, CFM = 1.0 / (H * K)
if(movedir[0] > 0 && movedir[1] > 0)
{
float K = movedir[0];
float D = movedir[1];
float R = 2.0 * D * sqrt(K); // we assume D is premultiplied by sqrt(sprungMass)
CFM = 1.0 / (world->ode.ode_step * K + R); // always > 0
ERP = world->ode.ode_step * K * CFM;
Vel = 0;
FMax = 0;
Stop = movedir[2];
}
else if(movedir[1] < 0)
{
CFM = 0;
ERP = 0;
Vel = movedir[0];
FMax = -movedir[1]; // TODO do we need to multiply with world.physics.ode_step?
Stop = movedir[2] > 0 ? movedir[2] : dInfinity;
}
else // movedir[0] > 0, movedir[1] == 0 or movedir[0] < 0, movedir[1] >= 0
{
CFM = 0;
ERP = 0;
Vel = 0;
FMax = 0;
Stop = dInfinity;
}
if(jointtype == ed->ode.ode_joint_type && VectorCompare(origin, ed->ode.ode_joint_origin) && VectorCompare(velocity, ed->ode.ode_joint_velocity) && VectorCompare(angles, ed->ode.ode_joint_angles) && enemy == ed->ode.ode_joint_enemy && aiment == ed->ode.ode_joint_aiment && VectorCompare(movedir, ed->ode.ode_joint_movedir))
return; // nothing to do
AngleVectorsFLU(angles, forward, left, up);
switch(jointtype)
{
case JOINTTYPE_POINT:
j = dJointCreateBall(world->ode.ode_world, 0);
break;
case JOINTTYPE_HINGE:
j = dJointCreateHinge(world->ode.ode_world, 0);
break;
case JOINTTYPE_SLIDER:
j = dJointCreateSlider(world->ode.ode_world, 0);
break;
case JOINTTYPE_UNIVERSAL:
j = dJointCreateUniversal(world->ode.ode_world, 0);
break;
case JOINTTYPE_HINGE2:
j = dJointCreateHinge2(world->ode.ode_world, 0);
break;
case JOINTTYPE_FIXED:
j = dJointCreateFixed(world->ode.ode_world, 0);
break;
case 0:
default:
// no joint
j = 0;
break;
}
if(ed->ode.ode_joint)
{
//Con_Printf("deleted old joint %i\n", (int) (ed - prog->edicts));
dJointAttach(ed->ode.ode_joint, 0, 0);
dJointDestroy(ed->ode.ode_joint);
}
ed->ode.ode_joint = (void *) j;
ed->ode.ode_joint_type = jointtype;
ed->ode.ode_joint_enemy = enemy;
ed->ode.ode_joint_aiment = aiment;
VectorCopy(origin, ed->ode.ode_joint_origin);
VectorCopy(velocity, ed->ode.ode_joint_velocity);
VectorCopy(angles, ed->ode.ode_joint_angles);
VectorCopy(movedir, ed->ode.ode_joint_movedir);
if(j)
{
//Con_Printf("made new joint %i\n", (int) (ed - prog->edicts));
dJointSetData(j, (void *) ed);
if(enemy)
b1 = (dBodyID)((WEDICT_NUM(world->progs, enemy))->ode.ode_body);
if(aiment)
b2 = (dBodyID)((WEDICT_NUM(world->progs, aiment))->ode.ode_body);
dJointAttach(j, b1, b2);
switch(jointtype)
{
case JOINTTYPE_POINT:
dJointSetBallAnchor(j, origin[0], origin[1], origin[2]);
break;
case JOINTTYPE_HINGE:
dJointSetHingeAnchor(j, origin[0], origin[1], origin[2]);
dJointSetHingeAxis(j, forward[0], forward[1], forward[2]);
dJointSetHingeParam(j, dParamFMax, FMax);
dJointSetHingeParam(j, dParamHiStop, Stop);
dJointSetHingeParam(j, dParamLoStop, -Stop);
dJointSetHingeParam(j, dParamStopCFM, CFM);
dJointSetHingeParam(j, dParamStopERP, ERP);
dJointSetHingeParam(j, dParamVel, Vel);
break;
case JOINTTYPE_SLIDER:
dJointSetSliderAxis(j, forward[0], forward[1], forward[2]);
dJointSetSliderParam(j, dParamFMax, FMax);
dJointSetSliderParam(j, dParamHiStop, Stop);
dJointSetSliderParam(j, dParamLoStop, -Stop);
dJointSetSliderParam(j, dParamStopCFM, CFM);
dJointSetSliderParam(j, dParamStopERP, ERP);
dJointSetSliderParam(j, dParamVel, Vel);
break;
case JOINTTYPE_UNIVERSAL:
dJointSetUniversalAnchor(j, origin[0], origin[1], origin[2]);
dJointSetUniversalAxis1(j, forward[0], forward[1], forward[2]);
dJointSetUniversalAxis2(j, up[0], up[1], up[2]);
dJointSetUniversalParam(j, dParamFMax, FMax);
dJointSetUniversalParam(j, dParamHiStop, Stop);
dJointSetUniversalParam(j, dParamLoStop, -Stop);
dJointSetUniversalParam(j, dParamStopCFM, CFM);
dJointSetUniversalParam(j, dParamStopERP, ERP);
dJointSetUniversalParam(j, dParamVel, Vel);
dJointSetUniversalParam(j, dParamFMax2, FMax);
dJointSetUniversalParam(j, dParamHiStop2, Stop);
dJointSetUniversalParam(j, dParamLoStop2, -Stop);
dJointSetUniversalParam(j, dParamStopCFM2, CFM);
dJointSetUniversalParam(j, dParamStopERP2, ERP);
dJointSetUniversalParam(j, dParamVel2, Vel);
break;
case JOINTTYPE_HINGE2:
dJointSetHinge2Anchor(j, origin[0], origin[1], origin[2]);
dJointSetHinge2Axis1(j, forward[0], forward[1], forward[2]);
dJointSetHinge2Axis2(j, velocity[0], velocity[1], velocity[2]);
dJointSetHinge2Param(j, dParamFMax, FMax);
dJointSetHinge2Param(j, dParamHiStop, Stop);
dJointSetHinge2Param(j, dParamLoStop, -Stop);
dJointSetHinge2Param(j, dParamStopCFM, CFM);
dJointSetHinge2Param(j, dParamStopERP, ERP);
dJointSetHinge2Param(j, dParamVel, Vel);
dJointSetHinge2Param(j, dParamFMax2, FMax);
dJointSetHinge2Param(j, dParamHiStop2, Stop);
dJointSetHinge2Param(j, dParamLoStop2, -Stop);
dJointSetHinge2Param(j, dParamStopCFM2, CFM);
dJointSetHinge2Param(j, dParamStopERP2, ERP);
dJointSetHinge2Param(j, dParamVel2, Vel);
break;
case JOINTTYPE_FIXED:
break;
case 0:
default:
break;
}
#undef SETPARAMS
}
#endif
}
static qboolean QDECL World_Bullet_RagMatrixToBody(rbebody_t *bodyptr, float *mat)
{
btRigidBody *body;
/*
dVector3 r[3];
r[0][0] = mat[0];
r[0][1] = mat[1];
r[0][2] = mat[2];
r[1][0] = mat[4];
r[1][1] = mat[5];
r[1][2] = mat[6];
r[2][0] = mat[8];
r[2][1] = mat[9];
r[2][2] = mat[10];
dBodySetPosition(bodyptr->ode_body, mat[3], mat[7], mat[11]);
dBodySetRotation(bodyptr->ode_body, r[0]);
dBodySetLinearVel(bodyptr->ode_body, 0, 0, 0);
dBodySetAngularVel(bodyptr->ode_body, 0, 0, 0);
*/
return qtrue;
}
static qboolean QDECL World_Bullet_RagCreateBody(world_t *world, rbebody_t *bodyptr, rbebodyinfo_t *bodyinfo, float *mat, wedict_t *ent)
{
/*
dMass mass;
float radius;
if (!world->ode.ode_space)
return false;
world->ode.hasodeents = true; //I don't like this, but we need the world etc to be solid.
