added replacement for CcdPhysicsEnvironment

This commit is contained in:
ejcoumans
2006-09-26 23:55:35 +00:00
parent 9531ec4b30
commit 2a602aefa1
5 changed files with 441 additions and 6 deletions

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@@ -0,0 +1,284 @@
#include "btDiscreteDynamicsWorld.h"
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
#include <algorithm>
btDiscreteDynamicsWorld::btDiscreteDynamicsWorld()
:btDynamicsWorld(new CollisionDispatcher(),new SimpleBroadphase()),
m_constraintSolver(new SequentialImpulseConstraintSolver)
{
m_islandManager = new SimulationIslandManager();
}
btDiscreteDynamicsWorld::btDiscreteDynamicsWorld(Dispatcher* dispatcher,OverlappingPairCache* pairCache,ConstraintSolver* constraintSolver)
:btDynamicsWorld(dispatcher,pairCache),
m_constraintSolver(constraintSolver)
{
m_islandManager = new SimulationIslandManager();
}
btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
{
delete m_islandManager ;
delete m_constraintSolver;
//delete the dispatcher and paircache
delete m_dispatcher1;
m_dispatcher1 = 0;
delete m_pairCache;
m_pairCache = 0;
}
void btDiscreteDynamicsWorld::stepSimulation(float timeStep)
{
///apply gravity, predict motion
predictUnconstraintMotion(timeStep);
///perform collision detection
PerformDiscreteCollisionDetection();
calculateSimulationIslands();
ContactSolverInfo infoGlobal;
infoGlobal.m_timeStep = timeStep;
///solve non-contact constraints
solveNoncontactConstraints(infoGlobal);
solveContactConstraints(infoGlobal);
//CallbackTriggers();
///integrate transforms
integrateTransforms(timeStep);
updateActivationState( timeStep );
updateAabbs();
}
void btDiscreteDynamicsWorld::updateActivationState(float timeStep)
{
for (int i=0;i<m_collisionObjects.size();i++)
{
CollisionObject* colObj = m_collisionObjects[i];
if (colObj->m_internalOwner)
{
RigidBody* body = (RigidBody*)colObj->m_internalOwner;
body->updateDeactivation(timeStep);
if (body->wantsSleeping())
{
if (body->GetActivationState() == ACTIVE_TAG)
body->SetActivationState( WANTS_DEACTIVATION );
} else
{
if (body->GetActivationState() != DISABLE_DEACTIVATION)
body->SetActivationState( ACTIVE_TAG );
}
}
}
}
void btDiscreteDynamicsWorld::addConstraint(TypedConstraint* constraint)
{
m_constraints.push_back(constraint);
}
void btDiscreteDynamicsWorld::removeConstraint(TypedConstraint* constraint)
{
std::vector<TypedConstraint*>::iterator cit = std::find(m_constraints.begin(),m_constraints.end(),constraint);
if (!(cit==m_constraints.end()))
{
m_constraints.erase(cit);
}
}
void btDiscreteDynamicsWorld::solveContactConstraints(ContactSolverInfo& solverInfo)
{
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);
}
};
IDebugDraw* debugDraw = 0;
InplaceSolverIslandCallback solverCallback( solverInfo, m_constraintSolver, debugDraw);
/// solve all the contact points and contact friction
m_islandManager->BuildAndProcessIslands(GetCollisionWorld()->GetDispatcher(),GetCollisionWorld()->GetCollisionObjectArray(),&solverCallback);
}
void btDiscreteDynamicsWorld::solveNoncontactConstraints(ContactSolverInfo& solverInfo)
{
#ifdef USE_QUICKPROF
Profiler::beginBlock("SolveConstraint");
#endif //USE_QUICKPROF
int i;
int numConstraints = m_constraints.size();
///constraint preparation: building jacobians
for (i=0;i< numConstraints ; i++ )
{
TypedConstraint* constraint = m_constraints[i];
constraint->BuildJacobian();
}
//solve the regular non-contact constraints (point 2 point, hinge, generic d6)
for (int g=0;g<solverInfo.m_numIterations;g++)
{
//
// constraint solving
//
for (i=0;i< numConstraints ; i++ )
{
TypedConstraint* constraint = m_constraints[i];
constraint->SolveConstraint( solverInfo.m_timeStep );
}
}
#ifdef USE_QUICKPROF
Profiler::endBlock("SolveConstraint");
#endif //USE_QUICKPROF
}
void btDiscreteDynamicsWorld::calculateSimulationIslands()
{
#ifdef USE_QUICKPROF
Profiler::beginBlock("IslandUnionFind");
#endif //USE_QUICKPROF
GetSimulationIslandManager()->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())
{
GetSimulationIslandManager()->GetUnionFind().unite((colObj0)->m_islandTag1,
(colObj1)->m_islandTag1);
}
}
}
}
//Store the island id in each body
GetSimulationIslandManager()->StoreIslandActivationState(GetCollisionWorld());
#ifdef USE_QUICKPROF
Profiler::endBlock("IslandUnionFind");
#endif //USE_QUICKPROF
}
void btDiscreteDynamicsWorld::updateAabbs()
{
SimdTransform predictedTrans;
for (int i=0;i<m_collisionObjects.size();i++)
{
CollisionObject* colObj = m_collisionObjects[i];
if (colObj->m_internalOwner)
{
RigidBody* body = (RigidBody*)colObj->m_internalOwner;
if (body->IsActive() && (!body->IsStatic()))
{
SimdPoint3 minAabb,maxAabb;
colObj->m_collisionShape->GetAabb(colObj->m_worldTransform, minAabb,maxAabb);
SimpleBroadphase* bp = (SimpleBroadphase*)m_pairCache;
bp->SetAabb(body->m_broadphaseHandle,minAabb,maxAabb);
}
}
}
}
void btDiscreteDynamicsWorld::integrateTransforms(float timeStep)
{
SimdTransform predictedTrans;
for (int i=0;i<m_collisionObjects.size();i++)
{
CollisionObject* colObj = m_collisionObjects[i];
if (colObj->m_internalOwner)
{
RigidBody* body = (RigidBody*)colObj->m_internalOwner;
if (body->IsActive() && (!body->IsStatic()))
{
body->predictIntegratedTransform(timeStep, predictedTrans);
body->proceedToTransform( predictedTrans);
}
}
}
}
void btDiscreteDynamicsWorld::predictUnconstraintMotion(float timeStep)
{
for (int i=0;i<m_collisionObjects.size();i++)
{
CollisionObject* colObj = m_collisionObjects[i];
if (colObj->m_internalOwner)
{
RigidBody* body = (RigidBody*)colObj->m_internalOwner;
body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();
if (body->IsActive() && (!body->IsStatic()))
{
body->applyForces( timeStep);
body->integrateVelocities( timeStep);
body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
}
}
}
}

