improved performance, and allowed custom friction and contact solver models. See CcdPhysicsDemo #define USER_DEFINED_FRICTION_MODEL
This commit is contained in:
@@ -47,17 +47,14 @@ void AxisSweep3::SetAabb(BroadphaseProxy* proxy,const SimdVector3& aabbMin,const
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AxisSweep3::AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles, int maxOverlaps)
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:OverlappingPairCache(maxOverlaps)
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AxisSweep3::AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles)
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:OverlappingPairCache()
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{
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//assert(bounds.HasVolume());
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// 1 handle is reserved as sentinel
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assert(maxHandles > 1 && maxHandles < 32767);
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// doesn't need this limit right now, but I may want to use unsigned short indexes into overlaps array
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assert(maxOverlaps > 0 && maxOverlaps < 65536);
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// init bounds
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m_worldAabbMin = worldAabbMin;
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m_worldAabbMax = worldAabbMax;
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@@ -91,7 +91,7 @@ private:
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void SortMaxUp(int axis, unsigned short edge, bool updateOverlaps = true);
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public:
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AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles = 20000, int maxOverlaps = 60000);
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AxisSweep3(const SimdPoint3& worldAabbMin,const SimdPoint3& worldAabbMax, int maxHandles = 16384);
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virtual ~AxisSweep3();
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virtual void RefreshOverlappingPairs()
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@@ -21,11 +21,11 @@ subject to the following restrictions:
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#include "Dispatcher.h"
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#include "CollisionAlgorithm.h"
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int gOverlappingPairs = 0;
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OverlappingPairCache::OverlappingPairCache(int maxOverlap):
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m_blockedForChanges(false),
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//m_NumOverlapBroadphasePair(0),
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m_maxOverlap(maxOverlap)
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OverlappingPairCache::OverlappingPairCache():
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m_blockedForChanges(false)
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//m_NumOverlapBroadphasePair(0)
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{
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}
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@@ -36,14 +36,17 @@ OverlappingPairCache::~OverlappingPairCache()
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}
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void OverlappingPairCache::RemoveOverlappingPair(BroadphasePair& pair)
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void OverlappingPairCache::RemoveOverlappingPair(BroadphasePair& findPair)
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{
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CleanOverlappingPair(pair);
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std::set<BroadphasePair>::iterator it = m_overlappingPairSet.find(pair);
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std::set<BroadphasePair>::iterator it = m_overlappingPairSet.find(findPair);
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// assert(it != m_overlappingPairSet.end());
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if (it != m_overlappingPairSet.end())
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{
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gOverlappingPairs--;
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BroadphasePair* pair = (BroadphasePair*)(&(*it));
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CleanOverlappingPair(*pair);
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m_overlappingPairSet.erase(it);
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}
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}
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@@ -79,6 +82,7 @@ void OverlappingPairCache::AddOverlappingPair(BroadphaseProxy* proxy0,Broadphase
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BroadphasePair pair(*proxy0,*proxy1);
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m_overlappingPairSet.insert(pair);
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gOverlappingPairs++;
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}
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@@ -179,10 +183,17 @@ void OverlappingPairCache::ProcessAllOverlappingPairs(OverlapCallback* callback)
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CleanOverlappingPair(*pair);
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std::set<BroadphasePair>::iterator it2 = it;
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it++;
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//why does next line not compile under OS X??
