- Added btRigidBodyConstructionInfo, to make it easier to set individual setting (and leave other untouched) during rigid body construction.

This was harder using default arguments. Thanks Vangelis Kokkevis for pointing this out.
- Fixed memoryleak in the ConstraintDemo and Raytracer demo.
- fixed issue with clearing forces/gravity at the end of the stepSimulation, instead of during internalSingleStepSimulation.
Thanks chunky for pointing this out: http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1780
- Disabled additional damping in rigid body by default, but enable it in most demos. Set btRigidBodyConstructionInfo m_additionalDamping to true to enable this.
- Removed obsolete QUICKPROF BEGIN/END_PROFILE, and enabled BT_PROFILE. Profiling is enabled by default (see Bullet/Demos/OpenGL/DemoApplication.cpp how to use this).
User can switch off profiling by enabling define BT_NO_PROFILE in Bullet/src/btQuickprof.h.
This commit is contained in:
ejcoumans
2007-12-17 04:26:36 +00:00
parent b8c2cb6f53
commit 17a214a2b3
28 changed files with 318 additions and 886 deletions

View File

@@ -36,9 +36,6 @@ subject to the following restrictions:
#include "LinearMath/btAlignedObjectArray.h"
#ifdef USE_PROFILE
#include "LinearMath/btQuickprof.h"
#endif //USE_PROFILE
int totalCpd = 0;
@@ -434,7 +431,7 @@ void btSequentialImpulseConstraintSolver::addFrictionConstraint(const btVector3&
btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
{
PROFILE("solveGroupCacheFriendlySetup");
BT_PROFILE("solveGroupCacheFriendlySetup");
(void)stackAlloc;
(void)debugDrawer;
@@ -473,7 +470,6 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
btVector3 color(0,1,0);
BEGIN_PROFILE("gatherSolverData");
//int sizeofSB = sizeof(btSolverBody);
//int sizeofSC = sizeof(btSolverConstraint);
@@ -706,10 +702,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
}
}
}
END_PROFILE("gatherSolverData");
BEGIN_PROFILE("prepareConstraints");
btContactSolverInfo info = infoGlobal;
{
@@ -743,16 +736,13 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
END_PROFILE("prepareConstraints");
return 0.f;
}
btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc)
{
PROFILE("solveGroupCacheFriendlyIterations");
BEGIN_PROFILE("solveConstraintsIterations");
BT_PROFILE("solveGroupCacheFriendlyIterations");
int numConstraintPool = m_tmpSolverConstraintPool.size();
int numFrictionPool = m_tmpSolverFrictionConstraintPool.size();
@@ -784,7 +774,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(
for (j=0;j<numConstraints;j++)
{
PROFILE("solveConstraint");
BT_PROFILE("solveConstraint");
btTypedConstraint* constraint = constraints[j];
///todo: use solver bodies, so we don't need to copy from/to btRigidBody
@@ -811,7 +801,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(
}
{
PROFILE("resolveSingleCollisionCombinedCacheFriendly");
BT_PROFILE("resolveSingleCollisionCombinedCacheFriendly");
int numPoolConstraints = m_tmpSolverConstraintPool.size();
for (j=0;j<numPoolConstraints;j++)
{
@@ -823,7 +813,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(
}
{
PROFILE("resolveSingleFrictionCacheFriendly");
BT_PROFILE("resolveSingleFrictionCacheFriendly");
int numFrictionPoolConstraints = m_tmpSolverFrictionConstraintPool.size();
for (j=0;j<numFrictionPoolConstraints;j++)
@@ -842,8 +832,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlyIterations(
}
}
END_PROFILE("solveConstraintsIterations");
return 0.f;
}
@@ -855,14 +844,12 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendly(btCollisio
solveGroupCacheFriendlySetup( bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc);
solveGroupCacheFriendlyIterations(bodies, numBodies, manifoldPtr, numManifolds,constraints, numConstraints,infoGlobal,debugDrawer, stackAlloc);
BEGIN_PROFILE("solveWriteBackVelocity");
for ( i=0;i<m_tmpSolverBodyPool.size();i++)
{
m_tmpSolverBodyPool[i].writebackVelocity();
}
END_PROFILE("solveWriteBackVelocity");
// printf("m_tmpSolverConstraintPool.size() = %i\n",m_tmpSolverConstraintPool.size());
@@ -888,7 +875,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendly(btCollisio
/// btSequentialImpulseConstraintSolver Sequentially applies impulses
btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifoldPtr, int numManifolds,btTypedConstraint** constraints,int numConstraints,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer,btStackAlloc* stackAlloc,btDispatcher* dispatcher)
{
PROFILE("solveGroup");
BT_PROFILE("solveGroup");
if (getSolverMode() & SOLVER_CACHE_FRIENDLY)
{
//you need to provide at least some bodies
@@ -898,16 +885,11 @@ btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bod
return solveGroupCacheFriendly(bodies,numBodies,manifoldPtr, numManifolds,constraints,numConstraints,infoGlobal,debugDrawer,stackAlloc);
}
BEGIN_PROFILE("prepareConstraints");
btContactSolverInfo info = infoGlobal;
int numiter = infoGlobal.m_numIterations;
#ifdef USE_PROFILE
btProfiler::beginBlock("solve");
#endif //USE_PROFILE
int totalPoints = 0;
@@ -937,10 +919,6 @@ btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bod
}
}
END_PROFILE("prepareConstraints");
BEGIN_PROFILE("solveConstraints");
//should traverse the contacts random order...
int iteration;
@@ -985,13 +963,6 @@ btScalar btSequentialImpulseConstraintSolver::solveGroup(btCollisionObject** bod
}
}
END_PROFILE("solveConstraints");
#ifdef USE_PROFILE
btProfiler::endBlock("solve");
#endif //USE_PROFILE

