1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10
11 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15
16 #ifndef BT_COLLISION_OBJECT_H
17 #define BT_COLLISION_OBJECT_H
18
19 #include "LinearMath/btTransform.h"
20
21 //island management, m_activationState1
22 #define ACTIVE_TAG 1
23 #define ISLAND_SLEEPING 2
24 #define WANTS_DEACTIVATION 3
25 #define DISABLE_DEACTIVATION 4
26 #define DISABLE_SIMULATION 5
27
28 struct btBroadphaseProxy;
29 class btCollisionShape;
30 struct btCollisionShapeData;
31 #include "LinearMath/btMotionState.h"
32 #include "LinearMath/btAlignedAllocator.h"
33 #include "LinearMath/btAlignedObjectArray.h"
34
35 typedef btAlignedObjectArray<class btCollisionObject*> btCollisionObjectArray;
36
37 #ifdef BT_USE_DOUBLE_PRECISION
38 #define btCollisionObjectData btCollisionObjectDoubleData
39 #define btCollisionObjectDataName "btCollisionObjectDoubleData"
40 #else
41 #define btCollisionObjectData btCollisionObjectFloatData
42 #define btCollisionObjectDataName "btCollisionObjectFloatData"
43 #endif
44
45 /// btCollisionObject can be used to manage collision detection objects.
46 /// btCollisionObject maintains all information that is needed for a collision detection: Shape, Transform and AABB proxy.
47 /// They can be added to the btCollisionWorld.
ATTRIBUTE_ALIGNED16(class)48 ATTRIBUTE_ALIGNED16(class)
49 btCollisionObject
50 {
51 protected:
52 btTransform m_worldTransform;
53
54 ///m_interpolationWorldTransform is used for CCD and interpolation
55 ///it can be either previous or future (predicted) transform
56 btTransform m_interpolationWorldTransform;
57 //those two are experimental: just added for bullet time effect, so you can still apply impulses (directly modifying velocities)
58 //without destroying the continuous interpolated motion (which uses this interpolation velocities)
59 btVector3 m_interpolationLinearVelocity;
60 btVector3 m_interpolationAngularVelocity;
61
62 btVector3 m_anisotropicFriction;
63 int m_hasAnisotropicFriction;
64 btScalar m_contactProcessingThreshold;
65
66 btBroadphaseProxy* m_broadphaseHandle;
67 btCollisionShape* m_collisionShape;
68 ///m_extensionPointer is used by some internal low-level Bullet extensions.
69 void* m_extensionPointer;
70
71 ///m_rootCollisionShape is temporarily used to store the original collision shape
72 ///The m_collisionShape might be temporarily replaced by a child collision shape during collision detection purposes
73 ///If it is NULL, the m_collisionShape is not temporarily replaced.
74 btCollisionShape* m_rootCollisionShape;
75
76 int m_collisionFlags;
77
78 int m_islandTag1;
79 int m_companionId;
80 int m_worldArrayIndex; // index of object in world's collisionObjects array
81
82 mutable int m_activationState1;
83 mutable btScalar m_deactivationTime;
84
85 btScalar m_friction;
86 btScalar m_restitution;
87 btScalar m_rollingFriction; //torsional friction orthogonal to contact normal (useful to stop spheres rolling forever)
88 btScalar m_spinningFriction; // torsional friction around the contact normal (useful for grasping)
89 btScalar m_contactDamping;
90 btScalar m_contactStiffness;
91
92 ///m_internalType is reserved to distinguish Bullet's btCollisionObject, btRigidBody, btSoftBody, btGhostObject etc.
93 ///do not assign your own m_internalType unless you write a new dynamics object class.
94 int m_internalType;
95
96 ///users can point to their objects, m_userPointer is not used by Bullet, see setUserPointer/getUserPointer
97
98 void* m_userObjectPointer;
99
100 int m_userIndex2;
101
102 int m_userIndex;
103
104 int m_userIndex3;
105
106 ///time of impact calculation
107 btScalar m_hitFraction;
108
109 ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
110 btScalar m_ccdSweptSphereRadius;
111
112 /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
113 btScalar m_ccdMotionThreshold;
114
115 /// If some object should have elaborate collision filtering by sub-classes
116 int m_checkCollideWith;
117
118 btAlignedObjectArray<const btCollisionObject*> m_objectsWithoutCollisionCheck;
119
120 ///internal update revision number. It will be increased when the object changes. This allows some subsystems to perform lazy evaluation.
