Files
watrbx-game-engine/App/v8world/BulletShapeCellContact.cpp
2025-09-18 17:55:52 -04:00

393 lines
12 KiB
C++

/* Copyright 2003-2005 ROBLOX Corporation, All Rights Reserved */
#include "stdafx.h"
#include "V8World/BulletShapeCellContact.h"
#include "V8World/MegaClusterPoly.h"
#include "voxel/Cell.h"
#include "voxel/Grid.h"
#include "V8DataModel/MegaCluster.h"
#include "v8world/SmoothClusterGeometry.h"
#include "V8Kernel/BulletShapeConnectors.h"
#include "V8Kernel/Kernel.h"
#include "V8World/Primitive.h"
#include "V8World/World.h"
#include "BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h"
#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
DYNAMIC_FASTFLAG(UseTerrainCustomPhysicalProperties)
namespace RBX {
using namespace Voxel;
BulletShapeCellContact::BulletShapeCellContact(Primitive* p0, Primitive* p1, const Vector3int16& cell, World* contactWorld)
: CellMeshContact(p0, p1, Vector3int32(cell))
, bulletNPAlgorithm(NULL)
, world(contactWorld)
{
Grid* grid = static_cast<MegaClusterInstance*>(p0->getOwner())->getVoxelGrid();
Cell cellData = grid->getCell(cell);
CellOrientation orientation = cellData.solid.getOrientation();
CellBlock type = cellData.solid.getBlock();
Vector3 cellOffset = kCELL_SIZE * Vector3(cell) + Vector3(Voxel::kHALF_CELL, Voxel::kHALF_CELL, Voxel::kHALF_CELL);
CoordinateFrame cellCFrame = CoordinateFrame(cellOffset);
if (orientation > 0)
Math::rotateAboutYGlobal(cellCFrame, orientation*Math::piHalff());
btCollisionShape* bulletCellShape = rbx_static_cast<MegaClusterPoly*>(p0->getGeometry())->getBulletCellShape(type);
// set up collision object
bulletCollisionObject.setWorldTransform(cellCFrame.transformFromCFrame());
bulletCollisionObject.setCollisionShape(bulletCellShape);
}
BulletShapeCellContact::BulletShapeCellContact(Primitive* p0, Primitive* p1, const Vector3int32& feature, const shared_ptr<btCollisionShape>& customShape, World* contactWorld)
: CellMeshContact(p0, p1, feature)
, bulletNPAlgorithm(NULL)
, customShape(customShape)
, world(contactWorld)
{
btTransform identity;
identity.setIdentity();
bulletCollisionObject.setWorldTransform(identity);
bulletCollisionObject.setCollisionShape(customShape.get());
}
BulletShapeCellContact::~BulletShapeCellContact()
{
deleteConnectors(polyConnectors);
if (bulletNPAlgorithm)
{
bulletNPAlgorithm->~btCollisionAlgorithm();
world->getBulletCollisionDispatcher()->freeCollisionAlgorithm(bulletNPAlgorithm);
}
RBXASSERT(polyConnectors.size() == 0);
}
ContactConnector* BulletShapeCellContact::getConnector(int i)
{
return polyConnectors[i];
}
void BulletShapeCellContact::deleteAllConnectors()
{
deleteConnectors(polyConnectors);
}
void BulletShapeCellContact::deleteConnectors(BulletConnectorArray& deleteConnectors)
{
removeAllConnectorsFromKernel();
for (size_t i = 0; i < deleteConnectors.size(); ++i) {
RBXASSERT(!deleteConnectors[i]->isInKernel());
delete deleteConnectors[i];
}
deleteConnectors.fastClear();
}
void BulletShapeCellContact::removeAllConnectorsFromKernel()
{
Kernel* kernel = NULL;
for (size_t i = 0; i < polyConnectors.size(); ++i) {
if (polyConnectors[i]->isInKernel()) {
kernel = kernel ? kernel : getKernel(); // small optimization - getKernel walks the IPipelines
kernel->removeConnector(polyConnectors[i]);
}
}
}
void BulletShapeCellContact::putAllConnectorsInKernel()
{
Kernel* kernel = NULL;
for (size_t i = 0; i < polyConnectors.size(); ++i) {
if (!polyConnectors[i]->isInKernel())
{
kernel = kernel ? kernel : getKernel(); // small optimization - getKernel walks the IPipelines
