Revert to max 1 substep by default: increased maxSubSteps to 10 make debug version way too slow.

Use btDbvtBroadphase in BasicDemo and CcdPhysicsDemo.
This commit is contained in:
erwin.coumans
2008-09-05 01:41:32 +00:00
parent e08c3acc1d
commit cef07cfa20
5 changed files with 14 additions and 35 deletions

View File

@@ -88,25 +88,19 @@ void BasicDemo::initPhysics()
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
///the maximum size of the collision world. Make sure objects stay within these boundaries m_broadphase = new btDbvtBroadphase();
///Don't make the world AABB size too large, it will harm simulation quality and performance
btVector3 worldAabbMin(-10000,-10000,-10000);
btVector3 worldAabbMax(10000,10000,10000);
//m_overlappingPairCache = new btSimpleBroadphase();//new btAxisSweep3(worldAabbMin,worldAabbMax,MAX_PROXIES);
m_overlappingPairCache = new btAxisSweep3(worldAabbMin,worldAabbMax,MAX_PROXIES);
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver; btSequentialImpulseConstraintSolver* sol = new btSequentialImpulseConstraintSolver;
m_solver = sol; m_solver = sol;
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,m_overlappingPairCache,m_solver,m_collisionConfiguration);
m_dynamicsWorld->setGravity(btVector3(0,-10,0)); m_dynamicsWorld->setGravity(btVector3(0,-10,0));
///create a few basic rigid bodies ///create a few basic rigid bodies
// btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.))); btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50); // btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),50);
m_collisionShapes.push_back(groundShape); m_collisionShapes.push_back(groundShape);
@@ -162,11 +156,9 @@ void BasicDemo::initPhysics()
for (int k=0;k<ARRAY_SIZE_Y;k++) for (int k=0;k<ARRAY_SIZE_Y;k++)
{ {
int i=0; for (int i=0;i<ARRAY_SIZE_X;i++)
// for (int i=0;i<ARRAY_SIZE_X;i++)
{ {
int j=0; for(int j = 0;j<ARRAY_SIZE_Z;j++)
// for(int j = 0;j<ARRAY_SIZE_Z;j++)
{ {
startTransform.setOrigin(btVector3( startTransform.setOrigin(btVector3(
2.0*i + start_x, 2.0*i + start_x,
@@ -195,7 +187,6 @@ void BasicDemo::initPhysics()
void BasicDemo::exitPhysics() void BasicDemo::exitPhysics()
{ {
//cleanup in the reverse order of creation/initialization //cleanup in the reverse order of creation/initialization
//remove the rigidbodies from the dynamics world and delete them //remove the rigidbodies from the dynamics world and delete them
@@ -219,16 +210,12 @@ void BasicDemo::exitPhysics()
delete shape; delete shape;
} }
//delete dynamics world
delete m_dynamicsWorld; delete m_dynamicsWorld;
//delete solver
delete m_solver; delete m_solver;
//delete broadphase delete m_broadphase;
delete m_overlappingPairCache;
//delete dispatcher
delete m_dispatcher; delete m_dispatcher;
delete m_collisionConfiguration; delete m_collisionConfiguration;

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@@ -33,7 +33,7 @@ class BasicDemo : public DemoApplication
//keep the collision shapes, for deletion/cleanup //keep the collision shapes, for deletion/cleanup
btAlignedObjectArray<btCollisionShape*> m_collisionShapes; btAlignedObjectArray<btCollisionShape*> m_collisionShapes;
btBroadphaseInterface* m_overlappingPairCache; btBroadphaseInterface* m_broadphase;
btCollisionDispatcher* m_dispatcher; btCollisionDispatcher* m_dispatcher;

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@@ -409,16 +409,8 @@ int maxNumOutstandingTasks = 4;
m_dispatcher->setNearCallback(customNearCallback); m_dispatcher->setNearCallback(customNearCallback);
#endif #endif
btVector3 worldAabbMin(-1000,-1000,-1000);
btVector3 worldAabbMax(1000,1000,1000);
m_broadphase = new btAxisSweep3(worldAabbMin,worldAabbMax,maxProxies); m_broadphase = new btDbvtBroadphase();
/// For large worlds or over 16384 objects, use the bt32BitAxisSweep3 broadphase
// m_broadphase = new bt32BitAxisSweep3(worldAabbMin,worldAabbMax,maxProxies);
/// When trying to debug broadphase issues, try to use the btSimpleBroadphase
// m_broadphase = new btSimpleBroadphase;
//box-box is in Extras/AlternativeCollisionAlgorithms:it requires inclusion of those files
#ifdef COMPARE_WITH_QUICKSTEP #ifdef COMPARE_WITH_QUICKSTEP
m_solver = new btOdeQuickstepConstraintSolver(); m_solver = new btOdeQuickstepConstraintSolver();

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@@ -186,7 +186,7 @@ void ConcaveDemo::initPhysics()
bool useQuantizedAabbCompression = true; bool useQuantizedAabbCompression = true;
//comment out the next line to read the BVH from disk (first run the demo once to create the BVH) //comment out the next line to read the BVH from disk (first run the demo once to create the BVH)
//#define SERIALIZE_TO_DISK 1 #define SERIALIZE_TO_DISK 1
#ifdef SERIALIZE_TO_DISK #ifdef SERIALIZE_TO_DISK
btVector3 aabbMin(-1000,-1000,-1000),aabbMax(1000,1000,1000); btVector3 aabbMin(-1000,-1000,-1000),aabbMax(1000,1000,1000);

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@@ -60,7 +60,7 @@ public:
///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'. ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'. ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant. ///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=10, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0; virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
virtual void debugDrawWorld() = 0; virtual void debugDrawWorld() = 0;