121 int m_updateRevision;
122
123 btVector3 m_customDebugColorRGB;
124
125 public:
126 BT_DECLARE_ALIGNED_ALLOCATOR();
127
128 enum CollisionFlags
129 {
130 CF_STATIC_OBJECT = 1,
131 CF_KINEMATIC_OBJECT = 2,
132 CF_NO_CONTACT_RESPONSE = 4,
133 CF_CUSTOM_MATERIAL_CALLBACK = 8, //this allows per-triangle material (friction/restitution)
134 CF_CHARACTER_OBJECT = 16,
135 CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
136 CF_DISABLE_SPU_COLLISION_PROCESSING = 64, //disable parallel/SPU processing
137 CF_HAS_CONTACT_STIFFNESS_DAMPING = 128,
138 CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR = 256,
139 CF_HAS_FRICTION_ANCHOR = 512,
140 CF_HAS_COLLISION_SOUND_TRIGGER = 1024
141 };
142
143 enum CollisionObjectTypes
144 {
145 CO_COLLISION_OBJECT = 1,
146 CO_RIGID_BODY = 2,
147 ///CO_GHOST_OBJECT keeps track of all objects overlapping its AABB and that pass its collision filter
148 ///It is useful for collision sensors, explosion objects, character controller etc.
149 CO_GHOST_OBJECT = 4,
150 CO_SOFT_BODY = 8,
151 CO_HF_FLUID = 16,
152 CO_USER_TYPE = 32,
153 CO_FEATHERSTONE_LINK = 64
154 };
155
156 enum AnisotropicFrictionFlags
157 {
158 CF_ANISOTROPIC_FRICTION_DISABLED = 0,
159 CF_ANISOTROPIC_FRICTION = 1,
160 CF_ANISOTROPIC_ROLLING_FRICTION = 2
161 };
162
163 SIMD_FORCE_INLINE bool mergesSimulationIslands() const
164 {
165 ///static objects, kinematic and object without contact response don't merge islands
166 return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE)) == 0);
167 }
168
169 const btVector3& getAnisotropicFriction() const
170 {
171 return m_anisotropicFriction;
172 }
173 void setAnisotropicFriction(const btVector3& anisotropicFriction, int frictionMode = CF_ANISOTROPIC_FRICTION)
174 {
175 m_anisotropicFriction = anisotropicFriction;
176 bool isUnity = (anisotropicFriction[0] != 1.f) || (anisotropicFriction[1] != 1.f) || (anisotropicFriction[2] != 1.f);
177 m_hasAnisotropicFriction = isUnity ? frictionMode : 0;
178 }
179 bool hasAnisotropicFriction(int frictionMode = CF_ANISOTROPIC_FRICTION) const
180 {
181 return (m_hasAnisotropicFriction & frictionMode) != 0;
182 }
183
184 ///the constraint solver can discard solving contacts, if the distance is above this threshold. 0 by default.
185 ///Note that using contacts with positive distance can improve stability. It increases, however, the chance of colliding with degerate contacts, such as 'interior' triangle edges
186 void setContactProcessingThreshold(btScalar contactProcessingThreshold)
187 {
188 m_contactProcessingThreshold = contactProcessingThreshold;
189 }
190 btScalar getContactProcessingThreshold() const
191 {
192 return m_contactProcessingThreshold;
193 }
194
195 SIMD_FORCE_INLINE bool isStaticObject() const
196 {
197 return (m_collisionFlags & CF_STATIC_OBJECT) != 0;
198 }
199
200 SIMD_FORCE_INLINE bool isKinematicObject() const
201 {
202 return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0;
203 }
204
205 SIMD_FORCE_INLINE bool isStaticOrKinematicObject() const
206 {
207 return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0;
208 }
209
210 SIMD_FORCE_INLINE bool hasContactResponse() const
211 {
212 return (m_collisionFlags & CF_NO_CONTACT_RESPONSE) == 0;
213 }
214
215 btCollisionObject();
216
217 virtual ~btCollisionObject();
218
219 virtual void setCollisionShape(btCollisionShape * collisionShape)
220 {
221 m_updateRevision++;
222 m_collisionShape = collisionShape;
223 m_rootCollisionShape = collisionShape;
224 }
225
226 SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const
227 {
228 return m_collisionShape;
229 }
230
231 SIMD_FORCE_INLINE btCollisionShape* getCollisionShape()
232 {
233 return m_collisionShape;
234 }
235
236 void setIgnoreCollisionCheck(const btCollisionObject* co, bool ignoreCollisionCheck)
237 {
238 if (ignoreCollisionCheck)
239 {
240 //We don't check for duplicates. Is it ok to leave that up to the user of this API?