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//it = m_overlappingPairSet.erase(it2);
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#ifdef MAC_OSX_FIXED_STL_SET
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it2++;
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it = m_overlappingPairSet.erase(it);
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assert(it == it2);
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#else
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it++;
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m_overlappingPairSet.erase(it2);
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#endif //MAC_OSX_FIXED_STL_SET
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gOverlappingPairs--;
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} else
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{
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it++;
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@@ -37,14 +37,12 @@ class OverlappingPairCache : public BroadphaseInterface
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//avoid brute-force finding all the time
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std::set<BroadphasePair> m_overlappingPairSet;
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int m_maxOverlap;
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//during the dispatch, check that user doesn't destroy/create proxy
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bool m_blockedForChanges;
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public:
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OverlappingPairCache(int maxOverlap);
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OverlappingPairCache();
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virtual ~OverlappingPairCache();
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void ProcessAllOverlappingPairs(OverlapCallback*);
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@@ -35,8 +35,8 @@ void SimpleBroadphase::validate()
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}
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SimpleBroadphase::SimpleBroadphase(int maxProxies,int maxOverlap)
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:OverlappingPairCache(maxOverlap),
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SimpleBroadphase::SimpleBroadphase(int maxProxies)
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:OverlappingPairCache(),
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m_firstFreeProxy(0),
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m_numProxies(0),
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m_maxProxies(maxProxies)
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@@ -66,7 +66,7 @@ protected:
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virtual void RefreshOverlappingPairs();
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public:
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SimpleBroadphase(int maxProxies=4096,int maxOverlap=8192);
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SimpleBroadphase(int maxProxies=16384);
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virtual ~SimpleBroadphase();
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@@ -24,6 +24,20 @@ class RigidBody;
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struct ContactSolverInfo;
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class ManifoldPoint;
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enum {
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DEFAULT_CONTACT_SOLVER_TYPE=0,
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CONTACT_SOLVER_TYPE1,
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CONTACT_SOLVER_TYPE2,
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USER_CONTACT_SOLVER_TYPE1,
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MAX_CONTACT_SOLVER_TYPES
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};
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typedef float (*ContactSolverFunc)(RigidBody& body1,
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RigidBody& body2,
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class ManifoldPoint& contactPoint,
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const ContactSolverInfo& info);
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struct ConstraintPersistentData
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{
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inline ConstraintPersistentData()
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@@ -35,7 +49,9 @@ struct ConstraintPersistentData
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m_persistentLifeTime(0),
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m_restitution(0.f),
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m_friction(0.f),
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m_penetration(0.f)
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m_penetration(0.f),
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m_contactSolverFunc(0),
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m_frictionSolverFunc(0)
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{
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}
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@@ -56,6 +72,8 @@ struct ConstraintPersistentData
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SimdVector3 m_frictionWorldTangential0;
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SimdVector3 m_frictionWorldTangential1;
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ContactSolverFunc m_contactSolverFunc;
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ContactSolverFunc m_frictionSolverFunc;
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};
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@@ -32,7 +32,7 @@ subject to the following restrictions:
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int totalCpd = 0;
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int gTotalContactPoints = 0;
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bool MyContactDestroyedCallback(void* userPersistentData)
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{
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@@ -48,8 +48,17 @@ bool MyContactDestroyedCallback(void* userPersistentData)
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SequentialImpulseConstraintSolver::SequentialImpulseConstraintSolver()
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{
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gContactDestroyedCallback = &MyContactDestroyedCallback;
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}
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//initialize default friction/contact funcs
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int i,j;
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for (i=0;i<MAX_CONTACT_SOLVER_TYPES;i++)
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for (j=0;j<MAX_CONTACT_SOLVER_TYPES;j++)
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{
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m_contactDispatch[i][j] = resolveSingleCollision;
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m_frictionDispatch[i][j] = resolveSingleFriction;
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}
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}
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/// SequentialImpulseConstraintSolver Sequentially applies impulses
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float SequentialImpulseConstraintSolver::SolveGroup(PersistentManifold** manifoldPtr, int numManifolds,const ContactSolverInfo& infoGlobal,IDebugDraw* debugDrawer)
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@@ -62,9 +71,22 @@ float SequentialImpulseConstraintSolver::SolveGroup(PersistentManifold** manifol
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Profiler::beginBlock("Solve");
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#endif //USE_PROFILE
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{
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int j;
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for (j=0;j<numManifolds;j++)
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{
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int k=j;
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//interleaving the preparation with solving impacts the behaviour a lot, todo: find out why
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PrepareConstraints(manifoldPtr[k],info,debugDrawer);
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Solve(manifoldPtr[k],info,0,debugDrawer);
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}
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}
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//should traverse the contacts random order...
