add btActivationCollisionAlgoritm to fix deactivation problems, reported here:

http://bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=2616

provide access to active objects, requested here:
http://code.google.com/p/bullet/issues/detail?id=128
This commit is contained in:
erwin.coumans
2008-11-07 03:37:14 +00:00
parent f46d65d337
commit 86353f0ad8
25 changed files with 317 additions and 188 deletions

View File

@@ -0,0 +1,49 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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.
*/
#include "btActivatingCollisionAlgorithm.h"
#include "btCollisionDispatcher.h"
#include "btCollisionObject.h"
btActivatingCollisionAlgorithm::btActivatingCollisionAlgorithm (const btCollisionAlgorithmConstructionInfo& ci)
:btCollisionAlgorithm(ci),
m_colObj0(0),
m_colObj1(0)
{
}
btActivatingCollisionAlgorithm::btActivatingCollisionAlgorithm (const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* colObj0,btCollisionObject* colObj1)
:btCollisionAlgorithm(ci),
m_colObj0(0),
m_colObj1(0)
{
if (ci.m_dispatcher1->needsCollision(colObj0,colObj1))
{
m_colObj0 = colObj0;
m_colObj1 = colObj1;
if (!m_colObj0->isActive())
m_colObj0->activate();
if (!m_colObj1->isActive())
m_colObj1->activate();
}
}
btActivatingCollisionAlgorithm::~btActivatingCollisionAlgorithm()
{
if (m_colObj0)
m_colObj0->activate();
if (m_colObj1)
m_colObj1->activate();
}

View File

@@ -0,0 +1,35 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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_ACTIVATING_COLLISION_ALGORITHM_H
#define __BT_ACTIVATING_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
class btActivatingCollisionAlgorithm : public btCollisionAlgorithm
{
btCollisionObject* m_colObj0;
btCollisionObject* m_colObj1;
public:
btActivatingCollisionAlgorithm (const btCollisionAlgorithmConstructionInfo& ci);
btActivatingCollisionAlgorithm (const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* colObj0,btCollisionObject* colObj1);
virtual ~btActivatingCollisionAlgorithm();
};
#endif //__BT_ACTIVATING_COLLISION_ALGORITHM_H

View File

@@ -22,7 +22,7 @@ subject to the following restrictions:
#define USE_PERSISTENT_CONTACTS 1
btBoxBoxCollisionAlgorithm::btBoxBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* obj0,btCollisionObject* obj1)
: btCollisionAlgorithm(ci),
: btActivatingCollisionAlgorithm(ci,obj0,obj1),
m_ownManifold(false),
m_manifoldPtr(mf)
{

View File

@@ -16,7 +16,7 @@ subject to the following restrictions:
#ifndef BOX_BOX__COLLISION_ALGORITHM_H
#define BOX_BOX__COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
@@ -24,14 +24,14 @@ subject to the following restrictions:
class btPersistentManifold;
///box-box collision detection
class btBoxBoxCollisionAlgorithm : public btCollisionAlgorithm
class btBoxBoxCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
bool m_ownManifold;
btPersistentManifold* m_manifoldPtr;
public:
btBoxBoxCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci)
: btCollisionAlgorithm(ci) {}
: btActivatingCollisionAlgorithm(ci) {}
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

View File

@@ -183,9 +183,9 @@ public:
m_collisionShape = collisionShape;
}
int getActivationState() const { return m_activationState1;}
SIMD_FORCE_INLINE int getActivationState() const { return m_activationState1;}
void setActivationState(int newState);
SIMD_FORCE_INLINE void setActivationState(int newState);
void setDeactivationTime(btScalar time)
{
@@ -200,7 +200,7 @@ public:
void activate(bool forceActivation = false);
inline bool isActive() const
SIMD_FORCE_INLINE bool isActive() const
{
return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
}

View File

@@ -114,6 +114,21 @@ void btCollisionWorld::addCollisionObject(btCollisionObject* collisionObject,sho
}
void btCollisionWorld::findActiveObjects()
{
m_activeObjects.resize(0);
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
if (colObj->isActive())
{
m_activeObjects.push_back(colObj);
}
}
}
void btCollisionWorld::updateAabbs()
@@ -121,9 +136,9 @@ void btCollisionWorld::updateAabbs()
BT_PROFILE("updateAabbs");
btTransform predictedTrans;
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
//only update aabb of active objects
if (colObj->isActive())

