More GJK degeneracy fixes, thanks Jacob Langford for the feedback:
http://code.google.com/p/bullet/issues/detail?id=250 Added missing files for Maya Dynamica plugin Thanks Herbert Law for the patch, and damrit and others for the report http://code.google.com/p/bullet/issues/detail?id=231 Fix btQuaternion shortestArcQuat, thanks Stan Melax for original fix and shogun for reminder http://bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=9&t=1989 Implemented btDiscreteDynamicsWorld::removeCollisionObject (and btSoftBodyDynamicsWorld) to avoid crashes. Thanks Jacob Langford for bringing that up. Minor sphere-debug drawing issue (spheres were drawn inside-out (wrong face winding)
This commit is contained in:
@@ -1354,7 +1354,6 @@ void DemoApplication::clientResetScene()
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||||
if (m_dynamicsWorld)
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||||
{
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||||
numObjects = m_dynamicsWorld->getNumCollisionObjects();
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}
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||||
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///create a copy of the array, not a reference!
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btCollisionObjectArray copyArray = m_dynamicsWorld->getCollisionObjectArray();
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||||
@@ -1396,5 +1395,6 @@ void DemoApplication::clientResetScene()
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m_dynamicsWorld->getBroadphase()->resetPool(getDynamicsWorld()->getDispatcher());
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m_dynamicsWorld->getConstraintSolver()->reset();
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}
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}
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@@ -290,11 +290,10 @@ void GL_ShapeDrawer::drawSphere(btScalar radius, int lats, int longs)
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btScalar lng = 2 * SIMD_PI * (btScalar) (j - 1) / longs;
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btScalar x = cos(lng);
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btScalar y = sin(lng);
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glNormal3f(x * zr0, y * zr0, z0);
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glVertex3f(x * zr0, y * zr0, z0);
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glNormal3f(x * zr1, y * zr1, z1);
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glVertex3f(x * zr1, y * zr1, z1);
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glNormal3f(x * zr0, y * zr0, z0);
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glVertex3f(x * zr0, y * zr0, z0);
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}
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glEnd();
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}
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54
Extras/MayaPlugin/constraint/bt_constraint.h
Normal file
54
Extras/MayaPlugin/constraint/bt_constraint.h
Normal file
@@ -0,0 +1,54 @@
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/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Walt Disney Studios
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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
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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,
|
||||
subject to the following restrictions:
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||||
|
||||
1. The origin of this software must not be misrepresented; you must
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||||
not claim that you wrote the original software. If you use this
|
||||
software in a product, an acknowledgment in the product documentation
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||||
would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must
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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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Written by: Nicola Candussi <nicola@fluidinteractive.com>
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*/
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//bt_constraint.h
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#ifndef DYN_BT_CONSTRAINT_H
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#define DYN_BT_CONSTRAINT_H
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#include "btBulletCollisionCommon.h"
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#include "btBulletDynamicsCommon.h"
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#include "shared_ptr.h"
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class bt_constraint_t
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{
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public:
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protected:
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friend class bt_solver_t;
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bt_constraint_t() { }
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btTypedConstraint* constraint() { return m_constraint.get(); }
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void set_constraint(btTypedConstraint *constraint) { return m_constraint.reset(constraint); }
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virtual void update_constraint() = 0;
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public:
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friend class bt_rigid_body_t;
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virtual ~bt_constraint_t() { }
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protected:
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shared_ptr<btTypedConstraint> m_constraint;
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};
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#endif
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118
Extras/MayaPlugin/constraint/hinge_constraint.h
Normal file
118
Extras/MayaPlugin/constraint/hinge_constraint.h
Normal file
@@ -0,0 +1,118 @@
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/*
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Bullet Continuous Collision Detection and Physics Library Maya Plugin
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Copyright (c) 2008 Herbert Law
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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
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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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|
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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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
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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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Written by: Herbert Law <Herbert.Law@gmail.com>
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*/