world->ode.hasextraobjs = true;
switch(bodyinfo->geomshape)
{
case GEOMTYPE_CAPSULE:
radius = (bodyinfo->dimensions[0] + bodyinfo->dimensions[1]) * 0.5;
bodyptr->ode_geom = (void *)dCreateCapsule(world->ode.ode_space, radius, bodyinfo->dimensions[2]);
dMassSetCapsuleTotal(&mass, bodyinfo->mass, 3, radius, bodyinfo->dimensions[2]);
//aligned along the geom's local z axis
break;
case GEOMTYPE_SPHERE:
//radius
radius = (bodyinfo->dimensions[0] + bodyinfo->dimensions[1] + bodyinfo->dimensions[2]) / 3;
bodyptr->ode_geom = dCreateSphere(world->ode.ode_space, radius);
dMassSetSphereTotal(&mass, bodyinfo->mass, radius);
//aligned along the geom's local z axis
break;
case GEOMTYPE_CYLINDER:
//radius, length
radius = (bodyinfo->dimensions[0] + bodyinfo->dimensions[1]) * 0.5;
bodyptr->ode_geom = dCreateCylinder(world->ode.ode_space, radius, bodyinfo->dimensions[2]);
dMassSetCylinderTotal(&mass, bodyinfo->mass, 3, radius, bodyinfo->dimensions[2]);
//alignment is irreleevnt, thouse I suppose it might be scaled wierdly.
break;
default:
case GEOMTYPE_BOX:
//diameter
bodyptr->ode_geom = dCreateBox(world->ode.ode_space, bodyinfo->dimensions[0], bodyinfo->dimensions[1], bodyinfo->dimensions[2]);
dMassSetBoxTotal(&mass, bodyinfo->mass, bodyinfo->dimensions[0], bodyinfo->dimensions[1], bodyinfo->dimensions[2]);
//monkey
break;
}
bodyptr->ode_body = dBodyCreate(world->ode.ode_world);
dBodySetMass(bodyptr->ode_body, &mass);
dGeomSetBody(bodyptr->ode_geom, bodyptr->ode_body);
dGeomSetData(bodyptr->ode_geom, (void*)ent);
*/
return World_Bullet_RagMatrixToBody(bodyptr, mat);
}
static void QDECL World_Bullet_RagMatrixFromJoint(rbejoint_t *joint, rbejointinfo_t *info, float *mat)
{
/*
dVector3 dr3;
switch(info->type)
{
case JOINTTYPE_POINT:
dJointGetBallAnchor(joint->ode_joint, dr3);
mat[3] = dr3[0];
mat[7] = dr3[1];
mat[11] = dr3[2];
VectorClear(mat+4);
VectorClear(mat+8);
break;
case JOINTTYPE_HINGE:
dJointGetHingeAnchor(joint->ode_joint, dr3);
mat[3] = dr3[0];
mat[7] = dr3[1];
mat[11] = dr3[2];
dJointGetHingeAxis(joint->ode_joint, dr3);
VectorCopy(dr3, mat+4);
VectorClear(mat+8);
CrossProduct(mat+4, mat+8, mat+0);
return;
break;
case JOINTTYPE_HINGE2:
dJointGetHinge2Anchor(joint->ode_joint, dr3);
mat[3] = dr3[0];
mat[7] = dr3[1];
mat[11] = dr3[2];
dJointGetHinge2Axis1(joint->ode_joint, dr3);
VectorCopy(dr3, mat+4);
dJointGetHinge2Axis2(joint->ode_joint, dr3);
VectorCopy(dr3, mat+8);
break;
case JOINTTYPE_SLIDER:
//no anchor point...
//get the two bodies and average their origin for a somewhat usable representation of an anchor.
{
const dReal *p1, *p2;
dReal n[3];
dBodyID b1 = dJointGetBody(joint->ode_joint, 0), b2 = dJointGetBody(joint->ode_joint, 1);
if (b1)
p1 = dBodyGetPosition(b1);
else
{
p1 = n;
VectorClear(n);
}
if (b2)
p2 = dBodyGetPosition(b2);
else
p2 = p1;
dJointGetSliderAxis(joint->ode_joint, dr3 + 0);
VectorInterpolate(p1, 0.5, p2, dr3);
mat[3] = dr3[0];
mat[7] = dr3[1];
mat[11] = dr3[2];
VectorClear(mat+4);
VectorClear(mat+8);
}
break;
case JOINTTYPE_UNIVERSAL:
dJointGetUniversalAnchor(joint->ode_joint, dr3);
mat[3] = dr3[0];
mat[7] = dr3[1];
mat[11] = dr3[2];
dJointGetUniversalAxis1(joint->ode_joint, dr3);
VectorCopy(dr3, mat+4);
dJointGetUniversalAxis2(joint->ode_joint, dr3);
VectorCopy(dr3, mat+8);
CrossProduct(mat+4, mat+8, mat+0);
return;
break;
}
AngleVectorsFLU(vec3_origin, mat+0, mat+4, mat+8);
*/
}
static void QDECL World_Bullet_RagMatrixFromBody(world_t *world, rbebody_t *bodyptr, float *mat)
{
/*
const dReal *o = dBodyGetPosition(bodyptr->ode_body);
const dReal *r = dBodyGetRotation(bodyptr->ode_body);
mat[0] = r[0];
mat[1] = r[1];
mat[2] = r[2];
mat[3] = o[0];
mat[4] = r[4];
mat[5] = r[5];
mat[6] = r[6];
mat[7] = o[1];
mat[8] = r[8];
mat[9] = r[9];
mat[10] = r[10];
mat[11] = o[2];
*/
}
static void QDECL World_Bullet_RagEnableJoint(rbejoint_t *joint, qboolean enabled)
{
/*
if (enabled)
dJointEnable(joint->ode_joint);
else
dJointDisable(joint->ode_joint);
*/
}
static void QDECL World_Bullet_RagCreateJoint(world_t *world, rbejoint_t *joint, rbejointinfo_t *info, rbebody_t *body1, rbebody_t *body2, vec3_t aaa2[3])
{
/*
switch(info->type)
{
case JOINTTYPE_POINT:
joint->ode_joint = dJointCreateBall(world->ode.ode_world, 0);
break;
case JOINTTYPE_HINGE:
joint->ode_joint = dJointCreateHinge(world->ode.ode_world, 0);
break;
case JOINTTYPE_SLIDER:
joint->ode_joint = dJointCreateSlider(world->ode.ode_world, 0);
break;
case JOINTTYPE_UNIVERSAL:
joint->ode_joint = dJointCreateUniversal(world->ode.ode_world, 0);
break;
case JOINTTYPE_HINGE2:
joint->ode_joint = dJointCreateHinge2(world->ode.ode_world, 0);
break;
case JOINTTYPE_FIXED:
joint->ode_joint = dJointCreateFixed(world->ode.ode_world, 0);
break;
default:
joint->ode_joint = NULL;
break;
}
if (joint->ode_joint)
{
//Con_Printf("made new joint %i\n", (int) (ed - prog->edicts));
// dJointSetData(joint->ode_joint, NULL);
dJointAttach(joint->ode_joint, body1?body1->ode_body:NULL, body2?body2->ode_body:NULL);
switch(info->type)
{
case JOINTTYPE_POINT:
dJointSetBallAnchor(joint->ode_joint, aaa2[0][0], aaa2[0][1], aaa2[0][2]);
break;
case JOINTTYPE_HINGE:
dJointSetHingeAnchor(joint->ode_joint, aaa2[0][0], aaa2[0][1], aaa2[0][2]);
dJointSetHingeAxis(joint->ode_joint, aaa2[1][0], aaa2[1][1], aaa2[1][2]);
dJointSetHingeParam(joint->ode_joint, dParamFMax, info->FMax);
dJointSetHingeParam(joint->ode_joint, dParamHiStop, info->HiStop);
dJointSetHingeParam(joint->ode_joint, dParamLoStop, info->LoStop);
dJointSetHingeParam(joint->ode_joint, dParamStopCFM, info->CFM);
dJointSetHingeParam(joint->ode_joint, dParamStopERP, info->ERP);
dJointSetHingeParam(joint->ode_joint, dParamVel, info->Vel);
break;
case JOINTTYPE_SLIDER:
dJointSetSliderAxis(joint->ode_joint, aaa2[1][0], aaa2[1][1], aaa2[1][2]);
dJointSetSliderParam(joint->ode_joint, dParamFMax, info->FMax);
dJointSetSliderParam(joint->ode_joint, dParamHiStop, info->HiStop);
dJointSetSliderParam(joint->ode_joint, dParamLoStop, info->LoStop);
dJointSetSliderParam(joint->ode_joint, dParamStopCFM, info->CFM);
dJointSetSliderParam(joint->ode_joint, dParamStopERP, info->ERP);
dJointSetSliderParam(joint->ode_joint, dParamVel, info->Vel);
break;
case JOINTTYPE_UNIVERSAL:
dJointSetUniversalAnchor(joint->ode_joint, aaa2[0][0], aaa2[0][1], aaa2[0][2]);
dJointSetUniversalAxis1(joint->ode_joint, aaa2[1][0], aaa2[1][1], aaa2[1][2]);
dJointSetUniversalAxis2(joint->ode_joint, aaa2[2][0], aaa2[2][1], aaa2[2][2]);
dJointSetUniversalParam(joint->ode_joint, dParamFMax, info->FMax);
dJointSetUniversalParam(joint->ode_joint, dParamHiStop, info->HiStop);
dJointSetUniversalParam(joint->ode_joint, dParamLoStop, info->LoStop);
dJointSetUniversalParam(joint->ode_joint, dParamStopCFM, info->CFM);
dJointSetUniversalParam(joint->ode_joint, dParamStopERP, info->ERP);
dJointSetUniversalParam(joint->ode_joint, dParamVel, info->Vel);
dJointSetUniversalParam(joint->ode_joint, dParamFMax2, info->FMax2);
dJointSetUniversalParam(joint->ode_joint, dParamHiStop2, info->HiStop2);
dJointSetUniversalParam(joint->ode_joint, dParamLoStop2, info->LoStop2);
dJointSetUniversalParam(joint->ode_joint, dParamStopCFM2, info->CFM2);
dJointSetUniversalParam(joint->ode_joint, dParamStopERP2, info->ERP2);
dJointSetUniversalParam(joint->ode_joint, dParamVel2, info->Vel2);
break;
case JOINTTYPE_HINGE2:
dJointSetHinge2Anchor(joint->ode_joint, aaa2[0][0], aaa2[0][1], aaa2[0][2]);
dJointSetHinge2Axis1(joint->ode_joint, aaa2[1][0], aaa2[1][1], aaa2[1][2]);
dJointSetHinge2Axis2(joint->ode_joint, aaa2[2][0], aaa2[2][1], aaa2[2][2]);
dJointSetHinge2Param(joint->ode_joint, dParamFMax, info->FMax);
dJointSetHinge2Param(joint->ode_joint, dParamHiStop, info->HiStop);
dJointSetHinge2Param(joint->ode_joint, dParamLoStop, info->LoStop);
dJointSetHinge2Param(joint->ode_joint, dParamStopCFM, info->CFM);
dJointSetHinge2Param(joint->ode_joint, dParamStopERP, info->ERP);
dJointSetHinge2Param(joint->ode_joint, dParamVel, info->Vel);
dJointSetHinge2Param(joint->ode_joint, dParamFMax2, info->FMax2);
dJointSetHinge2Param(joint->ode_joint, dParamHiStop2, info->HiStop2);
dJointSetHinge2Param(joint->ode_joint, dParamLoStop2, info->LoStop2);
dJointSetHinge2Param(joint->ode_joint, dParamStopCFM2, info->CFM2);
dJointSetHinge2Param(joint->ode_joint, dParamStopERP2, info->ERP2);
dJointSetHinge2Param(joint->ode_joint, dParamVel2, info->Vel2);
break;
case JOINTTYPE_FIXED:
dJointSetFixed(joint->ode_joint);
break;
}
}
*/
}
static void QDECL World_Bullet_RagDestroyBody(world_t *world, rbebody_t *bodyptr)
{
/*
if (bodyptr->ode_geom)
dGeomDestroy(bodyptr->ode_geom);
bodyptr->ode_geom = NULL;
if (bodyptr->ode_body)
dBodyDestroy(bodyptr->ode_body);
bodyptr->ode_body = NULL;
*/
}
static void QDECL World_Bullet_RagDestroyJoint(world_t *world, rbejoint_t *joint)
{
/*
if (joint->ode_joint)
dJointDestroy(joint->ode_joint);
joint->ode_joint = NULL;
*/
}
//bullet gives us a handy way to get/set motion states. we can cheesily update entity fields this way.