241 //int index = m_objectsWithoutCollisionCheck.findLinearSearch(co);
242 //if (index == m_objectsWithoutCollisionCheck.size())
243 //{
244 m_objectsWithoutCollisionCheck.push_back(co);
245 //}
246 }
247 else
248 {
249 m_objectsWithoutCollisionCheck.remove(co);
250 }
251 m_checkCollideWith = m_objectsWithoutCollisionCheck.size() > 0;
252 }
253
254 virtual bool checkCollideWithOverride(const btCollisionObject* co) const
255 {
256 int index = m_objectsWithoutCollisionCheck.findLinearSearch(co);
257 if (index < m_objectsWithoutCollisionCheck.size())
258 {
259 return false;
260 }
261 return true;
262 }
263
264 ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions.
265 ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
266 void* internalGetExtensionPointer() const
267 {
268 return m_extensionPointer;
269 }
270 ///Avoid using this internal API call, the extension pointer is used by some Bullet extensions
271 ///If you need to store your own user pointer, use 'setUserPointer/getUserPointer' instead.
272 void internalSetExtensionPointer(void* pointer)
273 {
274 m_extensionPointer = pointer;
275 }
276
277 SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1; }
278
279 void setActivationState(int newState) const;
280
281 void setDeactivationTime(btScalar time)
282 {
283 m_deactivationTime = time;
284 }
285 btScalar getDeactivationTime() const
286 {
287 return m_deactivationTime;
288 }
289
290 void forceActivationState(int newState) const;
291
292 void activate(bool forceActivation = false) const;
293
294 SIMD_FORCE_INLINE bool isActive() const
295 {
296 return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
297 }
298
299 void setRestitution(btScalar rest)
300 {
301 m_updateRevision++;
302 m_restitution = rest;
303 }
304 btScalar getRestitution() const
305 {
306 return m_restitution;
307 }
308 void setFriction(btScalar frict)
309 {
310 m_updateRevision++;
311 m_friction = frict;
312 }
313 btScalar getFriction() const
314 {
315 return m_friction;
316 }
317
318 void setRollingFriction(btScalar frict)
319 {
320 m_updateRevision++;
321 m_rollingFriction = frict;
322 }
323 btScalar getRollingFriction() const
324 {
325 return m_rollingFriction;
326 }
327 void setSpinningFriction(btScalar frict)
328 {
329 m_updateRevision++;
330 m_spinningFriction = frict;
331 }
332 btScalar getSpinningFriction() const
333 {
334 return m_spinningFriction;
335 }
336 void setContactStiffnessAndDamping(btScalar stiffness, btScalar damping)
337 {
338 m_updateRevision++;
339 m_contactStiffness = stiffness;
340 m_contactDamping = damping;
341
342 m_collisionFlags |= CF_HAS_CONTACT_STIFFNESS_DAMPING;
343
344 //avoid divisions by zero...