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int i;
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for ( i = 0;i<numiter;i++)
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for ( i = 0;i<numiter-1;i++)
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{
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int j;
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for (j=0;j<numManifolds;j++)
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@@ -84,7 +106,7 @@ float SequentialImpulseConstraintSolver::SolveGroup(PersistentManifold** manifol
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#endif //USE_PROFILE
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//now solve the friction
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for (i = 0;i<numiter;i++)
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for (i = 0;i<numiter-1;i++)
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{
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int j;
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for (j=0;j<numManifolds;j++)
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@@ -111,23 +133,21 @@ SimdScalar restitutionCurve(SimdScalar rel_vel, SimdScalar restitution)
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}
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float SequentialImpulseConstraintSolver::Solve(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer)
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void SequentialImpulseConstraintSolver::PrepareConstraints(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,IDebugDraw* debugDrawer)
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{
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RigidBody* body0 = (RigidBody*)manifoldPtr->GetBody0();
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RigidBody* body1 = (RigidBody*)manifoldPtr->GetBody1();
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float maxImpulse = 0.f;
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//only necessary to refresh the manifold once (first iteration). The integration is done outside the loop
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if (iter == 0)
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{
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manifoldPtr->RefreshContactPoints(body0->getCenterOfMassTransform(),body1->getCenterOfMassTransform());
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int numpoints = manifoldPtr->GetNumContacts();
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gTotalContactPoints += numpoints;
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SimdVector3 color(0,1,0);
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for (int i=0;i<numpoints ;i++)
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{
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@@ -181,6 +201,11 @@ float SequentialImpulseConstraintSolver::Solve(PersistentManifold* manifoldPtr,
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cpd->m_jacDiagABInv = 1.f / jacDiagAB;
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//Dependent on Rigidbody A and B types, fetch the contact/friction response func
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//perhaps do a similar thing for friction/restutution combiner funcs...
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cpd->m_frictionSolverFunc = m_frictionDispatch[body0->m_frictionSolverType][body1->m_frictionSolverType];
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cpd->m_contactSolverFunc = m_contactDispatch[body0->m_contactSolverType][body1->m_contactSolverType];
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SimdVector3 vel1 = body0->getVelocityInLocalPoint(rel_pos1);
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SimdVector3 vel2 = body1->getVelocityInLocalPoint(rel_pos2);
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@@ -250,6 +275,15 @@ float SequentialImpulseConstraintSolver::Solve(PersistentManifold* manifoldPtr,
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}
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}
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}
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float SequentialImpulseConstraintSolver::Solve(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer)
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{
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RigidBody* body0 = (RigidBody*)manifoldPtr->GetBody0();
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RigidBody* body1 = (RigidBody*)manifoldPtr->GetBody1();
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float maxImpulse = 0.f;
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{
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const int numpoints = manifoldPtr->GetNumContacts();
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@@ -276,10 +310,8 @@ float SequentialImpulseConstraintSolver::Solve(PersistentManifold* manifoldPtr,