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//hinge_constraint.h
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#ifndef DYN_HINGE_CONSTRAINT_H
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#define DYN_HINGE_CONSTRAINT_H
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#include "shared_ptr.h"
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#include "rigid_body.h"
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#include "mathUtils.h"
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#include "constraint.h"
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#include "hinge_constraint_impl.h"
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class hinge_constraint_t: public constraint_t
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{
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public:
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//typedefs
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typedef shared_ptr<hinge_constraint_t> pointer;
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//
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rigid_body_t::pointer rigid_body() { return m_rigid_body; }
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//
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void set_pivot(vec3f const& p)
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{
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hinge_constraint_impl_t* hinge_impl = dynamic_cast<hinge_constraint_impl_t*>(impl());
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hinge_impl->set_pivot(p);
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}
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//local space pivot
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void get_pivot(vec3f& p) const {
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hinge_constraint_impl_t const* hinge_impl = dynamic_cast<hinge_constraint_impl_t const*>(impl());
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hinge_impl->get_pivot(p);
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}
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//
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void get_world_pivot(vec3f& p) const {
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hinge_constraint_impl_t const* hinge_impl = dynamic_cast<hinge_constraint_impl_t const*>(impl());
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hinge_impl->get_world_pivot(p);
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}
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//
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void set_damping(float d) {
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hinge_constraint_impl_t* hinge_impl = dynamic_cast<hinge_constraint_impl_t*>(impl());
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hinge_impl->set_damping(d);
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}
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void set_limit(float lower, float upper, float softness, float bias_factor, float relaxation_factor) {
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hinge_constraint_impl_t* hinge_impl = dynamic_cast<hinge_constraint_impl_t*>(impl());
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hinge_impl->set_limit(lower, upper, softness, bias_factor, relaxation_factor);
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}
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void set_axis(vec3f const& p) {
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hinge_constraint_impl_t* hinge_impl = dynamic_cast<hinge_constraint_impl_t*>(impl());
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hinge_impl->set_axis(p);
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}
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float damping() const {
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hinge_constraint_impl_t const* hinge_impl = dynamic_cast<hinge_constraint_impl_t const*>(impl());
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return hinge_impl->damping();
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}
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void set_world(vec3f const& p)
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{
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hinge_constraint_impl_t* hinge_impl = dynamic_cast<hinge_constraint_impl_t*>(impl());
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hinge_impl->set_world(p);
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}
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//local space pivot
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void get_world(vec3f& p) const {
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hinge_constraint_impl_t const* hinge_impl = dynamic_cast<hinge_constraint_impl_t const*>(impl());
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hinge_impl->get_world(p);
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}
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void enable_motor(bool enable, float velocity, float impulse) {
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hinge_constraint_impl_t* hinge_impl = dynamic_cast<hinge_constraint_impl_t*>(impl());
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hinge_impl->enable_motor(enable, velocity, impulse);
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}
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public:
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virtual ~hinge_constraint_t() {};
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||||
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protected:
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friend class solver_t;
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hinge_constraint_t(hinge_constraint_impl_t* impl, rigid_body_t::pointer& rigid_body):
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constraint_t(impl),
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m_rigid_body(rigid_body)
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{
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||||
}
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||||
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private:
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||||
rigid_body_t::pointer m_rigid_body;
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||||
};
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||||
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||||
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||||
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#endif //DYN_HINGE_CONSTRAINT_H
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50
Extras/MayaPlugin/constraint/slider_constraint_impl.h
Normal file
50
Extras/MayaPlugin/constraint/slider_constraint_impl.h
Normal file
@@ -0,0 +1,50 @@
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||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library Maya Plugin
|
||||
Copyright (c) 2008 Herbert Law
|
||||
|
||||
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.
