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APIData.h
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APIData.h
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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#ifndef API_DATA_H
#define API_DATA_H
#include "ArchStuff.h"
#include "btBulletDynamicsCommon.h"
// Fixed object ID codes used by OpenSimulator
#define ID_TERRAIN 0 // OpenSimulator identifies collisions with terrain by localID of zero
#define ID_GROUND_PLANE 1
#define ID_INVALID_HIT 0xFFFFFFFF
// API-exposed structure for a 3D vector
struct Vector3
{
float X;
float Y;
float Z;
Vector3()
{
X = 0.0;
Y = 0.0;
Z = 0.0;
}
Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
Vector3(const btVector3& v)
{
X = v.getX();
Y = v.getY();
Z = v.getZ();
}
bool AlmostEqual(const Vector3& v, const float nEpsilon)
{
return
(((v.X - nEpsilon) < X) && (X < (v.X + nEpsilon))) &&
(((v.Y - nEpsilon) < Y) && (Y < (v.Y + nEpsilon))) &&
(((v.Z - nEpsilon) < Z) && (Z < (v.Z + nEpsilon)));
}
btVector3 GetBtVector3()
{
return btVector3(X, Y, Z);
}
void operator= (const btVector3& v)
{
X = v.getX();
Y = v.getY();
Z = v.getZ();
}
bool operator!= (const Vector3& o)
{
return (
X != o.X
|| Y != o.Y
|| Z != o.Z
);
}
bool operator==(const Vector3& b)
{
return (X == b.X && Y == b.Y && Z == b.Z);
}
};
// API-exposed structure for a rotation
struct Quaternion
{
float X;
float Y;
float Z;
float W;
Quaternion()
{
X = 0.0;
Y = 0.0;
Z = 0.0;
W = 1.0;
}
Quaternion(float xx, float yy, float zz, float ww)
{
X = xx;
Y = yy;
Z = zz;
W = ww;
}
Quaternion(const btQuaternion& btq)
{
X = btq.getX();
Y = btq.getY();
Z = btq.getZ();
W = btq.getW();
}
bool AlmostEqual(const Quaternion& q, float nEpsilon)
{
return
(((q.X - nEpsilon) < X) && (X < (q.X + nEpsilon))) &&
(((q.Y - nEpsilon) < Y) && (Y < (q.Y + nEpsilon))) &&
(((q.Z - nEpsilon) < Z) && (Z < (q.Z + nEpsilon))) &&
(((q.W - nEpsilon) < W) && (W < (q.W + nEpsilon)));
}
btQuaternion GetBtQuaternion()
{
return btQuaternion(X, Y, Z, W);
}
void operator= (const btQuaternion& q)
{
X = q.getX();
Y = q.getY();
Z = q.getZ();
W = q.getW();
}
};
struct Matrix3x3
{
Vector3 m_el[3];
public:
Matrix3x3()
{
m_el[0] = Vector3(1.0, 0.0, 0.0);
m_el[1] = Vector3(0.0, 1.0, 0.0);
m_el[2] = Vector3(0.0, 0.0, 1.0);
}
void operator= (const btMatrix3x3& o)
{
m_el[0] = o.getRow(0);
m_el[1] = o.getRow(1);
m_el[2] = o.getRow(2);
}
btMatrix3x3 GetBtMatrix3x3()
{
return btMatrix3x3(
m_el[0].X, m_el[0].Y, m_el[0].Z,
m_el[1].X, m_el[1].Y, m_el[1].Z,
m_el[2].X, m_el[2].Y, m_el[2].Z );
}
};
struct Transform
{
// A btTransform is made of a 3x3 array plus a btVector3 copy of the origin.
// Note that a btVector3 is defined as 4 floats (probably for alignment)
// which is why the assignment is done explicitly to get type conversion.
Matrix3x3 m_basis;
Vector3 m_origin;
public:
Transform() {
m_basis = Matrix3x3();
m_origin = Vector3();
}
Transform(const btTransform& t)
{
m_basis = t.getBasis();
m_origin = t.getOrigin();
}
btTransform GetBtTransform()
{
return btTransform(m_basis.GetBtMatrix3x3(), m_origin.GetBtVector3());
}
};
// API-exposed structure defining an object
struct ShapeData
{
enum PhysicsShapeType
{
SHAPE_UNKNOWN = 0,
SHAPE_AVATAR = 1,
SHAPE_BOX = 2,
SHAPE_CONE = 3,
SHAPE_CYLINDER = 4,
SHAPE_SPHERE = 5,
SHAPE_MESH = 6,
SHAPE_HULL = 7
};
// note that bool's are passed as floats's since bool size changes by language
IDTYPE ID;
PhysicsShapeType Type;
Vector3 Position;
Quaternion Rotation;
Vector3 Velocity;
Vector3 Scale;
float Mass;
float Buoyancy; // gravity effect on the object
MESHKEYTYPE HullKey;
MESHKEYTYPE MeshKey;
float Friction;
float Restitution;
float Collidable; // things can collide with this object
float Static; // object is non-moving. Otherwise gravity, etc
};
// API-exposed structure for reporting a collision
struct CollisionDesc
{
IDTYPE aID;
IDTYPE bID;
Vector3 point;
Vector3 normal;
float penetration;
};
// BulletSim extends the definition of the collision flags
// so we can control when collisions are desired.
