most basic rigid body simulation

lacks object deactivation and constraints, vehicles etc.
This commit is contained in:
ejcoumans
2006-09-26 21:31:44 +00:00
parent 37a53ee7d9
commit 9531ec4b30
2 changed files with 159 additions and 0 deletions

View File

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#include "btSimpleDynamicsWorld.h"
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
btSimpleDynamicsWorld::btSimpleDynamicsWorld()
:CollisionWorld(new CollisionDispatcher(),new SimpleBroadphase()),
m_constraintSolver(new SequentialImpulseConstraintSolver)
{
}
btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
{
delete m_constraintSolver;
//delete the dispatcher and paircache
delete m_dispatcher1;
m_dispatcher1 = 0;
delete m_pairCache;
m_pairCache = 0;
}
void btSimpleDynamicsWorld::stepSimulation(float timeStep)
{
///apply gravity, predict motion
predictUnconstraintMotion(timeStep);
///perform collision detection
PerformDiscreteCollisionDetection();
///solve contact constraints
PersistentManifold** manifoldPtr = ((CollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
int numManifolds = m_dispatcher1->GetNumManifolds();
ContactSolverInfo infoGlobal;
infoGlobal.m_timeStep = timeStep;
IDebugDraw* debugDrawer=0;
m_constraintSolver->SolveGroup(manifoldPtr, numManifolds,infoGlobal,debugDrawer);
///integrate transforms
integrateTransforms(timeStep);
updateAabbs();
}
void btSimpleDynamicsWorld::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 btSimpleDynamicsWorld::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 btSimpleDynamicsWorld::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);
}
}
}
}