|
||||
|
||||
Written by: Herbert Law <Herbert.Law@gmail.com>
|
||||
*/
|
||||
|
||||
//slider_constraint_impl.h
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||||
|
||||
#ifndef DYN_SLIDER_CONSTRAINT_IMPL_H
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||||
#define DYN_SLIDER_CONSTRAINT_IMPL_H
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||||
|
||||
#include "constraint_impl.h"
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||||
|
||||
class slider_constraint_impl_t: public constraint_impl_t
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||||
{
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||||
public:
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||||
//
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||||
virtual void set_pivot(vec3f const& p) = 0;
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||||
virtual void get_pivot(vec3f& p) const = 0;
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||||
virtual void get_world_pivot(vec3f& p) const = 0;
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||||
virtual void set_world(vec3f const& p) = 0;
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||||
virtual void get_world(vec3f& p) const = 0;
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||||
|
||||
//
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||||
virtual void set_damping(float d) = 0;
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||||
virtual float damping() const = 0;
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||||
virtual void set_LinLimit(float lower, float upper) = 0;
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||||
virtual void set_AngLimit(float lower, float upper) = 0;
|
||||
|
||||
public:
|
||||
virtual ~slider_constraint_impl_t() {};
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||||
};
|
||||
|
||||
#endif //DYN_SLIDER_CONSTRAINT_IMPL_H
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||||
@@ -208,7 +208,7 @@ void btGjkPairDetector::getClosestPoints(const ClosestPointInput& input,Result&
|
||||
{
|
||||
m_degenerateSimplex = 7;
|
||||
squaredDistance = previousSquaredDistance;
|
||||
checkSimplex = true;
|
||||
checkSimplex = false;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -315,13 +315,11 @@ void btGjkPairDetector::getClosestPoints(const ClosestPointInput& input,Result&
|
||||
if (lenSqr > (SIMD_EPSILON*SIMD_EPSILON))
|
||||
{
|
||||
tmpNormalInB /= btSqrt(lenSqr);
|
||||
btScalar distance2 = -(tmpPointOnA-tmpPointOnB).length()-margin;
|
||||
btScalar distance2 = -(tmpPointOnA-tmpPointOnB).length();
|
||||
//only replace valid penetrations when the result is deeper (check)
|
||||
if (!isValid || (distance2 < distance))
|
||||
{
|
||||
distance = distance2;
|
||||
pointOnA -= m_cachedSeparatingAxis * (marginA / distance);
|
||||
pointOnB += m_cachedSeparatingAxis * (marginB / distance);
|
||||
pointOnA = tmpPointOnA;
|
||||
pointOnB = tmpPointOnB;
|
||||
normalInB = tmpNormalInB;
|
||||
@@ -349,13 +347,15 @@ void btGjkPairDetector::getClosestPoints(const ClosestPointInput& input,Result&
|
||||
if (lenSqr > (SIMD_EPSILON*SIMD_EPSILON))
|
||||
{
|
||||
tmpNormalInB /= btSqrt(lenSqr);
|
||||
btScalar distance2 = (tmpPointOnA-tmpPointOnB).length();
|
||||
btScalar distance2 = (tmpPointOnA-tmpPointOnB).length()-margin;
|
||||