View File

@@ -127,7 +127,8 @@ plRigidBodyHandle plCreateRigidBody( void* user_data, float mass, plCollisionSh
shape->calculateLocalInertia(mass,localInertia);
}
void* mem = btAlignedAlloc(sizeof(btRigidBody),16);
btRigidBody* body = new (mem)btRigidBody(mass, 0,shape,localInertia);
btRigidBody::btRigidBodyConstructionInfo rbci(mass, 0,shape,localInertia);
btRigidBody* body = new (mem)btRigidBody(rbci);
body->setWorldTransform(trans);
body->setUserPointer(user_data);
return (plRigidBodyHandle) body;

View File

@@ -116,14 +116,11 @@ void btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
///calculate time of impact for overlapping pairs
BEGIN_PROFILE("performContinuousCollisionDetection");
btDispatcher* dispatcher = getDispatcher();
if (dispatcher)
dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
END_PROFILE("performContinuousCollisionDetection");
toi = dispatchInfo.m_timeOfImpact;
dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
@@ -132,7 +129,6 @@ void btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
{
BEGIN_PROFILE("perform Temporal Broadphase Collision Detection");
btVector3 temporalAabbMin,temporalAabbMax;
@@ -187,7 +183,6 @@ void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
END_PROFILE("perform Temporal Broadphase Collision Detection");
}

