bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat)
{
	CcdPhysicsController* ctrl = (CcdPhysicsController*) m_gameobj->GetPhysicsController();
	if (!ctrl)
		return false;

	btSoftBody* softBody= ctrl->GetSoftBody();
	if (!softBody)
		return false;

	//printf("apply\n");
	RAS_MeshSlot::iterator it;
	RAS_MeshMaterial *mmat;
	RAS_MeshSlot *slot;
	size_t i;

	// update the vertex in m_transverts
	Update();

	// The vertex cache can only be updated for this deformer:
	// Duplicated objects with more than one ploymaterial (=multiple mesh slot per object)
	// share the same mesh (=the same cache). As the rendering is done per polymaterial
	// cycling through the objects, the entire mesh cache cannot be updated in one shot.
	mmat = m_pMeshObject->GetMeshMaterial(polymat);
	if (!mmat->m_slots[(void*)m_gameobj])
		return true;

	slot = *mmat->m_slots[(void*)m_gameobj];

	// for each array
	for (slot->begin(it); !slot->end(it); slot->next(it)) 
	{
		btSoftBody::tNodeArray&   nodes(softBody->m_nodes);

		int index = 0;
		for (i=it.startvertex; i<it.endvertex; i++,index++) {
			RAS_TexVert& v = it.vertex[i];
			btAssert(v.getSoftBodyIndex() >= 0);

			MT_Point3 pt (
				nodes[v.getSoftBodyIndex()].m_x.getX(),
				nodes[v.getSoftBodyIndex()].m_x.getY(),
				nodes[v.getSoftBodyIndex()].m_x.getZ());
			v.SetXYZ(pt);

			MT_Vector3 normal (
				nodes[v.getSoftBodyIndex()].m_n.getX(),
				nodes[v.getSoftBodyIndex()].m_n.getY(),
				nodes[v.getSoftBodyIndex()].m_n.getZ());
			v.SetNormal(normal);

		}
	}
	return true;
}
Example #2
0
void		CcdPhysicsEnvironment::setGravity(float x,float y,float z)
{
	m_gravity = SimdVector3(x,y,z);

	std::vector<CcdPhysicsController*>::iterator i;

	//todo: review this gravity stuff
	for (i=m_controllers.begin();
		!(i==m_controllers.end()); i++)
	{

		CcdPhysicsController* ctrl = (*i);
		ctrl->GetRigidBody()->setGravity(m_gravity);

	}
}
Example #3
0
void	SimulationIsland::SyncMotionStates(float timeStep)
{
	std::vector<CcdPhysicsController*>::iterator i;

	//
	// synchronize the physics and graphics transformations
	//

	for (i=m_controllers.begin();
		!(i==m_controllers.end()); i++)
	{
		CcdPhysicsController* ctrl = (*i);
		ctrl->SynchronizeMotionStates(timeStep);

	}

}
Example #4
0
void	SimulationIsland::UpdateAabbs(IDebugDraw* debugDrawer,BroadphaseInterface* scene,float	timeStep)
{
	std::vector<CcdPhysicsController*>::iterator i;


	//
			// update aabbs, only for moving objects (!)
			//
			for (i=m_controllers.begin();
				!(i==m_controllers.end()); i++)
			{
				CcdPhysicsController* ctrl = (*i);
				RigidBody* body = ctrl->GetRigidBody();


				SimdPoint3 minAabb,maxAabb;
				CollisionShape* shapeinterface = ctrl->GetCollisionShape();



				shapeinterface->CalculateTemporalAabb(body->getCenterOfMassTransform(),
					body->getLinearVelocity(),
					//body->getAngularVelocity(),
					SimdVector3(0.f,0.f,0.f),//no angular effect for now //body->getAngularVelocity(),
					timeStep,minAabb,maxAabb);


				SimdVector3 manifoldExtraExtents(gContactBreakingTreshold,gContactBreakingTreshold,gContactBreakingTreshold);
				minAabb -= manifoldExtraExtents;
				maxAabb += manifoldExtraExtents;

				BroadphaseProxy* bp = body->m_broadphaseHandle;
				if (bp)
				{

					SimdVector3 color (1,1,0);

					class IDebugDraw*	m_debugDrawer = 0;
/*
					if (m_debugDrawer)
					{	
						//draw aabb
						switch (body->GetActivationState())
						{
						case ISLAND_SLEEPING:
							{
								color.setValue(1,1,1);
								break;
							}
						case WANTS_DEACTIVATION:
							{
								color.setValue(0,0,1);
								break;
							}
						case ACTIVE_TAG:
							{
								break;
							}
						case DISABLE_DEACTIVATION:
							{
								color.setValue(1,0,1);
							};

						};

						if (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_DrawAabb)
						{
							DrawAabb(m_debugDrawer,minAabb,maxAabb,color);
						}
					}
*/

			
					if ( (maxAabb-minAabb).length2() < 1e12f)
					{
						scene->SetAabb(bp,minAabb,maxAabb);
					} else
					{
						//something went wrong, investigate
						//removeCcdPhysicsController(ctrl);
						body->SetActivationState(DISABLE_SIMULATION);

						static bool reportMe = true;
						if (reportMe)
						{
							reportMe = false;
							printf("Overflow in AABB, object removed from simulation \n");
							printf("If you can reproduce this, please email [email protected]\n");
							printf("Please include above information, your Platform, version of OS.\n");
							printf("Thanks.\n");
						}
						
					}

				}
			}
}
Example #5
0
bool	SimulationIsland::Simulate(IDebugDraw* debugDrawer,int numSolverIterations,TypedConstraint** constraintsBaseAddress,BroadphasePair*	overlappingPairBaseAddress, Dispatcher* dispatcher,BroadphaseInterface* broadphase,class ConstraintSolver*	solver,float timeStep)
{


#ifdef USE_QUICKPROF

	Profiler::beginBlock("predictIntegratedTransform");
#endif //USE_QUICKPROF

	{
		//		std::vector<CcdPhysicsController*>::iterator i;



		int k;
		for (k=0;k<GetNumControllers();k++)
		{
			CcdPhysicsController* ctrl = m_controllers[k];
			//		SimdTransform predictedTrans;
			RigidBody* body = ctrl->GetRigidBody();
			//todo: only do this when necessary, it's used for contact points
			body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();

			if (body->IsActive())
			{
				if (!body->IsStatic())
				{
					body->applyForces( timeStep);
					body->integrateVelocities( timeStep);
					body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
				}
			}

