/* 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. */ //enable just one, DO_BENCHMARK_PYRAMIDS or DO_WALL //#define DO_BENCHMARK_PYRAMIDS 1 #define DO_WALL 1 //Note: some of those settings need 'DO_WALL' demo //#define USE_KINEMATIC_GROUND 1 //#define PRINT_CONTACT_STATISTICS 1 //#define USER_DEFINED_FRICTION_MODEL 1 //#define USE_CUSTOM_NEAR_CALLBACK 1 //#define CENTER_OF_MASS_SHIFT 1 //#define VERBOSE_TIMESTEPPING_CONSOLEOUTPUT 1 //#define USE_PARALLEL_DISPATCHER 1 //#define USE_PARALLEL_SOLVER 1 //experimental parallel solver //from Bullet 2.68 onwards ODE Quickstep constraint solver is optional part of Bullet, re-distributed under the ZLib license with permission of Russell L. Smith //#define COMPARE_WITH_QUICKSTEP 1 #include "btBulletDynamicsCommon.h" #include "BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h" #include "BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.h" #ifdef USE_PARALLEL_DISPATCHER #include "../../Extras/BulletMultiThreaded/SpuGatheringCollisionDispatcher.h" #ifdef WIN32 #include "../../Extras/BulletMultiThreaded/Win32ThreadSupport.h" #include "../../Extras/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h" #endif //WIN32 #ifdef USE_LIBSPE2 #include "../../Extras/BulletMultiThreaded/SpuLibspe2Support.h" #endif //USE_LIBSPE2 #ifdef USE_PARALLEL_SOLVER #include "../../Extras/BulletMultiThreaded/SpuParallelSolver.h" #include "../../Extras/BulletMultiThreaded/SpuSolverTask/SpuParallellSolverTask.h" #endif //USE_PARALLEL_SOLVER #endif//USE_PARALLEL_DISPATCHER #include "LinearMath/btQuickprof.h" #include "LinearMath/btIDebugDraw.h" #include "BMF_Api.h" #include //printf debugging static float gCollisionMargin = 0.05f; #include "CcdPhysicsDemo.h" #include "GL_ShapeDrawer.h" #include "GlutStuff.h" btTransform comOffset; btVector3 comOffsetVec(0,2,0); extern float eye[3]; extern int glutScreenWidth; extern int glutScreenHeight; const int maxProxies = 32766; const int maxOverlap = 65535; bool createConstraint = true;//false; #ifdef CENTER_OF_MASS_SHIFT bool useCompound = true; #else bool useCompound = false; #endif #ifdef _DEBUG const int gNumObjects = 120; #else const int gNumObjects = 120;//try this in release mode: 3000. never go above 16384, unless you increate maxNumObjects value in DemoApplication.cp #endif const int maxNumObjects = 32760; int shapeIndex[maxNumObjects]; #define CUBE_HALF_EXTENTS 0.5 #define EXTRA_HEIGHT -10.f //GL_LineSegmentShape shapeE(btVector3(-50,0,0), // btVector3(50,0,0)); void CcdPhysicsDemo::createStack( btCollisionShape* boxShape, float halfCubeSize, int size, float zPos ) { btTransform trans; trans.setIdentity(); for(int i=0; im_frictionSolverType = USER_CONTACT_SOLVER_TYPE1; #endif //USER_DEFINED_FRICTION_MODEL } } } //////////////////////////////////// //by default, Bullet will use its own nearcallback, but you can override it using dispatcher->setNearCallback() void customNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo) { btCollisionObject* colObj0 = (btCollisionObject*)collisionPair.m_pProxy0->m_clientObject; btCollisionObject* colObj1 = (btCollisionObject*)collisionPair.m_pProxy1->m_clientObject; if (dispatcher.needsCollision(colObj0,colObj1)) { //dispatcher will keep algorithms persistent in the collision pair if (!collisionPair.m_algorithm) { collisionPair.m_algorithm = dispatcher.findAlgorithm(colObj0,colObj1); } if (collisionPair.m_algorithm) { btManifoldResult