View File

@@ -211,6 +211,24 @@ void btDiscreteDynamicsWorld::clearForces()
}
}
///apply gravity, call this once per timestep
void btDiscreteDynamicsWorld::applyGravity()
{
//todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && body->isActive())
{
body->applyGravity();
}
}
}
void btDiscreteDynamicsWorld::synchronizeMotionStates()
{
{
@@ -255,7 +273,7 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
{
startProfiling(timeStep);
PROFILE("stepSimulation");
BT_PROFILE("stepSimulation");
int numSimulationSubSteps = 0;
@@ -294,6 +312,8 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
saveKinematicState(fixedTimeStep);
applyGravity();
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps)? maxSubSteps : numSimulationSubSteps;
@@ -317,7 +337,7 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
{
PROFILE("internalSingleStepSimulation");
BT_PROFILE("internalSingleStepSimulation");
///apply gravity, predict motion
predictUnconstraintMotion(timeStep);
@@ -407,21 +427,18 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, short group, short
void btDiscreteDynamicsWorld::updateVehicles(btScalar timeStep)
{
PROFILE("updateVehicles");
BEGIN_PROFILE("updateVehicles");
BT_PROFILE("updateVehicles");
for ( int i=0;i<m_vehicles.size();i++)
{
btRaycastVehicle* vehicle = m_vehicles[i];
vehicle->updateVehicle( timeStep);
}
END_PROFILE("updateVehicles");
}
void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
{
PROFILE("updateActivationState");
BEGIN_PROFILE("updateActivationState");
BT_PROFILE("updateActivationState");
for ( int i=0;i<m_collisionObjects.size();i++)
{
@@ -448,7 +465,6 @@ void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
}
}
}
END_PROFILE("updateActivationState");
}
void btDiscreteDynamicsWorld::addConstraint(btTypedConstraint* constraint,bool disableCollisionsBetweenLinkedBodies)
@@ -508,7 +524,7 @@ class btSortConstraintOnIslandPredicate
void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
{
PROFILE("solveConstraints");
BT_PROFILE("solveConstraints");
struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback
{
@@ -616,8 +632,7 @@ void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
void btDiscreteDynamicsWorld::calculateSimulationIslands()
{
PROFILE("calculateSimulationIslands");
BEGIN_PROFILE("calculateSimulationIslands");
BT_PROFILE("calculateSimulationIslands");
getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher());
@@ -647,16 +662,14 @@ void btDiscreteDynamicsWorld::calculateSimulationIslands()
//Store the island id in each body
getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld());
END_PROFILE("calculateSimulationIslands");
}
void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
{
PROFILE("integrateTransforms");
BEGIN_PROFILE("integrateTransforms");
BT_PROFILE("integrateTransforms");
btTransform predictedTrans;
for ( int i=0;i<m_collisionObjects.size();i++)
{
@@ -671,15 +684,13 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
}
}
}
END_PROFILE("integrateTransforms");
}
void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
PROFILE("predictUnconstraintMotion");
BEGIN_PROFILE("predictUnconstraintMotion");
BT_PROFILE("predictUnconstraintMotion");
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
@@ -690,14 +701,15 @@ void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
if (body->isActive())
{
body->applyForces( timeStep);
body->integrateVelocities( timeStep);
//damping
body->applyDamping(timeStep);
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
}
}
}
}
END_PROFILE("predictUnconstraintMotion");
}

View File

@@ -59,7 +59,7 @@ protected:
int m_profileTimings;
void predictUnconstraintMotion(btScalar timeStep);
virtual void predictUnconstraintMotion(btScalar timeStep);
void integrateTransforms(btScalar timeStep);
@@ -148,10 +148,13 @@ public:
{
return BT_DISCRETE_DYNAMICS_WORLD;
}
///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
virtual void clearForces();
///apply gravity, call this once per timestep
virtual void applyGravity();
};

