163 lines
5.8 KiB
C++
163 lines
5.8 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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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 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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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.
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2. Altered source versions must be plainly marked as such, and must 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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*/
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#include "btDiscreteDynamicsWorldMt.h"
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//collision detection
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "btSimulationIslandManagerMt.h"
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#include "LinearMath/btTransformUtil.h"
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#include "LinearMath/btQuickprof.h"
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//rigidbody & constraints
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
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#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btHingeConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h"
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#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletDynamics/Dynamics/btActionInterface.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btMotionState.h"
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#include "LinearMath/btSerializer.h"
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struct InplaceSolverIslandCallbackMt : public btSimulationIslandManagerMt::IslandCallback
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{
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btContactSolverInfo* m_solverInfo;
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btConstraintSolver* m_solver;
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btIDebugDraw* m_debugDrawer;
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btDispatcher* m_dispatcher;
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InplaceSolverIslandCallbackMt(
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btConstraintSolver* solver,
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btStackAlloc* stackAlloc,
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btDispatcher* dispatcher)
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:m_solverInfo(NULL),
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m_solver(solver),
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m_debugDrawer(NULL),
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m_dispatcher(dispatcher)
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{
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}
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InplaceSolverIslandCallbackMt& operator=(InplaceSolverIslandCallbackMt& other)
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{
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btAssert(0);
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(void)other;
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return *this;
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}
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SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btIDebugDraw* debugDrawer)
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{
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btAssert(solverInfo);
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m_solverInfo = solverInfo;
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m_debugDrawer = debugDrawer;
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}
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virtual void processIsland( btCollisionObject** bodies,
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int numBodies,
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btPersistentManifold** manifolds,
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int numManifolds,
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btTypedConstraint** constraints,
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int numConstraints,
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int islandId
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)
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{
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m_solver->solveGroup( bodies,
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numBodies,
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manifolds,
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numManifolds,
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constraints,
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numConstraints,
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*m_solverInfo,
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m_debugDrawer,
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m_dispatcher
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);
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}
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};
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btDiscreteDynamicsWorldMt::btDiscreteDynamicsWorldMt(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
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: btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
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{
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if (m_ownsIslandManager)
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{
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m_islandManager->~btSimulationIslandManager();
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btAlignedFree( m_islandManager);
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}
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{
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void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallbackMt),16);
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m_solverIslandCallbackMt = new (mem) InplaceSolverIslandCallbackMt (m_constraintSolver, 0, dispatcher);
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}
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{
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void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt),16);
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btSimulationIslandManagerMt* im = new (mem) btSimulationIslandManagerMt();
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m_islandManager = im;
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im->setMinimumSolverBatchSize( m_solverInfo.m_minimumSolverBatchSize );
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}
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}
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btDiscreteDynamicsWorldMt::~btDiscreteDynamicsWorldMt()
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{
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if (m_solverIslandCallbackMt)
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{
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m_solverIslandCallbackMt->~InplaceSolverIslandCallbackMt();
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btAlignedFree(m_solverIslandCallbackMt);
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}
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if (m_ownsConstraintSolver)
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{
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m_constraintSolver->~btConstraintSolver();
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btAlignedFree(m_constraintSolver);
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}
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}
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void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo)
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{
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BT_PROFILE("solveConstraints");
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m_solverIslandCallbackMt->setup(&solverInfo, getDebugDrawer());
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m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
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/// solve all the constraints for this island
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btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager);
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im->buildAndProcessIslands( getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, m_solverIslandCallbackMt );
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m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
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}
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