345 if (m_contactStiffness < SIMD_EPSILON)
346 {
347 m_contactStiffness = SIMD_EPSILON;
348 }
349 }
350
351 btScalar getContactStiffness() const
352 {
353 return m_contactStiffness;
354 }
355
356 btScalar getContactDamping() const
357 {
358 return m_contactDamping;
359 }
360
361 ///reserved for Bullet internal usage
362 int getInternalType() const
363 {
364 return m_internalType;
365 }
366
367 btTransform& getWorldTransform()
368 {
369 return m_worldTransform;
370 }
371
372 const btTransform& getWorldTransform() const
373 {
374 return m_worldTransform;
375 }
376
377 void setWorldTransform(const btTransform& worldTrans)
378 {
379 m_updateRevision++;
380 m_worldTransform = worldTrans;
381 }
382
383 SIMD_FORCE_INLINE btBroadphaseProxy* getBroadphaseHandle()
384 {
385 return m_broadphaseHandle;
386 }
387
388 SIMD_FORCE_INLINE const btBroadphaseProxy* getBroadphaseHandle() const
389 {
390 return m_broadphaseHandle;
391 }
392
393 void setBroadphaseHandle(btBroadphaseProxy * handle)
394 {
395 m_broadphaseHandle = handle;
396 }
397
398 const btTransform& getInterpolationWorldTransform() const
399 {
400 return m_interpolationWorldTransform;
401 }
402
403 btTransform& getInterpolationWorldTransform()
404 {
405 return m_interpolationWorldTransform;
406 }
407
408 void setInterpolationWorldTransform(const btTransform& trans)
409 {
410 m_updateRevision++;
411 m_interpolationWorldTransform = trans;
412 }
413
414 void setInterpolationLinearVelocity(const btVector3& linvel)
415 {
416 m_updateRevision++;
417 m_interpolationLinearVelocity = linvel;
418 }
419
420 void setInterpolationAngularVelocity(const btVector3& angvel)
421 {
422 m_updateRevision++;
423 m_interpolationAngularVelocity = angvel;
424 }
425
426 const btVector3& getInterpolationLinearVelocity() const
427 {
428 return m_interpolationLinearVelocity;
429 }
430
431 const btVector3& getInterpolationAngularVelocity() const
432 {
433 return m_interpolationAngularVelocity;
434 }
435
436 SIMD_FORCE_INLINE int getIslandTag() const
437 {
438 return m_islandTag1;
439 }
440
441 void setIslandTag(int tag)
442 {
443 m_islandTag1 = tag;
444 }
445
446 SIMD_FORCE_INLINE int getCompanionId() const
447 {
448 return m_companionId;
449 }
450
451 void setCompanionId(int id)
452 {
453 m_companionId = id;
454 }
455
456 SIMD_FORCE_INLINE int getWorldArrayIndex() const
457 {
458 return m_worldArrayIndex;
459 }
460
461 // only should be called by CollisionWorld
462 void setWorldArrayIndex(int ix)
463 {
464 m_worldArrayIndex = ix;
465 }
466
467 SIMD_FORCE_INLINE btScalar getHitFraction() const
468 {
469 return m_hitFraction;
470 }
471
472 void setHitFraction(btScalar hitFraction)
473 {
474 m_hitFraction = hitFraction;
475 }
476
477 SIMD_FORCE_INLINE int getCollisionFlags() const
478 {
479 return m_collisionFlags;
480 }
481
482 void setCollisionFlags(int flags)
483 {
484 m_collisionFlags = flags;
485 }
486
487 ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
488 btScalar getCcdSweptSphereRadius() const
489 {
490 return m_ccdSweptSphereRadius;
491 }
492
493 ///Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
494 void setCcdSweptSphereRadius(btScalar radius)
495 {
496 m_ccdSweptSphereRadius = radius;
497 }
498
499 btScalar getCcdMotionThreshold() const
500 {
501 return m_ccdMotionThreshold;
502 }
503
504 btScalar getCcdSquareMotionThreshold() const
505 {
506 return m_ccdMotionThreshold * m_ccdMotionThreshold;
507 }
508
509 /// Don't do continuous collision detection if the motion (in one step) is less then m_ccdMotionThreshold
510 void setCcdMotionThreshold(btScalar ccdMotionThreshold)
511 {
512 m_ccdMotionThreshold = ccdMotionThreshold;
513 }
514
515 ///users can point to their objects, userPointer is not used by Bullet
516 void* getUserPointer() const
517 {
518 return m_userObjectPointer;
519 }
520
521 int getUserIndex() const
522 {
523 return m_userIndex;
524 }
525
526 int getUserIndex2() const
527 {
528 return m_userIndex2;
529 }
530
531 int getUserIndex3() const
532 {
533 return m_userIndex3;
534 }
535
536 ///users can point to their objects, userPointer is not used by Bullet
