upgrade to latest Bullet trunk, fix related to vehicle anti-roll, added constraint visualization.
This commit doesn't add new functionality, but more updates are planned before Blender 2.49 release.
This commit is contained in:
@@ -76,8 +76,8 @@ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(
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__m128 upperMinApplied = _mm_sub_ps(upperLimit1,cpAppliedImp);
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deltaImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, deltaImpulse), _mm_andnot_ps(resultUpperLess, upperMinApplied) );
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c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultUpperLess, c.m_appliedImpulse), _mm_andnot_ps(resultUpperLess, upperLimit1) );
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__m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,_mm_set1_ps(body1.m_invMass));
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__m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,_mm_set1_ps(body2.m_invMass));
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__m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.m_invMass.mVec128);
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__m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.m_invMass.mVec128);
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__m128 impulseMagnitude = deltaImpulse;
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body1.m_deltaLinearVelocity.mVec128 = _mm_add_ps(body1.m_deltaLinearVelocity.mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
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body1.m_deltaAngularVelocity.mVec128 = _mm_add_ps(body1.m_deltaAngularVelocity.mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
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@@ -114,9 +114,7 @@ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(
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{
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c.m_appliedImpulse = sum;
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}
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if (body1.m_invMass)
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body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse);
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if (body2.m_invMass)
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body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse);
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}
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@@ -138,8 +136,8 @@ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(
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__m128 lowMinApplied = _mm_sub_ps(lowerLimit1,cpAppliedImp);
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deltaImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowMinApplied), _mm_andnot_ps(resultLowerLess, deltaImpulse) );
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c.m_appliedImpulse = _mm_or_ps( _mm_and_ps(resultLowerLess, lowerLimit1), _mm_andnot_ps(resultLowerLess, sum) );
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__m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,_mm_set1_ps(body1.m_invMass));
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__m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,_mm_set1_ps(body2.m_invMass));
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__m128 linearComponentA = _mm_mul_ps(c.m_contactNormal.mVec128,body1.m_invMass.mVec128);
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__m128 linearComponentB = _mm_mul_ps((c.m_contactNormal).mVec128,body2.m_invMass.mVec128);
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__m128 impulseMagnitude = deltaImpulse;
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body1.m_deltaLinearVelocity.mVec128 = _mm_add_ps(body1.m_deltaLinearVelocity.mVec128,_mm_mul_ps(linearComponentA,impulseMagnitude));
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body1.m_deltaAngularVelocity.mVec128 = _mm_add_ps(body1.m_deltaAngularVelocity.mVec128 ,_mm_mul_ps(c.m_angularComponentA.mVec128,impulseMagnitude));
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@@ -169,10 +167,8 @@ void btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGenericSIMD(
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{
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c.m_appliedImpulse = sum;
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}
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if (body1.m_invMass)
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body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse);
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if (body2.m_invMass)
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body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse);
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body1.applyImpulse(c.m_contactNormal*body1.m_invMass,c.m_angularComponentA,deltaImpulse);
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body2.applyImpulse(-c.m_contactNormal*body2.m_invMass,c.m_angularComponentB,deltaImpulse);
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}
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@@ -224,14 +220,14 @@ void btSequentialImpulseConstraintSolver::initSolverBody(btSolverBody* solverBod
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if (rb)
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{
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solverBody->m_invMass = rb->getInvMass();
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solverBody->m_invMass = btVector3(rb->getInvMass(),rb->getInvMass(),rb->getInvMass())*rb->getLinearFactor();
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solverBody->m_originalBody = rb;
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solverBody->m_angularFactor = rb->getAngularFactor();
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} else
