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 "btSimpleDynamicsWorld.h" |
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17 | #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" |
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18 | #include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" |
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19 | #include "BulletCollision/CollisionShapes/btCollisionShape.h" |
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20 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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21 | #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" |
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22 | #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" |
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23 | |
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24 | |
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25 | /* |
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26 | Make sure this dummy function never changes so that it |
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27 | can be used by probes that are checking whether the |
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28 | library is actually installed. |
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29 | */ |
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30 | extern "C" |
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31 | { |
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32 | void btBulletDynamicsProbe (); |
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33 | void btBulletDynamicsProbe () {} |
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34 | } |
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35 | |
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36 | |
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37 | |
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38 | |
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39 | btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration) |
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40 | :btDynamicsWorld(dispatcher,pairCache,collisionConfiguration), |
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41 | m_constraintSolver(constraintSolver), |
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42 | m_ownsConstraintSolver(false), |
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43 | m_gravity(0,0,-10) |
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44 | { |
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45 | |
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46 | } |
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47 | |
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48 | |
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49 | btSimpleDynamicsWorld::~btSimpleDynamicsWorld() |
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50 | { |
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51 | if (m_ownsConstraintSolver) |
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52 | btAlignedFree( m_constraintSolver); |
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53 | } |
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54 | |
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55 | int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep) |
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56 | { |
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57 | (void)fixedTimeStep; |
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58 | (void)maxSubSteps; |
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59 | |
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60 | |
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61 | ///apply gravity, predict motion |
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62 | predictUnconstraintMotion(timeStep); |
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63 | |
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64 | btDispatcherInfo& dispatchInfo = getDispatchInfo(); |
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65 | dispatchInfo.m_timeStep = timeStep; |
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66 | dispatchInfo.m_stepCount = 0; |
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67 | dispatchInfo.m_debugDraw = getDebugDrawer(); |
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68 | |
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69 | ///perform collision detection |
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70 | performDiscreteCollisionDetection(); |
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71 | |
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72 | ///solve contact constraints |
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73 | int numManifolds = m_dispatcher1->getNumManifolds(); |
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74 | if (numManifolds) |
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75 | { |
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76 | btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer(); |
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77 | |
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78 | btContactSolverInfo infoGlobal; |
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79 | infoGlobal.m_timeStep = timeStep; |
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80 | m_constraintSolver->prepareSolve(0,numManifolds); |
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81 | m_constraintSolver->solveGroup(&getCollisionObjectArray()[0],getNumCollisionObjects(),manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_stackAlloc,m_dispatcher1); |
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82 | m_constraintSolver->allSolved(infoGlobal,m_debugDrawer, m_stackAlloc); |
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83 | } |
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84 | |
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85 | ///integrate transforms |
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86 | integrateTransforms(timeStep); |
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87 | |
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88 | updateAabbs(); |
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89 | |
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90 | synchronizeMotionStates(); |
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91 | |
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92 | clearForces(); |
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93 | |
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94 | return 1; |
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95 | |
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96 | } |
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97 | |
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98 | void btSimpleDynamicsWorld::clearForces() |
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99 | { |
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100 | ///@todo: iterate over awake simulation islands! |
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101 | for ( int i=0;i<m_collisionObjects.size();i++) |
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102 | { |
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103 | btCollisionObject* colObj = m_collisionObjects[i]; |
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104 | |
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105 | btRigidBody* body = btRigidBody::upcast(colObj); |
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106 | if (body) |
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107 | { |
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108 | body->clearForces(); |
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109 | } |
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110 | } |
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111 | } |
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112 | |
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113 | |
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114 | void btSimpleDynamicsWorld::setGravity(const btVector3& gravity) |
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115 | { |
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116 | m_gravity = gravity; |
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117 | for ( int i=0;i<m_collisionObjects.size();i++) |
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118 | { |
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119 | btCollisionObject* colObj = m_collisionObjects[i]; |
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120 | btRigidBody* body = btRigidBody::upcast(colObj); |
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121 | if (body) |
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122 | { |
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123 | body->setGravity(gravity); |
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124 | } |
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125 | } |
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126 | } |
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127 | |
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128 | btVector3 btSimpleDynamicsWorld::getGravity () const |
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129 | { |
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130 | return m_gravity; |
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131 | } |
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132 | |
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133 | void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body) |
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134 | { |
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135 | btCollisionWorld::removeCollisionObject(body); |
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136 | } |
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137 | |
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138 | void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject) |
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139 | { |
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140 | btRigidBody* body = btRigidBody::upcast(collisionObject); |
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141 | if (body) |
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142 | removeRigidBody(body); |
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143 | else |
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144 | btCollisionWorld::removeCollisionObject(collisionObject); |
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145 | } |
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146 | |
