1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | #include "btRigidBody.h" |
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17 | #include "BulletCollision/CollisionShapes/btConvexShape.h" |
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18 | #include "LinearMath/btMinMax.h" |
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19 | #include "LinearMath/btTransformUtil.h" |
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20 | #include "LinearMath/btMotionState.h" |
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21 | #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" |
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22 | |
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23 | //'temporarily' global variables |
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24 | btScalar gDeactivationTime = btScalar(2.); |
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25 | bool gDisableDeactivation = false; |
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26 | static int uniqueId = 0; |
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27 | |
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28 | |
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29 | btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo) |
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30 | { |
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31 | setupRigidBody(constructionInfo); |
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32 | } |
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33 | |
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34 | btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia) |
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35 | { |
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36 | btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia); |
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37 | setupRigidBody(cinfo); |
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38 | } |
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39 | |
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40 | void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo) |
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41 | { |
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42 | |
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43 | m_internalType=CO_RIGID_BODY; |
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44 | |
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45 | m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
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46 | m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); |
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47 | m_angularFactor = btScalar(1.); |
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48 | m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
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49 | m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
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50 | m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)); |
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51 | m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)), |
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52 | m_linearDamping = btScalar(0.); |
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53 | m_angularDamping = btScalar(0.5); |
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54 | m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold; |
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55 | m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold; |
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56 | m_optionalMotionState = constructionInfo.m_motionState; |
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57 | m_contactSolverType = 0; |
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58 | m_frictionSolverType = 0; |
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59 | m_additionalDamping = constructionInfo.m_additionalDamping; |
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60 | m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor; |
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61 | m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr; |
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62 | m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr; |
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63 | m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor; |
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64 | |
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65 | if (m_optionalMotionState) |
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66 | { |
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67 | m_optionalMotionState->getWorldTransform(m_worldTransform); |
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68 | } else |
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69 | { |
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70 | m_worldTransform = constructionInfo.m_startWorldTransform; |
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71 | } |
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72 | |
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73 | m_interpolationWorldTransform = m_worldTransform; |
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74 | m_interpolationLinearVelocity.setValue(0,0,0); |
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75 | m_interpolationAngularVelocity.setValue(0,0,0); |
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76 | |
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77 | //moved to btCollisionObject |
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78 | m_friction = constructionInfo.m_friction; |
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79 | m_restitution = constructionInfo.m_restitution; |
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80 | |
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81 | setCollisionShape( constructionInfo.m_collisionShape ); |
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82 | m_debugBodyId = uniqueId++; |
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83 | |
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84 | setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia); |
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85 | setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping); |
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86 | updateInertiaTensor(); |
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87 | |
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88 | } |
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89 | |
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90 | |
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91 | void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform) |
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92 | { |
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93 | btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform); |
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94 | } |
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95 | |
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96 | void btRigidBody::saveKinematicState(btScalar timeStep) |
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97 | { |
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98 | //todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities |
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99 | if (timeStep != btScalar(0.)) |
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100 | { |
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101 | //if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform |
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102 | if (getMotionState()) |
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103 | getMotionState()->getWorldTransform(m_worldTransform); |
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104 | btVector3 linVel,angVel; |
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105 | |
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106 | btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,timeStep,m_linearVelocity,m_angularVelocity); |
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107 | m_interpolationLinearVelocity = m_linearVelocity; |
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108 | m_interpolationAngularVelocity = m_angularVelocity; |
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109 | m_interpolationWorldTransform = m_worldTransform; |
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110 | //printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ()); |
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111 | } |
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112 | } |
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113 | |
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114 | void btRigidBody::getAabb(btVector3& aabbMin,btVector3& aabbMax) const |
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115 | { |
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116 | getCollisionShape()->getAabb(m_worldTransform,aabbMin,aabbMax); |
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117 | } |
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118 | |
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119 | |
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120 | |
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121 | |
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122 | void btRigidBody::setGravity(const btVector3& acceleration) |
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123 | { |
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124 | if (m_inverseMass != btScalar(0.0)) |
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125 | { |
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126 | m_gravity = acceleration * (btScalar(1.0) / m_inverseMass); |
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127 | } |
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128 | m_gravity_acceleration = acceleration; |
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129 | } |
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130 | |
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131 | |
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132 | |
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133 | |
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134 | |
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135 | |
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136 | void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping) |
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137 | { |
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138 | m_linearDamping = GEN_clamped(lin_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); |
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139 | m_angularDamping = GEN_clamped(ang_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); |
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140 | } |
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141 | |
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142 | |
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143 | |
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144 | |
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145 | ///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping |
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146 | void btRigidBody::applyDamping(btScalar timeStep) |
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147 | { |
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148 | //On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74 |
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149 | //todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway |
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150 | |
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151 | //#define USE_OLD_DAMPING_METHOD 1 |
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152 | #ifdef USE_OLD_DAMPING_METHOD |
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153 | m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); |
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154 | m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0)); |
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155 | #else |
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156 | m_linearVelocity *= btPow(btScalar(1)-m_linearDamping, timeStep); |
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157 | m_angularVelocity *= btPow(btScalar(1)-m_angularDamping, timeStep); |
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158 | #endif |
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159 | |