class QCMotionState : public btMotionState
{
wedict_t *edict;
qboolean dirty;
btTransform trans;
world_t *world;
public:
void ReloadMotionState(void)
{
vec3_t offset;
vec3_t axis[3];
btVector3 org;
modfuncs->AngleVectors(edict->v->angles, axis[0], axis[1], axis[2]);
VectorNegate(axis[1], axis[1]);
VectorAvg(edict->ode.ode_mins, edict->ode.ode_maxs, offset);
VectorMA(edict->v->origin, offset[0]*1, axis[0], org);
VectorMA(org, offset[1]*1, axis[1], org);
VectorMA(org, offset[2]*1, axis[2], org);
trans.setBasis(btMatrix3x3(axis[0][0], axis[1][0], axis[2][0],
axis[0][1], axis[1][1], axis[2][1],
axis[0][2], axis[1][2], axis[2][2]));
trans.setOrigin(org);
}
QCMotionState(wedict_t *ed, world_t *w)
{
dirty = qtrue;
edict = ed;
world = w;
ReloadMotionState();
}
virtual ~QCMotionState()
{
}
virtual void getWorldTransform(btTransform &worldTrans) const
{
worldTrans = trans;
}
virtual void setWorldTransform(const btTransform &worldTrans)
{
vec3_t fwd, left, up, offset;
trans = worldTrans;
btVector3 pos = worldTrans.getOrigin();
VectorCopy(worldTrans.getBasis().getColumn(0), fwd);
VectorCopy(worldTrans.getBasis().getColumn(1), left);
VectorCopy(worldTrans.getBasis().getColumn(2), up);
VectorAvg(edict->ode.ode_mins, edict->ode.ode_maxs, offset);
VectorMA(pos, offset[0]*-1, fwd, pos);
VectorMA(pos, offset[1]*-1, left, pos);
VectorMA(pos, offset[2]*-1, up, edict->v->origin);
modfuncs->VectorAngles(fwd, up, edict->v->angles);
if (edict->v->modelindex)
{
model_t *model = world->Get_CModel(world, edict->v->modelindex);
if (!model || model->type == mod_alias)
;
else
edict->v->angles[PITCH] *= r_meshpitch.value;
}
//so it doesn't get rebuilt
VectorCopy(edict->v->origin, edict->ode.ode_origin);
VectorCopy(edict->v->angles, edict->ode.ode_angles);
// World_LinkEdict(world, edict, false);
// if(mSceneNode == nullptr)
// return; // silently return before we set a node
// btQuaternion rot = worldTrans.getRotation();
// mSceneNode ->setOrientation(rot.w(), rot.x(), rot.y(), rot.z());
// btVector3 pos = worldTrans.getOrigin();
// mSceneNode ->setPosition(pos.x(), pos.y(), pos.z());
}
};
static void World_Bullet_Frame_BodyFromEntity(world_t *world, wedict_t *ed)
{
bulletcontext_t *ctx = (bulletcontext_t*)world->rbe;
btRigidBody *body = NULL;
btScalar mass;
float test;
void *dataID;
model_t *model;
int axisindex;
int modelindex = 0;
int movetype = MOVETYPE_NONE;
int solid = SOLID_NOT;
int geomtype = GEOMTYPE_SOLID;
qboolean modified = qfalse;
vec3_t angles;
vec3_t avelocity;
vec3_t entmaxs;
vec3_t entmins;
vec3_t forward;
vec3_t geomcenter;
vec3_t geomsize;
vec3_t left;
vec3_t origin;
vec3_t spinvelocity;
vec3_t up;
vec3_t velocity;
vec_t f;
vec_t length;
vec_t massval = 1.0f;
// vec_t movelimit;
vec_t radius;
vec_t scale;
vec_t spinlimit;
qboolean gravity;
geomtype = (int)ed->xv->geomtype;
solid = (int)ed->v->solid;
movetype = (int)ed->v->movetype;
scale = ed->xv->scale?ed->xv->scale:1;
modelindex = 0;
model = NULL;
if (!geomtype)
{
switch((int)ed->v->solid)
{
case SOLID_NOT: geomtype = GEOMTYPE_NONE; break;
case SOLID_TRIGGER: geomtype = GEOMTYPE_NONE; break;
case SOLID_BSP: geomtype = GEOMTYPE_TRIMESH; break;
case SOLID_PHYSICS_TRIMESH: geomtype = GEOMTYPE_TRIMESH; break;
case SOLID_PHYSICS_BOX: geomtype = GEOMTYPE_BOX; break;
case SOLID_PHYSICS_SPHERE: geomtype = GEOMTYPE_SPHERE; break;
case SOLID_PHYSICS_CAPSULE: geomtype = GEOMTYPE_CAPSULE; break;
case SOLID_PHYSICS_CYLINDER:geomtype = GEOMTYPE_CYLINDER; break;
default: geomtype = GEOMTYPE_BOX; break;
}
}
switch(geomtype)
{
case GEOMTYPE_TRIMESH:
modelindex = (int)ed->v->modelindex;
model = world->Get_CModel(world, modelindex);
if (!model || model->loadstate != MLS_LOADED)
{
model = NULL;
modelindex = 0;
}
if (model)
{
VectorScale(model->mins, scale, entmins);
VectorScale(model->maxs, scale, entmaxs);
if (ed->xv->mass)
massval = ed->xv->mass;
}
else
{
modelindex = 0;
massval = 1.0f;
}
massval = 0; //bullet does not support trisoup moving through the world.
break;
case GEOMTYPE_BOX:
case GEOMTYPE_SPHERE:
case GEOMTYPE_CAPSULE:
case GEOMTYPE_CAPSULE_X:
case GEOMTYPE_CAPSULE_Y:
case GEOMTYPE_CAPSULE_Z:
case GEOMTYPE_CYLINDER:
case GEOMTYPE_CYLINDER_X:
case GEOMTYPE_CYLINDER_Y:
case GEOMTYPE_CYLINDER_Z:
VectorCopy(ed->v->mins, entmins);
VectorCopy(ed->v->maxs, entmaxs);
if (ed->xv->mass)
massval = ed->xv->mass;
break;
default:
// case GEOMTYPE_NONE:
if (ed->ode.ode_physics)
World_Bullet_RemoveFromEntity(world, ed);
return;
}
VectorSubtract(entmaxs, entmins, geomsize);
if (DotProduct(geomsize,geomsize) == 0)
{
// we don't allow point-size physics objects...
if (ed->ode.ode_physics)
World_Bullet_RemoveFromEntity(world, ed);
return;
}
// check if we need to create or replace the geom
if (!ed->ode.ode_physics
|| !VectorCompare(ed->ode.ode_mins, entmins)
|| !VectorCompare(ed->ode.ode_maxs, entmaxs)
|| ed->ode.ode_modelindex != modelindex)
{
btCollisionShape *geom;
modified = qtrue;
World_Bullet_RemoveFromEntity(world, ed);
ed->ode.ode_physics = qtrue;
VectorCopy(entmins, ed->ode.ode_mins);
VectorCopy(entmaxs, ed->ode.ode_maxs);
ed->ode.ode_modelindex = modelindex;
VectorAvg(entmins, entmaxs, geomcenter);
ed->ode.ode_movelimit = min(geomsize[0], min(geomsize[1], geomsize[2]));
/* memset(ed->ode.ode_offsetmatrix, 0, sizeof(ed->ode.ode_offsetmatrix));
ed->ode.ode_offsetmatrix[0] = 1;
ed->ode.ode_offsetmatrix[5] = 1;
ed->ode.ode_offsetmatrix[10] = 1;
ed->ode.ode_offsetmatrix[3] = -geomcenter[0];
ed->ode.ode_offsetmatrix[7] = -geomcenter[1];
ed->ode.ode_offsetmatrix[11] = -geomcenter[2];
*/
ed->ode.ode_mass = massval;
switch(geomtype)
{
case GEOMTYPE_TRIMESH:
// foo Matrix4x4_Identity(ed->ode.ode_offsetmatrix);
geom = NULL;
if (!model)
{
Con_Printf("entity %i (classname %s) has no model\n", NUM_FOR_EDICT(world->progs, (edict_t*)ed), PR_GetString(world->progs, ed->v->classname));
if (ed->ode.ode_physics)
World_Bullet_RemoveFromEntity(world, ed);
return;
}
if (!modfuncs->GenerateCollisionMesh(world, model, ed, geomcenter))
{
if (ed->ode.ode_physics)
World_Bullet_RemoveFromEntity(world, ed);
return;
}
// foo Matrix4x4_RM_CreateTranslate(ed->ode.ode_offsetmatrix, geomcenter[0], geomcenter[1], geomcenter[2]);
{
btTriangleIndexVertexArray *tiva = new btTriangleIndexVertexArray();
btIndexedMesh mesh;
mesh.m_vertexType = PHY_FLOAT;