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{
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//float dist = cp.GetDistance();
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//printf("dist(%i)=%f\n",j,dist);
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float impulse = resolveSingleCollision(
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ConstraintPersistentData* cpd = (ConstraintPersistentData*) cp.m_userPersistentData;
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float impulse = cpd->m_contactSolverFunc(
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*body0,*body1,
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cp,
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info);
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@@ -312,14 +344,16 @@ float SequentialImpulseConstraintSolver::SolveFriction(PersistentManifold* manif
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// j = numpoints-1-i;
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ManifoldPoint& cp = manifoldPtr->GetContactPoint(j);
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if (cp.GetDistance() <= 0.f)
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if (cp.GetDistance() <= 0.f)
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{
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resolveSingleFriction(
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ConstraintPersistentData* cpd = (ConstraintPersistentData*) cp.m_userPersistentData;
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cpd->m_frictionSolverFunc(
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*body0,*body1,
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cp,
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info);
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}
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}
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@@ -19,6 +19,10 @@ subject to the following restrictions:
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#include "ConstraintSolver.h"
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class IDebugDraw;
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#include "ContactConstraint.h"
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/// SequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
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/// The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
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/// Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
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@@ -27,12 +31,29 @@ class SequentialImpulseConstraintSolver : public ConstraintSolver
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{
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float Solve(PersistentManifold* manifold, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer);
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float SolveFriction(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,int iter,IDebugDraw* debugDrawer);
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void PrepareConstraints(PersistentManifold* manifoldPtr, const ContactSolverInfo& info,IDebugDraw* debugDrawer);
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ContactSolverFunc m_contactDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES];
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ContactSolverFunc m_frictionDispatch[MAX_CONTACT_SOLVER_TYPES][MAX_CONTACT_SOLVER_TYPES];
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public:
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SequentialImpulseConstraintSolver();
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///Advanced: Override the default contact solving function for contacts, for certain types of rigidbody
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///See RigidBody::m_contactSolverType and RigidBody::m_frictionSolverType
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void SetContactSolverFunc(ContactSolverFunc func,int type0,int type1)
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{
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m_contactDispatch[type0][type1] = func;
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}
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///Advanced: Override the default friction solving function for contacts, for certain types of rigidbody
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///See RigidBody::m_contactSolverType and RigidBody::m_frictionSolverType
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void SetFrictionSolverFunc(ContactSolverFunc func,int type0,int type1)
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{
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m_frictionDispatch[type0][type1] = func;
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}