contactPointResult(colObj0,colObj1); if (dispatchInfo.m_dispatchFunc == btDispatcherInfo::DISPATCH_DISCRETE) { //discrete collision detection query collisionPair.m_algorithm->processCollision(colObj0,colObj1,dispatchInfo,&contactPointResult); } else { //continuous collision detection query, time of impact (toi) float toi = collisionPair.m_algorithm->calculateTimeOfImpact(colObj0,colObj1,dispatchInfo,&contactPointResult); if (dispatchInfo.m_timeOfImpact > toi) dispatchInfo.m_timeOfImpact = toi; } } } } //experimental jitter damping (1 = no damping, 0 = total damping once motion below threshold) extern btScalar gJitterVelocityDampingFactor; extern int gNumManifold; extern int gOverlappingPairs; void CcdPhysicsDemo::clientMoveAndDisplay() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #ifdef USE_KINEMATIC_GROUND //btQuaternion kinRotation(btVector3(0,0,1),0.); btVector3 kinTranslation(-0.01,0,0); //kinematic object btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[0]; //is this a rigidbody with a motionstate? then use the motionstate to update positions! if (btRigidBody::upcast(colObj) && btRigidBody::upcast(colObj)->getMotionState()) { btTransform newTrans; btRigidBody::upcast(colObj)->getMotionState()->getWorldTransform(newTrans); newTrans.getOrigin()+=kinTranslation; btRigidBody::upcast(colObj)->getMotionState()->setWorldTransform(newTrans); } else { m_dynamicsWorld->getCollisionObjectArray()[0]->getWorldTransform().getOrigin() += kinTranslation; } #endif //USE_KINEMATIC_GROUND float dt = getDeltaTimeMicroseconds() * 0.000001f; // printf("dt = %f: ",dt); if (m_dynamicsWorld) { //#define FIXED_STEP 1 #ifdef FIXED_STEP m_dynamicsWorld->stepSimulation(1.0f/60.f,0); #else //during idle mode, just run 1 simulation step maximum int maxSimSubSteps = m_idle ? 1 : 1; if (m_idle) dt = 1.0/420.f; int numSimSteps = 0; numSimSteps = m_dynamicsWorld->stepSimulation(dt,maxSimSubSteps); //optional but useful: debug drawing m_dynamicsWorld->debugDrawWorld(); #ifdef VERBOSE_TIMESTEPPING_CONSOLEOUTPUT if (!numSimSteps) printf("Interpolated transforms\n"); else { if (numSimSteps > maxSimSubSteps) { //detect dropping frames printf("Dropped (%i) simulation steps out of %i\n",numSimSteps - maxSimSubSteps,numSimSteps); } else { printf("Simulated (%i) steps\n",numSimSteps); } } #endif //VERBOSE_TIMESTEPPING_CONSOLEOUTPUT #endif } #ifdef USE_QUICKPROF btProfiler::beginBlock("render"); #endif //USE_QUICKPROF renderme(); //render the graphics objects, with center of mass shift updateCamera(); #ifdef USE_QUICKPROF btProfiler::endBlock("render"); #endif glFlush(); //some additional debugging info #ifdef PRINT_CONTACT_STATISTICS printf("num manifolds: %i\n",gNumManifold); printf("num gOverlappingPairs: %i\n",gOverlappingPairs); #endif //PRINT_CONTACT_STATISTICS glutSwapBuffers(); } void CcdPhysicsDemo::displayCallback(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderme(); //optional but useful: debug drawing if (m_dynamicsWorld) m_dynamicsWorld->debugDrawWorld(); glFlush(); glutSwapBuffers(); } ///User-defined friction model, the most simple friction model available: no friction float myFrictionModel( btRigidBody& body1, btRigidBody& body2, btManifoldPoint& contactPoint, const btContactSolverInfo& solverInfo ) { //don't do any friction return 0.f; } void CcdPhysicsDemo::initPhysics() { setTexturing(true); setShadows(false); #ifdef