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{
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solverBody->m_invMass = 0.f;
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solverBody->m_invMass.setValue(0,0,0);
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solverBody->m_originalBody = 0;
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solverBody->m_angularFactor = 1.f;
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solverBody->m_angularFactor.setValue(1,1,1);
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}
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}
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@@ -394,6 +390,10 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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solverBodyIdB = getOrInitSolverBody(*colObj1);
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}
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///avoid collision response between two static objects
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if (!solverBodyIdA && !solverBodyIdB)
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return;
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btVector3 rel_pos1;
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btVector3 rel_pos2;
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btScalar relaxation;
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@@ -490,13 +490,13 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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///warm starting (or zero if disabled)
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if (infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
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if (0)//infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING)
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{
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solverConstraint.m_appliedImpulse = cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor;
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if (rb0)
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(solverConstraint.m_contactNormal*rb0->getInvMass()*rb0->getLinearFactor(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse);
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if (rb1)
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass(),-solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse);
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(solverConstraint.m_contactNormal*rb1->getInvMass()*rb1->getLinearFactor(),-solverConstraint.m_angularComponentB,-solverConstraint.m_appliedImpulse);
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} else
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{
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solverConstraint.m_appliedImpulse = 0.f;
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@@ -583,9 +583,9 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m
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{
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frictionConstraint1.m_appliedImpulse = cp.m_appliedImpulseLateral1 * infoGlobal.m_warmstartingFactor;
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if (rb0)
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse);
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA].applyImpulse(frictionConstraint1.m_contactNormal*rb0->getInvMass()*rb0->getLinearFactor(),frictionConstraint1.m_angularComponentA,frictionConstraint1.m_appliedImpulse);
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if (rb1)
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass(),-frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse);
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m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB].applyImpulse(frictionConstraint1.m_contactNormal*rb1->getInvMass()*rb1->getLinearFactor(),-frictionConstraint1.m_angularComponentB,-frictionConstraint1.m_appliedImpulse);
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} else
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{
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frictionConstraint1.m_appliedImpulse = 0.f;
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@@ -24,10 +24,7 @@ class btIDebugDraw;
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///The btSequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
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///The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
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///Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
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///Applies impulses for combined restitution and penetration recovery and to simulate friction
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///The btSequentialImpulseConstraintSolver is a fast SIMD implementation of the Projected Gauss Seidel (iterative LCP) method.
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class btSequentialImpulseConstraintSolver : public btConstraintSolver
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{
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protected:
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@@ -110,8 +110,8 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverBody
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btVector3 m_deltaLinearVelocity;
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btVector3 m_deltaAngularVelocity;
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btScalar m_angularFactor;
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btScalar m_invMass;
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btVector3 m_angularFactor;
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btVector3 m_invMass;
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btScalar m_friction;
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btRigidBody* m_originalBody;