mesh.m_indexType = PHY_INTEGER;
mesh.m_numTriangles = ed->ode.ode_numtriangles;
mesh.m_numVertices = ed->ode.ode_numvertices;
mesh.m_triangleIndexBase = (const unsigned char*)ed->ode.ode_element3i;
mesh.m_triangleIndexStride = sizeof(*ed->ode.ode_element3i)*3;
mesh.m_vertexBase = (const unsigned char*)ed->ode.ode_vertex3f;
mesh.m_vertexStride = sizeof(*ed->ode.ode_vertex3f)*3;
tiva->addIndexedMesh(mesh);
geom = new btBvhTriangleMeshShape(tiva, true);
}
break;
case GEOMTYPE_BOX:
geom = new btBoxShape(btVector3(geomsize[0], geomsize[1], geomsize[2]) * 0.5);
break;
case GEOMTYPE_SPHERE:
geom = new btSphereShape(geomsize[0] * 0.5f);
break;
case GEOMTYPE_CAPSULE:
case GEOMTYPE_CAPSULE_X:
case GEOMTYPE_CAPSULE_Y:
case GEOMTYPE_CAPSULE_Z:
if (geomtype == GEOMTYPE_CAPSULE)
{
// the qc gives us 3 axis radius, the longest axis is the capsule axis
axisindex = 0;
if (geomsize[axisindex] < geomsize[1])
axisindex = 1;
if (geomsize[axisindex] < geomsize[2])
axisindex = 2;
}
else
axisindex = geomtype-GEOMTYPE_CAPSULE_X;
if (axisindex == 0)
radius = min(geomsize[1], geomsize[2]) * 0.5f;
else if (axisindex == 1)
radius = min(geomsize[0], geomsize[2]) * 0.5f;
else
radius = min(geomsize[0], geomsize[1]) * 0.5f;
length = geomsize[axisindex] - radius*2;
if (length <= 0)
{
radius -= (1 - length)*0.5;
length = 1;
}
if (axisindex == 0)
geom = new btCapsuleShapeX(radius, length);
else if (axisindex == 1)
geom = new btCapsuleShape(radius, length);
else
geom = new btCapsuleShapeZ(radius, length);
break;
case GEOMTYPE_CYLINDER:
case GEOMTYPE_CYLINDER_X:
case GEOMTYPE_CYLINDER_Y:
case GEOMTYPE_CYLINDER_Z:
if (geomtype == GEOMTYPE_CYLINDER)
{
// the qc gives us 3 axis radius, the longest axis is the capsule axis
axisindex = 0;
if (geomsize[axisindex] < geomsize[1])
axisindex = 1;
if (geomsize[axisindex] < geomsize[2])
axisindex = 2;
}
else
axisindex = geomtype-GEOMTYPE_CYLINDER_X;
if (axisindex == 0)
geom = new btCylinderShapeX(btVector3(geomsize[0], geomsize[1], geomsize[2])*0.5);
else if (axisindex == 1)
geom = new btCylinderShape(btVector3(geomsize[0], geomsize[1], geomsize[2])*0.5);
else
geom = new btCylinderShapeZ(btVector3(geomsize[0], geomsize[1], geomsize[2])*0.5);
break;
default:
// Con_Printf("World_Bullet_BodyFromEntity: unrecognized solid value %i was accepted by filter\n", solid);
if (ed->ode.ode_physics)
World_Bullet_RemoveFromEntity(world, ed);
return;
}
// Matrix3x4_InvertTo4x4_Simple(ed->ode.ode_offsetmatrix, ed->ode.ode_offsetimatrix);
// ed->ode.ode_massbuf = BZ_Malloc(sizeof(dMass));
// memcpy(ed->ode.ode_massbuf, &mass, sizeof(dMass));
ed->ode.ode_geom = (void *)geom;
}
//non-moving objects need to be static objects (and thus need 0 mass)
if (movetype != MOVETYPE_PHYSICS && movetype != MOVETYPE_WALK) //enabling kinematic objects for everything else destroys framerates (!movetype || movetype == MOVETYPE_PUSH)
massval = 0;
//if the mass changes, we'll need to create a new body (but not the shape, so invalidate the current one)
if (ed->ode.ode_mass != massval)
{
ed->ode.ode_mass = massval;
body = (btRigidBody*)ed->ode.ode_body;
if (body)
ctx->dworld->removeRigidBody(body);
ed->ode.ode_body = NULL;
}
// if(ed->ode.ode_geom)
// dGeomSetData(ed->ode.ode_geom, (void*)ed);
if (movetype == MOVETYPE_PHYSICS && ed->ode.ode_mass)
{
if (ed->ode.ode_body == NULL)
{
// ed->ode.ode_body = (void *)(body = dBodyCreate(world->ode.ode_world));
// dGeomSetBody(ed->ode.ode_geom, body);
// dBodySetData(body, (void*)ed);
// dBodySetMass(body, (dMass *) ed->ode.ode_massbuf);
btVector3 fallInertia(0, 0, 0);
((btCollisionShape*)ed->ode.ode_geom)->calculateLocalInertia(ed->ode.ode_mass, fallInertia);
btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(ed->ode.ode_mass, new QCMotionState(ed,world), (btCollisionShape*)ed->ode.ode_geom, fallInertia);
body = new btRigidBody(fallRigidBodyCI);
body->setUserPointer(ed);
// btTransform trans;
// trans.setFromOpenGLMatrix(ed->ode.ode_offsetmatrix);
// body->setCenterOfMassTransform(trans);
ed->ode.ode_body = (void*)body;
//continuous collision detection prefers using a sphere within the object. tbh I have no idea what values to specify.
body->setCcdMotionThreshold((geomsize[0]+geomsize[1]+geomsize[2])*(4/3));
body->setCcdSweptSphereRadius((geomsize[0]+geomsize[1]+geomsize[2])*(0.5/3));
ctx->dworld->addRigidBody(body, ed->xv->dimension_solid, ed->xv->dimension_hit);
modified = qtrue;
}
}
else
{
if (ed->ode.ode_body == NULL)
{
btRigidBody::btRigidBodyConstructionInfo rbci(ed->ode.ode_mass, new QCMotionState(ed,world), (btCollisionShape*)ed->ode.ode_geom, btVector3(0, 0, 0));
body = new btRigidBody(rbci);
body->setUserPointer(ed);
// btTransform trans;
// trans.setFromOpenGLMatrix(ed->ode.ode_offsetmatrix);
// body->setCenterOfMassTransform(trans);
ed->ode.ode_body = (void*)body;
if (ed->ode.ode_mass)
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
else
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
ctx->dworld->addRigidBody(body, ed->xv->dimension_solid, ed->xv->dimension_hit);
modified = qtrue;
}
}
body = (btRigidBody*)ed->ode.ode_body;
// get current data from entity
gravity = qtrue;
VectorCopy(ed->v->origin, origin);
VectorCopy(ed->v->velocity, velocity);
VectorCopy(ed->v->angles, angles);
VectorCopy(ed->v->avelocity, avelocity);
if (ed == world->edicts || (ed->xv->gravity && ed->xv->gravity <= 0.01))
gravity = qfalse;
// compatibility for legacy entities
// if (!DotProduct(forward,forward) || solid == SOLID_BSP)
{
vec3_t qangles, qavelocity;
VectorCopy(angles, qangles);
VectorCopy(avelocity, qavelocity);
if (ed->v->modelindex)
{
model = world->Get_CModel(world, ed->v->modelindex);
if (!model || model->type == mod_alias)
{
qangles[PITCH] *= r_meshpitch.value;
qavelocity[PITCH] *= r_meshpitch.value;
}
}
modfuncs->AngleVectors(qangles, forward, left, up);
VectorNegate(left,left);
// convert single-axis rotations in avelocity to spinvelocity
// FIXME: untested math - check signs
VectorSet(spinvelocity, DEG2RAD(qavelocity[PITCH]), DEG2RAD(qavelocity[ROLL]), DEG2RAD(qavelocity[YAW]));
}
// compatibility for legacy entities
switch (solid)
{
case SOLID_BBOX:
case SOLID_SLIDEBOX:
case SOLID_CORPSE:
VectorSet(forward, 1, 0, 0);
VectorSet(left, 0, 1, 0);
VectorSet(up, 0, 0, 1);
VectorSet(spinvelocity, 0, 0, 0);
break;
}
// we must prevent NANs...