USE_PARALLEL_DISPATCHER #ifdef WIN32 m_threadSupportSolver = 0; m_threadSupportCollision = 0; #endif // #endif //#define USE_GROUND_PLANE 1 #ifdef USE_GROUND_PLANE m_collisionShapes.push_back(new btStaticPlaneShape(btVector3(0,1,0),0.5)); #else ///Please don't make the box sizes larger then 1000: the collision detection will be inaccurate. ///See http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=346 m_collisionShapes.push_back(new btBoxShape (btVector3(200,CUBE_HALF_EXTENTS,200))); #endif #ifdef DO_BENCHMARK_PYRAMIDS m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS))); #else // m_collisionShapes.push_back(new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS))); m_collisionShapes.push_back(new btCylinderShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS))); #endif #ifdef DO_BENCHMARK_PYRAMIDS setCameraDistance(32.5f); #endif #ifdef DO_BENCHMARK_PYRAMIDS m_azi = 90.f; #endif //DO_BENCHMARK_PYRAMIDS m_dispatcher=0; m_collisionConfiguration = new btDefaultCollisionConfiguration(); #ifdef USE_PARALLEL_DISPATCHER int maxNumOutstandingTasks = 4; #ifdef USE_WIN32_THREADING m_threadSupportCollision = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo( "collision", processCollisionTask, createCollisionLocalStoreMemory, maxNumOutstandingTasks)); #else #ifdef USE_LIBSPE2 spe_program_handle_t * program_handle; #ifndef USE_CESOF program_handle = spe_image_open ("./spuCollision.elf"); if (program_handle == NULL) { perror( "SPU OPEN IMAGE ERROR\n"); } else { printf( "IMAGE OPENED\n"); } #else extern spe_program_handle_t spu_program; program_handle = &spu_program; #endif SpuLibspe2Support* threadSupportCollision = new SpuLibspe2Support( program_handle, maxNumOutstandingTasks); #endif //USE_LIBSPE2 ///Playstation 3 SPU (SPURS) version is available through PS3 Devnet /// For Unix/Mac someone could implement a pthreads version of btThreadSupportInterface? ///you can hook it up to your custom task scheduler by deriving from btThreadSupportInterface #endif m_dispatcher = new SpuGatheringCollisionDispatcher(m_threadSupportCollision,maxNumOutstandingTasks,m_collisionConfiguration); // m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); #else m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); #endif //USE_PARALLEL_DISPATCHER #ifdef USE_CUSTOM_NEAR_CALLBACK //this is optional m_dispatcher->setNearCallback(customNearCallback); #endif m_broadphase = new btDbvtBroadphase(); #ifdef COMPARE_WITH_QUICKSTEP m_solver = new btOdeQuickstepConstraintSolver(); #else #ifdef USE_PARALLEL_SOLVER m_threadSupportSolver = new Win32ThreadSupport(Win32ThreadSupport::Win32ThreadConstructionInfo( "solver", processSolverTask, createSolverLocalStoreMemory, maxNumOutstandingTasks)); m_solver = new btParallelSequentialImpulseSolver(m_threadSupportSolver,maxNumOutstandingTasks); #else btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver(); m_solver = solver;//new btOdeQuickstepConstraintSolver(); #endif //USE_PARALLEL_SOLVER #endif btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(m_dispatcher,m_broadphase,m_solver,m_collisionConfiguration); m_dynamicsWorld = world; #ifdef USER_DEFINED_FRICTION_MODEL //user defined friction model is not supported in 'cache friendly' solver yet, so switch to old solver world->getSolverInfo().m_solverMode = SOLVER_RANDMIZE_ORDER; #endif //USER_DEFINED_FRICTION_MODEL #ifdef DO_BENCHMARK_PYRAMIDS