		}
	}

#ifdef USE_QUICKPROF
	Profiler::endBlock("predictIntegratedTransform");
#endif //USE_QUICKPROF
	
	//BroadphaseInterface*	scene = GetBroadphase();


	//
	// collision detection (?)
	//


	#ifdef USE_QUICKPROF
	Profiler::beginBlock("DispatchAllCollisionPairs");
	#endif //USE_QUICKPROF


//	int numsubstep = m_numIterations;


	DispatcherInfo dispatchInfo;
	dispatchInfo.m_timeStep = timeStep;
	dispatchInfo.m_stepCount = 0;
	dispatchInfo.m_enableSatConvex = false;//m_enableSatCollisionDetection;
	dispatchInfo.m_debugDraw = debugDrawer;
	
	std::vector<BroadphasePair>	overlappingPairs;
	overlappingPairs.resize(this->m_overlappingPairIndices.size());

	//gather overlapping pair info
	int i;
	for (i=0;i<m_overlappingPairIndices.size();i++)
	{
		overlappingPairs[i] = overlappingPairBaseAddress[m_overlappingPairIndices[i]];
	}

	
	//pairCache->RefreshOverlappingPairs();
	if (overlappingPairs.size())
	{
		dispatcher->DispatchAllCollisionPairs(&overlappingPairs[0],overlappingPairs.size(),dispatchInfo);///numsubstep,g);
	}

	//scatter overlapping pair info, mainly the created algorithms/contact caches
	
	for (i=0;i<m_overlappingPairIndices.size();i++)
	{
		overlappingPairBaseAddress[m_overlappingPairIndices[i]] = overlappingPairs[i];
	}


	#ifdef USE_QUICKPROF
	Profiler::endBlock("DispatchAllCollisionPairs");
	#endif //USE_QUICKPROF




	int numRigidBodies = m_controllers.size();




	//contacts
	#ifdef USE_QUICKPROF
	Profiler::beginBlock("SolveConstraint");
	#endif //USE_QUICKPROF


	//solve the regular constraints (point 2 point, hinge, etc)

	for (int g=0;g<numSolverIterations;g++)
	{
		//
		// constraint solving
		//

		int i;
		int numConstraints = m_constraintIndices.size();

		//point to point constraints
		for (i=0;i< numConstraints ; i++ )
		{
			TypedConstraint* constraint = constraintsBaseAddress[m_constraintIndices[i]];
			constraint->BuildJacobian();
			constraint->SolveConstraint( timeStep );

		}


	}

	#ifdef USE_QUICKPROF
	Profiler::endBlock("SolveConstraint");
	#endif //USE_QUICKPROF

	/*

	//solve the vehicles

	#ifdef NEW_BULLET_VEHICLE_SUPPORT
	//vehicles
	int numVehicles = m_wrapperVehicles.size();
	for (int i=0;i<numVehicles;i++)
	{
	WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
	RaycastVehicle* vehicle = wrapperVehicle->GetVehicle();
	vehicle->UpdateVehicle( timeStep);
	}
	#endif //NEW_BULLET_VEHICLE_SUPPORT
*/

	/*
	
	Profiler::beginBlock("CallbackTriggers");
	#endif //USE_QUICKPROF

	CallbackTriggers();

	#ifdef USE_QUICKPROF
	Profiler::endBlock("CallbackTriggers");

	}
	*/

	//OverlappingPairCache*	scene = GetCollisionWorld()->GetPairCache();
	
	ContactSolverInfo	solverInfo;

	solverInfo.m_friction = 0.9f;
	solverInfo.m_numIterations = numSolverIterations;
	solverInfo.m_timeStep = timeStep;
	solverInfo.m_restitution = 0.f;//m_restitution;


	if (m_manifolds.size())
	{
		solver->SolveGroup( &m_manifolds[0],m_manifolds.size(),solverInfo,0);
	}


#ifdef USE_QUICKPROF
	Profiler::beginBlock("proceedToTransform");
#endif //USE_QUICKPROF
	{



		{


			UpdateAabbs(debugDrawer,broadphase,timeStep);


			float toi = 1.f;

			//experimental continuous collision detection

			/*		if (m_ccdMode == 3)
			{
				DispatcherInfo dispatchInfo;
				dispatchInfo.m_timeStep = timeStep;
				dispatchInfo.m_stepCount = 0;
				dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;

				//			GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(scene,dispatchInfo);
				toi = dispatchInfo.m_timeOfImpact;

			}
			*/



			//
			// integrating solution
			//

			{

				std::vector<CcdPhysicsController*>::iterator i;

				for (i=m_controllers.begin();
					!(i==m_controllers.end()); i++)
				{

					CcdPhysicsController* ctrl = *i;

					SimdTransform predictedTrans;
					RigidBody* body = ctrl->GetRigidBody();

					if (body->IsActive())
					{

						if (!body->IsStatic())
						{
							body->predictIntegratedTransform(timeStep*	toi, predictedTrans);
							body->proceedToTransform( predictedTrans);
						}

					}
				}

			}





			//
			// disable sleeping physics objects
			//

			std::vector<CcdPhysicsController*> m_sleepingControllers;

			std::vector<CcdPhysicsController*>::iterator i;

			for (i=m_controllers.begin();
				!(i==m_controllers.end()); i++)
			{
				CcdPhysicsController* ctrl = (*i);
				RigidBody* body = ctrl->GetRigidBody();

				ctrl->UpdateDeactivation(timeStep);


				if (ctrl->wantsSleeping())
				{
					if (body->GetActivationState() == ACTIVE_TAG)
						body->SetActivationState( WANTS_DEACTIVATION );
				} else
				{
					if (body->GetActivationState() != DISABLE_DEACTIVATION)
						body->SetActivationState( ACTIVE_TAG );
				}

				if (true)
				{
					if (body->GetActivationState() == ISLAND_SLEEPING)
					{
						m_sleepingControllers.push_back(ctrl);
					}
				} else
				{
					if (ctrl->wantsSleeping())
					{
						m_sleepingControllers.push_back(ctrl);
					}
				}
			}