test = DotProduct(origin,origin) + DotProduct(forward,forward) + DotProduct(left,left) + DotProduct(up,up) + DotProduct(velocity,velocity) + DotProduct(spinvelocity,spinvelocity);
if (IS_NAN(test))
{
modified = qtrue;
//Con_Printf("Fixing NAN values on entity %i : .classname = \"%s\" .origin = '%f %f %f' .velocity = '%f %f %f' .axis_forward = '%f %f %f' .axis_left = '%f %f %f' .axis_up = %f %f %f' .spinvelocity = '%f %f %f'\n", PRVM_NUM_FOR_EDICT(ed), PRVM_GetString(PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.classname)->string), origin[0], origin[1], origin[2], velocity[0], velocity[1], velocity[2], forward[0], forward[1], forward[2], left[0], left[1], left[2], up[0], up[1], up[2], spinvelocity[0], spinvelocity[1], spinvelocity[2]);
Con_Printf("Fixing NAN values on entity %i : .classname = \"%s\" .origin = '%f %f %f' .velocity = '%f %f %f' .angles = '%f %f %f' .avelocity = '%f %f %f'\n", NUM_FOR_EDICT(world->progs, (edict_t*)ed), PR_GetString(world->progs, ed->v->classname), origin[0], origin[1], origin[2], velocity[0], velocity[1], velocity[2], angles[0], angles[1], angles[2], avelocity[0], avelocity[1], avelocity[2]);
test = DotProduct(origin,origin);
if (IS_NAN(test))
VectorClear(origin);
test = DotProduct(forward,forward) * DotProduct(left,left) * DotProduct(up,up);
if (IS_NAN(test))
{
VectorSet(angles, 0, 0, 0);
VectorSet(forward, 1, 0, 0);
VectorSet(left, 0, 1, 0);
VectorSet(up, 0, 0, 1);
}
test = DotProduct(velocity,velocity);
if (IS_NAN(test))
VectorClear(velocity);
test = DotProduct(spinvelocity,spinvelocity);
if (IS_NAN(test))
{
VectorClear(avelocity);
VectorClear(spinvelocity);
}
}
// check if the qc edited any position data
if (
0//!VectorCompare(origin, ed->ode.ode_origin)
|| !VectorCompare(velocity, ed->ode.ode_velocity)
//|| !VectorCompare(angles, ed->ode.ode_angles)
|| !VectorCompare(avelocity, ed->ode.ode_avelocity)
|| gravity != ed->ode.ode_gravity)
modified = qtrue;
// store the qc values into the physics engine
body = (btRigidBody*)ed->ode.ode_body;
if (modified && body)
{
// dVector3 r[3];
float entitymatrix[16];
float bodymatrix[16];
#if 0
Con_Printf("entity %i got changed by QC\n", (int) (ed - prog->edicts));
if(!VectorCompare(origin, ed->ode.ode_origin))
Con_Printf(" origin: %f %f %f -> %f %f %f\n", ed->ode.ode_origin[0], ed->ode.ode_origin[1], ed->ode.ode_origin[2], origin[0], origin[1], origin[2]);
if(!VectorCompare(velocity, ed->ode.ode_velocity))
Con_Printf(" velocity: %f %f %f -> %f %f %f\n", ed->ode.ode_velocity[0], ed->ode.ode_velocity[1], ed->ode.ode_velocity[2], velocity[0], velocity[1], velocity[2]);
if(!VectorCompare(angles, ed->ode.ode_angles))
Con_Printf(" angles: %f %f %f -> %f %f %f\n", ed->ode.ode_angles[0], ed->ode.ode_angles[1], ed->ode.ode_angles[2], angles[0], angles[1], angles[2]);
if(!VectorCompare(avelocity, ed->ode.ode_avelocity))
Con_Printf(" avelocity: %f %f %f -> %f %f %f\n", ed->ode.ode_avelocity[0], ed->ode.ode_avelocity[1], ed->ode.ode_avelocity[2], avelocity[0], avelocity[1], avelocity[2]);
if(gravity != ed->ode.ode_gravity)
Con_Printf(" gravity: %i -> %i\n", ed->ide.ode_gravity, gravity);
#endif
// values for BodyFromEntity to check if the qc modified anything later
VectorCopy(origin, ed->ode.ode_origin);
VectorCopy(velocity, ed->ode.ode_velocity);
VectorCopy(angles, ed->ode.ode_angles);
VectorCopy(avelocity, ed->ode.ode_avelocity);
ed->ode.ode_gravity = gravity;
// foo Matrix4x4_RM_FromVectors(entitymatrix, forward, left, up, origin);
// foo Matrix4_Multiply(ed->ode.ode_offsetmatrix, entitymatrix, bodymatrix);
// foo Matrix3x4_RM_ToVectors(bodymatrix, forward, left, up, origin);
// r[0][0] = forward[0];
// r[1][0] = forward[1];
// r[2][0] = forward[2];
// r[0][1] = left[0];
// r[1][1] = left[1];
// r[2][1] = left[2];
// r[0][2] = up[0];
// r[1][2] = up[1];
// r[2][2] = up[2];
QCMotionState *ms = (QCMotionState*)body->getMotionState();
ms->ReloadMotionState();
body->setMotionState(ms);
body->setLinearVelocity(btVector3(velocity[0], velocity[1], velocity[2]));
body->setAngularVelocity(btVector3(spinvelocity[0], spinvelocity[1], spinvelocity[2]));
// body->setGravity(btVector3(ed->xv->gravitydir[0], ed->xv->gravitydir[1], ed->xv->gravitydir[2]) * ed->xv->gravity);
//something changed. make sure it still falls over appropriately
body->setActivationState(1);
}
/* FIXME: check if we actually need this insanity with bullet (ode sucks).
if(body)
{
// limit movement speed to prevent missed collisions at high speed
btVector3 ovelocity = body->getLinearVelocity();
btVector3 ospinvelocity = body->getAngularVelocity();
movelimit = ed->ode.ode_movelimit * world->ode.ode_movelimit;
test = DotProduct(ovelocity,ovelocity);
if (test > movelimit*movelimit)
{
// scale down linear velocity to the movelimit
// scale down angular velocity the same amount for consistency
f = movelimit / sqrt(test);
VectorScale(ovelocity, f, velocity);
VectorScale(ospinvelocity, f, spinvelocity);
body->setLinearVelocity(btVector3(velocity[0], velocity[1], velocity[2]));
body->setAngularVelocity(btVector3(spinvelocity[0], spinvelocity[1], spinvelocity[2]));
}
// make sure the angular velocity is not exploding
spinlimit = physics_bullet_spinlimit.value;
test = DotProduct(ospinvelocity,ospinvelocity);
if (test > spinlimit)
{
body->setAngularVelocity(btVector3(0, 0, 0));
}
}
*/
}
/*
#define MAX_CONTACTS 16
static void VARGS nearCallback (void *data, dGeomID o1, dGeomID o2)
{
world_t *world = (world_t *)data;
dContact contact[MAX_CONTACTS]; // max contacts per collision pair
dBodyID b1;
dBodyID b2;
dJointID c;
int i;
int numcontacts;
float bouncefactor1 = 0.0f;
float bouncestop1 = 60.0f / 800.0f;
float bouncefactor2 = 0.0f;
float bouncestop2 = 60.0f / 800.0f;
float erp;
dVector3 grav;
wedict_t *ed1, *ed2;
if (dGeomIsSpace(o1) || dGeomIsSpace(o2))
{
// colliding a space with something
dSpaceCollide2(o1, o2, data, &nearCallback);
// Note we do not want to test intersections within a space,
// only between spaces.
