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

@@ -0,0 +1,110 @@
#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);
}
}
}
}

View File

@@ -0,0 +1,49 @@
/*
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_SIMPLE_DYNAMICS_WORLD_H
#define BT_SIMPLE_DYNAMICS_WORLD_H
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
class SequentialImpulseConstraintSolver;
///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
{
protected:
SequentialImpulseConstraintSolver* m_constraintSolver;
void predictUnconstraintMotion(float timeStep);
void integrateTransforms(float timeStep);
void updateAabbs();
public:
btSimpleDynamicsWorld();
virtual ~btSimpleDynamicsWorld();
virtual void stepSimulation( float timeStep);
};
#endif //BT_SIMPLE_DYNAMICS_WORLD_H