View File

@@ -84,6 +84,10 @@ protected:
btAlignedObjectArray<btCollisionObject*> m_collisionObjects;
///temporarily solution to keep track of active objects. This work-in-progress will improve when we refactor island management.
btAlignedObjectArray<btCollisionObject*> m_activeObjects;
btDispatcher* m_dispatcher1;
btDispatcherInfo m_dispatchInfo;
@@ -94,6 +98,9 @@ protected:
btIDebugDraw* m_debugDrawer;
protected:
void findActiveObjects();
public:
@@ -135,6 +142,16 @@ public:
virtual void updateAabbs();
btCollisionObjectArray& getActiveObjects()
{
return m_activeObjects;
}
const btCollisionObjectArray& getActiveObjects() const
{
return m_activeObjects;
}
virtual void setDebugDrawer(btIDebugDraw* debugDrawer)
{
m_debugDrawer = debugDrawer;

View File

@@ -21,7 +21,7 @@ subject to the following restrictions:
#include "LinearMath/btAabbUtil2.h"
btCompoundCollisionAlgorithm::btCompoundCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
:btCollisionAlgorithm(ci),
:btActivatingCollisionAlgorithm(ci,body0,body1),
m_isSwapped(isSwapped),
m_sharedManifold(ci.m_manifold)
{

View File

@@ -16,7 +16,7 @@ subject to the following restrictions:
#ifndef COMPOUND_COLLISION_ALGORITHM_H
#define COMPOUND_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
@@ -28,7 +28,7 @@ class btDispatcher;
class btDispatcher;
/// btCompoundCollisionAlgorithm supports collision between CompoundCollisionShapes and other collision shapes
class btCompoundCollisionAlgorithm : public btCollisionAlgorithm
class btCompoundCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
btAlignedObjectArray<btCollisionAlgorithm*> m_childCollisionAlgorithms;
bool m_isSwapped;

View File

@@ -27,7 +27,7 @@ subject to the following restrictions:
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
btConvexConcaveCollisionAlgorithm::btConvexConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
: btCollisionAlgorithm(ci),
: btActivatingCollisionAlgorithm(ci,body0,body1),
m_isSwapped(isSwapped),
m_btConvexTriangleCallback(ci.m_dispatcher1,body0,body1,isSwapped)
{

View File

@@ -16,7 +16,7 @@ subject to the following restrictions:
#ifndef CONVEX_CONCAVE_COLLISION_ALGORITHM_H
#define CONVEX_CONCAVE_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
@@ -70,7 +70,7 @@ int m_triangleCount;
/// btConvexConcaveCollisionAlgorithm supports collision between convex shapes and (concave) trianges meshes.
class btConvexConcaveCollisionAlgorithm : public btCollisionAlgorithm
class btConvexConcaveCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
bool m_isSwapped;

View File

@@ -60,7 +60,7 @@ btConvexConvexAlgorithm::CreateFunc::~CreateFunc()
}
btConvexConvexAlgorithm::btConvexConvexAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver)
: btCollisionAlgorithm(ci),
: btActivatingCollisionAlgorithm(ci,body0,body1),
m_simplexSolver(simplexSolver),
m_pdSolver(pdSolver),
m_ownManifold (false),

View File

@@ -16,7 +16,7 @@ subject to the following restrictions:
#ifndef CONVEX_CONVEX_ALGORITHM_H
#define CONVEX_CONVEX_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
@@ -30,7 +30,7 @@ class btConvexPenetrationDepthSolver;
#define USE_SEPDISTANCE_UTIL2 1
///ConvexConvexAlgorithm collision algorithm implements time of impact, convex closest points and penetration depth calculations.
class btConvexConvexAlgorithm : public btCollisionAlgorithm
class btConvexConvexAlgorithm : public btActivatingCollisionAlgorithm
{
#ifdef USE_SEPDISTANCE_UTIL2
btConvexSeparatingDistanceUtil m_sepDistance;