		}


#ifdef USE_QUICKPROF
		Profiler::endBlock("proceedToTransform");

		Profiler::beginBlock("SyncMotionStates");
#endif //USE_QUICKPROF

		SyncMotionStates(timeStep);

#ifdef USE_QUICKPROF
		Profiler::endBlock("SyncMotionStates");

#endif //USE_QUICKPROF


#ifdef NEW_BULLET_VEHICLE_SUPPORT
		//sync wheels for vehicles
		int numVehicles = m_wrapperVehicles.size();
		for (int i=0;i<numVehicles;i++)
		{
			WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];

			wrapperVehicle->SyncWheels();
		}
#endif //NEW_BULLET_VEHICLE_SUPPORT

		return true;
	}
}
void	KX_ConvertBulletObject(	class	KX_GameObject* gameobj,
	class	RAS_MeshObject* meshobj,
	struct  DerivedMesh* dm,
	class	KX_Scene* kxscene,
	struct	PHY_ShapeProps* shapeprops,
	struct	PHY_MaterialProps*	smmaterial,
	struct	KX_ObjectProperties*	objprop)
{

	CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
	assert(env);
	

	bool isbulletdyna = false;
	bool isbulletsensor = false;
	bool isbulletchar = false;
	bool useGimpact = false;
	CcdConstructionInfo ci;
	class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
	class CcdShapeConstructionInfo *shapeInfo = new CcdShapeConstructionInfo();

	
	if (!objprop->m_dyna)
	{
		ci.m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
	}
	if (objprop->m_ghost)
	{
		ci.m_collisionFlags |= btCollisionObject::CF_NO_CONTACT_RESPONSE;
	}

	ci.m_MotionState = motionstate;
	ci.m_gravity = btVector3(0,0,0);
	ci.m_linearFactor = btVector3(objprop->m_lockXaxis? 0 : 1,
									objprop->m_lockYaxis? 0 : 1,
									objprop->m_lockZaxis? 0 : 1);
	ci.m_angularFactor = btVector3(objprop->m_lockXRotaxis? 0 : 1,
									objprop->m_lockYRotaxis? 0 : 1,
									objprop->m_lockZRotaxis? 0 : 1);
	ci.m_localInertiaTensor =btVector3(0,0,0);
	ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
	ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
	ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
	ci.m_margin = objprop->m_margin;
	ci.m_stepHeight = objprop->m_character ? shapeprops->m_step_height : 0.f;
	ci.m_jumpSpeed = objprop->m_character ? shapeprops->m_jump_speed : 0.f;
	ci.m_fallSpeed = objprop->m_character ? shapeprops->m_fall_speed : 0.f;
	shapeInfo->m_radius = objprop->m_radius;
	isbulletdyna = objprop->m_dyna;
	isbulletsensor = objprop->m_sensor;
	isbulletchar = objprop->m_character;
	useGimpact = ((isbulletdyna || isbulletsensor) && !objprop->m_softbody);

	ci.m_localInertiaTensor = btVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
	
	btCollisionShape* bm = 0;

	switch (objprop->m_boundclass)
	{
	case KX_BOUNDSPHERE:
		{
			//float radius = objprop->m_radius;
			//btVector3 inertiaHalfExtents (
			//	radius,
			//	radius,
			//	radius);
			
			//blender doesn't support multisphere, but for testing:

			//bm = new MultiSphereShape(inertiaHalfExtents,,&trans.getOrigin(),&radius,1);
			shapeInfo->m_shapeType = PHY_SHAPE_SPHERE;
			bm = shapeInfo->CreateBulletShape(ci.m_margin);
			break;
		};
	case KX_BOUNDBOX:
		{
			shapeInfo->m_halfExtend.setValue(
				objprop->m_boundobject.box.m_extends[0],
				objprop->m_boundobject.box.m_extends[1],
				objprop->m_boundobject.box.m_extends[2]);

			shapeInfo->m_halfExtend /= 2.0;
			shapeInfo->m_halfExtend = shapeInfo->m_halfExtend.absolute();
			shapeInfo->m_shapeType = PHY_SHAPE_BOX;
			bm = shapeInfo->CreateBulletShape(ci.m_margin);
			break;
		};
	case KX_BOUNDCYLINDER:
		{
			shapeInfo->m_halfExtend.setValue(
				objprop->m_boundobject.c.m_radius,
				objprop->m_boundobject.c.m_radius,
				objprop->m_boundobject.c.m_height * 0.5f
			);
			shapeInfo->m_shapeType = PHY_SHAPE_CYLINDER;
			bm = shapeInfo->CreateBulletShape(ci.m_margin);
			break;
		}

	case KX_BOUNDCONE:
		{
			shapeInfo->m_radius = objprop->m_boundobject.c.m_radius;
			shapeInfo->m_height = objprop->m_boundobject.c.m_height;
			shapeInfo->m_shapeType = PHY_SHAPE_CONE;
			bm = shapeInfo->CreateBulletShape(ci.m_margin);
			break;
		}
	case KX_BOUNDPOLYTOPE:
		{
			shapeInfo->SetMesh(meshobj, dm,true);
			bm = shapeInfo->CreateBulletShape(ci.m_margin);
			break;
		}
	case KX_BOUNDCAPSULE:
		{
			shapeInfo->m_radius = objprop->m_boundobject.c.m_radius;
			shapeInfo->m_height = objprop->m_boundobject.c.m_height;
			shapeInfo->m_shapeType = PHY_SHAPE_CAPSULE;
			bm = shapeInfo->CreateBulletShape(ci.m_margin);
			break;
		}
	case KX_BOUNDMESH:
		{
			// mesh shapes can be shared, check first if we already have a shape on that mesh
			class CcdShapeConstructionInfo *sharedShapeInfo = CcdShapeConstructionInfo::FindMesh(meshobj, dm, false);
			if (sharedShapeInfo != NULL) 
			{
				shapeInfo->Release();
				shapeInfo = sharedShapeInfo;
				shapeInfo->AddRef();
			} else
			{
				shapeInfo->SetMesh(meshobj, dm, false);
			}

