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Introducing Physics to Ogre

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Title: Integrated Project (EIE330) Author: Dr Daniel Lun Last modified by: Daniel Lun Created Date: 12/7/2006 5:05:43 AM Document presentation format – PowerPoint PPT presentation

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Title: Introducing Physics to Ogre


1
EIE360 Integrated Project
  • Lecture 4
  • Introducing Physics to Ogre

References 1 Gregory Junker, Pro OGRE 3D
Programming, Apress, 2006 2 Ogre Tutorials
Ogre Wiki http//www.ogre3d.org/wiki/index.php/Ogr
e_Tutorials 3 Microsoft MSDN, C reference 4
Newton Game Dynamics http//newtondynamics.com 5
OgreNewt http//walaber.com/index.php?actionshow
itemid9 6 OgreNewt Source https//svn.ogre3d.o
rg/svnroot/ogreaddons/branches/ogrenewt/newton20/s
rc/
1
2
Architecture of the Interactive Virtual Aquarium
System
Computer A
USB port
Your program
Kinect Sensor Device
Network
Computer B
3D Graphics System
Your program
3D Graphics
2
3
Game Physics
  • Computer animation physics or game physics
    involves the introduction of the laws of physics
    into a simulation or game engine
  • With game physics, we will see game objects react
    to stimulation similar to real objects in real
    world
  • Become more and more important in computer game
    development since it provides the realism to the
    game
  • To facilitate the implementation of game physics,
    physics engines have been developed
  • Professional ones Havok very expensive
  • Free engines ODE, Tokamak, PhysX, and Newton
    Game Dynamics

3
4
Newton Game Dynamics
  • Newton Game Dynamics is a physics engine for
    realistically simulating rigid bodies in games
  • In contrast to most other real-time physics
    engines it goes for accuracy over speed
  • Its solver is deterministic and not based on
    traditional iterative methods
  • Advantages it can handle higher mass ratios (up
    to 4001) and the simulation is very robust and
    easy to tune
  • Disadvantage a bit slower than engines with an
    iterative solver
  • However the new Newton 2.0 has greatly improved
    the simulation speed
  • To use Newton, a SDK should be downloaded from
    4 and installed in the computer

5
OgreNewt Library
  • OgreNewt is a library that wraps the Newton Game
    Dynamics physics SDK into an object-oriented set
    of classes that facilitate integration with the
    OGRE 3D engine
  • OgreNewt library is pretty much a 11 conversion
    of the Newton functions into a class-based
    environment
  • OgreNewt is available as a part of "ogreaddons"
    in the Ogre CVS. It is also available from 5
  • Different from Ogre, there is not a
    well-documented API reference for OgreNewt
  • Can check the usage of APIs from their source 6

5
6
Newton Basic Elements
Basic Elements
World
Collisions
Joints
Rigid Bodies
Materials
Others
Primities
TreeCollisions
MaterialID
Convex Hulls
MaterialPair
6
7
Newton Basic Elements World
  • WORLD (OgreNewtWorld) 
  • This is the "space" in which all objects exist
  • In most applications, we only need 1 World
    object, inside which all other objects are placed
  • However the system allows for multiple worlds to
    co-exist

OgreNewtWorld mWorld new OgreNewtWorld()
mWorld-gtsetWorldSize( , ) //specify a
box with 2 3-dimensional points //as the min
and max
7
8
Newton Basic Elements World framelistener
  • The Newton world has its own framelistener to
    update all the objects in each time step. Need to
    be created and add to Ogre
  • A framelistener receives notification before and
    after a frame is rendered to the screen

OgreFrameListener mNewtonListener new
OgreNewtBasicFrameListener(mWindow,
mWorld) mRoot-gtaddFrameListener(mNewtonListener)
//One more framelistener is added
9
Newton Basic Elements Rigid Body
  • RIGID BODY (OgreNewtBody) 
  • This is the basic object in the physics world
  • It represents a solid (rigid) body, which can
    interact with other bodies in the scene
  • Bodies can have mass, size, and shape. Basically
    everything we want to be affected by physics
    calculations needs a Body
  • However, to create a Body, we need to first
    define its collision primitive

9
10
Newton Basic Elements Rigid Body Example
Body for the barrel
Body for the floor
Body for the fish
11
Newton Basic ElementsCollision
  • COLLISION (OgreNewtCollision) 
  • Visible shape of an object is defined by its mesh
    model
  • Rigid Bodies require a Collision object to define
    their shape for physics calculation E.g. to
    calculate the reaction after colliding with
    another object
  • Not necessarily equal to the visible shape,
    actually often much simple
  • One of the purposes is to reduce the computation
    complexity since visible shape can be very
    complex
  • Newton provides several different kinds of
    collision objects. They include Primitive shapes,
    Convex Hulls and Tree Collisions

11
12
Newton Basic ElementsCollision - TreeCollisions
  • TREE COLLISIONS
  • TreeCollision objects are just polygon collision
    objects
  • For any object made up by polygons, we can create
    a TreeCollision object from it
  • However, TreeCollision objects CANNOT be used for
    active rigid bodies (e.g. movable bodies)
  • All Bodies created from a TreeCollision will
    automatically have infinite mass, and therefore
    be completely immobile
  • Best used for "background" objects that will not
    move
  • For moving objects, use convex hulls or
    primitives.