//only replace valid distances when the distance is less
|
||||
if (!isValid || (distance2 < distance))
|
||||
{
|
||||
distance = distance2;
|
||||
pointOnA = tmpPointOnA;
|
||||
pointOnB = tmpPointOnB;
|
||||
pointOnA -= tmpNormalInB * marginA ;
|
||||
pointOnB += tmpNormalInB * marginB ;
|
||||
normalInB = tmpNormalInB;
|
||||
isValid = true;
|
||||
m_lastUsedMethod = 6;
|
||||
|
||||
@@ -416,11 +416,19 @@ btVector3 btDiscreteDynamicsWorld::getGravity () const
|
||||
return m_gravity;
|
||||
}
|
||||
|
||||
void btDiscreteDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
|
||||
{
|
||||
btRigidBody* body = btRigidBody::upcast(collisionObject);
|
||||
if (body)
|
||||
removeRigidBody(body);
|
||||
else
|
||||
btCollisionWorld::removeCollisionObject(collisionObject);
|
||||
}
|
||||
|
||||
void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body)
|
||||
{
|
||||
m_nonStaticRigidBodies.remove(body);
|
||||
removeCollisionObject(body);
|
||||
btCollisionWorld::removeCollisionObject(body);
|
||||
}
|
||||
|
||||
void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
|
||||
@@ -130,6 +130,9 @@ public:
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body);
|
||||
|
||||
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
|
||||
virtual void removeCollisionObject(btCollisionObject* collisionObject);
|
||||
|
||||
void debugDrawObject(const btTransform& worldTransform, const btCollisionShape* shape, const btVector3& color);
|
||||
|
||||
void debugDrawConstraint(btTypedConstraint* constraint);
|
||||
|
||||
@@ -132,9 +132,19 @@ btVector3 btSimpleDynamicsWorld::getGravity () const
|
||||
|
||||
void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
|
||||
{
|
||||
removeCollisionObject(body);
|
||||
btCollisionWorld::removeCollisionObject(body);
|
||||
}
|
||||
|
||||
void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
|
||||
{
|
||||
btRigidBody* body = btRigidBody::upcast(collisionObject);
|
||||
if (body)
|
||||
removeRigidBody(body);
|
||||
else
|
||||
btCollisionWorld::removeCollisionObject(collisionObject);
|
||||
}
|
||||
|
||||
|
||||
void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
|
||||
{
|
||||
body->setGravity(m_gravity);
|
||||
|
||||
@@ -58,6 +58,9 @@ public:
|
||||
|
||||
virtual void removeRigidBody(btRigidBody* body);
|
||||
|
||||
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
|
||||
virtual void removeCollisionObject(btCollisionObject* collisionObject);
|
||||
|
||||
virtual void updateAabbs();
|
||||
|
||||
virtual void synchronizeMotionStates();
|
||||
|
||||
@@ -119,6 +119,15 @@ void btSoftRigidDynamicsWorld::removeSoftBody(btSoftBody* body)
|
||||
btCollisionWorld::removeCollisionObject(body);
|
||||
}
|
||||
|
||||
void btSoftRigidDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
|
||||
{
|
||||
btSoftBody* body = btSoftBody::upcast(collisionObject);
|
||||
if (body)
|
||||
removeSoftBody(body);
|
||||
else
|
||||
btDiscreteDynamicsWorld::removeCollisionObject(collisionObject);
|
||||
}
|
||||
|
||||
void btSoftRigidDynamicsWorld::debugDrawWorld()
|
||||
{
|
||||
btDiscreteDynamicsWorld::debugDrawWorld();
|
||||
|
||||
@@ -54,6 +54,9 @@ public:
|
||||
|
||||
void removeSoftBody(btSoftBody* body);
|
||||
|
||||
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btDiscreteDynamicsWorld::removeCollisionObject
|
||||
