disable help text by default in AllBulletDemos (text slows down many graphics cards)
improve CollisionDemo.cpp, show multi-contact generation using perturbation improve ColladaConverter: add hinge/point 2 point constraint conversion support, add btScaledTriangleMeshShape support Fix Dynamica MayaPlygin: remove 'active' flag, it has to be replaced by mass=0 for active, mass<>0 for passive Added missing projectfiles Fixed single-shot contact generation. it is disabled by default to improve performance Bugfixes for character controller, thanks to John McCutchan for reporting Constraint solver: better default settings btDefaultAllocator: aligned allocator uses non-aligned allocator (instead of directly malloc/free) disable memalign by default, use Bullet's aligned allocator
This commit is contained in:
@@ -51,7 +51,7 @@ subject to the following restrictions:
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btConvexConvexAlgorithm::CreateFunc::CreateFunc(btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver)
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{
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m_numPerturbationIterations = 3;
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m_numPerturbationIterations = 0;
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m_minimumPointsPerturbationThreshold = 3;
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m_simplexSolver = simplexSolver;
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m_pdSolver = pdSolver;
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@@ -102,25 +102,53 @@ struct btPerturbedContactResult : public btManifoldResult
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btManifoldResult* m_originalManifoldResult;
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btTransform m_transformA;
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btTransform m_transformB;
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btTransform m_unPerturbedTransform;
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bool m_perturbA;
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btIDebugDraw* m_debugDrawer;
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btPerturbedContactResult(btManifoldResult* originalResult,const btTransform& transformA,const btTransform& transformB)
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btPerturbedContactResult(btManifoldResult* originalResult,const btTransform& transformA,const btTransform& transformB,const btTransform& unPerturbedTransform,bool perturbA,btIDebugDraw* debugDrawer)
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:m_originalManifoldResult(originalResult),
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m_transformA(transformA),
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m_transformB(transformB)
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m_transformB(transformB),
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m_perturbA(perturbA),
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m_unPerturbedTransform(unPerturbedTransform),
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m_debugDrawer(debugDrawer)
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{
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}
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virtual ~ btPerturbedContactResult()
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{
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}
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virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
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virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar orgDepth)
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{
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const btVector3& worldPointB = pointInWorld;
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btVector3 worldPointA = worldPointB+normalOnBInWorld*depth;
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btVector3 localA = m_transformA.invXform(worldPointA);
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btVector3 localB = m_transformB.invXform(pointInWorld);
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m_originalManifoldResult->addLocalContactPointInternal( normalOnBInWorld,localA,localB);
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btVector3 endPt,startPt;
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btScalar newDepth;
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btVector3 newNormal;
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if (m_perturbA)
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{
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btVector3 endPtOrg = pointInWorld + normalOnBInWorld*orgDepth;
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endPt = (m_unPerturbedTransform*m_transformA.inverse())(endPtOrg);
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newDepth = (endPt - pointInWorld).dot(normalOnBInWorld);
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startPt = endPt+normalOnBInWorld*newDepth;
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} else
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{
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endPt = pointInWorld + normalOnBInWorld*orgDepth;
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startPt = (m_unPerturbedTransform*m_transformB.inverse())(pointInWorld);
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newDepth = (endPt - startPt).dot(normalOnBInWorld);
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}
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//#define DEBUG_CONTACTS 1
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#ifdef DEBUG_CONTACTS
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m_debugDrawer->drawLine(startPt,endPt,btVector3(1,0,0));
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m_debugDrawer->drawSphere(startPt,0.05,btVector3(0,1,0));
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m_debugDrawer->drawSphere(endPt,0.05,btVector3(0,0,1));
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#endif //DEBUG_CONTACTS
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m_originalManifoldResult->addContactPoint(normalOnBInWorld,startPt,newDepth);
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}
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};
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@@ -188,8 +216,7 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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//now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects
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//perform perturbation when more then 'm_minimumPointsPerturbationThreshold' points
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//perturbation is work-in-progress, disable until fully finished and tested
