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btContinuousDynamicsWorld.cpp

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2007 Erwin Coumans  http://continuousphysics.com/Bullet/

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, 
including commercial applications, and to alter it and redistribute it freely, 
subject to the following restrictions:

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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/


#include "btContinuousDynamicsWorld.h"
#include "LinearMath/btQuickprof.h"

//collision detection
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"

//rigidbody & constraints
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"



#include <stdio.h>

btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
{
}

btContinuousDynamicsWorld::~btContinuousDynamicsWorld()
{
}

      
00046 void  btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep)
{
      
      startProfiling(timeStep);
      

      ///update aabbs information
      updateAabbs();
      //static int frame=0;
//    printf("frame %d\n",frame++);

      ///apply gravity, predict motion
      predictUnconstraintMotion(timeStep);

      btDispatcherInfo& dispatchInfo = getDispatchInfo();

      dispatchInfo.m_timeStep = timeStep;
      dispatchInfo.m_stepCount = 0;
      dispatchInfo.m_debugDraw = getDebugDrawer();

      ///perform collision detection
      performDiscreteCollisionDetection();

      calculateSimulationIslands();

      
      getSolverInfo().m_timeStep = timeStep;
      


      ///solve contact and other joint constraints
      solveConstraints(getSolverInfo());
      
      ///CallbackTriggers();
      calculateTimeOfImpacts(timeStep);

      btScalar toi = dispatchInfo.m_timeOfImpact;
//    if (toi < 1.f)
//          printf("toi = %f\n",toi);
      if (toi < 0.f)
            printf("toi = %f\n",toi);


      ///integrate transforms
      integrateTransforms(timeStep * toi);

      ///update vehicle simulation
      updateVehicles(timeStep);


      updateActivationState( timeStep );
      
      if(0 != m_internalTickCallback) {
            (*m_internalTickCallback)(this, timeStep);
      }
}

00103 void  btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
{
            ///these should be 'temporal' aabbs!
            updateTemporalAabbs(timeStep);
            
            ///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually.
            ///so we handle the case moving versus static properly, and we cheat for moving versus moving
            btScalar toi = 1.f;
            
      
            btDispatcherInfo& dispatchInfo = getDispatchInfo();
            dispatchInfo.m_timeStep = timeStep;
            dispatchInfo.m_timeOfImpact = 1.f;
            dispatchInfo.m_stepCount = 0;
            dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS;

            ///calculate time of impact for overlapping pairs


            btDispatcher* dispatcher = getDispatcher();
            if (dispatcher)
                  dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);

            toi = dispatchInfo.m_timeOfImpact;

            dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;

}

void  btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
{

      btVector3 temporalAabbMin,temporalAabbMax;

      for ( int i=0;i<m_collisionObjects.size();i++)
      {
            btCollisionObject* colObj = m_collisionObjects[i];
            
            btRigidBody* body = btRigidBody::upcast(colObj);
            if (body)
            {
                  body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
                  const btVector3& linvel = body->getLinearVelocity();

                  //make the AABB temporal
                  btScalar temporalAabbMaxx = temporalAabbMax.getX();
                  btScalar temporalAabbMaxy = temporalAabbMax.getY();
                  btScalar temporalAabbMaxz = temporalAabbMax.getZ();
                  btScalar temporalAabbMinx = temporalAabbMin.getX();
                  btScalar temporalAabbMiny = temporalAabbMin.getY();
                  btScalar temporalAabbMinz = temporalAabbMin.getZ();

                  // add linear motion
                  btVector3 linMotion = linvel*timeStep;
            
                  if (linMotion.x() > 0.f)
                        temporalAabbMaxx += linMotion.x(); 
                  else
                        temporalAabbMinx += linMotion.x();
                  if (linMotion.y() > 0.f)
                        temporalAabbMaxy += linMotion.y(); 
                  else
                        temporalAabbMiny += linMotion.y();
                  if (linMotion.z() > 0.f)
                        temporalAabbMaxz += linMotion.z(); 
                  else
                        temporalAabbMinz += linMotion.z();

                  //add conservative angular motion
                  btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep;
                  btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
                  temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
                  temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);

                  temporalAabbMin -= angularMotion3d;
                  temporalAabbMax += angularMotion3d;

                  m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1);
            }
      }

      //update aabb (of all moved objects)

      m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
      


}




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