View File

@@ -143,11 +143,13 @@ class btPersistentManifoldSortPredicate
};
void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects)
void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld)
{
BT_PROFILE("islandUnionFindAndQuickSort");
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
m_islandmanifold.resize(0);
//we are going to sort the unionfind array, and store the element id in the size
@@ -238,6 +240,7 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
if ( colObj0->getActivationState() == ISLAND_SLEEPING)
{
colObj0->setActivationState( WANTS_DEACTIVATION);
colObj0->setDeactivationTime(0.f);
}
}
}
@@ -270,10 +273,18 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
//kinematic objects don't merge islands, but wake up all connected objects
if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
{
if (!colObj1->isActive())
{
collisionWorld->getActiveObjects().push_back(colObj1);
}
colObj1->activate();
}
if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
{
if (!colObj0->isActive())
{
collisionWorld->getActiveObjects().push_back(colObj0);
}
colObj0->activate();
}
#ifdef SPLIT_ISLANDS
@@ -288,10 +299,11 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
///@todo: this is random access, it can be walked 'cache friendly'!
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback)
{
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
buildIslands(dispatcher,collisionObjects);
buildIslands(dispatcher,collisionWorld);
int endIslandIndex=1;
int startIslandIndex;

View File

@@ -61,9 +61,9 @@ public:
virtual void ProcessIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold** manifolds,int numManifolds, int islandId) = 0;
};
void buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback);
void buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback);
void buildIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects);
void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
};

View File

@@ -21,7 +21,7 @@ subject to the following restrictions:
//#include <stdio.h>
btSphereBoxCollisionAlgorithm::btSphereBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped)
: btCollisionAlgorithm(ci),
: btActivatingCollisionAlgorithm(ci,col0,col1),
m_ownManifold(false),
m_manifoldPtr(mf),
m_isSwapped(isSwapped)

View File

@@ -1,75 +1,75 @@
/*
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 SPHERE_BOX_COLLISION_ALGORITHM_H
#define SPHERE_BOX_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
class btPersistentManifold;
#include "btCollisionDispatcher.h"
#include "LinearMath/btVector3.h"
/// btSphereBoxCollisionAlgorithm provides sphere-box collision detection.
/// Other features are frame-coherency (persistent data) and collision response.
class btSphereBoxCollisionAlgorithm : public btCollisionAlgorithm
{
bool m_ownManifold;
btPersistentManifold* m_manifoldPtr;
bool m_isSwapped;
public:
btSphereBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped);
virtual ~btSphereBoxCollisionAlgorithm();
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
/*
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 SPHERE_BOX_COLLISION_ALGORITHM_H
#define SPHERE_BOX_COLLISION_ALGORITHM_H
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
class btPersistentManifold;
#include "btCollisionDispatcher.h"
#include "LinearMath/btVector3.h"
/// btSphereBoxCollisionAlgorithm provides sphere-box collision detection.
/// Other features are frame-coherency (persistent data) and collision response.
class btSphereBoxCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
bool m_ownManifold;
btPersistentManifold* m_manifoldPtr;
bool m_isSwapped;
public:
btSphereBoxCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped);
virtual ~btSphereBoxCollisionAlgorithm();
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
{
if (m_manifoldPtr && m_ownManifold)
{
manifoldArray.push_back(m_manifoldPtr);
}
}
btScalar getSphereDistance( btCollisionObject* boxObj,btVector3& v3PointOnBox, btVector3& v3PointOnSphere, const btVector3& v3SphereCenter, btScalar fRadius );
btScalar getSpherePenetration( btCollisionObject* boxObj, btVector3& v3PointOnBox, btVector3& v3PointOnSphere, const btVector3& v3SphereCenter, btScalar fRadius, const btVector3& aabbMin, const btVector3& aabbMax);
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSphereBoxCollisionAlgorithm));
if (!m_swapped)
{
return new(mem) btSphereBoxCollisionAlgorithm(0,ci,body0,body1,false);
} else
{
return new(mem) btSphereBoxCollisionAlgorithm(0,ci,body0,body1,true);
}
}
};
};
#endif //SPHERE_BOX_COLLISION_ALGORITHM_H
}
btScalar getSphereDistance( btCollisionObject* boxObj,btVector3& v3PointOnBox, btVector3& v3PointOnSphere, const btVector3& v3SphereCenter, btScalar fRadius );
btScalar getSpherePenetration( btCollisionObject* boxObj, btVector3& v3PointOnBox, btVector3& v3PointOnSphere, const btVector3& v3SphereCenter, btScalar fRadius, const btVector3& aabbMin, const btVector3& aabbMax);
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSphereBoxCollisionAlgorithm));
if (!m_swapped)
{
return new(mem) btSphereBoxCollisionAlgorithm(0,ci,body0,body1,false);
} else
{
return new(mem) btSphereBoxCollisionAlgorithm(0,ci,body0,body1,true);
}
}
};
};
#endif //SPHERE_BOX_COLLISION_ALGORITHM_H