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@@ -0,0 +1,89 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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.
*/
#ifndef BT_DISCRETE_DYNAMICS_WORLD_H
#define BT_DISCRETE_DYNAMICS_WORLD_H
#include "btDynamicsWorld.h"
class Dispatcher;
class OverlappingPairCache;
class ConstraintSolver;
class SimulationIslandManager;
class TypedConstraint;
struct ContactSolverInfo;
#include <vector>
///btDiscreteDynamicsWorld provides discrete rigid body simulation
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
class btDiscreteDynamicsWorld : public btDynamicsWorld
{
protected:
ConstraintSolver* m_constraintSolver;
SimulationIslandManager* m_islandManager;
std::vector<TypedConstraint*> m_constraints;
void predictUnconstraintMotion(float timeStep);
void integrateTransforms(float timeStep);
void updateAabbs();
void calculateSimulationIslands();
void solveNoncontactConstraints(ContactSolverInfo& solverInfo);
void solveContactConstraints(ContactSolverInfo& solverInfo);
void updateActivationState(float timeStep);
public:
btDiscreteDynamicsWorld(Dispatcher* dispatcher,OverlappingPairCache* pairCache,ConstraintSolver* constraintSolver);
btDiscreteDynamicsWorld();
virtual ~btDiscreteDynamicsWorld();
virtual void stepSimulation( float timeStep);
void addConstraint(TypedConstraint* constraint);
void removeConstraint(TypedConstraint* constraint);
SimulationIslandManager* GetSimulationIslandManager()
{
return m_islandManager;
}
const SimulationIslandManager* GetSimulationIslandManager() const
{
return m_islandManager;
}
CollisionWorld* GetCollisionWorld()
{
return this;
}
};
#endif //BT_DISCRETE_DYNAMICS_WORLD_H

