Expose btManifoldResult::calculateCombinedRestitution and btManifoldResult::calculateCombinedFriction as static member functions, so it can be reused for speculative contacts

Add speculative contact restitution, but disabled by default, not well tested (btDiscreteDynamicsWorld::setApplySpeculativeContactRestitution)
Add --with-double-precision option to premake build system
This commit is contained in:
erwin.coumans
2012-10-05 21:15:11 +00:00
parent 6be2689f01
commit eaabf1a2c8
5 changed files with 72 additions and 9 deletions

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@@ -13,6 +13,12 @@ solution "0BulletSolution"
description = "Disable demos and extras" description = "Disable demos and extras"
} }
newoption {
trigger = "with-double-precision",
description = "Enable double precision build"
}
newoption { newoption {
trigger = "with-nacl", trigger = "with-nacl",
description = "Enable Native Client build" description = "Enable Native Client build"
@@ -59,6 +65,10 @@ solution "0BulletSolution"
postfix=""; postfix="";
if _OPTIONS["with-double-precision"] then
defines {"BT_USE_DOUBLE_PRECISION"}
end
if _ACTION == "xcode4" then if _ACTION == "xcode4" then
if _OPTIONS["ios"] then if _OPTIONS["ios"] then
postfix = "ios"; postfix = "ios";

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@@ -40,7 +40,7 @@ inline btScalar calculateCombinedRollingFriction(const btCollisionObject* body0,
///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= btCollisionObject::customMaterialCallback; ///User can override this material combiner by implementing gContactAddedCallback and setting body0->m_collisionFlags |= btCollisionObject::customMaterialCallback;
inline btScalar calculateCombinedFriction(const btCollisionObject* body0,const btCollisionObject* body1) btScalar btManifoldResult::calculateCombinedFriction(const btCollisionObject* body0,const btCollisionObject* body1)
{ {
btScalar friction = body0->getFriction() * body1->getFriction(); btScalar friction = body0->getFriction() * body1->getFriction();
@@ -53,7 +53,7 @@ inline btScalar calculateCombinedFriction(const btCollisionObject* body0,const b
} }
inline btScalar calculateCombinedRestitution(const btCollisionObject* body0,const btCollisionObject* body1) btScalar btManifoldResult::calculateCombinedRestitution(const btCollisionObject* body0,const btCollisionObject* body1)
{ {
return body0->getRestitution() * body1->getRestitution(); return body0->getRestitution() * body1->getRestitution();
} }

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@@ -141,7 +141,10 @@ public:
{ {
return m_body1Wrap->getCollisionObject(); return m_body1Wrap->getCollisionObject();
} }
/// in the future we can let the user override the methods to combine restitution and friction
static btScalar calculateCombinedRestitution(const btCollisionObject* body0,const btCollisionObject* body1);
static btScalar calculateCombinedFriction(const btCollisionObject* body0,const btCollisionObject* body1);
}; };
#endif //BT_MANIFOLD_RESULT_H #endif //BT_MANIFOLD_RESULT_H

