btSimpleDynamicsWorld.cpp 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261
  1. /*
  2. Bullet Continuous Collision Detection and Physics Library
  3. Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
  4. This software is provided 'as-is', without any express or implied warranty.
  5. In no event will the authors be held liable for any damages arising from the use of this software.
  6. Permission is granted to anyone to use this software for any purpose,
  7. including commercial applications, and to alter it and redistribute it freely,
  8. subject to the following restrictions:
  9. 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.
  10. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  11. 3. This notice may not be removed or altered from any source distribution.
  12. */
  13. #include "btSimpleDynamicsWorld.h"
  14. #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
  15. #include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
  16. #include "BulletCollision/CollisionShapes/btCollisionShape.h"
  17. #include "BulletDynamics/Dynamics/btRigidBody.h"
  18. #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
  19. #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
  20. /*
  21. Make sure this dummy function never changes so that it
  22. can be used by probes that are checking whether the
  23. library is actually installed.
  24. */
  25. extern "C"
  26. {
  27. void btBulletDynamicsProbe();
  28. void btBulletDynamicsProbe() {}
  29. }
  30. btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
  31. : btDynamicsWorld(dispatcher, pairCache, collisionConfiguration),
  32. m_constraintSolver(constraintSolver),
  33. m_ownsConstraintSolver(false),
  34. m_gravity(0, 0, -10)
  35. {
  36. }
  37. btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
  38. {
  39. if (m_ownsConstraintSolver)
  40. btAlignedFree(m_constraintSolver);
  41. }
  42. int btSimpleDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
  43. {
  44. (void)fixedTimeStep;
  45. (void)maxSubSteps;
  46. ///apply gravity, predict motion
  47. predictUnconstraintMotion(timeStep);
  48. btDispatcherInfo& dispatchInfo = getDispatchInfo();
  49. dispatchInfo.m_timeStep = timeStep;
  50. dispatchInfo.m_stepCount = 0;
  51. dispatchInfo.m_debugDraw = getDebugDrawer();
  52. ///perform collision detection
  53. performDiscreteCollisionDetection();
  54. ///solve contact constraints
  55. int numManifolds = m_dispatcher1->getNumManifolds();
  56. if (numManifolds)
  57. {
  58. btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
  59. btContactSolverInfo infoGlobal;
  60. infoGlobal.m_timeStep = timeStep;
  61. m_constraintSolver->prepareSolve(0, numManifolds);
  62. m_constraintSolver->solveGroup(&getCollisionObjectArray()[0], getNumCollisionObjects(), manifoldPtr, numManifolds, 0, 0, infoGlobal, m_debugDrawer, m_dispatcher1);
  63. m_constraintSolver->allSolved(infoGlobal, m_debugDrawer);
  64. }
  65. ///integrate transforms
  66. integrateTransforms(timeStep);
  67. updateAabbs();
  68. synchronizeMotionStates();
  69. clearForces();
  70. return 1;
  71. }
  72. void btSimpleDynamicsWorld::clearForces()
  73. {
  74. ///@todo: iterate over awake simulation islands!