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btVector3 m_pushVelocity;
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@@ -162,7 +162,7 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverBody
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void writebackVelocity(btScalar timeStep=0)
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{
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if (m_invMass)
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if (m_originalBody)
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{
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m_originalBody->setLinearVelocity(m_originalBody->getLinearVelocity()+m_deltaLinearVelocity);
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m_originalBody->setAngularVelocity(m_originalBody->getAngularVelocity()+m_deltaAngularVelocity);
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@@ -30,7 +30,6 @@ enum btTypedConstraintType
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HINGE_CONSTRAINT_TYPE,
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CONETWIST_CONSTRAINT_TYPE,
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D6_CONSTRAINT_TYPE,
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VEHICLE_CONSTRAINT_TYPE,
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SLIDER_CONSTRAINT_TYPE
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};
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39
extern/bullet2/src/BulletDynamics/Dynamics/btActionInterface.h
vendored
Normal file
39
extern/bullet2/src/BulletDynamics/Dynamics/btActionInterface.h
vendored
Normal file
@@ -0,0 +1,39 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef _BT_ACTION_INTERFACE_H
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#define _BT_ACTION_INTERFACE_H
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class btIDebugDraw;
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class btCollisionWorld;
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#include "LinearMath/btScalar.h"
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///Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWorld
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class btActionInterface
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{
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public:
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virtual ~btActionInterface()
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{
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}
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virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTimeStep)=0;
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virtual void debugDraw(btIDebugDraw* debugDrawer) = 0;
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};
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#endif //_BT_ACTION_INTERFACE_H
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@@ -90,8 +90,7 @@ void btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep)
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integrateTransforms(timeStep * toi);
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///update vehicle simulation
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updateVehicles(timeStep);
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updateActions(timeStep);
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updateActivationState( timeStep );
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@@ -51,17 +51,7 @@ subject to the following restrictions:
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#include "LinearMath/btIDebugDraw.h"
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//vehicle
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#include "BulletDynamics/Vehicle/btRaycastVehicle.h"
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#include "BulletDynamics/Vehicle/btVehicleRaycaster.h"
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#include "BulletDynamics/Vehicle/btWheelInfo.h"
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#ifdef USE_CHARACTER
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//character
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#include "BulletDynamics/Character/btCharacterControllerInterface.h"
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#endif //USE_CHARACTER
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletDynamics/Dynamics/btActionInterface.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btMotionState.h"
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@@ -214,32 +204,11 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
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}
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for ( i=0;i<this->m_vehicles.size();i++)
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if (getDebugDrawer() && getDebugDrawer()->getDebugMode())
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{
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for (int v=0;v<m_vehicles[i]->getNumWheels();v++)
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for (i=0;i<m_actions.size();i++)
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{
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btVector3 wheelColor(0,255,255);
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if (m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_isInContact)
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{
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wheelColor.setValue(0,0,255);
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} else
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{
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wheelColor.setValue(255,0,255);
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}
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btVector3 wheelPosWS = m_vehicles[i]->getWheelInfo(v).m_worldTransform.getOrigin();