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@@ -209,6 +209,7 @@ m_constraintSolver(constraintSolver),
m_gravity(0,-10,0), m_gravity(0,-10,0),
m_localTime(0), m_localTime(0),
m_synchronizeAllMotionStates(false), m_synchronizeAllMotionStates(false),
m_applySpeculativeContactRestitution(false)
m_profileTimings(0) m_profileTimings(0)
{ {
@@ -486,7 +487,6 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
///perform collision detection ///perform collision detection
performDiscreteCollisionDetection(); performDiscreteCollisionDetection();
calculateSimulationIslands(); calculateSimulationIslands();
@@ -962,6 +962,8 @@ void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
bool isPredictive = true; bool isPredictive = true;
int index = manifold->addManifoldPoint(newPoint, isPredictive); int index = manifold->addManifoldPoint(newPoint, isPredictive);
btManifoldPoint& pt = manifold->getContactPoint(index); btManifoldPoint& pt = manifold->getContactPoint(index);
pt.m_combinedRestitution = 0;
pt.m_combinedFriction = btManifoldResult::calculateCombinedFriction(body,sweepResults.m_hitCollisionObject);
pt.m_positionWorldOnA = body->getWorldTransform().getOrigin(); pt.m_positionWorldOnA = body->getWorldTransform().getOrigin();
pt.m_positionWorldOnB = worldPointB; pt.m_positionWorldOnB = worldPointB;
@@ -1055,11 +1057,12 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
printf("sm2=%f\n",sm2); printf("sm2=%f\n",sm2);
} }
#else #else
//response between two dynamic objects without friction, assuming 0 penetration depth
btScalar appliedImpulse = 0.f; //don't apply the collision response right now, it will happen next frame
btScalar depth = 0.f; //if you really need to, you can uncomment next 3 lines. Note that is uses zero restitution.
//btScalar appliedImpulse = 0.f;
appliedImpulse = resolveSingleCollision(body,(btCollisionObject*)sweepResults.m_hitCollisionObject,sweepResults.m_hitPointWorld,sweepResults.m_hitNormalWorld,getSolverInfo(), depth); //btScalar depth = 0.f;
//appliedImpulse = resolveSingleCollision(body,(btCollisionObject*)sweepResults.m_hitCollisionObject,sweepResults.m_hitPointWorld,sweepResults.m_hitNormalWorld,getSolverInfo(), depth);
#endif #endif
@@ -1075,6 +1078,42 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
} }
} }
///this should probably be switched on by default, but it is not well tested yet
if (m_applySpeculativeContactRestitution)
{
BT_PROFILE("apply speculative contact restitution");
for (int i=0;i<m_predictiveManifolds.size();i++)
{
btPersistentManifold* manifold = m_predictiveManifolds[i];
btRigidBody* body0 = btRigidBody::upcast((btCollisionObject*)manifold->getBody0());
btRigidBody* body1 = btRigidBody::upcast((btCollisionObject*)manifold->getBody1());
for (int p=0;p<manifold->getNumContacts();p++)
{
const btManifoldPoint& pt = manifold->getContactPoint(p);
btScalar combinedRestitution = btManifoldResult::calculateCombinedRestitution(body0, body1);
if (combinedRestitution>0 && pt.m_appliedImpulse != 0.f)
//if (pt.getDistance()>0 && combinedRestitution>0 && pt.m_appliedImpulse != 0.f)
{
btVector3 imp = -pt.m_normalWorldOnB * pt.m_appliedImpulse* combinedRestitution;
const btVector3& pos1 = pt.getPositionWorldOnA();
const btVector3& pos2 = pt.getPositionWorldOnB();
btVector3 rel_pos0 = pos1 - body0->getWorldTransform().getOrigin();
btVector3 rel_pos1 = pos2 - body1->getWorldTransform().getOrigin();
if (body0)
body0->applyImpulse(imp,rel_pos0);
if (body1)
body1->applyImpulse(-imp,rel_pos1);
}
}
}
}
} }

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@@ -58,6 +58,7 @@ protected:
bool m_ownsIslandManager; bool m_ownsIslandManager;
bool m_ownsConstraintSolver; bool m_ownsConstraintSolver;
bool m_synchronizeAllMotionStates; bool m_synchronizeAllMotionStates;
bool m_applySpeculativeContactRestitution;
btAlignedObjectArray<btActionInterface*> m_actions; btAlignedObjectArray<btActionInterface*> m_actions;
@@ -202,6 +203,16 @@ public:
return m_synchronizeAllMotionStates; return m_synchronizeAllMotionStates;
} }
void setApplySpeculativeContactRestitution(bool enable)
{
m_applySpeculativeContactRestitution = enable;
}
bool getApplySpeculativeContactRestitution() const
{
return m_applySpeculativeContactRestitution;
}
///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo) ///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
virtual void serialize(btSerializer* serializer); virtual void serialize(btSerializer* serializer);