kernel->insertConnector(polyConnectors[i]);
}
}
}
bool BulletShapeCellContact::stepContact()
{
if (computeIsColliding(0.0f)) {
if (inKernel()) {
putAllConnectorsInKernel();
}
return true;
}
else {
removeAllConnectorsFromKernel();
return false;
}
}
void BulletShapeCellContact::invalidateContactCache()
{
deleteAllConnectors();
if (bulletNPAlgorithm)
{
btManifoldArray manifoldArray;
bulletNPAlgorithm->getAllContactManifolds(manifoldArray);
for (int i = 0; i < manifoldArray.size(); ++i)
manifoldArray[i]->clearManifold();
}
}
bool BulletShapeCellContact::computeIsColliding(float overlapIgnored)
{
updateClosestFeatures();
if (polyConnectors.size() > 0)
{
float overlap = worstFeatureOverlap();
if (overlap > overlapIgnored)
{
return true;
}
}
else if (overlapIgnored < 0)
{
// we have no connectors but we want to check if primitive is "close enough" to terrain, so we have to go through Bullet manifold
btManifoldArray manifoldArray;
bulletNPAlgorithm->getAllContactManifolds(manifoldArray);
for (int i = 0; i < manifoldArray.size(); ++i)
{
btPersistentManifold* manifold = manifoldArray[i];
for (int j = 0; j < manifold->getNumContacts(); ++j)
{
btManifoldPoint& p = manifold->getContactPoint(j);
if (p.getDistance() < -overlapIgnored)
return true;
}
}
}
return false;
}
void BulletShapeCellContact::updateClosestFeatures()
{
BulletConnectorArray newConnectors;
findClosestBulletCellFeatures(newConnectors);
matchClosestFeatures(newConnectors);
deleteConnectors(polyConnectors); // any remaining not matched
// set bullet's manifold point references back to roblox kernel connectors
for (size_t i = 0; i < newConnectors.size(); ++i)
{
btManifoldArray manifoldArray;
bulletNPAlgorithm->getAllContactManifolds(manifoldArray);
int manIndex = newConnectors[i]->getBulletManifoldIndex();
int ptIndex = newConnectors[i]->getBulletPointCacheIndex();
manifoldArray[manIndex]->getContactPoint(ptIndex).m_userPersistentData = newConnectors[i];
}
polyConnectors = newConnectors; // transfer over the pointers
updateContactPoints();
updateContactParemeters(&bulletCollisionObject, polyConnectors);
}
void BulletShapeCellContact::updateContactParemeters(btCollisionObject* cellObj, BulletConnectorArray& connectors)
{
// Prevent this code from Running on OLD Terrain that cannot use SmoothClusterGeometry
// to get Triangle
if (!(getPrimitive(0)->getGeometryType() == Geometry::GEOMETRY_SMOOTHCLUSTER ||
getPrimitive(1)->getGeometryType() == Geometry::GEOMETRY_SMOOTHCLUSTER))
return;
if (!(world->getUsingNewPhysicalProperties()))
return;
btManifoldArray manifoldArray;
bulletNPAlgorithm->getAllContactManifolds(manifoldArray);
for (size_t i = 0; i < connectors.size(); ++i)
{
BulletShapeConnector* conn = connectors[i];
PairParams& connPoint = conn->getContactPoint();
// In the old Bullet-Terrain code we have to make sure that
// the indices are valid.
if (manifoldArray.size() <= conn->getBulletManifoldIndex())
continue;
btPersistentManifold* manifold = manifoldArray[conn->getBulletManifoldIndex()];
if (manifold->getNumContacts() <= conn->getBulletPointCacheIndex())
continue;
const btManifoldPoint& pt = manifold->getContactPoint(conn->getBulletPointCacheIndex());
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);
}
}
}
float BulletShapeCellContact::worstFeatureOverlap()
{
float worstOverlap = -FLT_MAX; // i.e. not overlapping
RBXASSERT(polyConnectors.size() > 0);
for (size_t i = 0; i < polyConnectors.size(); ++i) { // may not have any overlapping features!