#define BS_SUBSCRIBE_COLLISION_EVENTS (0x0400)
#define BS_FLOATS_ON_WATER (0x0800)
#define BS_VEHICLE_COLLISIONS (0x1000)
#define BS_RETURN_ROOT_COMPOUND_SHAPE (0x2000)
// Combination of above bits for all settings that want collisions reported
#define BS_WANTS_COLLISIONS (0x1400)
// API-exposed structure to input a convex hull
struct ConvexHull
{
Vector3 Offset;
uint32_t VertexCount;
Vector3* Vertices;
};
// API-exposed structured to return a raycast result
struct RaycastHit
{
IDTYPE ID;
float Fraction;
Vector3 Normal;
Vector3 Point;
};
// API-exposed structure to return a convex sweep result
struct SweepHit
{
IDTYPE ID;
float Fraction;
Vector3 Normal;
Vector3 Point;
};
// API-exposed structure to return physics updates from Bullet
struct EntityProperties
{
IDTYPE ID;
Vector3 Position;
Quaternion Rotation;
Vector3 Velocity;
Vector3 Acceleration;
Vector3 AngularVelocity;
EntityProperties()
{
ID = 0;
Position = btVector3();
Rotation = btQuaternion();
}
EntityProperties(IDTYPE id, const btTransform& startTransform)
{
ID = id;
Position = startTransform.getOrigin();
Rotation = startTransform.getRotation();
}
void operator= (const EntityProperties& e)
{
ID = e.ID;
Position = e.Position;
Rotation = e.Rotation;
Velocity = e.Velocity;
Acceleration = e.Acceleration;
AngularVelocity = e.AngularVelocity;
}
};
// added values for collision CFM and ERP setting so we can set all axis at once
#define COLLISION_AXIS_LINEAR_ALL (20)
#define COLLISION_AXIS_ANGULAR_ALL (21)
#define COLLISION_AXIS_ALL (22)
// Block of parameters passed from the managed code.
// The memory layout MUST MATCH the layout in the managed code.
// Rely on the fact that 'float' is always 32 bits in both C# and C++
#define ParamTrue (1.0)
#define ParamFalse (0.0)
struct ParamBlock
{
float defaultFriction;
float defaultDensity;
float defaultRestitution;
float collisionMargin;
float gravity;
float maxPersistantManifoldPoolSize;
float maxCollisionAlgorithmPoolSize;
float shouldDisableContactPoolDynamicAllocation;
float shouldForceUpdateAllAabbs;
float shouldRandomizeSolverOrder;
float shouldSplitSimulationIslands;
float shouldEnableFrictionCaching;
float numberOfSolverIterations;
float useSingleSidedMeshes;
float globalContactBreakingThreshold;
float physicsLoggingFrames;
};
// Block of parameters for HACD algorithm
struct HACDParams
{
float maxVerticesPerHull; // 100
float minClusters; // 2
float compacityWeight; // 0.1
float volumeWeight; // 0.0
float concavity; // 100
float addExtraDistPoints; // false
float addNeighboursDistPoints; // false
float addFacesPoints; // false
float shouldAdjustCollisionMargin; // false
// VHACD
float whichHACD; // zero if Bullet HACD, non-zero says VHACD
// http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
float vHACDresolution; // max number of voxels generated during voxelization stage
float vHACDdepth; // max number of clipping stages
float vHACDconcavity; // maximum concavity
float vHACDplaneDownsampling; // granularity of search for best clipping plane
float vHACDconvexHullDownsampling; // precision of hull gen process
float vHACDalpha; // bias toward clipping along symmetry planes
float vHACDbeta; // bias toward clipping along revolution axis
float vHACDdelta; // bias toward clipping within local convex shape
float vHACDgamma; // max concavity when merging
float vHACDpca; // on/off normalizing mesh before decomp
float vHACDmode; // 0:voxel based, 1: tetrahedron based
float vHACDmaxNumVerticesPerCH; // max triangles per convex hull
float vHACDminVolumePerCH; // sampling of generated convex hulls
float vHACDconvexHullApprox; // approximate hulls to accelerate computation
float vHACDoclAcceleration; // use OpenCL
};
#define CONSTRAINT_NOT_SPECIFIED (-1)
#define CONSTRAINT_NOT_SPECIFIEDF (-1.0)
#endif // API_DATA_H