View File

@@ -20,38 +20,51 @@ subject to the following restrictions:
#include "LinearMath/btMotionState.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
btScalar gLinearAirDamping = btScalar(1.);
//'temporarily' global variables
btScalar gDeactivationTime = btScalar(2.);
bool gDisableDeactivation = false;
btScalar gLinearSleepingThreshold = btScalar(0.8);
btScalar gAngularSleepingThreshold = btScalar(1.0);
static int uniqueId = 0;
btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
:
m_linearVelocity(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_angularVelocity(btScalar(0.),btScalar(0.),btScalar(0.)),
m_angularFactor(btScalar(1.)),
m_gravity(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_totalForce(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_totalTorque(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_linearDamping(btScalar(0.)),
m_angularDamping(btScalar(0.5)),
m_linearSleepingThreshold(gLinearSleepingThreshold),
m_angularSleepingThreshold(gAngularSleepingThreshold),
m_optionalMotionState(motionState),
m_contactSolverType(0),
m_frictionSolverType(0)
btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
setupRigidBody(constructionInfo);
}
btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia)
{
btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia);
setupRigidBody(cinfo);
}
void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
if (motionState)
m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
m_angularFactor = btScalar(1.);
m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_linearDamping = btScalar(0.);
m_angularDamping = btScalar(0.5);
m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
m_optionalMotionState = constructionInfo.m_motionState;
m_contactSolverType = 0;
m_frictionSolverType = 0;
m_additionalDamping = constructionInfo.m_additionalDamping;
m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;
if (m_optionalMotionState)
{
motionState->getWorldTransform(m_worldTransform);
m_optionalMotionState->getWorldTransform(m_worldTransform);
} else
{
m_worldTransform = btTransform::getIdentity();
m_worldTransform = constructionInfo.m_startWorldTransform;
}
m_interpolationWorldTransform = m_worldTransform;
@@ -59,93 +72,24 @@ btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionS
m_interpolationAngularVelocity.setValue(0,0,0);
//moved to btCollisionObject
m_friction = friction;
m_restitution = restitution;
m_friction = constructionInfo.m_friction;
m_restitution = constructionInfo.m_restitution;
m_collisionShape = collisionShape;
m_collisionShape = constructionInfo.m_collisionShape;
m_debugBodyId = uniqueId++;
//m_internalOwner is to allow upcasting from collision object to rigid body
m_internalOwner = this;
setMassProps(mass, localInertia);
setDamping(linearDamping, angularDamping);
setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
updateInertiaTensor();
}
#ifdef OBSOLETE_MOTIONSTATE_LESS
btRigidBody::btRigidBody( btScalar mass,const btTransform& worldTransform,btCollisionShape* collisionShape,const btVector3& localInertia,btScalar linearDamping,btScalar angularDamping,btScalar friction,btScalar restitution)
:
m_gravity(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_totalForce(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_totalTorque(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_linearVelocity(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
m_angularVelocity(btScalar(0.),btScalar(0.),btScalar(0.)),
m_linearSleepingThreshold(gLinearSleepingThreshold),
m_angularSleepingThreshold(gAngularSleepingThreshold),
m_linearDamping(btScalar(0.)),
m_angularDamping(btScalar(0.5)),
m_optionalMotionState(0),
m_contactSolverType(0),
m_frictionSolverType(0)
{
m_worldTransform = worldTransform;