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btVector3 axle = btVector3(
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m_vehicles[i]->getWheelInfo(v).m_worldTransform.getBasis()[0][m_vehicles[i]->getRightAxis()],
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m_vehicles[i]->getWheelInfo(v).m_worldTransform.getBasis()[1][m_vehicles[i]->getRightAxis()],
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m_vehicles[i]->getWheelInfo(v).m_worldTransform.getBasis()[2][m_vehicles[i]->getRightAxis()]);
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//m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_wheelAxleWS
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//debug wheels (cylinders)
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m_debugDrawer->drawLine(wheelPosWS,wheelPosWS+axle,wheelColor);
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m_debugDrawer->drawLine(wheelPosWS,m_vehicles[i]->getWheelInfo(v).m_raycastInfo.m_contactPointWS,wheelColor);
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m_actions[i]->debugDraw(m_debugDrawer);
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}
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}
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}
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@@ -311,7 +280,7 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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synchronizeSingleMotionState(body);
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}
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}
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/*
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if (getDebugDrawer() && getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawWireframe)
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{
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for ( int i=0;i<this->m_vehicles.size();i++)
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@@ -323,6 +292,8 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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}
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}
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}
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*/
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}
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@@ -428,10 +399,8 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
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integrateTransforms(timeStep);
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///update vehicle simulation
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updateVehicles(timeStep);
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updateActions(timeStep);
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updateCharacters(timeStep);
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updateActivationState( timeStep );
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if(0 != m_internalTickCallback) {
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@@ -495,31 +464,15 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, short group, short
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}
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void btDiscreteDynamicsWorld::updateVehicles(btScalar timeStep)
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void btDiscreteDynamicsWorld::updateActions(btScalar timeStep)
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{
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BT_PROFILE("updateVehicles");
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BT_PROFILE("updateActions");
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for ( int i=0;i<m_vehicles.size();i++)
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for ( int i=0;i<m_actions.size();i++)
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{
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btRaycastVehicle* vehicle = m_vehicles[i];
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vehicle->updateVehicle( timeStep);
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m_actions[i]->updateAction( this, timeStep);
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}
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}
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void btDiscreteDynamicsWorld::updateCharacters(btScalar timeStep)
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{
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#ifdef USE_CHARACTER
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BT_PROFILE("updateCharacters");
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for ( int i=0;i<m_characters.size();i++)
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{
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btCharacterControllerInterface* character = m_characters[i];
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character->preStep (this);
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character->playerStep (this,timeStep);
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}
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#endif //USE_CHARACTER
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}
|
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|
||||
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void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
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@@ -576,28 +529,35 @@ void btDiscreteDynamicsWorld::removeConstraint(btTypedConstraint* constraint)
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constraint->getRigidBodyB().removeConstraintRef(constraint);
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}
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void btDiscreteDynamicsWorld::addVehicle(btRaycastVehicle* vehicle)
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void btDiscreteDynamicsWorld::addAction(btActionInterface* action)