virtual void removeCollisionObject(btCollisionObject* collisionObject);
|
||||
|
||||
int getDrawFlags() const { return(m_drawFlags); }
|
||||
void setDrawFlags(int f) { m_drawFlags=f; }
|
||||
|
||||
|
||||
@@ -387,7 +387,11 @@ shortestArcQuat(const btVector3& v0, const btVector3& v1) // Game Programming Ge
|
||||
btScalar d = v0.dot(v1);
|
||||
|
||||
if (d < -1.0 + SIMD_EPSILON)
|
||||
return btQuaternion(0.0f,1.0f,0.0f,0.0f); // just pick any vector
|
||||
{
|
||||
btVector3 n,unused;
|
||||
btPlaneSpace1(v0,n,unused);
|
||||
return btQuaternion(n.x(),n.y(),n.z(),0.0f); // just pick any vector that is orthogonal to v0
|
||||
}
|
||||
|
||||
btScalar s = btSqrt((1.0f + d) * 2.0f);
|
||||
btScalar rs = 1.0f / s;
|
||||
|
||||
@@ -242,6 +242,10 @@ SIMD_FORCE_INLINE btScalar btFmod(btScalar x,btScalar y) { return fmodf(x,y); }
|
||||
#define SIMD_HALF_PI (SIMD_2_PI * btScalar(0.25))
|
||||
#define SIMD_RADS_PER_DEG (SIMD_2_PI / btScalar(360.0))
|
||||
#define SIMD_DEGS_PER_RAD (btScalar(360.0) / SIMD_2_PI)
|
||||
#define SIMDSQRT12 btScalar(0.7071067811865475244008443621048490)
|
||||
|
||||
#define btRecipSqrt(x) ((btScalar)(btScalar(1.0)/btSqrt(btScalar(x)))) /* reciprocal square root */
|
||||
|
||||
|
||||
#ifdef BT_USE_DOUBLE_PRECISION
|
||||
#define SIMD_EPSILON DBL_EPSILON
|
||||
|
||||
@@ -21,9 +21,6 @@ subject to the following restrictions:
|
||||
|
||||
|
||||
|
||||
#define SIMDSQRT12 btScalar(0.7071067811865475244008443621048490)
|
||||
|
||||
#define btRecipSqrt(x) ((btScalar)(btScalar(1.0)/btSqrt(btScalar(x)))) /* reciprocal square root */
|
||||
|
||||
SIMD_FORCE_INLINE btVector3 btAabbSupport(const btVector3& halfExtents,const btVector3& supportDir)
|
||||
{
|
||||
@@ -33,25 +30,7 @@ SIMD_FORCE_INLINE btVector3 btAabbSupport(const btVector3& halfExtents,const btV
|
||||
}
|
||||
|
||||
|
||||
SIMD_FORCE_INLINE void btPlaneSpace1 (const btVector3& n, btVector3& p, btVector3& q)
|
||||
{
|
||||
if (btFabs(n.z()) > SIMDSQRT12) {
|
||||
// choose p in y-z plane
|
||||
btScalar a = n[1]*n[1] + n[2]*n[2];
|
||||
btScalar k = btRecipSqrt (a);
|
||||
p.setValue(0,-n[2]*k,n[1]*k);
|
||||
// set q = n x p
|
||||
q.setValue(a*k,-n[0]*p[2],n[0]*p[1]);
|
||||
}
|
||||
else {
|
||||
// choose p in x-y plane
|
||||
btScalar a = n.x()*n.x() + n.y()*n.y();
|
||||
btScalar k = btRecipSqrt (a);
|
||||
p.setValue(-n.y()*k,n.x()*k,0);
|
||||
// set q = n x p
|
||||
q.setValue(-n.z()*p.y(),n.z()*p.x(),a*k);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -635,4 +635,24 @@ SIMD_FORCE_INLINE void btUnSwapVector3Endian(btVector3& vector)
|
||||
vector = swappedVec;
|
||||
}
|
||||
|
||||
SIMD_FORCE_INLINE void btPlaneSpace1 (const btVector3& n, btVector3& p, btVector3& q)
|
||||
{
|
||||
if (btFabs(n.z()) > SIMDSQRT12) {
|
||||
// choose p in y-z plane
|
||||
btScalar a = n[1]*n[1] + n[2]*n[2];
|
||||
btScalar k = btRecipSqrt (a);
|
||||
p.setValue(0,-n[2]*k,n[1]*k);
|
||||
// set q = n x p
|
||||
q.setValue(a*k,-n[0]*p[2],n[0]*p[1]);
|
||||
}
|
||||
else {
|
||||
// choose p in x-y plane
|
||||
btScalar a = n.x()*n.x() + n.y()*n.y();
|
||||
btScalar k = btRecipSqrt (a);
|
||||
p.setValue(-n.y()*k,n.x()*k,0);
|
||||
// set q = n x p
|
||||
q.setValue(-n.z()*p.y(),n.z()*p.x(),a*k);
|
||||
}
|
||||
}
|
||||
|
||||
#endif //SIMD__VECTOR3_H
|
||||
|
||||
Reference in New Issue
Block a user