  75. for (int i = 0; i < m_collisionObjects.size(); i++)
  76. {
  77. btCollisionObject* colObj = m_collisionObjects[i];
  78. btRigidBody* body = btRigidBody::upcast(colObj);
  79. if (body)
  80. {
  81. body->clearForces();
  82. }
  83. }
  84. }
  85. void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
  86. {
  87. m_gravity = gravity;
  88. for (int i = 0; i < m_collisionObjects.size(); i++)
  89. {
  90. btCollisionObject* colObj = m_collisionObjects[i];
  91. btRigidBody* body = btRigidBody::upcast(colObj);
  92. if (body)
  93. {
  94. body->setGravity(gravity);
  95. }
  96. }
  97. }
  98. btVector3 btSimpleDynamicsWorld::getGravity() const
  99. {
  100. return m_gravity;
  101. }
  102. void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
  103. {
  104. btCollisionWorld::removeCollisionObject(body);
  105. }
  106. void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
  107. {
  108. btRigidBody* body = btRigidBody::upcast(collisionObject);
  109. if (body)
  110. removeRigidBody(body);
  111. else
  112. btCollisionWorld::removeCollisionObject(collisionObject);
  113. }
  114. void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
  115. {
  116. body->setGravity(m_gravity);
  117. if (body->getCollisionShape())
  118. {
  119. addCollisionObject(body);
  120. }
  121. }
  122. void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
  123. {
  124. body->setGravity(m_gravity);
  125. if (body->getCollisionShape())
  126. {
  127. addCollisionObject(body, group, mask);
  128. }
  129. }
  130. void btSimpleDynamicsWorld::debugDrawWorld()
  131. {
  132. }
  133. void btSimpleDynamicsWorld::addAction(btActionInterface* action)
  134. {
  135. }
  136. void btSimpleDynamicsWorld::removeAction(btActionInterface* action)
  137. {
  138. }
  139. void btSimpleDynamicsWorld::updateAabbs()
  140. {
  141. btTransform predictedTrans;
  142. for (int i = 0; i < m_collisionObjects.size(); i++)
  143. {
  144. btCollisionObject* colObj = m_collisionObjects[i];
  145. btRigidBody* body = btRigidBody::upcast(colObj);
  146. if (body)
  147. {
  148. if (body->isActive() && (!body->isStaticObject()))
  149. {
  150. btVector3 minAabb, maxAabb;
  151. colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb, maxAabb);
  152. btBroadphaseInterface* bp = getBroadphase();
  153. bp->setAabb(body->getBroadphaseHandle(), minAabb, maxAabb, m_dispatcher1);
  154. }
  155. }
  156. }
  157. }
  158. void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
  159. {
  160. btTransform predictedTrans;
  161. for (int i = 0; i < m_collisionObjects.size(); i++)
  162. {
  163. btCollisionObject* colObj = m_collisionObjects[i];
  164. btRigidBody* body = btRigidBody::upcast(colObj);
  165. if (body)
  166. {
  167. if (body->isActive() && (!body->isStaticObject()))
  168. {
  169. body->predictIntegratedTransform(timeStep, predictedTrans);
  170. body->proceedToTransform(predictedTrans);
  171. }
  172. }
  173. }
  174. }
  175. void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
  176. {
  177. for (int i = 0; i < m_collisionObjects.size(); i++)
  178. {
  179. btCollisionObject* colObj = m_collisionObjects[i];
  180. btRigidBody* body = btRigidBody::upcast(colObj);
  181. if (body)
  182. {
  183. if (!body->isStaticObject())
  184. {
  185. if (body->isActive())
  186. {
  187. body->applyGravity();
  188. body->integrateVelocities(timeStep);
  189. body->applyDamping(timeStep);
  190. body->predictIntegratedTransform(timeStep, body->getInterpolationWorldTransform());
  191. }
  192. }
  193. }
  194. }
  195. }
  196. void btSimpleDynamicsWorld::synchronizeMotionStates()
  197. {
  198. ///@todo: iterate over awake simulation islands!
  199. for (int i = 0; i < m_collisionObjects.size(); i++)
  200. {
  201. btCollisionObject* colObj = m_collisionObjects[i];
  202. btRigidBody* body = btRigidBody::upcast(colObj);
  203. if (body && body->getMotionState())
  204. {
  205. if (body->getActivationState() != ISLAND_SLEEPING)
  206. {
  207. body->getMotionState()->setWorldTransform(body->getWorldTransform());
  208. }
  209. }
  210. }
  211. }
  212. void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
  213. {
  214. if (m_ownsConstraintSolver)
  215. {
  216. btAlignedFree(m_constraintSolver);
  217. }
  218. m_ownsConstraintSolver = false;
  219. m_constraintSolver = solver;
  220. }
  221. btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver()
  222. {
  223. return m_constraintSolver;
  224. }