View File

@@ -19,7 +19,7 @@ subject to the following restrictions:
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
btSphereSphereCollisionAlgorithm::btSphereSphereCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1)
: btCollisionAlgorithm(ci),
: btActivatingCollisionAlgorithm(ci,col0,col1),
m_ownManifold(false),
m_manifoldPtr(mf)
{

View File

@@ -1,66 +1,66 @@
/*
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 SPHERE_SPHERE_COLLISION_ALGORITHM_H
#define SPHERE_SPHERE_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
#include "btCollisionDispatcher.h"
class btPersistentManifold;
/// btSphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
/// Other features are frame-coherency (persistent data) and collision response.
/// Also provides the most basic sample for custom/user btCollisionAlgorithm
class btSphereSphereCollisionAlgorithm : public btCollisionAlgorithm
{
bool m_ownManifold;
btPersistentManifold* m_manifoldPtr;
public:
btSphereSphereCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1);
btSphereSphereCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci)
: btCollisionAlgorithm(ci) {}
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
/*
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 SPHERE_SPHERE_COLLISION_ALGORITHM_H
#define SPHERE_SPHERE_COLLISION_ALGORITHM_H
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
#include "btCollisionDispatcher.h"
class btPersistentManifold;
/// btSphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
/// Other features are frame-coherency (persistent data) and collision response.
/// Also provides the most basic sample for custom/user btCollisionAlgorithm
class btSphereSphereCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
bool m_ownManifold;
btPersistentManifold* m_manifoldPtr;
public:
btSphereSphereCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1);
btSphereSphereCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci)
: btActivatingCollisionAlgorithm(ci) {}
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
{
if (m_manifoldPtr && m_ownManifold)
{
manifoldArray.push_back(m_manifoldPtr);
}
}
virtual ~btSphereSphereCollisionAlgorithm();
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSphereSphereCollisionAlgorithm));
return new(mem) btSphereSphereCollisionAlgorithm(0,ci,body0,body1);
}
};
};
#endif //SPHERE_SPHERE_COLLISION_ALGORITHM_H
}
virtual ~btSphereSphereCollisionAlgorithm();
struct CreateFunc :public btCollisionAlgorithmCreateFunc
{
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
{
void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSphereSphereCollisionAlgorithm));
return new(mem) btSphereSphereCollisionAlgorithm(0,ci,body0,body1);
}
};
};
#endif //SPHERE_SPHERE_COLLISION_ALGORITHM_H

View File

@@ -22,7 +22,7 @@ subject to the following restrictions:
btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1,bool swapped)
: btCollisionAlgorithm(ci),
: btActivatingCollisionAlgorithm(ci,col0,col1),
m_ownManifold(false),
m_manifoldPtr(mf),
m_swapped(swapped)

View File

@@ -16,7 +16,7 @@ subject to the following restrictions:
#ifndef SPHERE_TRIANGLE_COLLISION_ALGORITHM_H
#define SPHERE_TRIANGLE_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
class btPersistentManifold;
@@ -25,7 +25,7 @@ class btPersistentManifold;
/// btSphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
/// Other features are frame-coherency (persistent data) and collision response.
/// Also provides the most basic sample for custom/user btCollisionAlgorithm
class btSphereTriangleCollisionAlgorithm : public btCollisionAlgorithm
class btSphereTriangleCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
bool m_ownManifold;
btPersistentManifold* m_manifoldPtr;
@@ -35,7 +35,7 @@ public:
btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool swapped);
btSphereTriangleCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci)
: btCollisionAlgorithm(ci) {}
: btActivatingCollisionAlgorithm(ci) {}
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