12
13
Newton Basic ElementsCollision - TreeCollisions
  • Assume the entity of the ground groundEnt has
    been created

An id for the object
OgreNewtCollisionPtr col( new
OgreNewtCollisionPrimitivesTreeCollision (
mWorld, groundNode, false, 1 )) // Create the
TreeCollision object OgreNewtBody ground_body
new OgreNewtBody( mWorld, col ) // Create
the rigid body
mean we dont want newton to try to optimize the
object for us
  • In the example, we would like to create a
    TreeCollision object for the ground, since it
    will not move

13
14
Newton Basic ElementsCollision Convex Hulls
  • Convex Hulls
  • Convex hulls are a more general primitive type
  • They take a series of points in space, and create
    the smallest possible convex shape based on all
    of those points
  • In most cases, we would use the vertices that
    makeup a model for the points
  • This results in a primitive shape that looks
    something like our 3D model wrapped up in
    wrapping paper

14
15
Newton Basic ElementsCollision Convex Hulls
  • In the example, the collision objects for the
    barrel and the fish are of the primitive type
    convex hulls

16
Newton Basic ElementsCollision Convex Hulls
  • Assume the entity for the Barrel has been created
    and pointed by barrelEnt

An id for the object
OgreNewtConvexCollisionPtr col_convex(
new OgreNewtCollisionPrimitivesConvexHull (m
World, barrelEnt, 2)) // Create the convex hull
object OgreNewtBody barrel_body new
OgreNewtBody( mWorld, col_convex ) //
Create the Body
16
17
How the Body is connected to the 3D World?
  • Newton will automatically update the position and
    rotation of object bodies based on physics laws
  • Newton has a callback system built in, which
    automatically calls only the callback for bodies
    that are moving, bodies that have not moved since
    the last update are properly ignored
  • To enable the above, we only need to attach the
    body to the scene node and set the initial
    position and orientation

ground_body-gtattachToNode( groundNode
) ground_body-gtsetPositionOrientation( )
17
18
Mass, MOI, and Force
  • If we want objects to move following physics
    laws, a few parameters of the objects should be
    defined
  • Mass the mass of the object
  • MOI moment of inertia
  • Force the force applied to the object
  • Mass is simple, we can use any units that see
    fit, although usually Kilograms is used
  • Inertia might not be so intuitive, as it's a
    value that represents an objects resistance to
    rotation around a specific axis, many factors can
    affect this value
  • An object having mass and inertia defined still
    cannot move since it needs a force to trigger the
    motion

18
19
Mass and MOI
  • OgreNewt provides standard functions to define
    the mass and inertia of objects

OgreReal mass 1.0 OgreVector3 inertia
OgreNewt MomentOfInertiaCalcSphereSolid(mass,
10) //Compute the MOI of a sphere of size
10 //Check OgreNewt reference for other
shapes //such as cylinder, box,
etc. bod-gtsetMassMatrix( mass, inertia )
//Assume bod is the Body we want to define
19
20
Mass and MOI (cont)
  • For convex hulls, OgreNewt also provides a more
    general function calculateInertiaMatrix()
  • It calculates the MOI for a collision primitive,
    as well as the computed center of mass
  • Two Vector3 objects should be passed into the
    function and they will be populated with the info
  • It is only for boxes, ellipsoids and convex hulls
    but NOT work on TreeCollisions.

OgreVector3 inertia, centre_of_mass col_convex-
gtcalculateInertialMatrix(inertia,
centre_of_mass) //Assume the collision
object is col_convex
20
21
Force
  • In Newton world, object cannot be translated by
    moving its scene node, since it does not follow
    physics
  • Need to apply a force to the object to make it
    move
  • The most common type of force is the gravity
  • OgreNewt provides a standard function
    setStandardCallback() to apply a constant
    gravitational (-Y) force of 9.8units/sec2 to
    bodies

barrel_body-gt setStandardForceCallback() //So
the barrel will fall //onto the floor
Gravity force
21
22
Force (cont)
  • For custom force, one needs to add a special
    callback function to apply to a body