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virtual ~SequentialImpulseConstraintSolver() {}
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virtual float SolveGroup(PersistentManifold** manifold,int numManifolds,const ContactSolverInfo& info, IDebugDraw* debugDrawer=0);
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@@ -32,7 +32,9 @@ RigidBody::RigidBody( const MassProps& massProps,SimdScalar linearDamping,SimdSc
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m_angularVelocity(0.f,0.f,0.f),
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m_linearDamping(0.f),
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m_angularDamping(0.5f),
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m_kinematicTimeStep(0.f)
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m_kinematicTimeStep(0.f),
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m_contactSolverType(0),
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m_frictionSolverType(0)
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{
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//moved to CollisionObject
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@@ -236,6 +236,9 @@ public:
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m_broadphaseProxy = broadphaseProxy;
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}
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//for experimental overriding of friction/contact solver func
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int m_contactSolverType;
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int m_frictionSolverType;
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/// for ode solver-binding
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@@ -13,8 +13,10 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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||||
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//#define USE_PARALLEL_DISPATCHER 1
|
||||
|
||||
//#define USER_DEFINED_FRICTION_MODEL 1
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||||
//#define PRINT_CONTACT_STATISTICS 1
|
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#define REGISTER_CUSTOM_COLLISION_ALGORITHM 1
|
||||
|
||||
#include "CcdPhysicsEnvironment.h"
|
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#include "ParallelPhysicsEnvironment.h"
|
||||
@@ -33,7 +35,7 @@ subject to the following restrictions:
|
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#include "CollisionShapes/TriangleIndexVertexArray.h"
|
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#include "CollisionShapes/BvhTriangleMeshShape.h"
|
||||
#include "CollisionShapes/TriangleMesh.h"
|
||||
|
||||
#include "ConstraintSolver/SequentialImpulseConstraintSolver.h"
|
||||
#include "Dynamics/RigidBody.h"
|
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#include "CollisionDispatch/CollisionDispatcher.h"
|
||||
|
||||
@@ -76,9 +78,9 @@ bool useCompound = false;//true;//false;
|
||||
|
||||
|
||||
#ifdef _DEBUG
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||||
const int numObjects = 120;
|
||||
const int gNumObjects = 120;
|
||||
#else
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||||
const int numObjects = 120;//try this in release mode: 3000. never go above 4095, unless you increate maxNumObjects value in DemoApplication.cp
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const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp
|
||||
#endif
|
||||
|
||||
const int maxNumObjects = 32760;
|
||||
@@ -147,6 +149,10 @@ int main(int argc,char** argv)
|
||||
|
||||
|
||||
|
||||
extern int gNumManifold;
|
||||
extern int gOverlappingPairs;
|
||||
extern int gTotalContactPoints;
|
||||
|
||||
void CcdPhysicsDemo::clientMoveAndDisplay()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -166,6 +172,14 @@ void CcdPhysicsDemo::clientMoveAndDisplay()
|
||||
Profiler::endBlock("render");
|
||||
#endif
|
||||
glFlush();
|
||||
//some additional debugging info
|
||||
#ifdef PRINT_CONTACT_STATISTICS
|
||||
printf("num manifolds: %i\n",gNumManifold);
|
||||
printf("num gOverlappingPairs: %i\n",gOverlappingPairs);
|
||||
printf("num gTotalContactPoints : %i\n",gTotalContactPoints );
|
||||
#endif //PRINT_CONTACT_STATISTICS
|
||||
|
||||
gTotalContactPoints = 0;
|
||||
glutSwapBuffers();
|
||||
|
||||
}
|
||||
@@ -185,7 +199,6 @@ void CcdPhysicsDemo::displayCallback(void) {
|
||||
|
||||
renderme();
|
||||
|
||||
|
||||
glFlush();
|
||||
glutSwapBuffers();
|
||||
}
|
||||
@@ -245,6 +258,13 @@ void CcdPhysicsDemo::clientResetScene()
|
||||
}
|
||||
|
||||
|
||||
///User-defined friction model, the most simple friction model available: no friction
|
||||
float myFrictionModel( RigidBody& body1, RigidBody& body2, ManifoldPoint& contactPoint, const ContactSolverInfo& solverInfo )
|
||||
{
|
||||
//don't do any friction
|
||||
return 0.f;
|
||||
}
|
||||
|
||||
void CcdPhysicsDemo::initPhysics()
|
||||
{
|
||||
|
||||
@@ -254,10 +274,12 @@ void CcdPhysicsDemo::initPhysics()