world->getSolverInfo().m_numIterations = 4; #endif //DO_BENCHMARK_PYRAMIDS m_dynamicsWorld->getDispatchInfo().m_enableSPU = true; m_dynamicsWorld->setGravity(btVector3(0,-10,0)); #ifdef USER_DEFINED_FRICTION_MODEL { //m_solver->setContactSolverFunc(ContactSolverFunc func,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE); solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,DEFAULT_CONTACT_SOLVER_TYPE); solver->SetFrictionSolverFunc(myFrictionModel,DEFAULT_CONTACT_SOLVER_TYPE,USER_CONTACT_SOLVER_TYPE1); solver->SetFrictionSolverFunc(myFrictionModel,USER_CONTACT_SOLVER_TYPE1,USER_CONTACT_SOLVER_TYPE1); //m_physicsEnvironmentPtr->setNumIterations(2); } #endif //USER_DEFINED_FRICTION_MODEL int i; btTransform tr; tr.setIdentity(); for (i=0;i0) { shapeIndex[i] = 1;//sphere } else shapeIndex[i] = 0; } if (useCompound) { btCompoundShape* compoundShape = new btCompoundShape(); btCollisionShape* oldShape = m_collisionShapes[1]; m_collisionShapes[1] = compoundShape; btVector3 sphereOffset(0,0,2); comOffset.setIdentity(); #ifdef CENTER_OF_MASS_SHIFT comOffset.setOrigin(comOffsetVec); compoundShape->addChildShape(comOffset,oldShape); #else compoundShape->addChildShape(tr,oldShape); tr.setOrigin(sphereOffset); compoundShape->addChildShape(tr,new btSphereShape(0.9)); #endif } #ifdef DO_WALL for (i=0;isetMargin(gCollisionMargin); bool isDyna = i>0; btTransform trans; trans.setIdentity(); if (i>0) { //stack them int colsize = 10; int row = (i*CUBE_HALF_EXTENTS*2)/(colsize*2*CUBE_HALF_EXTENTS); int row2 = row; int col = (i)%(colsize)-colsize/2; if (col>3) { col=11; row2 |=1; } btVector3 pos(col*2*CUBE_HALF_EXTENTS + (row2%2)*CUBE_HALF_EXTENTS, row*2*CUBE_HALF_EXTENTS+CUBE_HALF_EXTENTS+EXTRA_HEIGHT,0); trans.setOrigin(pos); } else { trans.setOrigin(btVector3(0,EXTRA_HEIGHT-CUBE_HALF_EXTENTS,0)); } float mass = 1.f; if (!isDyna) mass = 0.f; btRigidBody* body = localCreateRigidBody(mass,trans,shape); #ifdef USE_KINEMATIC_GROUND if (mass == 0.f) { body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); } #endif //USE_KINEMATIC_GROUND // Only do CCD if motion in one timestep (1.f/60.f) exceeds CUBE_HALF_EXTENTS body->setCcdMotionThreshold( CUBE_HALF_EXTENTS ); //Experimental: better estimation of CCD Time of Impact: body->setCcdSweptSphereRadius( 0.2*CUBE_HALF_EXTENTS ); #ifdef USER_DEFINED_FRICTION_MODEL ///Advanced use: override the friction solver body->m_frictionSolverType = USER_CONTACT_SOLVER_TYPE1; #endif //USER_DEFINED_FRICTION_MODEL } #endif #ifdef DO_BENCHMARK_PYRAMIDS btTransform trans; trans.setIdentity(); btScalar halfExtents = CUBE_HALF_EXTENTS; trans.setOrigin(btVector3(0,-halfExtents,0)); localCreateRigidBody(0.f,trans,m_collisionShapes[shapeIndex[0]]); int numWalls = 15; int wallHeight = 15; float wallDistance = 3; for (int i=0;isetLinearVelocity(btVector3(0,0,-10)); #endif #endif //DO_BENCHMARK_PYRAMIDS // clientResetScene(); } void CcdPhysicsDemo::exitPhysics() { //cleanup in the reverse order of creation/initialization //remove the rigidbodies from the dynamics world and delete them int i; for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--) { btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i]; btRigidBody* body = btRigidBody::upcast(obj); if (body && body->getMotionState()) { delete body->getMotionState(); } m_dynamicsWorld->removeCollisionObject( obj ); delete obj; } //delete collision shapes for (int j=0;j