most basic rigid body simulation
lacks object deactivation and constraints, vehicles etc.
This commit is contained in:
110
src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp
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110
src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp
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#include "btSimpleDynamicsWorld.h"
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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btSimpleDynamicsWorld::btSimpleDynamicsWorld()
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:CollisionWorld(new CollisionDispatcher(),new SimpleBroadphase()),
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m_constraintSolver(new SequentialImpulseConstraintSolver)
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{
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}
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btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
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{
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delete m_constraintSolver;
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//delete the dispatcher and paircache
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delete m_dispatcher1;
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m_dispatcher1 = 0;
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delete m_pairCache;
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m_pairCache = 0;
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}
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void btSimpleDynamicsWorld::stepSimulation(float timeStep)
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{
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///apply gravity, predict motion
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predictUnconstraintMotion(timeStep);
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///perform collision detection
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PerformDiscreteCollisionDetection();
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///solve contact constraints
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PersistentManifold** manifoldPtr = ((CollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
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int numManifolds = m_dispatcher1->GetNumManifolds();
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ContactSolverInfo infoGlobal;
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infoGlobal.m_timeStep = timeStep;
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IDebugDraw* debugDrawer=0;
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m_constraintSolver->SolveGroup(manifoldPtr, numManifolds,infoGlobal,debugDrawer);
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///integrate transforms
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integrateTransforms(timeStep);
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updateAabbs();
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}
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void btSimpleDynamicsWorld::updateAabbs()
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{
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SimdTransform predictedTrans;
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for (int i=0;i<m_collisionObjects.size();i++)
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{
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CollisionObject* colObj = m_collisionObjects[i];
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if (colObj->m_internalOwner)
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{
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RigidBody* body = (RigidBody*)colObj->m_internalOwner;
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if (body->IsActive() && (!body->IsStatic()))
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{
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SimdPoint3 minAabb,maxAabb;
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colObj->m_collisionShape->GetAabb(colObj->m_worldTransform, minAabb,maxAabb);
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SimpleBroadphase* bp = (SimpleBroadphase*)m_pairCache;
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bp->SetAabb(body->m_broadphaseHandle,minAabb,maxAabb);
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}
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}
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}
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}
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void btSimpleDynamicsWorld::integrateTransforms(float timeStep)
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{
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SimdTransform predictedTrans;
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for (int i=0;i<m_collisionObjects.size();i++)
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{
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CollisionObject* colObj = m_collisionObjects[i];
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if (colObj->m_internalOwner)
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{
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RigidBody* body = (RigidBody*)colObj->m_internalOwner;
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if (body->IsActive() && (!body->IsStatic()))
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{
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body->predictIntegratedTransform(timeStep, predictedTrans);
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body->proceedToTransform( predictedTrans);
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}
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}
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}
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}
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void btSimpleDynamicsWorld::predictUnconstraintMotion(float timeStep)
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{
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for (int i=0;i<m_collisionObjects.size();i++)
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{
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CollisionObject* colObj = m_collisionObjects[i];
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if (colObj->m_internalOwner)
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{
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RigidBody* body = (RigidBody*)colObj->m_internalOwner;
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body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();
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if (body->IsActive() && (!body->IsStatic()))
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{
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body->applyForces( timeStep);
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body->integrateVelocities( timeStep);
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body->predictIntegratedTransform(timeStep,body->m_interpolationWorldTransform);
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}
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}
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}
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}
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49
src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h
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49
src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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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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#ifndef BT_SIMPLE_DYNAMICS_WORLD_H
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#define BT_SIMPLE_DYNAMICS_WORLD_H
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#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
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class SequentialImpulseConstraintSolver;
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///btSimpleDynamicsWorld demonstrates very basic usage of Bullet rigid body dynamics
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///It can be used for basic simulations, and as a starting point for porting Bullet
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///btSimpleDynamicsWorld lacks object deactivation, island management and other concepts.
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///For more complicated simulations, btDiscreteDynamicsWorld and btContinuousDynamicsWorld are recommended
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///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
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class btSimpleDynamicsWorld : public CollisionWorld
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{
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protected:
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SequentialImpulseConstraintSolver* m_constraintSolver;
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void predictUnconstraintMotion(float timeStep);
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void integrateTransforms(float timeStep);
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void updateAabbs();
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public:
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btSimpleDynamicsWorld();
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virtual ~btSimpleDynamicsWorld();
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virtual void stepSimulation( float timeStep);
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};
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#endif //BT_SIMPLE_DYNAMICS_WORLD_H
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