			// Soft bodies can benefit from welding, don't do it on non-soft bodies
			if (objprop->m_softbody)
			{
				shapeInfo->setVertexWeldingThreshold1(objprop->m_soft_welding); //todo: expose this to the UI
			}

			bm = shapeInfo->CreateBulletShape(ci.m_margin, useGimpact, !objprop->m_softbody);
			//should we compute inertia for dynamic shape?
			//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);

			break;
		}
	case KX_BOUND_DYN_MESH:
		/* do nothing */
		break;
	}


//	ci.m_localInertiaTensor.setValue(0.1f,0.1f,0.1f);

	if (!bm)
	{
		delete motionstate;
		shapeInfo->Release();
		return;
	}

	//bm->setMargin(ci.m_margin);


		if (objprop->m_isCompoundChild)
		{
			//find parent, compound shape and add to it
			//take relative transform into account!
			CcdPhysicsController* parentCtrl = (CcdPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController();
			assert(parentCtrl);
			CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
			btRigidBody* rigidbody = parentCtrl->GetRigidBody();
			btCollisionShape* colShape = rigidbody->getCollisionShape();
			assert(colShape->isCompound());
			btCompoundShape* compoundShape = (btCompoundShape*)colShape;

			// compute the local transform from parent, this may include several node in the chain
			SG_Node* gameNode = gameobj->GetSGNode();
			SG_Node* parentNode = objprop->m_dynamic_parent->GetSGNode();
			// relative transform
			MT_Vector3 parentScale = parentNode->GetWorldScaling();
			parentScale[0] = MT_Scalar(1.0)/parentScale[0];
			parentScale[1] = MT_Scalar(1.0)/parentScale[1];
			parentScale[2] = MT_Scalar(1.0)/parentScale[2];
			MT_Vector3 relativeScale = gameNode->GetWorldScaling() * parentScale;
			MT_Matrix3x3 parentInvRot = parentNode->GetWorldOrientation().transposed();
			MT_Vector3 relativePos = parentInvRot*((gameNode->GetWorldPosition()-parentNode->GetWorldPosition())*parentScale);
			MT_Matrix3x3 relativeRot = parentInvRot*gameNode->GetWorldOrientation();

			shapeInfo->m_childScale.setValue(relativeScale[0],relativeScale[1],relativeScale[2]);
			bm->setLocalScaling(shapeInfo->m_childScale);
			shapeInfo->m_childTrans.getOrigin().setValue(relativePos[0],relativePos[1],relativePos[2]);
			float rot[12];
			relativeRot.getValue(rot);
			shapeInfo->m_childTrans.getBasis().setFromOpenGLSubMatrix(rot);

			parentShapeInfo->AddShape(shapeInfo);
			compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
			//do some recalc?
			//recalc inertia for rigidbody
			if (!rigidbody->isStaticOrKinematicObject())
			{
				btVector3 localInertia;
				float mass = 1.f/rigidbody->getInvMass();
				compoundShape->calculateLocalInertia(mass,localInertia);
				rigidbody->setMassProps(mass,localInertia);
			}
			shapeInfo->Release();
			// delete motionstate as it's not used
			delete motionstate;
			return;
		}

		if (objprop->m_hasCompoundChildren)
		{
			// create a compound shape info
			CcdShapeConstructionInfo *compoundShapeInfo = new CcdShapeConstructionInfo();
			compoundShapeInfo->m_shapeType = PHY_SHAPE_COMPOUND;
			compoundShapeInfo->AddShape(shapeInfo);
			// create the compound shape manually as we already have the child shape
			btCompoundShape* compoundShape = new btCompoundShape();
			compoundShape->addChildShape(shapeInfo->m_childTrans,bm);
			// now replace the shape
			bm = compoundShape;
			shapeInfo->Release();
			shapeInfo = compoundShapeInfo;
		}






#ifdef TEST_SIMD_HULL
	if (bm->IsPolyhedral())
	{
		PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(bm);
		if (!polyhedron->m_optionalHull)
		{
			//first convert vertices in 'Point3' format
			int numPoints = polyhedron->GetNumVertices();
			Point3* points = new Point3[numPoints+1];
			//first 4 points should not be co-planar, so add central point to satisfy MakeHull
			points[0] = Point3(0.f,0.f,0.f);
			
			btVector3 vertex;
			for (int p=0;p<numPoints;p++)
			{
				polyhedron->GetVertex(p,vertex);
				points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ());
			}

			Hull* hull = Hull::MakeHull(numPoints+1,points);
			polyhedron->m_optionalHull = hull;
		}

	}
#endif //TEST_SIMD_HULL


	ci.m_collisionShape = bm;
	ci.m_shapeInfo = shapeInfo;
	ci.m_friction = smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice
	ci.m_restitution = smmaterial->m_restitution;
	ci.m_physicsEnv = env;
	// drag / damping is inverted
	ci.m_linearDamping = 1.f - shapeprops->m_lin_drag;
	ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
	//need a bit of damping, else system doesn't behave well
	ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behavior
	
	ci.m_do_anisotropic = shapeprops->m_do_anisotropic;
	ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]);


//////////
	//do Fh, do Rot Fh
	ci.m_do_fh = shapeprops->m_do_fh;
	ci.m_do_rot_fh = shapeprops->m_do_rot_fh;
	ci.m_fh_damping = smmaterial->m_fh_damping;
	ci.m_fh_distance = smmaterial->m_fh_distance;
	ci.m_fh_normal = smmaterial->m_fh_normal;
	ci.m_fh_spring = smmaterial->m_fh_spring;
	ci.m_radius = objprop->m_radius;
	