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@@ -0,0 +1,46 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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.
*/
#ifndef BT_DYNAMICS_WORLD_H
#define BT_DYNAMICS_WORLD_H
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
class TypedConstraint;
///btDynamicsWorld is the baseclass for several dynamics implementation, basic, discrete, parallel, and continuous
class btDynamicsWorld : public CollisionWorld
{
public:
btDynamicsWorld(Dispatcher* dispatcher,OverlappingPairCache* pairCache)
:CollisionWorld(dispatcher,pairCache)
{
}
virtual ~btDynamicsWorld()
{
}
///stepSimulation proceeds the simulation over timeStep units
virtual void stepSimulation( float timeStep) = 0;
virtual void addConstraint(TypedConstraint* constraint) {};
virtual void removeConstraint(TypedConstraint* constraint) {};
};
#endif //BT_DYNAMICS_WORLD_H

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@@ -9,12 +9,20 @@
btSimpleDynamicsWorld::btSimpleDynamicsWorld()
:CollisionWorld(new CollisionDispatcher(),new SimpleBroadphase()),
:btDynamicsWorld(new CollisionDispatcher(),new SimpleBroadphase()),
m_constraintSolver(new SequentialImpulseConstraintSolver)
{
}
btSimpleDynamicsWorld::btSimpleDynamicsWorld(Dispatcher* dispatcher,OverlappingPairCache* pairCache,ConstraintSolver* constraintSolver)
:btDynamicsWorld(dispatcher,pairCache),
m_constraintSolver(constraintSolver)
{
}
btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
{
delete m_constraintSolver;
@@ -49,6 +57,8 @@ void btSimpleDynamicsWorld::stepSimulation(float timeStep)
}
void btSimpleDynamicsWorld::updateAabbs()
{
SimdTransform predictedTrans;

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@@ -16,19 +16,22 @@ subject to the following restrictions:
#ifndef BT_SIMPLE_DYNAMICS_WORLD_H
#define BT_SIMPLE_DYNAMICS_WORLD_H
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
class SequentialImpulseConstraintSolver;
#include "btDynamicsWorld.h"
class Dispatcher;
class OverlappingPairCache;
class ConstraintSolver;
///btSimpleDynamicsWorld demonstrates very basic usage of Bullet rigid body dynamics
///It can be used for basic simulations, and as a starting point for porting Bullet
///btSimpleDynamicsWorld lacks object deactivation, island management and other concepts.
///For more complicated simulations, btDiscreteDynamicsWorld and btContinuousDynamicsWorld are recommended
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
class btSimpleDynamicsWorld : public CollisionWorld
class btSimpleDynamicsWorld : public btDynamicsWorld
{
protected:
SequentialImpulseConstraintSolver* m_constraintSolver;
ConstraintSolver* m_constraintSolver;
void predictUnconstraintMotion(float timeStep);
@@ -38,8 +41,11 @@ protected:
public:
btSimpleDynamicsWorld(Dispatcher* dispatcher,OverlappingPairCache* pairCache,ConstraintSolver* constraintSolver);
btSimpleDynamicsWorld();
virtual ~btSimpleDynamicsWorld();
virtual void stepSimulation( float timeStep);