m_interpolationWorldTransform = m_worldTransform;
m_interpolationLinearVelocity.setValue(0,0,0);
m_interpolationAngularVelocity.setValue(0,0,0);
//moved to btCollisionObject
m_friction = friction;
m_restitution = restitution;
m_collisionShape = collisionShape;
m_debugBodyId = uniqueId++;
//m_internalOwner is to allow upcasting from collision object to rigid body
m_internalOwner = this;
setMassProps(mass, localInertia);
setDamping(linearDamping, angularDamping);
updateInertiaTensor();
}
#endif //OBSOLETE_MOTIONSTATE_LESS
#define EXPERIMENTAL_JITTER_REMOVAL 1
#ifdef EXPERIMENTAL_JITTER_REMOVAL
//Bullet 2.20b has experimental damping code to reduce jitter just before objects fall asleep/deactivate
//doesn't work very well yet (value 0 disabled this damping)
//note there this influences deactivation thresholds!
btScalar gClippedAngvelThresholdSqr = btScalar(0.01);
btScalar gClippedLinearThresholdSqr = btScalar(0.01);
#endif //EXPERIMENTAL_JITTER_REMOVAL
btScalar gJitterVelocityDampingFactor = btScalar(0.7);
void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform)
{
#ifdef EXPERIMENTAL_JITTER_REMOVAL
//if (wantsSleeping())
{
//clip to avoid jitter
if ((m_angularVelocity.length2() < gClippedAngvelThresholdSqr) &&
(m_linearVelocity.length2() < gClippedLinearThresholdSqr))
{
m_angularVelocity *= gJitterVelocityDampingFactor;
m_linearVelocity *= gJitterVelocityDampingFactor;
}
}
#endif //EXPERIMENTAL_JITTER_REMOVAL
btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform);
}
@@ -196,50 +140,63 @@ void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
#include <stdio.h>
///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
void btRigidBody::applyDamping(btScalar timeStep)
{
m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
if (m_additionalDamping)
{
//Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
//Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) &&
(m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr))
{
m_angularVelocity *= m_additionalDampingFactor;
m_linearVelocity *= m_additionalDampingFactor;
}
btScalar speed = m_linearVelocity.length();
if (speed < m_linearDamping)
{
btScalar dampVel = btScalar(0.005);
if (speed > dampVel)
{
btVector3 dir = m_linearVelocity.normalized();
m_linearVelocity -= dir * dampVel;
} else
{
m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
btScalar angSpeed = m_angularVelocity.length();
if (angSpeed < m_angularDamping)
{
btScalar angDampVel = btScalar(0.005);
if (angSpeed > angDampVel)
{
btVector3 dir = m_angularVelocity.normalized();
m_angularVelocity -= dir * angDampVel;
} else
{
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
}
}
void btRigidBody::applyForces(btScalar step)
void btRigidBody::applyGravity()
{
if (isStaticOrKinematicObject())
return;
applyCentralForce(m_gravity);
m_linearVelocity *= GEN_clamped((btScalar(1.) - step * gLinearAirDamping * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
m_angularVelocity *= GEN_clamped((btScalar(1.) - step * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
#define FORCE_VELOCITY_DAMPING 1
#ifdef FORCE_VELOCITY_DAMPING
btScalar speed = m_linearVelocity.length();
if (speed < m_linearDamping)
{
btScalar dampVel = btScalar(0.005);
if (speed > dampVel)
{
btVector3 dir = m_linearVelocity.normalized();
m_linearVelocity -= dir * dampVel;
} else
{
m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
btScalar angSpeed = m_angularVelocity.length();
if (angSpeed < m_angularDamping)
{
btScalar angDampVel = btScalar(0.005);
if (angSpeed > angDampVel)
{
btVector3 dir = m_angularVelocity.normalized();
m_angularVelocity -= dir * angDampVel;
} else
{
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
#endif //FORCE_VELOCITY_DAMPING
}
void btRigidBody::proceedToTransform(const btTransform& newTrans)

