btContinuousDynamicsWorld.cpp

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00001 /*
00002 Bullet Continuous Collision Detection and Physics Library
00003 Copyright (c) 2003-2007 Erwin Coumans  http://continuousphysics.com/Bullet/
00004 
00005 This software is provided 'as-is', without any express or implied warranty.
00006 In no event will the authors be held liable for any damages arising from the use of this software.
00007 Permission is granted to anyone to use this software for any purpose, 
00008 including commercial applications, and to alter it and redistribute it freely, 
00009 subject to the following restrictions:
00010 
00011 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.
00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
00013 3. This notice may not be removed or altered from any source distribution.
00014 */
00015 
00016 
00017 #include "btContinuousDynamicsWorld.h"
00018 #include "LinearMath/btQuickprof.h"
00019 
00020 //collision detection
00021 #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
00022 #include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
00023 #include "BulletCollision/CollisionShapes/btCollisionShape.h"
00024 #include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
00025 
00026 //rigidbody & constraints
00027 #include "BulletDynamics/Dynamics/btRigidBody.h"
00028 #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
00029 #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
00030 #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
00031 
00032 
00033 
00034 #include <stdio.h>
00035 
00036 btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
00037 :btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
00038 {
00039 }
00040 
00041 btContinuousDynamicsWorld::~btContinuousDynamicsWorld()
00042 {
00043 }
00044 
00045         
00046 void    btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep)
00047 {
00048         
00049         startProfiling(timeStep);
00050         
00051         if(0 != m_internalPreTickCallback) {
00052                 (*m_internalPreTickCallback)(this, timeStep);
00053         }
00054 
00055 
00057         updateAabbs();
00058         //static int frame=0;
00059 //      printf("frame %d\n",frame++);
00060 
00062         predictUnconstraintMotion(timeStep);
00063 
00064         btDispatcherInfo& dispatchInfo = getDispatchInfo();
00065 
00066         dispatchInfo.m_timeStep = timeStep;
00067         dispatchInfo.m_stepCount = 0;
00068         dispatchInfo.m_debugDraw = getDebugDrawer();
00069 
00071         performDiscreteCollisionDetection();
00072 
00073         calculateSimulationIslands();
00074 
00075         
00076         getSolverInfo().m_timeStep = timeStep;
00077         
00078 
00079 
00081         solveConstraints(getSolverInfo());
00082         
00084         calculateTimeOfImpacts(timeStep);
00085 
00086         btScalar toi = dispatchInfo.m_timeOfImpact;
00087 //      if (toi < 1.f)
00088 //              printf("toi = %f\n",toi);
00089         if (toi < 0.f)
00090                 printf("toi = %f\n",toi);
00091 
00092 
00094         integrateTransforms(timeStep * toi);
00095 
00097         updateActions(timeStep);
00098 
00099         updateActivationState( timeStep );
00100         
00101         if(0 != m_internalTickCallback) {
00102                 (*m_internalTickCallback)(this, timeStep);
00103         }
00104 }
00105 
00106 void    btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
00107 {
00109                 updateTemporalAabbs(timeStep);
00110                 
00113                 btScalar toi = 1.f;
00114                 
00115         
00116                 btDispatcherInfo& dispatchInfo = getDispatchInfo();
00117                 dispatchInfo.m_timeStep = timeStep;
00118                 dispatchInfo.m_timeOfImpact = 1.f;
00119                 dispatchInfo.m_stepCount = 0;
00120                 dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS;
00121 
00123 
00124 
00125                 btDispatcher* dispatcher = getDispatcher();
00126                 if (dispatcher)
00127                         dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
00128 
00129                 toi = dispatchInfo.m_timeOfImpact;
00130 
00131                 dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
00132 
00133 }
00134 
00135 void    btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
00136 {
00137 
00138         btVector3 temporalAabbMin,temporalAabbMax;
00139 
00140         for ( int i=0;i<m_collisionObjects.size();i++)
00141         {
00142                 btCollisionObject* colObj = m_collisionObjects[i];
00143                 
00144                 btRigidBody* body = btRigidBody::upcast(colObj);
00145                 if (body)
00146                 {
00147                         body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
00148                         const btVector3& linvel = body->getLinearVelocity();
00149 
00150                         //make the AABB temporal
00151                         btScalar temporalAabbMaxx = temporalAabbMax.getX();
00152                         btScalar temporalAabbMaxy = temporalAabbMax.getY();
00153                         btScalar temporalAabbMaxz = temporalAabbMax.getZ();
00154                         btScalar temporalAabbMinx = temporalAabbMin.getX();
00155                         btScalar temporalAabbMiny = temporalAabbMin.getY();
00156                         btScalar temporalAabbMinz = temporalAabbMin.getZ();
00157 
00158                         // add linear motion
00159                         btVector3 linMotion = linvel*timeStep;
00160                 
00161                         if (linMotion.x() > 0.f)
00162                                 temporalAabbMaxx += linMotion.x(); 
00163                         else
00164                                 temporalAabbMinx += linMotion.x();
00165                         if (linMotion.y() > 0.f)
00166                                 temporalAabbMaxy += linMotion.y(); 
00167                         else
00168                                 temporalAabbMiny += linMotion.y();
00169                         if (linMotion.z() > 0.f)
00170                                 temporalAabbMaxz += linMotion.z(); 
00171                         else
00172                                 temporalAabbMinz += linMotion.z();
00173 
00174                         //add conservative angular motion
00175                         btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep;
00176                         btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
00177                         temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
00178                         temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);
00179 
00180                         temporalAabbMin -= angularMotion3d;
00181                         temporalAabbMax += angularMotion3d;
00182 
00183                         m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1);
00184                 }
00185         }
00186 
00187         //update aabb (of all moved objects)
00188 
00189         m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
00190         
00191 
00192 
00193 }
00194 
00195 
00196 

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