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authorRémi Verschelde <rverschelde@gmail.com>2018-01-13 14:01:53 +0100
committerRémi Verschelde <rverschelde@gmail.com>2018-01-13 14:08:45 +0100
commite12c89e8c9896b2e5cdd70dbd2d2acb449ff4b94 (patch)
treeaf68e434545e20c538f896e28b73f2db7d626edd /thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp
parent53c65ae7619ac9e80c89a321c70de64f3745e2aa (diff)
bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
Diffstat (limited to 'thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp')
-rw-r--r--thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp488
1 files changed, 488 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp b/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp
new file mode 100644
index 0000000000..fbc84cc28d
--- /dev/null
+++ b/thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp
@@ -0,0 +1,488 @@
+#include "b3CpuRigidBodyPipeline.h"
+
+#include "Bullet3Dynamics/shared/b3IntegrateTransforms.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h"
+#include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
+#include "Bullet3Collision/NarrowPhaseCollision/b3CpuNarrowPhase.h"
+#include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h"
+#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h"
+#include "Bullet3Common/b3Vector3.h"
+#include "Bullet3Dynamics/shared/b3ContactConstraint4.h"
+#include "Bullet3Dynamics/shared/b3Inertia.h"
+
+
+struct b3CpuRigidBodyPipelineInternalData
+{
+ b3AlignedObjectArray<b3RigidBodyData> m_rigidBodies;
+ b3AlignedObjectArray<b3Inertia> m_inertias;
+ b3AlignedObjectArray<b3Aabb> m_aabbWorldSpace;
+
+ b3DynamicBvhBroadphase* m_bp;
+ b3CpuNarrowPhase* m_np;
+ b3Config m_config;
+};
+
+
+b3CpuRigidBodyPipeline::b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config)
+{
+ m_data = new b3CpuRigidBodyPipelineInternalData;
+ m_data->m_np = narrowphase;
+ m_data->m_bp = broadphaseDbvt;
+ m_data->m_config = config;
+}
+
+b3CpuRigidBodyPipeline::~b3CpuRigidBodyPipeline()
+{
+ delete m_data;
+}
+
+void b3CpuRigidBodyPipeline::updateAabbWorldSpace()
+{
+
+ for (int i=0;i<this->getNumBodies();i++)
+ {
+ b3RigidBodyData* body = &m_data->m_rigidBodies[i];
+ b3Float4 position = body->m_pos;
+ b3Quat orientation = body->m_quat;
+
+ int collidableIndex = body->m_collidableIdx;
+ b3Collidable& collidable = m_data->m_np->getCollidableCpu(collidableIndex);
+ int shapeIndex = collidable.m_shapeIndex;
+
+ if (shapeIndex>=0)
+ {
+
+
+ b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(shapeIndex);
+ b3Aabb& worldAabb = m_data->m_aabbWorldSpace[i];
+ float margin=0.f;
+ b3TransformAabb2(localAabb.m_minVec,localAabb.m_maxVec,margin,position,orientation,&worldAabb.m_minVec,&worldAabb.m_maxVec);
+ m_data->m_bp->setAabb(i,worldAabb.m_minVec,worldAabb.m_maxVec,0);
+ }
+ }
+}
+
+void b3CpuRigidBodyPipeline::computeOverlappingPairs()
+{
+ int numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
+ m_data->m_bp->calculateOverlappingPairs();
+ numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs();
+ printf("numPairs=%d\n",numPairs);
+}
+
+void b3CpuRigidBodyPipeline::computeContactPoints()
+{
+
+ b3AlignedObjectArray<b3Int4>& pairs = m_data->m_bp->getOverlappingPairCache()->getOverlappingPairArray();
+
+ m_data->m_np->computeContacts(pairs,m_data->m_aabbWorldSpace, m_data->m_rigidBodies);
+
+}
+void b3CpuRigidBodyPipeline::stepSimulation(float deltaTime)
+{
+
+ //update world space aabb's
+ updateAabbWorldSpace();