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{
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m_vehicles.push_back(vehicle);
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m_actions.push_back(action);
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}
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|
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void btDiscreteDynamicsWorld::removeVehicle(btRaycastVehicle* vehicle)
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void btDiscreteDynamicsWorld::removeAction(btActionInterface* action)
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{
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m_vehicles.remove(vehicle);
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m_actions.remove(action);
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}
|
||||
|
||||
void btDiscreteDynamicsWorld::addCharacter(btCharacterControllerInterface* character)
|
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void btDiscreteDynamicsWorld::addVehicle(btActionInterface* vehicle)
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{
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#ifdef USE_CHARACTER
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m_characters.push_back(character);
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#endif //USE_CHARACTER
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addAction(vehicle);
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}
|
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|
||||
void btDiscreteDynamicsWorld::removeCharacter(btCharacterControllerInterface* character)
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void btDiscreteDynamicsWorld::removeVehicle(btActionInterface* vehicle)
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{
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#ifdef USE_CHARACTER
|
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m_characters.remove(character);
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#endif //USE_CHARACTER
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removeAction(vehicle);
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}
|
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|
||||
void btDiscreteDynamicsWorld::addCharacter(btActionInterface* character)
|
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{
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addAction(character);
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}
|
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|
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void btDiscreteDynamicsWorld::removeCharacter(btActionInterface* character)
|
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{
|
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removeAction(character);
|
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}
|
||||
|
||||
|
||||
|
@@ -23,10 +23,8 @@ class btOverlappingPairCache;
|
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class btConstraintSolver;
|
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class btSimulationIslandManager;
|
||||
class btTypedConstraint;
|
||||
class btActionInterface;
|
||||
|
||||
|
||||
class btRaycastVehicle;
|
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class btCharacterControllerInterface;
|
||||
class btIDebugDraw;
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
|
||||
@@ -52,12 +50,8 @@ protected:
|
||||
bool m_ownsIslandManager;
|
||||
bool m_ownsConstraintSolver;
|
||||
|
||||
btAlignedObjectArray<btActionInterface*> m_actions;
|
||||
|
||||
btAlignedObjectArray<btRaycastVehicle*> m_vehicles;
|
||||
|
||||
btAlignedObjectArray<btCharacterControllerInterface*> m_characters;
|
||||
|
||||
|
||||
int m_profileTimings;
|
||||
|
||||
virtual void predictUnconstraintMotion(btScalar timeStep);
|
||||
@@ -70,9 +64,7 @@ protected:
|
||||
|
||||
void updateActivationState(btScalar timeStep);
|
||||
|
||||
void updateVehicles(btScalar timeStep);
|
||||
|
||||
void updateCharacters(btScalar timeStep);
|
||||
void updateActions(btScalar timeStep);
|
||||
|
||||
void startProfiling(btScalar timeStep);
|
||||
|
||||
@@ -105,15 +97,10 @@ public:
|
||||
|
||||
virtual void removeConstraint(btTypedConstraint* constraint);
|
||||
|
||||
virtual void addVehicle(btRaycastVehicle* vehicle);
|
||||
virtual void addAction(btActionInterface*);
|
||||
|
||||
virtual void removeVehicle(btRaycastVehicle* vehicle);
|
||||
virtual void removeAction(btActionInterface*);
|
||||
|
||||
virtual void addCharacter(btCharacterControllerInterface* character);
|
||||
|
||||
virtual void removeCharacter(btCharacterControllerInterface* character);
|
||||
|
||||
|
||||
btSimulationIslandManager* getSimulationIslandManager()
|
||||
{
|
||||
return m_islandManager;
|
||||
@@ -130,6 +117,7 @@ public:
|
||||
}
|
||||
|
||||
virtual void setGravity(const btVector3& gravity);
|
||||
|
||||
virtual btVector3 getGravity () const;
|
||||
|
||||
virtual void addRigidBody(btRigidBody* body);
|
||||
@@ -171,6 +159,21 @@ public:
|
||||
(void) numTasks;
|
||||
}
|
||||
|
||||
///obsolete, use updateActions instead
|
||||
virtual void updateVehicles(btScalar timeStep)
|
||||
{
|
||||
updateActions(timeStep);
|
||||
}
|
||||
|
||||
///obsolete, use addAction instead
|
||||
virtual void addVehicle(btActionInterface* vehicle);
|
||||
///obsolete, use removeAction instead
|
||||
virtual void removeVehicle(btActionInterface* vehicle);
|
||||
///obsolete, use addAction instead
|
||||
virtual void addCharacter(btActionInterface* character);
|
||||
///obsolete, use removeAction instead
|
||||
virtual void removeCharacter(btActionInterface* character);
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_DISCRETE_DYNAMICS_WORLD_H
|
||||
|
@@ -20,10 +20,10 @@ subject to the following restrictions:
|
||||
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
|
||||
|
||||
class btTypedConstraint;
|
||||
class btRaycastVehicle;
|
||||