View File

@@ -27,16 +27,18 @@ class btMotionState;
class btTypedConstraint;
extern btScalar gLinearAirDamping;
extern btScalar gDeactivationTime;
extern bool gDisableDeactivation;
extern btScalar gLinearSleepingThreshold;
extern btScalar gAngularSleepingThreshold;
/// btRigidBody class for btRigidBody Dynamics
///
///btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
///There are 3 types of rigid bodies:
///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time.
///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)
class btRigidBody : public btCollisionObject
{
@@ -54,9 +56,15 @@ class btRigidBody : public btCollisionObject
btScalar m_linearDamping;
btScalar m_angularDamping;
bool m_additionalDamping;
btScalar m_additionalDampingFactor;
btScalar m_additionalLinearDampingThresholdSqr;
btScalar m_additionalAngularDampingThresholdSqr;
btScalar m_additionalAngularDampingFactor;
btScalar m_linearSleepingThreshold;
btScalar m_angularSleepingThreshold;
//m_optionalMotionState allows to automatic synchronize the world transform for active objects
btMotionState* m_optionalMotionState;
@@ -66,20 +74,85 @@ class btRigidBody : public btCollisionObject
public:
#ifdef OBSOLETE_MOTIONSTATE_LESS
//not supported, please use btMotionState
btRigidBody(btScalar mass, const btTransform& worldTransform, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=btScalar(0.),btScalar angularDamping=btScalar(0.),btScalar friction=btScalar(0.5),btScalar restitution=btScalar(0.));
#endif //OBSOLETE_MOTIONSTATE_LESS
btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=btScalar(0.),btScalar angularDamping=btScalar(0.),btScalar friction=btScalar(0.5),btScalar restitution=btScalar(0.));
///btRigidBodyConstructionInfo provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument)
///You can use the motion state to synchronize the world transform between physics and graphics objects.
///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state,
///m_startWorldTransform is only used when you don't provide a motion state.
struct btRigidBodyConstructionInfo
{
btScalar m_mass;
virtual ~btRigidBody()
///When a motionState is provided, the rigid body will initialize its world transform from the motion state
///In this case, m_startWorldTransform is ignored.
btMotionState* m_motionState;
btTransform m_startWorldTransform;
btCollisionShape* m_collisionShape;
btVector3 m_localInertia;
btScalar m_linearDamping;
btScalar m_angularDamping;
///best simulation results when friction is non-zero
btScalar m_friction;
///best simulation results using zero restitution.
btScalar m_restitution;
btScalar m_linearSleepingThreshold;
btScalar m_angularSleepingThreshold;
//Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
//Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
bool m_additionalDamping;
btScalar m_additionalDampingFactor;
btScalar m_additionalLinearDampingThresholdSqr;
btScalar m_additionalAngularDampingThresholdSqr;
btScalar m_additionalAngularDampingFactor;
btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)):
m_mass(mass),
m_motionState(motionState),
m_collisionShape(collisionShape),
m_localInertia(localInertia),
m_linearDamping(btScalar(0.)),
m_angularDamping(btScalar(0.)),
m_friction(btScalar(0.5)),
m_restitution(btScalar(0.)),
m_linearSleepingThreshold(btScalar(0.8)),
m_angularSleepingThreshold(btScalar(1.f)),
m_additionalDamping(false),
m_additionalDampingFactor(btScalar(0.005)),
m_additionalLinearDampingThresholdSqr(btScalar(0.01)),
m_additionalAngularDampingThresholdSqr(btScalar(0.01)),
m_additionalAngularDampingFactor(btScalar(0.01))
{
m_startWorldTransform.setIdentity();
}
};
///btRigidBody constructor using construction info
btRigidBody( const btRigidBodyConstructionInfo& constructionInfo);
///btRigidBody constructor for backwards compatibility.
///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0));
virtual ~btRigidBody()
{
//No constraints should point to this rigidbody
//Remove constraints from the dynamics world before you delete the related rigidbodies.
btAssert(m_constraintRefs.size()==0);
}
protected:
///setupRigidBody is only used internally by the constructor
void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
public:
void proceedToTransform(const btTransform& newTrans);
@@ -99,8 +172,7 @@ public:
void saveKinematicState(btScalar step);
void applyForces(btScalar step);
void applyGravity();
void setGravity(const btVector3& acceleration);
@@ -110,7 +182,9 @@ public:
}
void setDamping(btScalar lin_damping, btScalar ang_damping);
void applyDamping(btScalar timeStep);
SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const {
return m_collisionShape;
}

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@@ -188,8 +188,9 @@ void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
if (body->isActive())
{
body->applyForces( timeStep);
body->applyGravity();
body->integrateVelocities( timeStep);
body->applyDamping(timeStep);
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
}
}

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@@ -23,8 +23,6 @@
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
static btRigidBody s_fixedObject( 0,0,0);
btRaycastVehicle::btRaycastVehicle(const btVehicleTuning& tuning,btRigidBody* chassis, btVehicleRaycaster* raycaster )