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160 | if (m_additionalDamping) |
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161 | { |
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162 | //Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc. |
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163 | //Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete |
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164 | if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) && |
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165 | (m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr)) |
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166 | { |
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167 | m_angularVelocity *= m_additionalDampingFactor; |
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168 | m_linearVelocity *= m_additionalDampingFactor; |
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169 | } |
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170 | |
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171 | |
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172 | btScalar speed = m_linearVelocity.length(); |
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173 | if (speed < m_linearDamping) |
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174 | { |
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175 | btScalar dampVel = btScalar(0.005); |
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176 | if (speed > dampVel) |
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177 | { |
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178 | btVector3 dir = m_linearVelocity.normalized(); |
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179 | m_linearVelocity -= dir * dampVel; |
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180 | } else |
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181 | { |
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182 | m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); |
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183 | } |
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184 | } |
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185 | |
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186 | btScalar angSpeed = m_angularVelocity.length(); |
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187 | if (angSpeed < m_angularDamping) |
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188 | { |
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189 | btScalar angDampVel = btScalar(0.005); |
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190 | if (angSpeed > angDampVel) |
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191 | { |
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192 | btVector3 dir = m_angularVelocity.normalized(); |
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193 | m_angularVelocity -= dir * angDampVel; |
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194 | } else |
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195 | { |
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196 | m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); |
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197 | } |
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198 | } |
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199 | } |
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200 | } |
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201 | |
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202 | |
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203 | void btRigidBody::applyGravity() |
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204 | { |
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205 | if (isStaticOrKinematicObject()) |
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206 | return; |
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207 | |
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208 | applyCentralForce(m_gravity); |
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209 | |
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210 | } |
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211 | |
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212 | void btRigidBody::proceedToTransform(const btTransform& newTrans) |
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213 | { |
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214 | setCenterOfMassTransform( newTrans ); |
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215 | } |
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216 | |
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217 | |
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218 | void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia) |
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219 | { |
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220 | if (mass == btScalar(0.)) |
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221 | { |
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222 | m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT; |
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223 | m_inverseMass = btScalar(0.); |
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224 | } else |
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225 | { |
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226 | m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT); |
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227 | m_inverseMass = btScalar(1.0) / mass; |
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228 | } |
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229 | |
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230 | m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0), |
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231 | inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0), |
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232 | inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0)); |
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233 | |
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234 | } |
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235 | |
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236 | |
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237 | |
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238 | void btRigidBody::updateInertiaTensor() |
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239 | { |
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240 | m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose(); |
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241 | } |
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242 | |
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243 | |
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244 | void btRigidBody::integrateVelocities(btScalar step) |
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245 | { |
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246 | if (isStaticOrKinematicObject()) |
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247 | return; |
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248 | |
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249 | m_linearVelocity += m_totalForce * (m_inverseMass * step); |
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250 | m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step; |
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251 | |
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252 | #define MAX_ANGVEL SIMD_HALF_PI |
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253 | /// clamp angular velocity. collision calculations will fail on higher angular velocities |
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254 | btScalar angvel = m_angularVelocity.length(); |
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255 | if (angvel*step > MAX_ANGVEL) |
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256 | { |
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257 | m_angularVelocity *= (MAX_ANGVEL/step) /angvel; |
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258 | } |
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259 | |
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260 | } |
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261 | |
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262 | btQuaternion btRigidBody::getOrientation() const |
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263 | { |
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264 | btQuaternion orn; |
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265 | m_worldTransform.getBasis().getRotation(orn); |
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266 | return orn; |
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267 | } |
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268 | |
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269 | |
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270 | void btRigidBody::setCenterOfMassTransform(const btTransform& xform) |
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271 | { |
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272 | |
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273 | if (isStaticOrKinematicObject()) |
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274 | { |
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275 | m_interpolationWorldTransform = m_worldTransform; |
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276 | } else |
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277 | { |
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278 | m_interpolationWorldTransform = xform; |
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279 | } |
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280 | m_interpolationLinearVelocity = getLinearVelocity(); |
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281 | m_interpolationAngularVelocity = getAngularVelocity(); |
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282 | m_worldTransform = xform; |
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283 | updateInertiaTensor(); |
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284 | } |
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285 | |
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286 | |
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287 | bool btRigidBody::checkCollideWithOverride(btCollisionObject* co) |
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288 | { |
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289 | btRigidBody* otherRb = btRigidBody::upcast(co); |
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290 | if (!otherRb) |
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291 | return true; |
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292 | |
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293 | for (int i = 0; i < m_constraintRefs.size(); ++i) |
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294 | { |
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295 | btTypedConstraint* c = m_constraintRefs[i]; |
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296 | if (&c->getRigidBodyA() == otherRb || &c->getRigidBodyB() == otherRb) |
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297 | return false; |
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298 | } |
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299 | |
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300 | return true; |
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301 | } |
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302 | |
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303 | void btRigidBody::addConstraintRef(btTypedConstraint* c) |
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304 | { |
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305 | int index = m_constraintRefs.findLinearSearch(c); |
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306 | if (index == m_constraintRefs.size()) |
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307 | m_constraintRefs.push_back(c); |
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308 | |
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309 | m_checkCollideWith = true; |
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310 | } |
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311 | |
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312 | void btRigidBody::removeConstraintRef(btTypedConstraint* c) |
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313 | { |
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314 | m_constraintRefs.remove(c); |
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315 | m_checkCollideWith = m_constraintRefs.size() > 0; |
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316 | } |
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