class btActionInterface;
|
||||
class btConstraintSolver;
|
||||
class btDynamicsWorld;
|
||||
class btCharacterControllerInterface;
|
||||
|
||||
|
||||
/// Type for the callback for each tick
|
||||
typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
|
||||
@@ -72,14 +72,9 @@ public:
|
||||
|
||||
virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
|
||||
|
||||
virtual void addVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
|
||||
|
||||
virtual void removeVehicle(btRaycastVehicle* vehicle) {(void)vehicle;}
|
||||
|
||||
virtual void addCharacter(btCharacterControllerInterface* character) {(void)character;}
|
||||
|
||||
virtual void removeCharacter(btCharacterControllerInterface* character) {(void)character;}
|
||||
virtual void addAction(btActionInterface* action) = 0;
|
||||
|
||||
virtual void removeAction(btActionInterface* action) = 0;
|
||||
|
||||
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
|
||||
//existing rigidbodies in the world get gravity assigned too, during this method
|
||||
@@ -129,6 +124,16 @@ public:
|
||||
}
|
||||
|
||||
|
||||
///obsolete, use addAction instead.
|
||||
virtual void addVehicle(btActionInterface* vehicle) {(void)vehicle;}
|
||||
///obsolete, use removeAction instead
|
||||
virtual void removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
|
||||
///obsolete, use addAction instead.
|
||||
virtual void addCharacter(btActionInterface* character) {(void)character;}
|
||||
///obsolete, use removeAction instead
|
||||
virtual void removeCharacter(btActionInterface* character) {(void)character;}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif //BT_DYNAMICS_WORLD_H
|
||||
|
@@ -44,7 +44,8 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
|
||||
|
||||
m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
|
||||
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
|
||||
m_angularFactor = btScalar(1.);
|
||||
m_angularFactor.setValue(1,1,1);
|
||||
m_linearFactor.setValue(1,1,1);
|
||||
m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
|
||||
m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
|
||||
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
|
||||
|
@@ -45,7 +45,8 @@ class btRigidBody : public btCollisionObject
|
||||
btVector3 m_linearVelocity;
|
||||
btVector3 m_angularVelocity;
|
||||
btScalar m_inverseMass;
|
||||
btScalar m_angularFactor;
|
||||
btVector3 m_angularFactor;
|
||||
btVector3 m_linearFactor;
|
||||
|
||||
btVector3 m_gravity;
|
||||
btVector3 m_gravity_acceleration;
|
||||
@@ -219,6 +220,14 @@ public:
|
||||
|
||||
void setMassProps(btScalar mass, const btVector3& inertia);
|
||||
|
||||
const btVector3& getLinearFactor() const
|
||||
{
|
||||
return m_linearFactor;
|
||||
}
|
||||
void setLinearFactor(const btVector3& linearFactor)
|
||||
{
|
||||
m_linearFactor = linearFactor;
|
||||
}
|
||||
btScalar getInvMass() const { return m_inverseMass; }
|
||||
const btMatrix3x3& getInvInertiaTensorWorld() const {
|
||||
return m_invInertiaTensorWorld;
|
||||
@@ -230,7 +239,7 @@ public:
|
||||
|
||||
void applyCentralForce(const btVector3& force)
|
||||
{
|
||||
m_totalForce += force;
|
||||
m_totalForce += force*m_linearFactor;
|
||||
}
|
||||
|
||||
const btVector3& getTotalForce()
|
||||
@@ -261,23 +270,23 @@ public:
|
||||
|
||||
void applyTorque(const btVector3& torque)
|
||||
{
|
||||
m_totalTorque += torque;
|
||||
m_totalTorque += torque*m_angularFactor;
|
||||
}
|
||||
|
||||
void applyForce(const btVector3& force, const btVector3& rel_pos)
|
||||
{
|
||||
applyCentralForce(force);
|
||||
applyTorque(rel_pos.cross(force)*m_angularFactor);
|
||||
applyTorque(rel_pos.cross(force*m_linearFactor));
|
||||
}
|
||||
|
||||
void applyCentralImpulse(const btVector3& impulse)
|
||||
{
|
||||
m_linearVelocity += impulse * m_inverseMass;
|
||||
m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
|
||||
}
|
||||
|
||||
void applyTorqueImpulse(const btVector3& torque)
|
||||
{
|
||||
m_angularVelocity += m_invInertiaTensorWorld * torque;
|
||||
m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
|
||||
}
|
||||
|
||||
void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
|
||||
@@ -287,7 +296,7 @@ public:
|
||||
applyCentralImpulse(impulse);
|
||||
if (m_angularFactor)
|
||||
{
|
||||
applyTorqueImpulse(rel_pos.cross(impulse)*m_angularFactor);
|
||||
applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -297,10 +306,10 @@ public:
|
||||
{
|
||||
if (m_inverseMass != btScalar(0.))
|
||||
{
|
||||
m_linearVelocity += linearComponent*impulseMagnitude;
|
||||
m_linearVelocity += linearComponent*m_linearFactor*impulseMagnitude;
|
||||
if (m_angularFactor)
|
||||
{
|
||||
m_angularVelocity += angularComponent*impulseMagnitude*m_angularFactor;
|
||||
m_angularVelocity += angularComponent*m_angularFactor*impulseMagnitude;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -450,11 +459,16 @@ public:
|
||||
int m_contactSolverType;
|
||||
int m_frictionSolverType;
|
||||
|
||||
void setAngularFactor(btScalar angFac)
|
||||
void setAngularFactor(const btVector3& angFac)
|
||||
{
|
||||
m_angularFactor = angFac;
|
||||
}
|
||||
btScalar getAngularFactor() const
|
||||
|
||||
void setAngularFactor(btScalar angFac)
|
||||
{
|
||||
m_angularFactor.setValue(angFac,angFac,angFac);
|
||||
}
|
||||
const btVector3& getAngularFactor() const
|
||||
{
|
||||
return m_angularFactor;
|
||||
}
|
||||
|
@@ -19,15 +19,13 @@
|
||||
#include "btVehicleRaycaster.h"
|
||||
#include "btWheelInfo.h"
|
||||
#include "LinearMath/btMinMax.h"
|
||||
|
||||
|
||||
#include "LinearMath/btIDebugDraw.h"
|
||||
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
|
||||
|
||||
static btRigidBody s_fixedObject( 0,0,0);
|
||||
|
||||
btRaycastVehicle::btRaycastVehicle(const btVehicleTuning& tuning,btRigidBody* chassis, btVehicleRaycaster* raycaster )
|
||||
: btTypedConstraint(VEHICLE_CONSTRAINT_TYPE),
|
||||
m_vehicleRaycaster(raycaster),
|
||||
:m_vehicleRaycaster(raycaster),
|
||||
m_pitchControl(btScalar(0.))
