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source: code/branches/physics/src/bullet/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp @ 1963

Last change on this file since 1963 was 1963, checked in by rgrieder, 16 years ago

Added Bullet physics engine.

  • Property svn:eol-style set to native
File size: 5.9 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2007 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16
17#include "btContinuousDynamicsWorld.h"
18#include "LinearMath/btQuickprof.h"
19
20//collision detection
21#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
22#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
23#include "BulletCollision/CollisionShapes/btCollisionShape.h"
24#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
25
26//rigidbody & constraints
27#include "BulletDynamics/Dynamics/btRigidBody.h"
28#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
29#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
30#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
31
32
33
34#include <stdio.h>
35
36btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
37:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
38{
39}
40
41btContinuousDynamicsWorld::~btContinuousDynamicsWorld()
42{
43}
44
45       
46void    btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep)
47{
48       
49        startProfiling(timeStep);
50       
51
52        ///update aabbs information
53        updateAabbs();
54        //static int frame=0;
55//      printf("frame %d\n",frame++);
56
57        ///apply gravity, predict motion
58        predictUnconstraintMotion(timeStep);
59
60        btDispatcherInfo& dispatchInfo = getDispatchInfo();
61
62        dispatchInfo.m_timeStep = timeStep;
63        dispatchInfo.m_stepCount = 0;
64        dispatchInfo.m_debugDraw = getDebugDrawer();
65
66        ///perform collision detection
67        performDiscreteCollisionDetection();
68
69        calculateSimulationIslands();
70
71       
72        getSolverInfo().m_timeStep = timeStep;
73       
74
75
76        ///solve contact and other joint constraints
77        solveConstraints(getSolverInfo());
78       
79        ///CallbackTriggers();
80        calculateTimeOfImpacts(timeStep);
81
82        btScalar toi = dispatchInfo.m_timeOfImpact;
83//      if (toi < 1.f)
84//              printf("toi = %f\n",toi);
85        if (toi < 0.f)
86                printf("toi = %f\n",toi);
87
88
89        ///integrate transforms
90        integrateTransforms(timeStep * toi);
91
92        ///update vehicle simulation
93        updateVehicles(timeStep);
94
95
96        updateActivationState( timeStep );
97       
98        if(0 != m_internalTickCallback) {
99                (*m_internalTickCallback)(this, timeStep);
100        }
101}
102
103void    btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
104{
105                ///these should be 'temporal' aabbs!
106                updateTemporalAabbs(timeStep);
107               
108                ///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually.
109                ///so we handle the case moving versus static properly, and we cheat for moving versus moving
110                btScalar toi = 1.f;
111               
112       
113                btDispatcherInfo& dispatchInfo = getDispatchInfo();
114                dispatchInfo.m_timeStep = timeStep;
115                dispatchInfo.m_timeOfImpact = 1.f;
116                dispatchInfo.m_stepCount = 0;
117                dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS;
118
119                ///calculate time of impact for overlapping pairs
120
121
122                btDispatcher* dispatcher = getDispatcher();
123                if (dispatcher)
124                        dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
125
126                toi = dispatchInfo.m_timeOfImpact;
127
128                dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
129
130}
131
132void    btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
133{
134
135        btVector3 temporalAabbMin,temporalAabbMax;
136
137        for ( int i=0;i<m_collisionObjects.size();i++)
138        {
139                btCollisionObject* colObj = m_collisionObjects[i];
140               
141                btRigidBody* body = btRigidBody::upcast(colObj);
142                if (body)
143                {
144                        body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
145                        const btVector3& linvel = body->getLinearVelocity();
146
147                        //make the AABB temporal
148                        btScalar temporalAabbMaxx = temporalAabbMax.getX();
149                        btScalar temporalAabbMaxy = temporalAabbMax.getY();
150                        btScalar temporalAabbMaxz = temporalAabbMax.getZ();
151                        btScalar temporalAabbMinx = temporalAabbMin.getX();
152                        btScalar temporalAabbMiny = temporalAabbMin.getY();
153                        btScalar temporalAabbMinz = temporalAabbMin.getZ();
154
155                        // add linear motion
156                        btVector3 linMotion = linvel*timeStep;
157               
158                        if (linMotion.x() > 0.f)
159                                temporalAabbMaxx += linMotion.x(); 
160                        else
161                                temporalAabbMinx += linMotion.x();
162                        if (linMotion.y() > 0.f)
163                                temporalAabbMaxy += linMotion.y(); 
164                        else
165                                temporalAabbMiny += linMotion.y();
166                        if (linMotion.z() > 0.f)
167                                temporalAabbMaxz += linMotion.z(); 
168                        else
169                                temporalAabbMinz += linMotion.z();
170
171                        //add conservative angular motion
172                        btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep;
173                        btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
174                        temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
175                        temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);
176
177                        temporalAabbMin -= angularMotion3d;
178                        temporalAabbMax += angularMotion3d;
179
180                        m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1);
181                }
182        }
183
184        //update aabb (of all moved objects)
185
186        m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
187       
188
189
190}
191
192
193
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