	
	///////////////////
	ci.m_gamesoftFlag = objprop->m_gamesoftFlag;
	ci.m_soft_linStiff = objprop->m_soft_linStiff;
	ci.m_soft_angStiff = objprop->m_soft_angStiff;		/* angular stiffness 0..1 */
	ci.m_soft_volume= objprop->m_soft_volume;			/* volume preservation 0..1 */

	ci.m_soft_viterations= objprop->m_soft_viterations;		/* Velocities solver iterations */
	ci.m_soft_piterations= objprop->m_soft_piterations;		/* Positions solver iterations */
	ci.m_soft_diterations= objprop->m_soft_diterations;		/* Drift solver iterations */
	ci.m_soft_citerations= objprop->m_soft_citerations;		/* Cluster solver iterations */

	ci.m_soft_kSRHR_CL= objprop->m_soft_kSRHR_CL;		/* Soft vs rigid hardness [0,1] (cluster only) */
	ci.m_soft_kSKHR_CL= objprop->m_soft_kSKHR_CL;		/* Soft vs kinetic hardness [0,1] (cluster only) */
	ci.m_soft_kSSHR_CL= objprop->m_soft_kSSHR_CL;		/* Soft vs soft hardness [0,1] (cluster only) */
	ci.m_soft_kSR_SPLT_CL= objprop->m_soft_kSR_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */

	ci.m_soft_kSK_SPLT_CL= objprop->m_soft_kSK_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
	ci.m_soft_kSS_SPLT_CL= objprop->m_soft_kSS_SPLT_CL;	/* Soft vs rigid impulse split [0,1] (cluster only) */
	ci.m_soft_kVCF= objprop->m_soft_kVCF;			/* Velocities correction factor (Baumgarte) */
	ci.m_soft_kDP= objprop->m_soft_kDP;			/* Damping coefficient [0,1] */

	ci.m_soft_kDG= objprop->m_soft_kDG;			/* Drag coefficient [0,+inf] */
	ci.m_soft_kLF= objprop->m_soft_kLF;			/* Lift coefficient [0,+inf] */
	ci.m_soft_kPR= objprop->m_soft_kPR;			/* Pressure coefficient [-inf,+inf] */
	ci.m_soft_kVC= objprop->m_soft_kVC;			/* Volume conversation coefficient [0,+inf] */

	ci.m_soft_kDF= objprop->m_soft_kDF;			/* Dynamic friction coefficient [0,1] */
	ci.m_soft_kMT= objprop->m_soft_kMT;			/* Pose matching coefficient [0,1] */
	ci.m_soft_kCHR= objprop->m_soft_kCHR;			/* Rigid contacts hardness [0,1] */
	ci.m_soft_kKHR= objprop->m_soft_kKHR;			/* Kinetic contacts hardness [0,1] */

	ci.m_soft_kSHR= objprop->m_soft_kSHR;			/* Soft contacts hardness [0,1] */
	ci.m_soft_kAHR= objprop->m_soft_kAHR;			/* Anchors hardness [0,1] */
	ci.m_soft_collisionflags= objprop->m_soft_collisionflags;	/* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
	ci.m_soft_numclusteriterations= objprop->m_soft_numclusteriterations;	/* number of iterations to refine collision clusters*/

	////////////////////
	ci.m_collisionFilterGroup = 
		(isbulletsensor) ? short(CcdConstructionInfo::SensorFilter) :
		(isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) :
		(isbulletchar) ? short(CcdConstructionInfo::CharacterFilter) : 
		short(CcdConstructionInfo::StaticFilter);
	ci.m_collisionFilterMask = 
		(isbulletsensor) ? short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::SensorFilter) :
		(isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : 
		(isbulletchar) ? short(CcdConstructionInfo::AllFilter) :
		short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
	ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
	
	ci.m_contactProcessingThreshold = objprop->m_contactProcessingThreshold;//todo: expose this in advanced settings, just like margin, default to 10000 or so
	ci.m_bSoft = objprop->m_softbody;
	ci.m_bDyna = isbulletdyna;
	ci.m_bSensor = isbulletsensor;
	ci.m_bCharacter = isbulletchar;
	ci.m_bGimpact = useGimpact;
	MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
	ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
	CcdPhysicsController* physicscontroller = new CcdPhysicsController(ci);
	// shapeInfo is reference counted, decrement now as we don't use it anymore
	if (shapeInfo)
		shapeInfo->Release();

	gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
	// don't add automatically sensor object, they are added when a collision sensor is registered
	if (!isbulletsensor && objprop->m_in_active_layer)
	{
		env->AddCcdPhysicsController( physicscontroller);
	}
	physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
	{
		btRigidBody* rbody = physicscontroller->GetRigidBody();

		if (rbody)
		{
			if (objprop->m_angular_rigidbody)
			{
				rbody->setLinearFactor(ci.m_linearFactor);
				rbody->setAngularFactor(ci.m_angularFactor);
			}

			if (rbody && objprop->m_disableSleeping)
			{
				rbody->setActivationState(DISABLE_DEACTIVATION);
			}
		}
	}

	CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? (CcdPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() : 0;
	physicscontroller->SetParentCtrl(parentCtrl);

	
	//Now done directly in ci.m_collisionFlags so that it propagates to replica
	//if (objprop->m_ghost)
	//{
	//	rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
	//}
	
	if (objprop->m_dyna && !objprop->m_angular_rigidbody)
	{
#if 0
		//setting the inertia could achieve similar results to constraint the up
		//but it is prone to instability, so use special 'Angular' constraint
		btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
		inertia.setX(0.f);
		inertia.setZ(0.f);

		physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
		physicscontroller->GetRigidBody()->updateInertiaTensor();
#endif

		//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
	
		//Now done directly in ci.m_bRigid so that it propagates to replica
		//physicscontroller->GetRigidBody()->setAngularFactor(0.f);
		;
	}

	bool isActor = objprop->m_isactor;
	gameobj->getClientInfo()->m_type = 
		(isbulletsensor) ? ((isActor) ? KX_ClientObjectInfo::OBACTORSENSOR : KX_ClientObjectInfo::OBSENSOR) :
		(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
	// store materialname in auxinfo, needed for touchsensors
	if (meshobj)
	{
		const STR_String& matname=meshobj->GetMaterialName(0);
		gameobj->getClientInfo()->m_auxilary_info = (matname.Length() ? (void*)(matname.ReadPtr()+2) : NULL);
	} else
	{
		gameobj->getClientInfo()->m_auxilary_info = 0;
	}



	STR_String materialname;
	if (meshobj)
		materialname = meshobj->GetMaterialName(0);


#if 0
	///test for soft bodies
	if (objprop->m_softbody && physicscontroller)
	{
		btSoftBody* softBody = physicscontroller->GetSoftBody();
		if (softBody && gameobj->GetMesh(0))//only the first mesh, if any
		{
			//should be a mesh then, so add a soft body deformer
			KX_SoftBodyDeformer* softbodyDeformer = new KX_SoftBodyDeformer( gameobj->GetMesh(0),(BL_DeformableGameObject*)gameobj);
			gameobj->SetDeformer(softbodyDeformer);
		}
	}
#endif

