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2025-09-18 17:55:52 -04:00

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C++

/* Copyright 2003-2005 ROBLOX Corporation, All Rights Reserved */
#include "stdafx.h"
#include "v8world/BulletContact.h"
#include "v8kernel/Kernel.h"
#include "v8world/Primitive.h"
#include "v8world/World.h"
#include "v8world/MaterialProperties.h"
#include "v8world/SmoothClusterGeometry.h"
#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
DYNAMIC_FASTFLAGVARIABLE(UseTerrainCustomPhysicalProperties, false)
namespace RBX {
static void computeManifolds(World* world, btCollisionAlgorithm*& algorithm, btManifoldArray& manifoldArray, btCollisionObject* colObj0, btCollisionObject* colObj1)
{
btCollisionObjectWrapper obj0Wrap(0, colObj0->getCollisionShape(), colObj0, colObj0->getWorldTransform(), -1, -1);
btCollisionObjectWrapper obj1Wrap(0, colObj1->getCollisionShape(), colObj1, colObj1->getWorldTransform(), -1, -1);
if (!algorithm)
algorithm = world->getBulletCollisionDispatcher()->findAlgorithm(&obj0Wrap, &obj1Wrap);
btManifoldResult contactPointResult(&obj0Wrap, &obj1Wrap);
btDispatcherInfo disInfo;
algorithm->processCollision(&obj0Wrap, &obj1Wrap, disInfo, &contactPointResult);
manifoldArray.resize(0);
algorithm->getAllContactManifolds(manifoldArray);
if (colObj0->getCollisionShape()->getShapeType() == GIMPACT_SHAPE_PROXYTYPE ||
colObj1->getCollisionShape()->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
{
// GImpact algorithm does not do refreshContactPoints so let's do it ourselves!
for (int i = 0; i < manifoldArray.size(); ++i)
manifoldArray[i]->refreshContactPoints(colObj0->getWorldTransform(), colObj1->getWorldTransform());
}
}
static void matchConnectors(World* world, btManifoldArray& manifoldArray, BulletConnectorArray& connectors)
{
// Mark all existing connectors as unused
for (size_t i = 0; i < connectors.size(); ++i)
{
BulletConnector* conn = connectors[i];
conn->bulletManifoldIndex = -1;
}
// Reassociate all contact points with existing connectors
for (int i = 0; i < manifoldArray.size(); ++i)
{
btPersistentManifold* manifold = manifoldArray[i];
for (int j = 0; j < manifold->getNumContacts(); ++j)
{
const btManifoldPoint& pt = manifold->getContactPoint(j);
if (pt.getDistance() < 0)
{
if (pt.m_userPersistentData)
{
BulletConnector* conn = static_cast<BulletConnector*>(pt.m_userPersistentData);
RBXASSERT(conn->bulletManifoldIndex < 0);
conn->bulletManifoldIndex = i;
conn->bulletPointCacheIndex = j;
}
}
else
{
pt.m_userPersistentData = NULL;
}
}
}
// Remove old connectors
Kernel* kernel = NULL;
for (size_t i = 0; i < connectors.size(); )
{
BulletConnector* conn = connectors[i];
if (conn->bulletManifoldIndex < 0)
{
if (conn->isInKernel())
{
kernel = kernel ? kernel : world->getKernel(); // optimization - getKernel walks the IPipelines
kernel->removeConnector(conn);
}
connectors.fastRemove(i);
delete conn;
}
else
++i;
}
}
static void createConnectors(btManifoldArray& manifoldArray, BulletConnectorArray& connectors, Body* body0, Body* body1, ContactParams* contactParams)
{
for (int i = 0; i < manifoldArray.size(); ++i)
{
btPersistentManifold* manifold = manifoldArray[i];
for (int j = 0; j < manifold->getNumContacts(); ++j)
{
btManifoldPoint& pt = manifold->getContactPoint(j);
if (!pt.m_userPersistentData && pt.getDistance() < 0)
{
if (connectors.size() < connectors.capacity())
{
BulletConnector* conn = new BulletConnector(body0, body1, *contactParams, i, j);
connectors.push_back(conn);
pt.m_userPersistentData = conn;
}
else
{
RBXASSERT(!"Contact array is full, dropping contact");
}
}
}
}
}
static float updateContactPoints(btManifoldArray& manifoldArray, BulletConnectorArray& connectors, btCollisionObject* colObj0)
{
float worstOverlap = -FLT_MAX;
for (size_t i = 0; i < connectors.size(); ++i)
{
BulletConnector* conn = connectors[i];
PairParams& connPoint = conn->getContactPoint();
