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source: code/branches/toonshader/src/bullet/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp @ 8119

Last change on this file since 8119 was 2882, checked in by rgrieder, 16 years ago

Update from Bullet 2.73 to 2.74.

  • 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        updateActions(timeStep);
94
95        updateActivationState( timeStep );
96       
97        if(0 != m_internalTickCallback) {
98                (*m_internalTickCallback)(this, timeStep);
99        }
100}
101
102void    btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
103{
104                ///these should be 'temporal' aabbs!
105                updateTemporalAabbs(timeStep);
106               
107                ///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually.
108                ///so we handle the case moving versus static properly, and we cheat for moving versus moving
109                btScalar toi = 1.f;
110               
111       
112                btDispatcherInfo& dispatchInfo = getDispatchInfo();
113                dispatchInfo.m_timeStep = timeStep;
114                dispatchInfo.m_timeOfImpact = 1.f;
115                dispatchInfo.m_stepCount = 0;
116                dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS;
117
118                ///calculate time of impact for overlapping pairs
119
120
121                btDispatcher* dispatcher = getDispatcher();
122                if (dispatcher)
123                        dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
124
125                toi = dispatchInfo.m_timeOfImpact;
126
127                dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
128
129}
130
131void    btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
132{
133
134        btVector3 temporalAabbMin,temporalAabbMax;
135
136        for ( int i=0;i<m_collisionObjects.size();i++)
137        {
138                btCollisionObject* colObj = m_collisionObjects[i];
139               
140                btRigidBody* body = btRigidBody::upcast(colObj);
141                if (body)
142                {
143                        body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
144                        const btVector3& linvel = body->getLinearVelocity();
145
146                        //make the AABB temporal
147                        btScalar temporalAabbMaxx = temporalAabbMax.getX();
148                        btScalar temporalAabbMaxy = temporalAabbMax.getY();
149                        btScalar temporalAabbMaxz = temporalAabbMax.getZ();
150                        btScalar temporalAabbMinx = temporalAabbMin.getX();
151                        btScalar temporalAabbMiny = temporalAabbMin.getY();
152                        btScalar temporalAabbMinz = temporalAabbMin.getZ();
153
154                        // add linear motion
155                        btVector3 linMotion = linvel*timeStep;
156               
157                        if (linMotion.x() > 0.f)
158                                temporalAabbMaxx += linMotion.x(); 
159                        else
160                                temporalAabbMinx += linMotion.x();
161                        if (linMotion.y() > 0.f)
162                                temporalAabbMaxy += linMotion.y(); 
163                        else
164                                temporalAabbMiny += linMotion.y();
165                        if (linMotion.z() > 0.f)
166                                temporalAabbMaxz += linMotion.z(); 
167                        else
168                                temporalAabbMinz += linMotion.z();
169
170                        //add conservative angular motion
171                        btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep;
172                        btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
173                        temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
174                        temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);
175
176                        temporalAabbMin -= angularMotion3d;
177                        temporalAabbMax += angularMotion3d;
178
179                        m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1);
180                }
181        }
182
183        //update aabb (of all moved objects)
184
185        m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
186       
187
188
189}
190
191
192
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