}
Example #7
0
/// Perform an integration step of duration 'timeStep'.
bool	CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
{


	//printf("CcdPhysicsEnvironment::proceedDeltaTime\n");

	if (SimdFuzzyZero(timeStep))
		return true;

	if (m_debugDrawer)
	{
		gDisableDeactivation = (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_NoDeactivation);
	}


#ifdef USE_QUICKPROF
	Profiler::beginBlock("SyncMotionStates");
#endif //USE_QUICKPROF


	//this is needed because scaling is not known in advance, and scaling has to propagate to the shape
	if (!m_scalingPropagated)
	{
		SyncMotionStates(timeStep);
		m_scalingPropagated = true;
	}


#ifdef USE_QUICKPROF
	Profiler::endBlock("SyncMotionStates");

	Profiler::beginBlock("predictIntegratedTransform");
#endif //USE_QUICKPROF

	{
		//		std::vector<CcdPhysicsController*>::iterator i;



		int k;
		for (k=0;k<GetNumControllers();k++)
		{
			CcdPhysicsController* ctrl = m_controllers[k];
			//		SimdTransform predictedTrans;
			RigidBody* body = ctrl->GetRigidBody();
			
			body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();

			if (body->IsActive())
			{
				if (!body->IsStatic())
				{
					body->applyForces( timeStep);
					body->integrateVelocities( timeStep);
					body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
				}
			}

		}
	}

#ifdef USE_QUICKPROF
	Profiler::endBlock("predictIntegratedTransform");
#endif //USE_QUICKPROF

	OverlappingPairCache*	scene = m_collisionWorld->GetPairCache();


	//
	// collision detection (?)
	//


#ifdef USE_QUICKPROF
	Profiler::beginBlock("DispatchAllCollisionPairs");
#endif //USE_QUICKPROF


	int numsubstep = m_numIterations;


	DispatcherInfo dispatchInfo;
	dispatchInfo.m_timeStep = timeStep;
	dispatchInfo.m_stepCount = 0;
	dispatchInfo.m_enableSatConvex = m_enableSatCollisionDetection;
	dispatchInfo.m_debugDraw = this->m_debugDrawer;

	scene->RefreshOverlappingPairs();
	GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);


#ifdef USE_QUICKPROF
	Profiler::endBlock("DispatchAllCollisionPairs");
#endif //USE_QUICKPROF


	int numRigidBodies = m_controllers.size();

	
	m_islandManager->UpdateActivationState(GetCollisionWorld(),GetCollisionWorld()->GetDispatcher());

	{
		int i;
		int numConstraints = m_constraints.size();
		for (i=0;i< numConstraints ; i++ )
		{
			TypedConstraint* constraint = m_constraints[i];

			const RigidBody* colObj0 = &constraint->GetRigidBodyA();
			const RigidBody* colObj1 = &constraint->GetRigidBodyB();
			
			if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
						((colObj1) && ((colObj1)->mergesSimulationIslands())))
			{
				if (colObj0->IsActive() || colObj1->IsActive())
				{

					m_islandManager->GetUnionFind().unite((colObj0)->m_islandTag1,
						(colObj1)->m_islandTag1);
				}
			}
		}
	}

	m_islandManager->StoreIslandActivationState(GetCollisionWorld());


	//contacts
#ifdef USE_QUICKPROF
	Profiler::beginBlock("SolveConstraint");
#endif //USE_QUICKPROF


	//solve the regular constraints (point 2 point, hinge, etc)

	for (int g=0;g<numsubstep;g++)
	{
		//
		// constraint solving
		//


		int i;
		int numConstraints = m_constraints.size();

		//point to point constraints
		for (i=0;i< numConstraints ; i++ )
		{
			TypedConstraint* constraint = m_constraints[i];

			constraint->BuildJacobian();
			constraint->SolveConstraint( timeStep );

		}


	}

#ifdef USE_QUICKPROF
	Profiler::endBlock("SolveConstraint");
#endif //USE_QUICKPROF

	//solve the vehicles

#ifdef NEW_BULLET_VEHICLE_SUPPORT
	//vehicles
	int numVehicles = m_wrapperVehicles.size();
	for (int i=0;i<numVehicles;i++)
	{
		WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];
		RaycastVehicle* vehicle = wrapperVehicle->GetVehicle();
		vehicle->UpdateVehicle( timeStep);
	}
#endif //NEW_BULLET_VEHICLE_SUPPORT


	struct InplaceSolverIslandCallback : public SimulationIslandManager::IslandCallback
	{

		ContactSolverInfo& m_solverInfo;
		ConstraintSolver*	m_solver;
		IDebugDraw*	m_debugDrawer;

		InplaceSolverIslandCallback(
			ContactSolverInfo& solverInfo,
			ConstraintSolver*	solver,
			IDebugDraw*	debugDrawer)
			:m_solverInfo(solverInfo),
			m_solver(solver),
			m_debugDrawer(debugDrawer)
		{

		}

		virtual	void	ProcessIsland(PersistentManifold**	manifolds,int numManifolds)
		{
			m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer);
		}

	};


	m_solverInfo.m_friction = 0.9f;
	m_solverInfo.m_numIterations = m_numIterations;
	m_solverInfo.m_timeStep = timeStep;
	m_solverInfo.m_restitution = 0.f;//m_restitution;

	InplaceSolverIslandCallback	solverCallback(
		m_solverInfo,
		m_solver,
		m_debugDrawer);

#ifdef USE_QUICKPROF
	Profiler::beginBlock("BuildAndProcessIslands");
#endif //USE_QUICKPROF

	/// solve all the contact points and contact friction
	m_islandManager->BuildAndProcessIslands(GetCollisionWorld()->GetDispatcher(),m_collisionWorld->GetCollisionObjectArray(),&solverCallback);

#ifdef USE_QUICKPROF
	Profiler::endBlock("BuildAndProcessIslands");

	Profiler::beginBlock("CallbackTriggers");
#endif //USE_QUICKPROF

	CallbackTriggers();