//if (dGeomIsSpace(o1)) dSpaceCollide(o1, data, &nearCallback);
//if (dGeomIsSpace(o2)) dSpaceCollide(o2, data, &nearCallback);
return;
}
b1 = dGeomGetBody(o1);
b2 = dGeomGetBody(o2);
// at least one object has to be using MOVETYPE_PHYSICS or we just don't care
if (!b1 && !b2)
return;
// exit without doing anything if the two bodies are connected by a joint
if (b1 && b2 && dAreConnectedExcluding(b1, b2, dJointTypeContact))
return;
ed1 = (wedict_t *) dGeomGetData(o1);
ed2 = (wedict_t *) dGeomGetData(o2);
if (ed1 == ed2 && ed1)
{
//ragdolls don't make contact with the bbox of the doll entity
//the origional entity should probably not be solid anyway.
//these bodies should probably not collide against bboxes of other entities with ragdolls either, but meh.
if (ed1->ode.ode_body == b1 || ed2->ode.ode_body == b2)
return;
}
if(!ed1 || ed1->isfree)
ed1 = world->edicts;
if(!ed2 || ed2->isfree)
ed2 = world->edicts;
// generate contact points between the two non-space geoms
numcontacts = dCollide(o1, o2, MAX_CONTACTS, &(contact[0].geom), sizeof(contact[0]));
if (numcontacts)
{
if(ed1 && ed1->v->touch)
{
world->Event_Touch(world, ed1, ed2);
}
if(ed2 && ed2->v->touch)
{
world->Event_Touch(world, ed2, ed1);
}
// if either ent killed itself, don't collide
if ((ed1&&ed1->isfree) || (ed2&&ed2->isfree))
return;
}
if(ed1)
{
if (ed1->xv->bouncefactor)
bouncefactor1 = ed1->xv->bouncefactor;
if (ed1->xv->bouncestop)
bouncestop1 = ed1->xv->bouncestop;
}
if(ed2)
{
if (ed2->xv->bouncefactor)
bouncefactor2 = ed2->xv->bouncefactor;
if (ed2->xv->bouncestop)
bouncestop2 = ed2->xv->bouncestop;
}
if ((ed2->entnum&&ed1->v->owner == ed2->entnum) || (ed1->entnum&&ed2->v->owner == ed1->entnum))
return;
// merge bounce factors and bounce stop
if(bouncefactor2 > 0)
{
if(bouncefactor1 > 0)
{
// TODO possibly better logic to merge bounce factor data?
if(bouncestop2 < bouncestop1)
bouncestop1 = bouncestop2;
if(bouncefactor2 > bouncefactor1)
bouncefactor1 = bouncefactor2;
}
else
{
bouncestop1 = bouncestop2;
bouncefactor1 = bouncefactor2;
}
}
dWorldGetGravity(world->ode.ode_world, grav);
bouncestop1 *= fabs(grav[2]);
erp = (DotProduct(ed1->v->velocity, ed1->v->velocity) > DotProduct(ed2->v->velocity, ed2->v->velocity)) ? ed1->xv->erp : ed2->xv->erp;
// add these contact points to the simulation
for (i = 0;i < numcontacts;i++)
{
contact[i].surface.mode = (physics_bullet_contact_mu.value != -1 ? dContactApprox1 : 0) |
(physics_bullet_contact_erp.value != -1 ? dContactSoftERP : 0) |
(physics_bullet_contact_cfm.value != -1 ? dContactSoftCFM : 0) |
(bouncefactor1 > 0 ? dContactBounce : 0);
contact[i].surface.mu = physics_bullet_contact_mu.value;
if (ed1->xv->friction)
contact[i].surface.mu *= ed1->xv->friction;
if (ed2->xv->friction)
contact[i].surface.mu *= ed2->xv->friction;
contact[i].surface.mu2 = 0;
contact[i].surface.soft_erp = physics_bullet_contact_erp.value + erp;
contact[i].surface.soft_cfm = physics_bullet_contact_cfm.value;
contact[i].surface.bounce = bouncefactor1;
contact[i].surface.bounce_vel = bouncestop1;
c = dJointCreateContact(world->ode.ode_world, world->ode.ode_contactgroup, contact + i);
dJointAttach(c, b1, b2);
}
}
*/
static void QDECL World_Bullet_Frame(world_t *world, double frametime, double gravity)
{
struct bulletcontext_s *ctx = (struct bulletcontext_s*)world->rbe;
if (world->rbe_hasphysicsents || ctx->hasextraobjs)
{
int i;
wedict_t *ed;
// world->ode.ode_iterations = bound(1, physics_bullet_iterationsperframe.ival, 1000);
// world->ode.ode_step = frametime / world->ode.ode_iterations;
// world->ode.ode_movelimit = physics_bullet_movelimit.value / world->ode.ode_step;
// copy physics properties from entities to physics engine
for (i = 0;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_Bullet_Frame_BodyFromEntity(world, ed);
}
// oh, and it must be called after all bodies were created
for (i = 0;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_Bullet_Frame_JointFromEntity(world, ed);
}
while(ctx->cmdqueuehead)
{
rbecommandqueue_t *cmd = ctx->cmdqueuehead;
ctx->cmdqueuehead = cmd->next;
if (!cmd->next)
ctx->cmdqueuetail = NULL;
World_Bullet_RunCmd(world, cmd);
Z_Free(cmd);
}
ctx->dworld->setGravity(btVector3(0, 0, -gravity));
ctx->dworld->stepSimulation(frametime, max(0, pCvar_GetFloat("physics_bullet_maxiterationsperframe")), 1/bound(1, pCvar_GetFloat("physics_bullet_framerate"), 500));
// set the tolerance for closeness of objects
// dWorldSetContactSurfaceLayer(world->ode.ode_world, max(0, physics_bullet_contactsurfacelayer.value));
// run collisions for the current world state, creating JointGroup
// dSpaceCollide(world->ode.ode_space, (void *)world, nearCallback);
// run physics (move objects, calculate new velocities)
// if (physics_bullet_worldquickstep.ival)
// {
// dWorldSetQuickStepNumIterations(world->ode.ode_world, bound(1, physics_bullet_worldquickstep_iterations.ival, 200));
// dWorldQuickStep(world->ode.ode_world, world->ode.ode_step);
// }
// else
// dWorldStep(world->ode.ode_world, world->ode.ode_step);
// clear the JointGroup now that we're done with it
// dJointGroupEmpty(world->ode.ode_contactgroup);
if (world->rbe_hasphysicsents)
{
// copy physics properties from physics engine to entities
for (i = 1;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_Bullet_Frame_BodyToEntity(world, ed);
}
}
}
}
static void World_Bullet_RunCmd(world_t *world, rbecommandqueue_t *cmd)
{
btRigidBody *body = (btRigidBody*)(cmd->edict->ode.ode_body);
switch(cmd->command)
{
case RBECMD_ENABLE:
if (body)
body->setActivationState(1);
break;
case RBECMD_DISABLE:
if (body)
body->setActivationState(0);
break;
case RBECMD_FORCE:
if (body)
{
body->setActivationState(1);
body->applyForce(btVector3(cmd->v1[0], cmd->v1[1], cmd->v1[2]), btVector3(cmd->v2[0], cmd->v2[1], cmd->v2[2]));
}
break;
case RBECMD_TORQUE:
if (cmd->edict->ode.ode_body)
{
body->setActivationState(1);
body->applyTorque(btVector3(cmd->v1[0], cmd->v1[1], cmd->v1[2]));
}
break;
}
}
static void QDECL World_Bullet_PushCommand(world_t *world, rbecommandqueue_t *val)
{
struct bulletcontext_s *ctx = (struct bulletcontext_s*)world->rbe;
rbecommandqueue_t *cmd = (rbecommandqueue_t*)BZ_Malloc(sizeof(*cmd));
world->rbe_hasphysicsents = qtrue; //just in case.