float overlap = polyConnectors[i]->computeOverlap(); // computeLength returns negative
worstOverlap = std::max(worstOverlap, overlap);
}
return worstOverlap;
}
void BulletShapeCellContact::matchClosestFeatures(BulletConnectorArray& newConnectors)
{
for (size_t i = 0; i < newConnectors.size(); ++i) {
if (BulletShapeCellConnector* match = matchClosestFeature(newConnectors[i])) {
delete newConnectors[i];
newConnectors.replace(i, match);
}
}
}
BulletShapeCellConnector* BulletShapeCellContact::matchClosestFeature(BulletShapeCellConnector* newConnector)
{
for (size_t i = 0; i < polyConnectors.size(); ++i) {
BulletShapeCellConnector* answer = polyConnectors[i];
if (BulletShapeCellConnector::match(answer, newConnector)) {
polyConnectors.fastRemove(i);
return answer;
}
}
return NULL;
}
void BulletShapeCellContact::updateContactPoints()
{
for (size_t i = 0; i < polyConnectors.size(); ++i)
{
polyConnectors[i]->findValidContactAfterNarrowphase();
}
}
// use a BulletShapeConnector to represent this connector (we don't need a specific BulletShapeCellConnector)
BulletShapeCellConnector* BulletShapeCellContact::newBulletShapeCellConnector(btCollisionObject* bulletColObj0, btCollisionObject* bulletColObj1,
btCollisionAlgorithm* algo, int manifoldIndex, int contactIndex)
{
if(contactParams)
{
return new BulletShapeCellConnector(getPrimitive(0)->getBody(),
getPrimitive(1)->getBody(),
*contactParams,
bulletColObj0,
bulletColObj1,
algo,
manifoldIndex,
contactIndex
); // id of this face
}
else
return NULL;
}
void BulletShapeCellContact::findClosestBulletCellFeatures(BulletConnectorArray& newConnectors)
{
if (!contactParams)
generateDataForMovingAssemblyStage();
// prim index 0 is for terrain, 1 is for CSG prim
// only need to update the CSG collision object since terrain is not moving
// Early out if CFrame is invalid
if (Math::isNanInfVector3(getPrimitive(1)->getCoordinateFrame().translation))
return;
getPrimitive(1)->updateBulletCollisionObject();
btManifoldArray manifoldArray;
computeManifoldsWithBulletNarrowPhase(manifoldArray);
int totalNumConnectors = 0;
for (int i = 0; i < manifoldArray.size(); i++)
{
btPersistentManifold* manifold = manifoldArray[i];
for (int j = 0; j < manifold->getNumContacts(); j++)
{
btManifoldPoint& p = manifold->getContactPoint(j);
bool valid = manifold->validContactDistance(p);
float dis = p.getDistance();
if (valid && dis < 0.0f)
{
RBXASSERT(totalNumConnectors < BULLET_CONTACT_ARRAY_SIZE);
if (totalNumConnectors < BULLET_CONTACT_ARRAY_SIZE)
{
totalNumConnectors++;
BulletShapeCellConnector* cylConn = newBulletShapeCellConnector(&bulletCollisionObject,
getPrimitive(1)->getGeometry()->getBulletCollisionObject(),
bulletNPAlgorithm, i, j);
if (cylConn)
newConnectors.push_back(cylConn);
}
}
}
}
}
void BulletShapeCellContact::computeManifoldsWithBulletNarrowPhase(btManifoldArray& manifoldArray)
{
btCollisionDispatcher* dispatcher;
dispatcher = world->getBulletCollisionDispatcher();
btCollisionObject* colObj0 = &(bulletCollisionObject);
btCollisionObject* colObj1 = getPrimitive(1)->getGeometry()->getBulletCollisionObject();
btCollisionObjectWrapper obj0Wrap(0, colObj0->getCollisionShape(), colObj0, colObj0->getWorldTransform(), -1, -1);
btCollisionObjectWrapper obj1Wrap(0, colObj1->getCollisionShape(), colObj1, colObj1->getWorldTransform(), -1, -1);
if (!bulletNPAlgorithm)
bulletNPAlgorithm = dispatcher->findAlgorithm(&obj0Wrap,&obj1Wrap);
btManifoldResult contactPointResult(&obj0Wrap, &obj1Wrap);
btDispatcherInfo disInfo;
bulletNPAlgorithm->processCollision(&obj0Wrap, &obj1Wrap, disInfo, &contactPointResult);
bulletNPAlgorithm->getAllContactManifolds(manifoldArray);
if (colObj0->getCollisionShape()->getShapeType() == GIMPACT_SHAPE_PROXYTYPE ||
colObj1->getCollisionShape()->getShapeType() == GIMPACT_SHAPE_PROXYTYPE)
{
//GImpact collision algorithm should only yield 1 Manifold
RBXASSERT(manifoldArray.size() <= 1);
if (manifoldArray.size())
{
manifoldArray[0]->refreshContactPoints(colObj0->getWorldTransform(), colObj1->getWorldTransform());
}
}
}
} // namespace