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147 | |
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148 | void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body) |
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149 | { |
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150 | body->setGravity(m_gravity); |
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151 | |
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152 | if (body->getCollisionShape()) |
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153 | { |
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154 | addCollisionObject(body); |
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155 | } |
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156 | } |
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157 | |
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158 | void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, short group, short mask) |
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159 | { |
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160 | body->setGravity(m_gravity); |
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161 | |
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162 | if (body->getCollisionShape()) |
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163 | { |
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164 | addCollisionObject(body,group,mask); |
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165 | } |
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166 | } |
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167 | |
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168 | |
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169 | void btSimpleDynamicsWorld::debugDrawWorld() |
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170 | { |
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171 | |
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172 | } |
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173 | |
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174 | void btSimpleDynamicsWorld::addAction(btActionInterface* action) |
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175 | { |
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176 | |
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177 | } |
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178 | |
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179 | void btSimpleDynamicsWorld::removeAction(btActionInterface* action) |
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180 | { |
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181 | |
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182 | } |
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183 | |
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184 | |
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185 | void btSimpleDynamicsWorld::updateAabbs() |
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186 | { |
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187 | btTransform predictedTrans; |
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188 | for ( int i=0;i<m_collisionObjects.size();i++) |
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189 | { |
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190 | btCollisionObject* colObj = m_collisionObjects[i]; |
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191 | btRigidBody* body = btRigidBody::upcast(colObj); |
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192 | if (body) |
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193 | { |
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194 | if (body->isActive() && (!body->isStaticObject())) |
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195 | { |
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196 | btVector3 minAabb,maxAabb; |
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197 | colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb); |
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198 | btBroadphaseInterface* bp = getBroadphase(); |
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199 | bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1); |
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200 | } |
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201 | } |
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202 | } |
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203 | } |
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204 | |
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205 | void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep) |
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206 | { |
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207 | btTransform predictedTrans; |
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208 | for ( int i=0;i<m_collisionObjects.size();i++) |
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209 | { |
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210 | btCollisionObject* colObj = m_collisionObjects[i]; |
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211 | btRigidBody* body = btRigidBody::upcast(colObj); |
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212 | if (body) |
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213 | { |
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214 | if (body->isActive() && (!body->isStaticObject())) |
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215 | { |
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216 | body->predictIntegratedTransform(timeStep, predictedTrans); |
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217 | body->proceedToTransform( predictedTrans); |
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218 | } |
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219 | } |
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220 | } |
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221 | } |
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222 | |
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223 | |
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224 | |
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225 | void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep) |
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226 | { |
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227 | for ( int i=0;i<m_collisionObjects.size();i++) |
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228 | { |
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229 | btCollisionObject* colObj = m_collisionObjects[i]; |
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230 | btRigidBody* body = btRigidBody::upcast(colObj); |
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231 | if (body) |
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232 | { |
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233 | if (!body->isStaticObject()) |
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234 | { |
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235 | if (body->isActive()) |
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236 | { |
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237 | body->applyGravity(); |
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238 | body->integrateVelocities( timeStep); |
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239 | body->applyDamping(timeStep); |
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240 | body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform()); |
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241 | } |
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242 | } |
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243 | } |
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244 | } |
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245 | } |
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246 | |
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247 | |
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248 | void btSimpleDynamicsWorld::synchronizeMotionStates() |
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249 | { |
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250 | ///@todo: iterate over awake simulation islands! |
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251 | for ( int i=0;i<m_collisionObjects.size();i++) |
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252 | { |
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253 | btCollisionObject* colObj = m_collisionObjects[i]; |
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254 | btRigidBody* body = btRigidBody::upcast(colObj); |
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255 | if (body && body->getMotionState()) |
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256 | { |
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257 | if (body->getActivationState() != ISLAND_SLEEPING) |
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258 | { |
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259 | body->getMotionState()->setWorldTransform(body->getWorldTransform()); |
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260 | } |
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261 | } |
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262 | } |
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263 | |
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264 | } |
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265 | |
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266 | |
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267 | void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver) |
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268 | { |
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269 | if (m_ownsConstraintSolver) |
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270 | { |
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271 | btAlignedFree(m_constraintSolver); |
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272 | } |
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273 | m_ownsConstraintSolver = false; |
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274 | m_constraintSolver = solver; |
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275 | } |
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276 | |
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277 | btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver() |
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278 | { |
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279 | return m_constraintSolver; |
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280 | } |
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