537 void setUserPointer(void* userPointer)
538 {
539 m_userObjectPointer = userPointer;
540 }
541
542 ///users can point to their objects, userPointer is not used by Bullet
543 void setUserIndex(int index)
544 {
545 m_userIndex = index;
546 }
547
548 void setUserIndex2(int index)
549 {
550 m_userIndex2 = index;
551 }
552
553 void setUserIndex3(int index)
554 {
555 m_userIndex3 = index;
556 }
557
558 int getUpdateRevisionInternal() const
559 {
560 return m_updateRevision;
561 }
562
563 void setCustomDebugColor(const btVector3& colorRGB)
564 {
565 m_customDebugColorRGB = colorRGB;
566 m_collisionFlags |= CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR;
567 }
568
569 void removeCustomDebugColor()
570 {
571 m_collisionFlags &= ~CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR;
572 }
573
574 bool getCustomDebugColor(btVector3 & colorRGB) const
575 {
576 bool hasCustomColor = (0 != (m_collisionFlags & CF_HAS_CUSTOM_DEBUG_RENDERING_COLOR));
577 if (hasCustomColor)
578 {
579 colorRGB = m_customDebugColorRGB;
580 }
581 return hasCustomColor;
582 }
583
584 inline bool checkCollideWith(const btCollisionObject* co) const
585 {
586 if (m_checkCollideWith)
587 return checkCollideWithOverride(co);
588
589 return true;
590 }
591
592 virtual int calculateSerializeBufferSize() const;
593
594 ///fills the dataBuffer and returns the struct name (and 0 on failure)
595 virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
596
597 virtual void serializeSingleObject(class btSerializer * serializer) const;
598 };
599
600 // clang-format off
601
602 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
603 struct btCollisionObjectDoubleData
604 {
605 void *m_broadphaseHandle;
606 void *m_collisionShape;
607 btCollisionShapeData *m_rootCollisionShape;
608 char *m_name;
609
610 btTransformDoubleData m_worldTransform;
611 btTransformDoubleData m_interpolationWorldTransform;
612 btVector3DoubleData m_interpolationLinearVelocity;
613 btVector3DoubleData m_interpolationAngularVelocity;
614 btVector3DoubleData m_anisotropicFriction;
615 double m_contactProcessingThreshold;
616 double m_deactivationTime;
617 double m_friction;
618 double m_rollingFriction;
619 double m_contactDamping;
620 double m_contactStiffness;
621 double m_restitution;
622 double m_hitFraction;
623 double m_ccdSweptSphereRadius;
624 double m_ccdMotionThreshold;
625 int m_hasAnisotropicFriction;
626 int m_collisionFlags;
627 int m_islandTag1;
628 int m_companionId;
629 int m_activationState1;
630 int m_internalType;
631 int m_checkCollideWith;
632 int m_collisionFilterGroup;
633 int m_collisionFilterMask;
634 int m_uniqueId;//m_uniqueId is introduced for paircache. could get rid of this, by calculating the address offset etc.
635 };
636
637 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
638 struct btCollisionObjectFloatData
639 {
640 void *m_broadphaseHandle;
641 void *m_collisionShape;
642 btCollisionShapeData *m_rootCollisionShape;
643 char *m_name;
644
645 btTransformFloatData m_worldTransform;
646 btTransformFloatData m_interpolationWorldTransform;
647 btVector3FloatData m_interpolationLinearVelocity;
648 btVector3FloatData m_interpolationAngularVelocity;
649 btVector3FloatData m_anisotropicFriction;
650 float m_contactProcessingThreshold;
651 float m_deactivationTime;
652 float m_friction;
653 float m_rollingFriction;
654 float m_contactDamping;
655 float m_contactStiffness;
656 float m_restitution;
657 float m_hitFraction;
658 float m_ccdSweptSphereRadius;
659 float m_ccdMotionThreshold;
660 int m_hasAnisotropicFriction;
661 int m_collisionFlags;
662 int m_islandTag1;
663 int m_companionId;
664 int m_activationState1;
665 int m_internalType;
666 int m_checkCollideWith;
667 int m_collisionFilterGroup;
668 int m_collisionFilterMask;
669 int m_uniqueId;
670 };
671 // clang-format on
672
calculateSerializeBufferSize()673 SIMD_FORCE_INLINE int btCollisionObject::calculateSerializeBufferSize() const
674 {
675 return sizeof(btCollisionObjectData);
676 }
677
678 #endif //BT_COLLISION_OBJECT_H
679