EIE360ProjectcreateScene() mFish_body-gtsetCu
stomForceAndTorqueCallback
ltEIE360ProjectAppgt(EIE360ProjectApp
customSwimCallback, this) // register the
callback function EIE360ProjectcustomSwimCallb
ack(OgreNewtBody body, float timestep, int
threadIndex) //This callback function will be
called when newton // wants to apply force to the
body body-gtaddForce() body-gtsetForce()
22
Time since last call
Id of the thread calling this function
23
Example Fish Swimming
EIE360Project customSwimCallback(OgreNewtBody
body, float timestep, int threadIndex)
OgreReal mass OgreVector3 inertia
body-gtgetMassMatrix(mass, inertia)
OgreVector3 velocity (mFishLastPosition -
pos)/ timeStep OgreVector3 accel (velocity
body-gtgetVelocity()) / timeStep
OgreVector3 force mass accel
body-gtaddForce(force)
Current pos
Pos it wants to go
F MA!!!
Velocity needed to go the target pos
Current velocity
23
23
24
Example Changing Orientation
OgreVector3 direction
mFishLastPosition - newPos direction.normalise()
OgreVector3 pos mFish_body-gtgetPosition() m
Fish_body-gtsetPositionOrientation(pos,
OgreVector3UNIT_X.getRotationTo(direction))  
The default orientation of the fish model
Return the orientation of the fish that heads to
the required direction
24
24
25
Collision Detection
  • Collision detection is one of the most important
    operations to enable interactions between objects
    in the game world
  • By collision detection, it refers to the
    automatic detection and subsequent actions when
    two game objects are collided
  • An automatic approach is essential since there
    can be numerous objects collide with each other
    at a particular time. It will be extremely time
    consuming if programmers need to manually do this
    in their programs
  • A standard procedure for collision detection can
    be found in Ogre
  • Newton (and OgreNewt) provides an even simpler
    approach by using materialID and materialPair

25
26
Newton Basic ElementsMaterial
  • MATERIAL (OgreNewtMaterialID
    OgreNewtMaterialPair) 
  • Materials are how Newton lets one adjust the
    interaction between bodies when they collide
  • This can be as simple as adjusting the friction,
    or much more complex
  • The material system is pretty simple
  • First create "MaterialID" objects to represent
    each material that might be required in the
    system
  • Then build what is called a "MaterialPair". A
    material pair is a description of what happens
    when 2 materials collide with each other

26
27
OgreNewts Collision Detection System
  • When the screen is updated with a new frame,
    OgreNewt will also update the position and
    orientation of each body by calling
    OgreNewtWorldupdate()
  • At the same time, OgreNewt also checks if two
    bodies are collided
  • The collision detection procedure starts with the
    overlapping of the AABB of two bodies
  • AABB stands for Axis Aligned Bounding Box
  • All meshes have a "bounding box" (a cube in which
    the entire mesh fits in)

28
OgreNewts Collision Detection System (cont)
A simplified flow diagram (assume bodies only
contact once and all functions return 1)
Update()
Move all bodies
AABB overlap?
Y
onAABBOverlap()
N
Bodies actually contact?
Y
contactsProcess()
N
End
29
OgreNewts Collision Detection System (cont)
  • onAABBOverlap()
  • Called if the AABB of the 2 bodies in question
    overlap
  • If it returns 0, OgreNewt will not perform
    further action even if it is really a collision.
    Return 1 otherwise.
  • contactsProcess()
  • Called if the 2 bodies in question really collide
  • Inside this function you can get lots of
    information about the contact (contact normal,
    speed of collision along the normal, tangent
    vectors, etc), or even modify some collision
    parameters

30
A Simple Example
  • Assume we want to detect if a fish collides with
    the barrel in the game world. If yes, some
    bubbles are generated around the barrel

31
Step 1
  • Create a materialID for the fish and the barrel.
    Then group them into a materialPair and connect
    them to their body. In createScene(), add the
    following codes

OgreNewtMaterialID fish_material_id new
OgreNewtMaterialID(mWorld) OgreNewtMaterialI
D barrel_material_id new
OgreNewtMaterialID(mWorld) //Group them into
a pair OgreNewtMaterialPair pair new
OgreNewt MaterialPair(mWorld,
fish_material_id, barrel_material_id
) mFish_body-gtsetMaterialGroupID(fish_material_id
) barrel_body-gtsetMaterialGroupID(barrel_material
_id)
32
Relationship between classes
EIE360Project
FishBarrelContactCallback
new FishBarrelContactCallback(this) pair-gt
setContactCallback (fishBarrelCallback) start
Bubbles() ...
mProject this
contactsProcess() mProject-gt startBubbles()
Call if there is contact between fish and barrel
33
Step 2
  • Tell OgreNewt where the callback functions of
    this materialPair can be found
  • In this example, the callback functions are
    implemented in a class called FishBarrelContactCal
    lback
  • In createScene(), add the following statements

FishBarrelContactCallback fishBarrelCallback
new FishBarrelContactCallback(this) //Instantia
te an object of that class pair-gtsetContactCallbac
k(fishBarrelCallback) //Tell the system the
callback functions of //the materialPair pair
can be found in that //object
34
Step 3
  • Design the class FishBarrelContactCallback

FishBarrelContactCallbackFishBarrelContactCallba
ck (EIE360Project project) mProject
project //mProject is a member variable of the
class FishBarrelContactCallback FishBarrelCo
ntactCallback(void) void FishBarrelContactCall
backcontactsProcess(
OgreNewtContactJoint contactJoint,
OgreReal timeStep, int threadIndex ) //Codes
for collision detection // you can use the
ContactJoint to iterate through //contact-points

35
Step 4
  • Implement contactsProcess()

void FishBarrelContactCallbackconstactsProcess(
OgreNewtContactJoint contactJoint,
OgreReal timeStep, int threadIndex) mProje
ct-gtstartBubbles()
The function startBubbles() should have been
implemented In EIE360Project() that will
generate bubbles around the barrel
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