View File

@@ -192,7 +192,7 @@ float btGImpactCollisionAlgorithm::getAverageTriangleCollisionTime()
btGImpactCollisionAlgorithm::btGImpactCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
: btCollisionAlgorithm(ci)
: btActivatingCollisionAlgorithm(ci,body0,body1)
{
m_manifoldPtr = NULL;
m_convex_algorithm = NULL;

View File

@@ -24,7 +24,7 @@ subject to the following restrictions:
#ifndef BVH_CONCAVE_COLLISION_ALGORITHM_H
#define BVH_CONCAVE_COLLISION_ALGORITHM_H
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
@@ -51,7 +51,7 @@ btCollisionDispatcher * dispatcher = static_cast<btCollisionDispatcher *>(m_dyna
btGImpactCollisionAlgorithm::registerAlgorithm(dispatcher);
\endcode
*/
class btGImpactCollisionAlgorithm : public btCollisionAlgorithm
class btGImpactCollisionAlgorithm : public btActivatingCollisionAlgorithm
{
protected:
btCollisionAlgorithm * m_convex_algorithm;

View File

@@ -104,9 +104,9 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
{
for (int i=0;i<m_collisionObjects.size();i++)
for (int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
@@ -151,10 +151,9 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
{
int i;
//todo: iterate over awake simulation islands!
for ( i=0;i<m_collisionObjects.size();i++)
for ( i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
if (getDebugDrawer() && getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawWireframe)
{
btVector3 color(btScalar(255.),btScalar(255.),btScalar(255.));
@@ -222,9 +221,9 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
void btDiscreteDynamicsWorld::clearForces()
{
///@todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
@@ -238,9 +237,9 @@ void btDiscreteDynamicsWorld::clearForces()
void btDiscreteDynamicsWorld::applyGravity()
{
///@todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && body->isActive())
@@ -257,9 +256,9 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
BT_PROFILE("synchronizeMotionStates");
{
//todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && body->getMotionState() && !body->isStaticOrKinematicObject())
@@ -365,6 +364,8 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
BT_PROFILE("internalSingleStepSimulation");
findActiveObjects();
///apply gravity, predict motion
predictUnconstraintMotion(timeStep);
@@ -406,9 +407,9 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
{
m_gravity = gravity;
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
@@ -666,7 +667,7 @@ void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
/// solve all the constraints for this island
m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld()->getCollisionObjectArray(),&solverCallback);
m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),&solverCallback);
m_constraintSolver->allSolved(solverInfo, m_debugDrawer, m_stackAlloc);
}
@@ -790,9 +791,9 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
{
BT_PROFILE("integrateTransforms");
btTransform predictedTrans;
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
@@ -836,25 +837,25 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
BT_PROFILE("predictUnconstraintMotion");
for ( int i=0;i<m_collisionObjects.size();i++)
for ( int i=0;i<m_activeObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btCollisionObject* colObj = m_activeObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
if (!body->isStaticOrKinematicObject())
{
if (body->isActive())
{
body->integrateVelocities( timeStep);
//damping
body->applyDamping(timeStep);
body->integrateVelocities( timeStep);
//damping
body->applyDamping(timeStep);
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
}
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
}
}
}

View File

@@ -42,7 +42,6 @@ protected:
btAlignedObjectArray<btTypedConstraint*> m_constraints;
btVector3 m_gravity;
//for variable timesteps
@@ -79,6 +78,7 @@ protected:
void debugDrawSphere(btScalar radius, const btTransform& transform, const btVector3& color);
public:
@@ -90,6 +90,7 @@ public:
///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
@@ -114,7 +115,6 @@ public:
return this;
}
virtual void setGravity(const btVector3& gravity);
virtual btVector3 getGravity () const;