more work towards CPU version

This commit is contained in:
erwincoumans
2013-08-30 08:06:46 -07:00
parent f3c764102f
commit 0ccb6922a8
39 changed files with 889 additions and 37 deletions

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#include "b3CpuRigidBodyPipeline.h"
#include "Bullet3Dynamics/shared/b3IntegrateTransforms.h"
#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
#include "Bullet3Collision/NarrowPhaseCollision/b3CpuNarrowPhase.h"
struct b3CpuRigidBodyPipelineInternalData
{
b3AlignedObjectArray<b3RigidBodyData> m_rigidBodies;
b3DynamicBvhBroadphase* m_bp;
b3CpuNarrowPhase* m_np;
b3Config m_config;
};
b3CpuRigidBodyPipeline::b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config)
{
m_data = new b3CpuRigidBodyPipelineInternalData;
m_data->m_np = narrowphase;
m_data->m_bp = broadphaseDbvt;
m_data->m_config = config;
}
b3CpuRigidBodyPipeline::~b3CpuRigidBodyPipeline()
{
delete m_data;
}
void b3CpuRigidBodyPipeline::updateAabbWorldSpace()
{
}
void b3CpuRigidBodyPipeline::computeOverlappingPairs()
{
int numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
m_data->m_bp->calculateOverlappingPairs();
numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
}
void b3CpuRigidBodyPipeline::computeContactPoints()
{
b3AlignedObjectArray<b3Aabb> aabbWorldSpace;
b3AlignedObjectArray<b3Int4> pairs;
m_data->m_np->computeContacts(&pairs,&aabbWorldSpace);
}
void b3CpuRigidBodyPipeline::stepSimulation(float deltaTime)
{
//update world space aabb's
updateAabbWorldSpace();
//compute overlapping pairs
computeOverlappingPairs();
//compute contacts
computeContactPoints();
//solve contacts
//update transforms
integrate(deltaTime);
}
void b3CpuRigidBodyPipeline::integrate(float deltaTime)
{
float angDamping=0.f;
b3Vector3 gravityAcceleration=b3MakeVector3(0,-9,0);
//integrate transforms (external forces/gravity should be moved into constraint solver)
for (int i=0;i<m_data->m_rigidBodies.size();i++)
{
b3IntegrateTransform(&m_data->m_rigidBodies[i],deltaTime,angDamping,gravityAcceleration);
}
}
int b3CpuRigidBodyPipeline::registerPhysicsInstance(float mass, const float* position, const float* orientation, int collidableIndex, int userData)
{
b3RigidBodyData body;
int index = m_data->m_rigidBodies.size();
body.m_invMass = mass ? 1.f/mass : 0.f;
body.m_angVel.setValue(0,0,0);
body.m_collidableIdx = collidableIndex;
body.m_frictionCoeff = 0.3f;
body.m_linVel.setValue(0,0,0);
body.m_pos.setValue(position[0],position[1],position[2]);
body.m_quat.setValue(orientation[0],orientation[1],orientation[2],orientation[3]);
body.m_restituitionCoeff = 0.f;
m_data->m_rigidBodies.push_back(body);
return index;
}
const struct b3RigidBodyData* b3CpuRigidBodyPipeline::getBodyBuffer() const
{
return m_data->m_rigidBodies.size() ? &m_data->m_rigidBodies[0] : 0;
}
int b3CpuRigidBodyPipeline::getNumBodies() const
{
return m_data->m_rigidBodies.size();
}

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/*
Copyright (c) 2013 Advanced Micro Devices, Inc.
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
//Originally written by Erwin Coumans
#ifndef B3_CPU_RIGIDBODY_PIPELINE_H
#define B3_CPU_RIGIDBODY_PIPELINE_H
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "Bullet3OpenCL/Raycast/b3RaycastInfo.h"
class b3CpuRigidBodyPipeline
{
protected:
struct b3CpuRigidBodyPipelineInternalData* m_data;
int allocateCollidable();
public:
b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const struct b3Config& config);
virtual ~b3CpuRigidBodyPipeline();
virtual void stepSimulation(float deltaTime);
virtual void integrate(float timeStep);
virtual void updateAabbWorldSpace();
virtual void computeOverlappingPairs();
virtual void computeContactPoints();
int registerConvexPolyhedron(class b3ConvexUtility* convex);
int registerPhysicsInstance(float mass, const float* position, const float* orientation, int collisionShapeIndex, int userData);
void writeAllInstancesToGpu();
void copyConstraintsToHost();
void setGravity(const float* grav);
void reset();
int createPoint2PointConstraint(int bodyA, int bodyB, const float* pivotInA, const float* pivotInB,float breakingThreshold);
int createFixedConstraint(int bodyA, int bodyB, const float* pivotInA, const float* pivotInB, const float* relTargetAB, float breakingThreshold);
void removeConstraintByUid(int uid);
void addConstraint(class b3TypedConstraint* constraint);
void removeConstraint(b3TypedConstraint* constraint);
void castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3AlignedObjectArray<b3RayHit>& hitResults);
const struct b3RigidBodyData* getBodyBuffer() const;
int getNumBodies() const;
};
#endif //B3_CPU_RIGIDBODY_PIPELINE_H

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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
inline void b3IntegrateTransform( b3RigidBodyData* body, float timeStep, float angularDamping, b3Float4ConstArg gravityAcceleration)
{
float BT_GPU_ANGULAR_MOTION_THRESHOLD = (0.25f * 3.14159254f);
if( (body->m_invMass != 0.f))
{
//angular velocity
{
b3Float4 axis;
//add some hardcoded angular damping
body->m_angVel.x *= angularDamping;
body->m_angVel.y *= angularDamping;
body->m_angVel.z *= angularDamping;
b3Float4 angvel = body->m_angVel;
float fAngle = b3Sqrt(b3Dot(angvel, angvel));
//limit the angular motion
if(fAngle*timeStep > BT_GPU_ANGULAR_MOTION_THRESHOLD)
{
fAngle = BT_GPU_ANGULAR_MOTION_THRESHOLD / timeStep;
}
if(fAngle < 0.001f)
{
// use Taylor's expansions of sync function
axis = angvel * (0.5f*timeStep-(timeStep*timeStep*timeStep)*0.020833333333f * fAngle * fAngle);
}
else
{
// sync(fAngle) = sin(c*fAngle)/t
axis = angvel * ( b3Sin(0.5f * fAngle * timeStep) / fAngle);
}
b3Quat dorn;
dorn.x = axis.x;
dorn.y = axis.y;
dorn.z = axis.z;
dorn.w = b3Cos(fAngle * timeStep * 0.5f);
b3Quat orn0 = body->m_quat;
b3Quat predictedOrn = b3QuatMul(dorn, orn0);
predictedOrn = b3QuatNormalized(predictedOrn);
body->m_quat=predictedOrn;
}
//apply gravity
body->m_linVel += gravityAcceleration * timeStep;
//linear velocity
body->m_pos += body->m_linVel * timeStep;
}
}