+
+ //compute overlapping pairs
+ computeOverlappingPairs();
+
+ //compute contacts
+ computeContactPoints();
+
+ //solve contacts
+
+ //update transforms
+ integrate(deltaTime);
+
+
+}
+
+
+static inline float b3CalcRelVel(const b3Vector3& l0, const b3Vector3& l1, const b3Vector3& a0, const b3Vector3& a1,
+ const b3Vector3& linVel0, const b3Vector3& angVel0, const b3Vector3& linVel1, const b3Vector3& angVel1)
+{
+ return b3Dot(l0, linVel0) + b3Dot(a0, angVel0) + b3Dot(l1, linVel1) + b3Dot(a1, angVel1);
+}
+
+
+static inline void b3SetLinearAndAngular(const b3Vector3& n, const b3Vector3& r0, const b3Vector3& r1,
+ b3Vector3& linear, b3Vector3& angular0, b3Vector3& angular1)
+{
+ linear = -n;
+ angular0 = -b3Cross(r0, n);
+ angular1 = b3Cross(r1, n);
+}
+
+
+
+static inline void b3SolveContact(b3ContactConstraint4& cs,
+ const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
+ const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
+ float maxRambdaDt[4], float minRambdaDt[4])
+{
+
+ b3Vector3 dLinVelA; dLinVelA.setZero();
+ b3Vector3 dAngVelA; dAngVelA.setZero();
+ b3Vector3 dLinVelB; dLinVelB.setZero();
+ b3Vector3 dAngVelB; dAngVelB.setZero();
+
+ for(int ic=0; ic<4; ic++)
+ {
+ // dont necessary because this makes change to 0
+ if( cs.m_jacCoeffInv[ic] == 0.f ) continue;
+
+ {
+ b3Vector3 angular0, angular1, linear;
+ b3Vector3 r0 = cs.m_worldPos[ic] - (b3Vector3&)posA;
+ b3Vector3 r1 = cs.m_worldPos[ic] - (b3Vector3&)posB;
+ b3SetLinearAndAngular( (const b3Vector3 &)-cs.m_linear, (const b3Vector3 &)r0, (const b3Vector3 &)r1, linear, angular0, angular1 );
+
+ float rambdaDt = b3CalcRelVel((const b3Vector3 &)cs.m_linear,(const b3Vector3 &) -cs.m_linear, angular0, angular1,
+ linVelA, angVelA, linVelB, angVelB ) + cs.m_b[ic];
+ rambdaDt *= cs.m_jacCoeffInv[ic];
+
+ {
+ float prevSum = cs.m_appliedRambdaDt[ic];
+ float updated = prevSum;
+ updated += rambdaDt;
+ updated = b3Max( updated, minRambdaDt[ic] );
+ updated = b3Min( updated, maxRambdaDt[ic] );
+ rambdaDt = updated - prevSum;
+ cs.m_appliedRambdaDt[ic] = updated;
+ }
+
+ b3Vector3 linImp0 = invMassA*linear*rambdaDt;
+ b3Vector3 linImp1 = invMassB*(-linear)*rambdaDt;
+ b3Vector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
+ b3Vector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
+#ifdef _WIN32
+ b3Assert(_finite(linImp0.getX()));
+ b3Assert(_finite(linImp1.getX()));
+#endif
+ {
+ linVelA += linImp0;
+ angVelA += angImp0;
+ linVelB += linImp1;
+ angVelB += angImp1;
+ }
+ }
+ }
+
+
+}
+
+
+
+
+
+static inline void b3SolveFriction(b3ContactConstraint4& cs,
+ const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA,
+ const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB,
+ float maxRambdaDt[4], float minRambdaDt[4])
+{
+
+ if( cs.m_fJacCoeffInv[0] == 0 && cs.m_fJacCoeffInv[0] == 0 ) return;
+ const b3Vector3& center = (const b3Vector3&)cs.m_center;
+
+ b3Vector3 n = -(const b3Vector3&)cs.m_linear;
+
+ b3Vector3 tangent[2];
+
+ b3PlaneSpace1 (n, tangent[0],tangent[1]);
+
+ b3Vector3 angular0, angular1, linear;
+ b3Vector3 r0 = center - posA;
+ b3Vector3 r1 = center - posB;
+ for(int i=0; i<2; i++)
+ {
+ b3SetLinearAndAngular( tangent[i], r0, r1, linear, angular0, angular1 );
+ float rambdaDt = b3CalcRelVel(linear, -linear, angular0, angular1,
+ linVelA, angVelA, linVelB, angVelB );
+ rambdaDt *= cs.m_fJacCoeffInv[i];
+
+ {
+ float prevSum = cs.m_fAppliedRambdaDt[i];
+ float updated = prevSum;
+ updated += rambdaDt;