btPersistentManifold* manifold = manifoldArray[conn->bulletManifoldIndex];
const btManifoldPoint& pt = manifold->getContactPoint(conn->bulletPointCacheIndex);
Vector3 normalB = Vector3(pt.m_normalWorldOnB.x(), pt.m_normalWorldOnB.y(), pt.m_normalWorldOnB.z());
float distance = pt.m_distance1;
// GImpact likes to swap bodies
if (manifold->getBody0() == colObj0)
{
connPoint.position = Vector3(pt.m_positionWorldOnA.x(), pt.m_positionWorldOnA.y(), pt.m_positionWorldOnA.z());
connPoint.normal = -normalB;
connPoint.length = distance;
}
else
{
connPoint.position = Vector3(pt.m_positionWorldOnB.x(), pt.m_positionWorldOnB.y(), pt.m_positionWorldOnB.z());
connPoint.normal = normalB;
connPoint.length = distance;
}
worstOverlap = std::max(worstOverlap, -connPoint.length);
}
return worstOverlap;
}
static bool areContactPointsCloserThan(const btManifoldArray& manifoldArray, float distance)
{
for (int i = 0; i < manifoldArray.size(); ++i)
{
const btPersistentManifold* manifold = manifoldArray[i];
for (int j = 0; j < manifold->getNumContacts(); ++j)
{
const btManifoldPoint& p = manifold->getContactPoint(j);
if (p.getDistance() < distance)
return true;
}
}
return false;
}
static void removeConnectorsFromKernel(World* world, BulletConnectorArray& connectors)
{
Kernel* kernel = NULL;
for (size_t i = 0; i < connectors.size(); ++i)
{
if (connectors[i]->isInKernel())
{
kernel = kernel ? kernel : world->getKernel(); // optimization - getKernel walks the IPipelines
kernel->removeConnector(connectors[i]);
}
}
}
static void putConnectorsInKernel(World* world, BulletConnectorArray& connectors)
{
Kernel* kernel = NULL;
for (size_t i = 0; i < connectors.size(); ++i)
{
if (!connectors[i]->isInKernel())
{
kernel = kernel ? kernel : world->getKernel(); // optimization - getKernel walks the IPipelines
kernel->insertConnector(connectors[i]);
}
}
}
static void deleteConnectors(World* world, btManifoldArray& manifoldArray, BulletConnectorArray& connectors)
{
removeConnectorsFromKernel(world, connectors);
for (size_t i = 0; i < connectors.size(); ++i)
{
RBXASSERT(!connectors[i]->isInKernel());
delete connectors[i];
}
connectors.fastClear();
for (int i = 0; i < manifoldArray.size(); ++i)
manifoldArray[i]->clearManifold();
manifoldArray.resize(0);
}
static void deleteAlgorithm(World* world, btCollisionAlgorithm* algorithm)
{
if (algorithm)
{
algorithm->~btCollisionAlgorithm();
world->getBulletCollisionDispatcher()->freeCollisionAlgorithm(algorithm);
}
}
static void clearCache(btManifoldArray& manifoldArray)
{
for (int i = 0; i < manifoldArray.size(); ++i)
manifoldArray[i]->clearManifold();
}
BulletContact::BulletContact(World* world, Primitive* p0, Primitive* p1)
: Contact(p0, p1)
, world(world)
, algorithm(NULL)
{
}
BulletContact::~BulletContact()
{
deleteConnectors(world, manifoldArray, connectors);
deleteAlgorithm(world, algorithm);
}
ContactConnector* BulletContact::getConnector(int i)
{
return connectors[i];
}
int BulletContact::numConnectors() const
{
return connectors.size();
}
void BulletContact::deleteAllConnectors()
{
deleteConnectors(world, manifoldArray, connectors);
}
bool BulletContact::stepContact()
{
bool result = computeIsColliding(0.0f);
if (inKernel())
{
if (result)
putConnectorsInKernel(world, connectors);
else
removeConnectorsFromKernel(world, connectors);
}
return result;
}
void BulletContact::invalidateContactCache()
{
clearCache(manifoldArray);
}
bool BulletContact::computeIsColliding(float overlapIgnored)
{
Primitive* prim0 = getPrimitive(0);
Primitive* prim1 = getPrimitive(1);
if (!Primitive::aaBoxCollide(*prim0, *prim1))
{
deleteConnectors(world, manifoldArray, connectors);
return false;
}
if (!contactParams)
generateDataForMovingAssemblyStage();
prim0->updateBulletCollisionObject();
prim1->updateBulletCollisionObject();
computeManifolds(world, algorithm, manifoldArray, prim0->getGeometry()->getBulletCollisionObject(), prim1->getGeometry()->getBulletCollisionObject());