memcpy(cmd, val, sizeof(*cmd));
cmd->next = NULL;
//add on the end of the queue, so that order is preserved.
if (ctx->cmdqueuehead)
{
rbecommandqueue_t *ot = ctx->cmdqueuetail;
ot->next = ctx->cmdqueuetail = cmd;
}
else
ctx->cmdqueuetail = ctx->cmdqueuehead = cmd;
}
static void QDECL World_Bullet_TraceEntity(world_t *world, vec3_t start, vec3_t end, wedict_t *ed)
{
struct bulletcontext_s *ctx = (struct bulletcontext_s*)world->rbe;
btCollisionShape *shape = (btCollisionShape*)ed->ode.ode_geom;
class myConvexResultCallback : public btCollisionWorld::ConvexResultCallback
{
public:
virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
{
return 0;
}
} result;
btTransform from(btMatrix3x3(1, 0, 0, 0, 1, 0, 0, 0, 1), btVector3(start[0], start[1], start[2]));
btTransform to(btMatrix3x3(1, 0, 0, 0, 1, 0, 0, 0, 1), btVector3(end[0], end[1], end[2]));
ctx->dworld->convexSweepTest((btConvexShape*)shape, from, to, result, 1);
}
static void QDECL World_Bullet_Start(world_t *world)
{
struct bulletcontext_s *ctx;
if (world->rbe)
return; //no thanks, we already have one. somehow.
if (!pCvar_GetFloat("physics_bullet_enable"))
return;
ctx = (struct bulletcontext_s*)BZ_Malloc(sizeof(*ctx));
memset(ctx, 0, sizeof(*ctx));
ctx->gworld = world;
ctx->funcs.End = World_Bullet_End;
ctx->funcs.RemoveJointFromEntity = World_Bullet_RemoveJointFromEntity;
ctx->funcs.RemoveFromEntity = World_Bullet_RemoveFromEntity;
ctx->funcs.RagMatrixToBody = World_Bullet_RagMatrixToBody;
ctx->funcs.RagCreateBody = World_Bullet_RagCreateBody;
ctx->funcs.RagMatrixFromJoint = World_Bullet_RagMatrixFromJoint;
ctx->funcs.RagMatrixFromBody = World_Bullet_RagMatrixFromBody;
ctx->funcs.RagEnableJoint = World_Bullet_RagEnableJoint;
ctx->funcs.RagCreateJoint = World_Bullet_RagCreateJoint;
ctx->funcs.RagDestroyBody = World_Bullet_RagDestroyBody;
ctx->funcs.RagDestroyJoint = World_Bullet_RagDestroyJoint;
ctx->funcs.Frame = World_Bullet_Frame;
ctx->funcs.PushCommand = World_Bullet_PushCommand;
world->rbe = &ctx->funcs;
ctx->broadphase = new btDbvtBroadphase();
ctx->collisionconfig = new btDefaultCollisionConfiguration();
ctx->collisiondispatcher = new btCollisionDispatcher(ctx->collisionconfig);
ctx->solver = new btSequentialImpulseConstraintSolver;
ctx->dworld = new btDiscreteDynamicsWorld(ctx->collisiondispatcher, ctx->broadphase, ctx->solver, ctx->collisionconfig);
ctx->ownerfilter = new QCFilterCallback();
ctx->dworld->getPairCache()->setOverlapFilterCallback(ctx->ownerfilter);
ctx->dworld->setGravity(btVector3(0, -10, 0));
/*
if(physics_bullet_world_erp.value >= 0)
dWorldSetERP(world->ode.ode_world, physics_bullet_world_erp.value);
if(physics_bullet_world_cfm.value >= 0)
dWorldSetCFM(world->ode.ode_world, physics_bullet_world_cfm.value);
if (physics_bullet_world_damping.ival)
{
dWorldSetLinearDamping(world->ode.ode_world, (physics_bullet_world_damping_linear.value >= 0) ? (physics_bullet_world_damping_linear.value * physics_bullet_world_damping.value) : 0);
dWorldSetLinearDampingThreshold(world->ode.ode_world, (physics_bullet_world_damping_linear_threshold.value >= 0) ? (physics_bullet_world_damping_linear_threshold.value * physics_bullet_world_damping.value) : 0);
dWorldSetAngularDamping(world->ode.ode_world, (physics_bullet_world_damping_angular.value >= 0) ? (physics_bullet_world_damping_angular.value * physics_bullet_world_damping.value) : 0);
dWorldSetAngularDampingThreshold(world->ode.ode_world, (physics_bullet_world_damping_angular_threshold.value >= 0) ? (physics_bullet_world_damping_angular_threshold.value * physics_bullet_world_damping.value) : 0);
}
else
{
dWorldSetLinearDamping(world->ode.ode_world, 0);
dWorldSetLinearDampingThreshold(world->ode.ode_world, 0);
dWorldSetAngularDamping(world->ode.ode_world, 0);
dWorldSetAngularDampingThreshold(world->ode.ode_world, 0);
}
if (physics_bullet_autodisable.ival)
{
dWorldSetAutoDisableSteps(world->ode.ode_world, bound(1, physics_bullet_autodisable_steps.ival, 100));
dWorldSetAutoDisableTime(world->ode.ode_world, physics_bullet_autodisable_time.value);
dWorldSetAutoDisableAverageSamplesCount(world->ode.ode_world, bound(1, physics_bullet_autodisable_threshold_samples.ival, 100));
dWorldSetAutoDisableLinearThreshold(world->ode.ode_world, physics_bullet_autodisable_threshold_linear.value);
dWorldSetAutoDisableAngularThreshold(world->ode.ode_world, physics_bullet_autodisable_threshold_angular.value);
dWorldSetAutoDisableFlag (world->ode.ode_world, true);
}
else
dWorldSetAutoDisableFlag (world->ode.ode_world, false);
*/
}
static qintptr_t QDECL World_Bullet_Shutdown(qintptr_t *args)
{
if (modfuncs)
modfuncs->UnregisterPhysicsEngine("Bullet");
return 0;
}
static bool World_Bullet_DoInit(void)
{
if (!modfuncs || !modfuncs->RegisterPhysicsEngine)
Con_Printf("Bullet plugin failed: Engine doesn't support physics engine plugins.\n");
else if (!modfuncs->RegisterPhysicsEngine("Bullet", World_Bullet_Start))
Con_Printf("Bullet plugin failed: Engine already has a physics plugin active.\n");
else
{
World_Bullet_Init();
return true;
}
return false;
}
extern "C" qintptr_t Plug_Init(qintptr_t *args)
{
CHECKBUILTIN(Mod_GetPluginModelFuncs);
if (BUILTINISVALID(Mod_GetPluginModelFuncs))
{
modfuncs = pMod_GetPluginModelFuncs(sizeof(modplugfuncs_t));
if (modfuncs && modfuncs->version < MODPLUGFUNCS_VERSION)
modfuncs = NULL;
}
Plug_Export("Shutdown", World_Bullet_Shutdown);
return World_Bullet_DoInit();
}