|
||||
{
|
||||
m_chassisBody = chassis;
|
||||
@@ -691,7 +689,7 @@ void btRaycastVehicle::updateFriction(btScalar timeStep)
|
||||
|
||||
btVector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel];
|
||||
|
||||
rel_pos[m_indexForwardAxis] *= wheelInfo.m_rollInfluence;
|
||||
rel_pos[m_indexUpAxis] *= wheelInfo.m_rollInfluence;
|
||||
m_chassisBody->applyImpulse(sideImp,rel_pos);
|
||||
|
||||
//apply friction impulse on the ground
|
||||
@@ -704,6 +702,36 @@ void btRaycastVehicle::updateFriction(btScalar timeStep)
|
||||
}
|
||||
|
||||
|
||||
|
||||
void btRaycastVehicle::debugDraw(btIDebugDraw* debugDrawer)
|
||||
{
|
||||
|
||||
for (int v=0;v<this->getNumWheels();v++)
|
||||
{
|
||||
btVector3 wheelColor(0,255,255);
|
||||
if (getWheelInfo(v).m_raycastInfo.m_isInContact)
|
||||
{
|
||||
wheelColor.setValue(0,0,255);
|
||||
} else
|
||||
{
|
||||
wheelColor.setValue(255,0,255);
|
||||
}
|
||||
|
||||
btVector3 wheelPosWS = getWheelInfo(v).m_worldTransform.getOrigin();
|
||||
|
||||
btVector3 axle = btVector3(
|
||||
getWheelInfo(v).m_worldTransform.getBasis()[0][getRightAxis()],
|
||||
getWheelInfo(v).m_worldTransform.getBasis()[1][getRightAxis()],
|
||||
getWheelInfo(v).m_worldTransform.getBasis()[2][getRightAxis()]);
|
||||
|
||||
//debug wheels (cylinders)
|
||||
debugDrawer->drawLine(wheelPosWS,wheelPosWS+axle,wheelColor);
|
||||
debugDrawer->drawLine(wheelPosWS,getWheelInfo(v).m_raycastInfo.m_contactPointWS,wheelColor);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)
|
||||
{
|
||||
// RayResultCallback& resultCallback;
|
||||
@@ -727,3 +755,4 @@ void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3&
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@@ -17,11 +17,12 @@
|
||||
class btDynamicsWorld;
|
||||
#include "LinearMath/btAlignedObjectArray.h"
|
||||
#include "btWheelInfo.h"
|
||||
#include "BulletDynamics/Dynamics/btActionInterface.h"
|
||||
|
||||
class btVehicleTuning;
|
||||
|
||||
///rayCast vehicle, very special constraint that turn a rigidbody into a vehicle.
|
||||
class btRaycastVehicle : public btTypedConstraint
|
||||
class btRaycastVehicle : public btActionInterface
|
||||
{
|
||||
|
||||
btAlignedObjectArray<btVector3> m_forwardWS;
|
||||
@@ -29,6 +30,11 @@ class btRaycastVehicle : public btTypedConstraint
|
||||
btAlignedObjectArray<btScalar> m_forwardImpulse;
|
||||
btAlignedObjectArray<btScalar> m_sideImpulse;
|
||||
|
||||
int m_userConstraintType;
|
||||
|
||||
int m_userConstraintId;
|
||||
|
||||
|
||||
public:
|
||||
class btVehicleTuning
|
||||
{
|
||||
@@ -73,13 +79,24 @@ public:
|
||||
|
||||
virtual ~btRaycastVehicle() ;
|
||||
|
||||
|
||||
|
||||
///btActionInterface interface
|
||||
virtual void updateAction( btCollisionWorld* collisionWorld, btScalar step)
|
||||
{
|
||||
updateVehicle(step);
|
||||
}
|
||||
|
||||
|
||||
///btActionInterface interface
|
||||
void debugDraw(btIDebugDraw* debugDrawer);
|
||||
|
||||
const btTransform& getChassisWorldTransform() const;
|
||||
|
||||
btScalar rayCast(btWheelInfo& wheel);
|
||||
|
||||
virtual void updateVehicle(btScalar step);
|
||||
|
||||
|
||||
|
||||
void resetSuspension();
|
||||
|
||||
btScalar getSteeringValue(int wheel) const;
|
||||
@@ -175,26 +192,24 @@ public:
|
||||
m_indexForwardAxis = forwardIndex;
|
||||
}
|
||||
|
||||