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if (0)//resultOut->getPersistentManifold()->getNumContacts() < m_minimumPointsPerturbationThreshold)
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if (resultOut->getPersistentManifold()->getNumContacts() < m_minimumPointsPerturbationThreshold)
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{
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int i;
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@@ -211,21 +238,42 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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if ( perturbeAngle > angleLimit )
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perturbeAngle = angleLimit;
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btTransform unPerturbedTransform;
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if (perturbeA)
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{
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unPerturbedTransform = input.m_transformA;
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} else
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{
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unPerturbedTransform = input.m_transformB;
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}
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for ( i=0;i<m_numPerturbationIterations;i++)
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{
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btQuaternion perturbeRot(v0,perturbeAngle);
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btScalar iterationAngle = i*(SIMD_2_PI/btScalar(m_numPerturbationIterations));
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btQuaternion rotq(sepNormalWorldSpace,iterationAngle);
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if (perturbeA)
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{
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input.m_transformA.setBasis( btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body0->getWorldTransform().getBasis());
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input.m_transformA.setBasis( btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body0->getWorldTransform().getBasis());
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input.m_transformB = body1->getWorldTransform();
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#ifdef DEBUG_CONTACTS
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dispatchInfo.m_debugDraw->drawTransform(input.m_transformA,10.0);
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#endif //DEBUG_CONTACTS
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} else
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{
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input.m_transformA = body0->getWorldTransform();
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input.m_transformB.setBasis( btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body1->getWorldTransform().getBasis());
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#ifdef DEBUG_CONTACTS
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dispatchInfo.m_debugDraw->drawTransform(input.m_transformB,10.0);
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#endif
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}
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btPerturbedContactResult perturbedResultOut(resultOut,input.m_transformA,input.m_transformB);
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btPerturbedContactResult perturbedResultOut(resultOut,input.m_transformA,input.m_transformB,unPerturbedTransform,perturbeA,dispatchInfo.m_debugDraw);
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gjkPairDetector.getClosestPoints(input,perturbedResultOut,dispatchInfo.m_debugDraw);
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btScalar curSepDist = gjkPairDetector.getCachedSeparatingDistance()+dispatchInfo.m_convexConservativeDistanceThreshold;
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}
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}
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@@ -52,14 +52,6 @@ btManifoldResult::btManifoldResult(btCollisionObject* body0,btCollisionObject* b
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m_rootTransB = body1->getWorldTransform();
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}
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void btManifoldResult::addLocalContactPointInternal(const btVector3& normalOnBInWorld,const btVector3& localPointA,const btVector3& localPointB)
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{
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btVector3 worldPointA = m_rootTransA( localPointA );
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btVector3 worldPointB = m_rootTransB( localPointB );
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btScalar depth = (worldPointA - worldPointB).dot(normalOnBInWorld);
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addContactPoint(normalOnBInWorld,worldPointB,depth);
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}
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void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
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{
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@@ -100,7 +92,7 @@ void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const b
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newPt.m_partId1 = m_partId1;
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newPt.m_index0 = m_index0;
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newPt.m_index1 = m_index1;
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//printf("depth=%f\n",depth);
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///@todo, check this for any side effects
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if (insertIndex >= 0)
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{
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@@ -82,8 +82,6 @@ public:
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virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth);
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virtual void addLocalContactPointInternal(const btVector3& normalOnBInWorld,const btVector3& localPointA,const btVector3& localPointB);
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SIMD_FORCE_INLINE void refreshContactPoints()
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{
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btAssert(m_manifoldPtr);
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@@ -135,6 +135,9 @@ bool btContinuousConvexCollision::calcTimeOfImpact(
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//btScalar clippedDist = GEN_min(angularConservativeRadius,dist);