#ifdef USE_QUICKPROF
	Profiler::endBlock("CallbackTriggers");


	Profiler::beginBlock("proceedToTransform");

#endif //USE_QUICKPROF
	{



		{

			
			
			UpdateAabbs(timeStep);


			float toi = 1.f;



			if (m_ccdMode == 3)
			{
				DispatcherInfo dispatchInfo;
				dispatchInfo.m_timeStep = timeStep;
				dispatchInfo.m_stepCount = 0;
				dispatchInfo.m_dispatchFunc = DispatcherInfo::DISPATCH_CONTINUOUS;

				//pairCache->RefreshOverlappingPairs();//??
				GetCollisionWorld()->GetDispatcher()->DispatchAllCollisionPairs(&scene->GetOverlappingPair(0),scene->GetNumOverlappingPairs(),dispatchInfo);
				
				toi = dispatchInfo.m_timeOfImpact;

			}

			

			//
			// integrating solution
			//

			{
				
				std::vector<CcdPhysicsController*>::iterator i;

				for (i=m_controllers.begin();
					!(i==m_controllers.end()); i++)
				{

					CcdPhysicsController* ctrl = *i;

					SimdTransform predictedTrans;
					RigidBody* body = ctrl->GetRigidBody();
					
					if (body->IsActive())
					{

						if (!body->IsStatic())
						{
							body->predictIntegratedTransform(timeStep*	toi, predictedTrans);
							body->proceedToTransform( predictedTrans);
						}

					}
				}

			}





			//
			// disable sleeping physics objects
			//

			std::vector<CcdPhysicsController*> m_sleepingControllers;

			std::vector<CcdPhysicsController*>::iterator i;

			for (i=m_controllers.begin();
				!(i==m_controllers.end()); i++)
			{
				CcdPhysicsController* ctrl = (*i);
				RigidBody* body = ctrl->GetRigidBody();

				ctrl->UpdateDeactivation(timeStep);


				if (ctrl->wantsSleeping())
				{
					if (body->GetActivationState() == ACTIVE_TAG)
						body->SetActivationState( WANTS_DEACTIVATION );
				} else
				{
					if (body->GetActivationState() != DISABLE_DEACTIVATION)
						body->SetActivationState( ACTIVE_TAG );
				}

				if (useIslands)
				{
					if (body->GetActivationState() == ISLAND_SLEEPING)
					{
						m_sleepingControllers.push_back(ctrl);
					}
				} else
				{
					if (ctrl->wantsSleeping())
					{
						m_sleepingControllers.push_back(ctrl);
					}
				}
			}




		}


#ifdef USE_QUICKPROF
		Profiler::endBlock("proceedToTransform");

		Profiler::beginBlock("SyncMotionStates");
#endif //USE_QUICKPROF

		SyncMotionStates(timeStep);

#ifdef USE_QUICKPROF
		Profiler::endBlock("SyncMotionStates");

		Profiler::endProfilingCycle();
#endif //USE_QUICKPROF


#ifdef NEW_BULLET_VEHICLE_SUPPORT
		//sync wheels for vehicles
		int numVehicles = m_wrapperVehicles.size();
		for (int i=0;i<numVehicles;i++)
		{
			WrapperVehicle* wrapperVehicle = m_wrapperVehicles[i];

			wrapperVehicle->SyncWheels();
		}
#endif //NEW_BULLET_VEHICLE_SUPPORT
	}

	return true;
}
Example #8
0
bool	CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
{
	//don't simulate without timesubsteps
	if (m_numTimeSubSteps<1)
		return true;

	//printf("proceedDeltaTime\n");
	

#ifdef USE_QUICKPROF
	//toggle Profiler
	if ( m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_ProfileTimings)
	{
		if (!m_profileTimings)
		{
			m_profileTimings = 1;
			// To disable profiling, simply comment out the following line.
			static int counter = 0;

			char filename[128];
			sprintf(filename,"quickprof_bullet_timings%i.csv",counter++);
			Profiler::init(filename, Profiler::BLOCK_CYCLE_SECONDS);//BLOCK_TOTAL_MICROSECONDS

		}
	} else
	{
		if (m_profileTimings)
		{
			m_profileTimings = 0;
			Profiler::destroy();
		}
	}
#endif //USE_QUICKPROF



	if (!SimdFuzzyZero(timeStep))
	{
		
		{
			//do the kinematic calculation here, over the full timestep
			std::vector<CcdPhysicsController*>::iterator i;
			for (i=m_controllers.begin();
						!(i==m_controllers.end()); i++)
			{

						CcdPhysicsController* ctrl = *i;

						SimdTransform predictedTrans;
						RigidBody* body = ctrl->GetRigidBody();
						if (body->GetActivationState() != ISLAND_SLEEPING)
						{

							if (body->IsStatic())
							{
								//to calculate velocities next frame
								body->saveKinematicState(timeStep);
							}
						}
			}
		}


		int i;
		float subTimeStep = timeStep / float(m_numTimeSubSteps);

		for (i=0;i<this->m_numTimeSubSteps;i++)
		{
			proceedDeltaTimeOneStep(subTimeStep);
		}
	} else
	{
		//todo: interpolate
	}

	return true;
}
Example #9
0
void clientMouseFunc(int button, int state, int x, int y)
{
	//printf("button %i, state %i, x=%i,y=%i\n",button,state,x,y);
	//button 0, state 0 means left mouse down

	SimdVector3 rayTo = GetRayTo(x,y);

	switch (button)
	{
	case 2:
		{
			if (state==0)
			{
				shootBox(rayTo);
			}
			break;
		};
	case 1:
		{
			if (state==0)
			{
				//apply an impulse
				if (physicsEnvironmentPtr)
				{
					float hit[3];
					float normal[3];
					PHY_IPhysicsController* hitObj = physicsEnvironmentPtr->rayTest(0,eye[0],eye[1],eye[2],rayTo.getX(),rayTo.getY(),rayTo.getZ(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]);
					if (hitObj)
					{
						CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
						RigidBody* body = physCtrl->GetRigidBody();
						if (body)
						{
							body->SetActivationState(ACTIVE_TAG);
							SimdVector3 impulse = rayTo;
							impulse.normalize();
							float impulseStrength = 10.f;
							impulse *= impulseStrength;
							SimdVector3 relPos(
								hit[0] - body->getCenterOfMassPosition().getX(),						
								hit[1] - body->getCenterOfMassPosition().getY(),
								hit[2] - body->getCenterOfMassPosition().getZ());

							body->applyImpulse(impulse,relPos);
						}

					}

				}

			} else
			{

			}
			break;	
		}
	case 0:
		{
			if (state==0)
			{
				//add a point to point constraint for picking
				if (physicsEnvironmentPtr)
				{
					float hit[3];
					float normal[3];
					PHY_IPhysicsController* hitObj = physicsEnvironmentPtr->rayTest(0,eye[0],eye[1],eye[2],rayTo.getX(),rayTo.getY(),rayTo.getZ(),hit[0],hit[1],hit[2],normal[0],normal[1],normal[2]);
					if (hitObj)
					{

						CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
						RigidBody* body = physCtrl->GetRigidBody();

						if (body)
						{
							pickedBody = body;
							pickedBody->SetActivationState(DISABLE_DEACTIVATION);

							SimdVector3 pickPos(hit[0],hit[1],hit[2]);

							SimdVector3 localPivot = body->getCenterOfMassTransform().inverse() * pickPos;

							gPickingConstraintId = physicsEnvironmentPtr->createConstraint(physCtrl,0,PHY_POINT2POINT_CONSTRAINT,
								localPivot.getX(),
								localPivot.getY(),
								localPivot.getZ(),
								0,0,0);
							//printf("created constraint %i",gPickingConstraintId);

							//save mouse position for dragging
							gOldPickingPos = rayTo;


							SimdVector3 eyePos(eye[0],eye[1],eye[2]);

							gOldPickingDist  = (pickPos-eyePos).length();

							Point2PointConstraint* p2p = static_cast<Point2PointConstraint*>(physicsEnvironmentPtr->getConstraintById(gPickingConstraintId));
							if (p2p)
							{
								//very weak constraint for picking
								p2p->m_setting.m_tau = 0.1f;
							}
						}
					}
				}
			} else
			{
				if (gPickingConstraintId && physicsEnvironmentPtr)
				{
					physicsEnvironmentPtr->removeConstraint(gPickingConstraintId);
					//printf("removed constraint %i",gPickingConstraintId);
					gPickingConstraintId = 0;
					pickedBody->ForceActivationState(ACTIVE_TAG);
					pickedBody->m_deactivationTime = 0.f;
					pickedBody = 0;


				}
			}

			break;

		}
	default:
		{
		}
	}

}
Example #10
0
bool KX_SoftBodyDeformer::Apply(RAS_IPolyMaterial *polymat, RAS_MeshMaterial *meshmat)
{
	CcdPhysicsController *ctrl = (CcdPhysicsController *)m_gameobj->GetPhysicsController();
	if (!ctrl)
		return false;

	btSoftBody *softBody = ctrl->GetSoftBody();
	if (!softBody)
		return false;

	// update the vertex in m_transverts
	Update();

	RAS_MeshSlot *slot = meshmat->m_slots[(void *)m_gameobj->getClientInfo()];
	if (!slot) {
		return false;
	}

	RAS_IDisplayArray *array = slot->GetDisplayArray();
	RAS_IDisplayArray *origarray = meshmat->m_baseslot->GetDisplayArray();

	btSoftBody::tNodeArray&   nodes(softBody->m_nodes);


	if (m_needUpdateAabb) {
		m_boundingBox->SetAabb(MT_Vector3(0.0f, 0.0f, 0.0f), MT_Vector3(0.0f, 0.0f, 0.0f));
		m_needUpdateAabb = false;
	}

	// AABB Box : min/max.
	MT_Vector3 aabbMin;
	MT_Vector3 aabbMax;

	for (unsigned int i = 0, size = array->GetVertexCount(); i < size; ++i) {
		RAS_ITexVert *v = array->GetVertex(i);
		const RAS_TexVertInfo& vinfo = origarray->GetVertexInfo(i);
		/* The physics converter write the soft body index only in the original
		 * vertex array because at this moment it doesn't know which is the
		 * game object. It didn't cause any issues because it's always the same
		 * vertex order.
		 */
		const unsigned int softbodyindex = vinfo.getSoftBodyIndex();

		MT_Vector3 pt(
		    nodes[softbodyindex].m_x.getX(),
		    nodes[softbodyindex].m_x.getY(),
		    nodes[softbodyindex].m_x.getZ());
		v->SetXYZ(pt);

		MT_Vector3 normal(
		    nodes[softbodyindex].m_n.getX(),
		    nodes[softbodyindex].m_n.getY(),
		    nodes[softbodyindex].m_n.getZ());
		v->SetNormal(normal);

		if (!m_gameobj->GetAutoUpdateBounds()) {
			continue;
		}

		const MT_Vector3& scale = m_gameobj->NodeGetWorldScaling();
		const MT_Vector3& invertscale = MT_Vector3(1.0f / scale.x(), 1.0f / scale.y(), 1.0f / scale.z());
		const MT_Vector3& pos = m_gameobj->NodeGetWorldPosition();
		const MT_Matrix3x3& rot = m_gameobj->NodeGetWorldOrientation();

		// Extract object transform from the vertex position.
		pt = (pt - pos) * rot * invertscale;
		// if the AABB need an update.
		if (i == 0) {
			aabbMin = aabbMax = pt;
		}
		else {
			aabbMin.x() = std::min(aabbMin.x(), pt.x());
			aabbMin.y() = std::min(aabbMin.y(), pt.y());
			aabbMin.z() = std::min(aabbMin.z(), pt.z());
			aabbMax.x() = std::max(aabbMax.x(), pt.x());
			aabbMax.y() = std::max(aabbMax.y(), pt.y());
			aabbMax.z() = std::max(aabbMax.z(), pt.z());
		}
	}

	array->UpdateFrom(origarray, origarray->GetModifiedFlag() &
					 (RAS_IDisplayArray::TANGENT_MODIFIED |
					  RAS_IDisplayArray::UVS_MODIFIED |
					  RAS_IDisplayArray::COLORS_MODIFIED));

	m_boundingBox->ExtendAabb(aabbMin, aabbMax);

	return true;
}