virtual void buildJacobian()
|
||||
int getUserConstraintType() const
|
||||
{
|
||||
//not yet
|
||||
return m_userConstraintType ;
|
||||
}
|
||||
|
||||
virtual void getInfo1 (btConstraintInfo1* info)
|
||||
void setUserConstraintType(int userConstraintType)
|
||||
{
|
||||
info->m_numConstraintRows = 0;
|
||||
info->nub = 0;
|
||||
m_userConstraintType = userConstraintType;
|
||||
};
|
||||
|
||||
void setUserConstraintId(int uid)
|
||||
{
|
||||
m_userConstraintId = uid;
|
||||
}
|
||||
|
||||
virtual void getInfo2 (btConstraintInfo2* info)
|
||||
int getUserConstraintId() const
|
||||
{
|
||||
btAssert(0);
|
||||
}
|
||||
|
||||
virtual void solveConstraintObsolete(btSolverBody& bodyA,btSolverBody& bodyB,btScalar timeStep)
|
||||
{
|
||||
(void)timeStep;
|
||||
//not yet
|
||||
return m_userConstraintId;
|
||||
}
|
||||
|
||||
|
||||
|
@@ -262,8 +262,8 @@ int maxdirsterid(const T *p,int count,const T &dir,btAlignedObjectArray<int> &al
|
||||
int ma=-1;
|
||||
for(btScalar x = btScalar(0.0) ; x<= btScalar(360.0) ; x+= btScalar(45.0))
|
||||
{
|
||||
btScalar s = sinf(SIMD_RADS_PER_DEG*(x));
|
||||
btScalar c = cosf(SIMD_RADS_PER_DEG*(x));
|
||||
btScalar s = btSin(SIMD_RADS_PER_DEG*(x));
|
||||
btScalar c = btCos(SIMD_RADS_PER_DEG*(x));
|
||||
int mb = maxdirfiltered(p,count,dir+(u*s+v*c)*btScalar(0.025),allow);
|
||||
if(ma==m && mb==m)
|
||||
{
|
||||
@@ -275,8 +275,8 @@ int maxdirsterid(const T *p,int count,const T &dir,btAlignedObjectArray<int> &al
|
||||
int mc = ma;
|
||||
for(btScalar xx = x-btScalar(40.0) ; xx <= x ; xx+= btScalar(5.0))
|
||||
{
|
||||
btScalar s = sinf(SIMD_RADS_PER_DEG*(xx));
|
||||
btScalar c = cosf(SIMD_RADS_PER_DEG*(xx));
|
||||
btScalar s = btSin(SIMD_RADS_PER_DEG*(xx));
|
||||
btScalar c = btCos(SIMD_RADS_PER_DEG*(xx));
|
||||
int md = maxdirfiltered(p,count,dir+(u*s+v*c)*btScalar(0.025),allow);
|
||||
if(mc==m && md==m)
|
||||
{
|
||||
|
@@ -321,7 +321,7 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
|
||||
SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/
|
||||
int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0);
|
||||
if (visualizePhysics)
|
||||
ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText);
|
||||
ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints);
|
||||
|
||||
//todo: get a button in blender ?
|
||||
//disable / enable debug drawing (contact points, aabb's etc)
|
||||
|
@@ -337,6 +337,7 @@ m_ownDispatcher(NULL)
|
||||
|
||||
// m_collisionConfiguration = new btDefaultCollisionConfiguration();
|
||||
m_collisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
|
||||
//m_collisionConfiguration->setConvexConvexMultipointIterations();
|
||||
|
||||
if (!dispatcher)
|
||||
{
|
||||
@@ -356,6 +357,7 @@ m_ownDispatcher(NULL)
|
||||
setSolverType(1);//issues with quickstep and memory allocations
|
||||
// m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
|
||||
m_dynamicsWorld = new btSoftRigidDynamicsWorld(dispatcher,m_broadphase,m_solver,m_collisionConfiguration);
|
||||
//m_dynamicsWorld->getSolverInfo().m_linearSlop = 0.01f;
|
||||
//m_dynamicsWorld->getSolverInfo().m_solverMode= SOLVER_USE_WARMSTARTING + SOLVER_USE_2_FRICTION_DIRECTIONS + SOLVER_RANDMIZE_ORDER + SOLVER_USE_FRICTION_WARMSTARTING;
|
||||
|
||||
m_debugDrawer = 0;
|
||||
|
Reference in New Issue
Block a user