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//btScalar clippedDist = dist;
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//don't report time of impact for motion away from the contact normal (or causes minor penetration)
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if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
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return false;
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dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);
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@@ -196,11 +199,10 @@ bool btContinuousConvexCollision::calcTimeOfImpact(
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}
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}
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//don't report time of impact for motion away from the contact normal (or causes minor penetration)
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if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=result.m_allowedPenetration)//SIMD_EPSILON)
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return false;
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result.m_fraction = lambda;
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result.m_normal = n;
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result.m_hitPoint = c;
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@@ -183,6 +183,9 @@ int btPersistentManifold::addManifoldPoint(const btManifoldPoint& newPoint)
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}
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if (insertIndex<0)
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insertIndex=0;
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btAssert(m_pointCache[insertIndex].m_userPersistentData==0);
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m_pointCache[insertIndex] = newPoint;
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return insertIndex;
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@@ -22,9 +22,9 @@ enum btSolverMode
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SOLVER_FRICTION_SEPARATE = 2,
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SOLVER_USE_WARMSTARTING = 4,
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SOLVER_USE_FRICTION_WARMSTARTING = 8,
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SOLVER_USE_1_FRICTION_DIRECTION = 16,
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SOLVER_USE_2_FRICTION_DIRECTIONS = 16,
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SOLVER_ENABLE_FRICTION_DIRECTION_CACHING = 32,
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SOLVER_ENABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
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SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION = 64,
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SOLVER_CACHE_FRIENDLY = 128,
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SOLVER_SIMD = 256, //enabled for Windows, the solver innerloop is branchless SIMD, 40% faster than FPU/scalar version
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SOLVER_CUDA = 512 //will be open sourced during Game Developers Conference 2009. Much faster.
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@@ -77,7 +77,7 @@ struct btContactSolverInfo : public btContactSolverInfoData
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m_splitImpulsePenetrationThreshold = -0.02f;
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m_linearSlop = btScalar(0.0);
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m_warmstartingFactor=btScalar(0.85);
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m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD;//SOLVER_RANDMIZE_ORDER
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m_solverMode = SOLVER_USE_WARMSTARTING | SOLVER_SIMD ;//SOLVER_RANDMIZE_ORDER
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m_restingContactRestitutionThreshold = 2;//resting contact lifetime threshold to disable restitution
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}
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};
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@@ -92,6 +92,16 @@ public:
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return m_rbB;
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}
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btRigidBody& getRigidBodyA()
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{
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return m_rbA;
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}
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btRigidBody& getRigidBodyB()
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{
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return m_rbB;
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}
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void setAngularOnly(bool angularOnly)
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{
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m_angularOnly = angularOnly;
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@@ -543,6 +543,9 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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solverBodyIdB = getOrInitSolverBody(*colObj1);
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}
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if (solverBodyIdA == 0 && solverBodyIdB == 0)
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continue;
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btVector3 rel_pos1;
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btVector3 rel_pos2;
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btScalar relaxation;
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@@ -703,11 +706,11 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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{
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cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
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btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
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if ((infoGlobal.m_solverMode & SOLVER_ENABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
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if (!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
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{
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cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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if(!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
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cp.m_lateralFrictionDir2.normalize();//??