|
||||
SimdVector3 worldAabbMin(-10000,-10000,-10000);
|
||||
SimdVector3 worldAabbMax(10000,10000,10000);
|
||||
|
||||
OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies,maxOverlap);
|
||||
OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
|
||||
// OverlappingPairCache* broadphase = new SimpleBroadphase;
|
||||
|
||||
#ifdef REGISTER_CUSTOM_COLLISION_ALGORITHM
|
||||
dispatcher->RegisterCollisionCreateFunc(SPHERE_SHAPE_PROXYTYPE,SPHERE_SHAPE_PROXYTYPE,new SphereSphereCollisionAlgorithm::CreateFunc);
|
||||
#endif //REGISTER_CUSTOM_COLLISION_ALGORITHM
|
||||
|
||||
|
||||
#ifdef USE_PARALLEL_DISPATCHER
|
||||
@@ -271,13 +293,23 @@ void CcdPhysicsDemo::initPhysics()
|
||||
|
||||
m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer);
|
||||
|
||||
#ifdef USER_DEFINED_FRICTION_MODEL
|
||||
SequentialImpulseConstraintSolver* solver = (SequentialImpulseConstraintSolver*) m_physicsEnvironmentPtr->GetConstraintSolver();
|
||||
//solver->SetContactSolverFunc(ContactSolverFunc func,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
|
||||
solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE);
|
||||
solver->SetFrictionSolverFunc(myFrictionModel,DEFAULT_CONTACT_SOLVER_TYPE,USER_CONTACT_SOLVER_TYPE1);
|
||||
solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,USER_CONTACT_SOLVER_TYPE1);
|
||||
//m_physicsEnvironmentPtr->setNumIterations(2);
|
||||
#endif //USER_DEFINED_FRICTION_MODEL
|
||||
|
||||
|
||||
int i;
|
||||
|
||||
SimdTransform tr;
|
||||
tr.setIdentity();
|
||||
|
||||
|
||||
for (i=0;i<numObjects;i++)
|
||||
for (i=0;i<gNumObjects;i++)
|
||||
{
|
||||
if (i>0)
|
||||
{
|
||||
@@ -301,7 +333,7 @@ void CcdPhysicsDemo::initPhysics()
|
||||
compoundShape->AddChildShape(ident,new SphereShape(0.9));//
|
||||
}
|
||||
|
||||
for (i=0;i<numObjects;i++)
|
||||
for (i=0;i<gNumObjects;i++)
|
||||
{
|
||||
CollisionShape* shape = shapePtr[shapeIndex[i]];
|
||||
shape->SetMargin(0.05f);
|
||||
@@ -311,7 +343,30 @@ void CcdPhysicsDemo::initPhysics()
|
||||
SimdTransform trans;
|
||||
trans.setIdentity();
|
||||
|
||||
trans.setOrigin(SimdVector3(0,-30+i*CUBE_HALF_EXTENTS*2,0));
|
||||
if (i>0)
|
||||
{
|
||||
//stack them
|
||||
int colsize = 10;
|
||||
int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS);
|
||||
int row2 = row;
|
||||
int col = (i)%(colsize)-colsize/2;
|
||||
|
||||
|
||||
if (col>3)
|
||||
{
|
||||
col=11;
|
||||
row2 |=1;
|
||||
}
|
||||
|
||||
SimdVector3 pos(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS,
|
||||
row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0);
|
||||
|
||||
trans.setOrigin(pos);
|
||||
} else
|
||||
{
|
||||
trans.setOrigin(SimdVector3(0,-30,0));
|
||||
}
|
||||
|
||||
float mass = 1.f;
|
||||
|
||||
if (!isDyna)
|
||||
@@ -324,7 +379,10 @@ void CcdPhysicsDemo::initPhysics()
|
||||
|
||||
//Experimental: better estimation of CCD Time of Impact:
|
||||
ctrl->GetRigidBody()->m_ccdSweptShereRadius = 0.2*CUBE_HALF_EXTENTS;
|
||||
|
||||
#ifdef USER_DEFINED_FRICTION_MODEL
|
||||
///Advanced use: override the friction solver
|
||||
ctrl->GetRigidBody()->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1;
|
||||
#endif //USER_DEFINED_FRICTION_MODEL
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -23,11 +23,11 @@ subject to the following restrictions:
|
||||
#include "CollisionShapes/CollisionShape.h"
|
||||
#include "CollisionShapes/BoxShape.h"
|
||||
#include "GL_ShapeDrawer.h"
|
||||
|
||||
#include "quickprof.h"
|
||||
#include "BMF_Api.h"
|
||||
|
||||
int numObjects = 0;
|
||||
const int maxNumObjects = 4096;
|
||||
const int maxNumObjects = 16384;
|
||||
DefaultMotionState ms[maxNumObjects];
|
||||
CcdPhysicsController* physObjects[maxNumObjects];
|
||||
SimdTransform startTransforms[maxNumObjects];
|
||||
@@ -889,6 +889,7 @@ void DemoApplication::renderme()
|
||||
BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf);
|
||||
yStart += yIncr;
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1707,18 +1707,25 @@ PHY_IVehicle* CcdPhysicsEnvironment::getVehicleConstraint(int constraintId)
|
||||
#endif //NEW_BULLET_VEHICLE_SUPPORT
|
||||
|
||||
|
||||
int currentController = 0;
|
||||
int numController = 0;
|
||||
|
||||
|
||||
void CcdPhysicsEnvironment::UpdateAabbs(float timeStep)
|
||||
{
|
||||
std::vector<CcdPhysicsController*>::iterator i;
|
||||
BroadphaseInterface* scene = GetBroadphase();
|
||||
|
||||
numController = m_controllers.size();
|
||||
currentController = 0;
|
||||
|
||||
//
|
||||
// update aabbs, only for moving objects (!)
|
||||
//
|
||||
for (i=m_controllers.begin();
|
||||
!(i==m_controllers.end()); i++)
|
||||
{
|
||||
currentController++;
|
||||
CcdPhysicsController* ctrl = (*i);
|
||||
RigidBody* body = ctrl->GetRigidBody();
|
||||
|
||||
|
||||
@@ -234,6 +234,11 @@ protected:
|
||||
return m_islandManager;
|
||||
}
|
||||
|
||||
class ConstraintSolver* GetConstraintSolver()
|
||||
{
|
||||
return m_solver;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user