matchConnectors(world, manifoldArray, connectors);
createConnectors(manifoldArray, connectors, prim0->getBody(), prim1->getBody(), contactParams);
float worstOverlap = updateContactPoints(manifoldArray, connectors, prim0->getGeometry()->getBulletCollisionObject());
return worstOverlap > overlapIgnored;
}
BulletCellContact::BulletCellContact(World* world, Primitive* p0, Primitive* p1, const Vector3int32& feature, const shared_ptr<btCollisionShape>& cellShape)
: CellContact(p0, p1, feature)
, world(world)
, algorithm(NULL)
, cellShape(cellShape)
{
btTransform identity;
identity.setIdentity();
cellCollisionObject.setWorldTransform(identity);
cellCollisionObject.setCollisionShape(cellShape.get());
}
BulletCellContact::~BulletCellContact()
{
deleteConnectors(world, manifoldArray, connectors);
deleteAlgorithm(world, algorithm);
}
ContactConnector* BulletCellContact::getConnector(int i)
{
return connectors[i];
}
int BulletCellContact::numConnectors() const
{
return connectors.size();
}
void BulletCellContact::deleteAllConnectors()
{
deleteConnectors(world, manifoldArray, connectors);
}
bool BulletCellContact::stepContact()
{
bool result = computeIsColliding(0.0f);
if (inKernel())
{
if (result)
putConnectorsInKernel(world, connectors);
else
removeConnectorsFromKernel(world, connectors);
}
return result;
}
void BulletCellContact::invalidateContactCache()
{
clearCache(manifoldArray);
}
bool BulletCellContact::computeIsColliding(float overlapIgnored)
{
Primitive* prim0 = getPrimitive(0);
Primitive* prim1 = getPrimitive(1);
if (!contactParams)
generateDataForMovingAssemblyStage();
prim1->updateBulletCollisionObject();
computeManifolds(world, algorithm, manifoldArray, &cellCollisionObject, prim1->getGeometry()->getBulletCollisionObject());
matchConnectors(world, manifoldArray, connectors);
createConnectors(manifoldArray, connectors, prim0->getBody(), prim1->getBody(), contactParams);
float worstOverlap = updateContactPoints(manifoldArray, connectors, &cellCollisionObject);
updateContactParemeters(&cellCollisionObject);
// we may have no connectors but we want to check if primitive is "close enough" to terrain, so we have to go through Bullet manifold
if (overlapIgnored < 0)
return areContactPointsCloserThan(manifoldArray, -overlapIgnored);
else
return worstOverlap > overlapIgnored;
}
BulletConnector::BulletConnector(Body* b0, Body* b1, const ContactParams& contactParams, int manifoldIndex, int cacheIndex)
: ContactConnector(b0, b1, contactParams)
, bulletManifoldIndex(manifoldIndex)
, bulletPointCacheIndex(cacheIndex)
{
}
void BulletCellContact::updateContactParemeters(btCollisionObject* cellObj)
{
if (!(world->getUsingNewPhysicalProperties()))
return;
for (size_t i = 0; i < connectors.size(); ++i)
{
BulletConnector* conn = connectors[i];
PairParams& connPoint = conn->getContactPoint();
btPersistentManifold* manifold = manifoldArray[conn->bulletManifoldIndex];
const btManifoldPoint& pt = manifold->getContactPoint(conn->bulletPointCacheIndex);
ContactParams newParams;
int triangleIndex = manifold->getBody0() == cellObj ? pt.m_index0 : pt.m_index1;
Primitive* terrainPrimitive = getPrimitive(0);
if (DFFlag::UseTerrainCustomPhysicalProperties && terrainPrimitive->getPhysicalProperties().getCustomEnabled())
{
MaterialProperties::updateContactParamsPrims(newParams, getPrimitive(1), terrainPrimitive);
conn->setContactParams(newParams);
}
else
{
PartMaterial terrainContactMaterial = SmoothClusterGeometry::getTriangleMaterial(cellObj->getCollisionShape(), triangleIndex, connPoint.position);
MaterialProperties::updateContactParamsPrimMaterial(newParams, getPrimitive(1), terrainPrimitive, terrainContactMaterial);
conn->setContactParams(newParams);
}
}
}
void BulletCellContact::onPrimitiveContactParametersChanged()
{
if (!world->getUsingNewPhysicalProperties())
{
Contact::onPrimitiveContactParametersChanged();
}
}
} // namespace