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@@ -719,7 +722,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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//re-calculate friction direction every frame, todo: check if this is really needed
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btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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}
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@@ -729,7 +732,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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} else
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{
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addFrictionConstraint(cp.m_lateralFrictionDir1,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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addFrictionConstraint(cp.m_lateralFrictionDir2,solverBodyIdA,solverBodyIdB,frictionIndex,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
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}
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@@ -750,7 +753,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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}
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}
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
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if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
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@@ -769,7 +772,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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{
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btSolverConstraint& frictionConstraint1 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex];
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frictionConstraint1.m_appliedImpulse = 0.f;
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if (!(infoGlobal.m_solverMode & SOLVER_USE_1_FRICTION_DIRECTION))
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if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
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{
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btSolverConstraint& frictionConstraint2 = m_tmpSolverContactFrictionConstraintPool[solverConstraint.m_frictionIndex+1];
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frictionConstraint2.m_appliedImpulse = 0.f;
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@@ -19,6 +19,21 @@ int gNumAlignedAllocs = 0;
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int gNumAlignedFree = 0;
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int gTotalBytesAlignedAllocs = 0;//detect memory leaks
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static void *btAllocDefault(size_t size)
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{
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return malloc(size);
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}
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static void btFreeDefault(void *ptr)
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{
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free(ptr);
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}
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static btAllocFunc *sAllocFunc = btAllocDefault;
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static btFreeFunc *sFreeFunc = btFreeDefault;
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#if defined (BT_HAS_ALIGNED_ALLOCATOR)
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#include <malloc.h>
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static void *btAlignedAllocDefault(size_t size, int alignment)
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@@ -49,7 +64,7 @@ static inline void *btAlignedAllocDefault(size_t size, int alignment)
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char *real;
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unsigned long offset;
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real = (char *)malloc(size + sizeof(void *) + (alignment-1));
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real = (char *)sAllocFunc(size + sizeof(void *) + (alignment-1));
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if (real) {
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offset = (alignment - (unsigned long)(real + sizeof(void *))) & (alignment-1);
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ret = (void *)((real + sizeof(void *)) + offset);
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@@ -66,25 +81,14 @@ static inline void btAlignedFreeDefault(void *ptr)
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if (ptr) {
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real = *((void **)(ptr)-1);
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free(real);
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sFreeFunc(real);
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}
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}
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#endif
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static void *btAllocDefault(size_t size)
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{
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return malloc(size);
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}
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static void btFreeDefault(void *ptr)
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{
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free(ptr);
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}
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static btAlignedAllocFunc *sAlignedAllocFunc = btAlignedAllocDefault;
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static btAlignedFreeFunc *sAlignedFreeFunc = btAlignedFreeDefault;
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static btAllocFunc *sAllocFunc = btAllocDefault;
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static btFreeFunc *sFreeFunc = btFreeDefault;
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void btAlignedAllocSetCustomAligned(btAlignedAllocFunc *allocFunc, btAlignedFreeFunc *freeFunc)
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{
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@@ -49,8 +49,11 @@ typedef void (btAlignedFreeFunc)(void *memblock);
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typedef void *(btAllocFunc)(size_t size);
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typedef void (btFreeFunc)(void *memblock);
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void btAlignedAllocSetCustomAligned(btAlignedAllocFunc *allocFunc, btAlignedFreeFunc *freeFunc);
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///The developer can let all Bullet memory allocations go through a custom memory allocator, using btAlignedAllocSetCustom
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void btAlignedAllocSetCustom(btAllocFunc *allocFunc, btFreeFunc *freeFunc);
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///If the developer has already an custom aligned allocator, then btAlignedAllocSetCustomAligned can be used. The default aligned allocator pre-allocates extra memory using the non-aligned allocator, and instruments it.
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void btAlignedAllocSetCustomAligned(btAlignedAllocFunc *allocFunc, btAlignedFreeFunc *freeFunc);
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///The btAlignedAllocator is a portable class for aligned memory allocations.
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///Default implementations for unaligned and aligned allocations can be overridden by a custom allocator using btAlignedAllocSetCustom and btAlignedAllocSetCustomAligned.
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@@ -45,7 +45,7 @@ inline int btGetVersion()
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#define ATTRIBUTE_ALIGNED16(a) a
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#define ATTRIBUTE_ALIGNED128(a) a
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#else
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#define BT_HAS_ALIGNED_ALLOCATOR
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//#define BT_HAS_ALIGNED_ALLOCATOR
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#pragma warning(disable : 4324) // disable padding warning
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// #pragma warning(disable:4530) // Disable the exception disable but used in MSCV Stl warning.
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// #pragma warning(disable:4996) //Turn off warnings about deprecated C routines
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||||
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Block a user