+ updated = b3Max( updated, minRambdaDt[i] );
+ updated = b3Min( updated, maxRambdaDt[i] );
+ rambdaDt = updated - prevSum;
+ cs.m_fAppliedRambdaDt[i] = updated;
+ }
+
+ b3Vector3 linImp0 = invMassA*linear*rambdaDt;
+ b3Vector3 linImp1 = invMassB*(-linear)*rambdaDt;
+ b3Vector3 angImp0 = (invInertiaA* angular0)*rambdaDt;
+ b3Vector3 angImp1 = (invInertiaB* angular1)*rambdaDt;
+#ifdef _WIN32
+ b3Assert(_finite(linImp0.getX()));
+ b3Assert(_finite(linImp1.getX()));
+#endif
+ linVelA += linImp0;
+ angVelA += angImp0;
+ linVelB += linImp1;
+ angVelB += angImp1;
+ }
+
+ { // angular damping for point constraint
+ b3Vector3 ab = ( posB - posA ).normalized();
+ b3Vector3 ac = ( center - posA ).normalized();
+ if( b3Dot( ab, ac ) > 0.95f || (invMassA == 0.f || invMassB == 0.f))
+ {
+ float angNA = b3Dot( n, angVelA );
+ float angNB = b3Dot( n, angVelB );
+
+ angVelA -= (angNA*0.1f)*n;
+ angVelB -= (angNB*0.1f)*n;
+ }
+ }
+
+}
+
+
+
+
+
+struct b3SolveTask// : public ThreadPool::Task
+{
+ b3SolveTask(b3AlignedObjectArray<b3RigidBodyData>& bodies,
+ b3AlignedObjectArray<b3Inertia>& shapes,
+ b3AlignedObjectArray<b3ContactConstraint4>& constraints,
+ int start, int nConstraints,
+ int maxNumBatches,
+ b3AlignedObjectArray<int>* wgUsedBodies, int curWgidx
+ )
+ : m_bodies( bodies ), m_shapes( shapes ), m_constraints( constraints ),
+ m_wgUsedBodies(wgUsedBodies),m_curWgidx(curWgidx),
+m_start( start ),
+ m_nConstraints( nConstraints ),
+ m_solveFriction( true ),
+ m_maxNumBatches(maxNumBatches)
+ {}
+
+ unsigned short int getType(){ return 0; }
+
+ void run(int tIdx)
+ {
+ b3AlignedObjectArray<int> usedBodies;
+ //printf("run..............\n");
+
+
+ for (int bb=0;bb<m_maxNumBatches;bb++)
+ {
+ usedBodies.resize(0);
+ for(int ic=m_nConstraints-1; ic>=0; ic--)
+ //for(int ic=0; ic<m_nConstraints; ic++)
+ {
+
+ int i = m_start + ic;
+ if (m_constraints[i].m_batchIdx != bb)
+ continue;
+
+ float frictionCoeff = b3GetFrictionCoeff(&m_constraints[i]);
+ int aIdx = (int)m_constraints[i].m_bodyA;
+ int bIdx = (int)m_constraints[i].m_bodyB;
+ //int localBatch = m_constraints[i].m_batchIdx;
+ b3RigidBodyData& bodyA = m_bodies[aIdx];
+ b3RigidBodyData& bodyB = m_bodies[bIdx];
+
+#if 0
+ if ((bodyA.m_invMass) && (bodyB.m_invMass))
+ {
+ // printf("aIdx=%d, bIdx=%d\n", aIdx,bIdx);
+ }
+ if (bIdx==10)
+ {
+ //printf("ic(b)=%d, localBatch=%d\n",ic,localBatch);
+ }
+#endif
+ if (aIdx==10)
+ {
+ //printf("ic(a)=%d, localBatch=%d\n",ic,localBatch);
+ }
+ if (usedBodies.size()<(aIdx+1))
+ {
+ usedBodies.resize(aIdx+1,0);
+ }
+
+ if (usedBodies.size()<(bIdx+1))
+ {
+ usedBodies.resize(bIdx+1,0);
+ }
+
+ if (bodyA.m_invMass)
+ {
+ b3Assert(usedBodies[aIdx]==0);
+ usedBodies[aIdx]++;
+ }
+
+ if (bodyB.m_invMass)
+ {
+ b3Assert(usedBodies[bIdx]==0);
+ usedBodies[bIdx]++;
+ }
+
+
+ if( !m_solveFriction )
+ {
+ float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
+ float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
+
+ b3SolveContact( m_constraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass, (const b3Matrix3x3 &)m_shapes[aIdx].m_invInertiaWorld,
+ (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass, (const b3Matrix3x3 &)m_shapes[bIdx].m_invInertiaWorld,
+ maxRambdaDt, minRambdaDt );
+
+ }
+ else
+ {
+ float maxRambdaDt[4] = {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX};
+ float minRambdaDt[4] = {0.f,0.f,0.f,0.f};
+
+ float sum = 0;
+ for(int j=0; j<4; j++)
+ {
+ sum +=m_constraints[i].m_appliedRambdaDt[j];
+ }
+ frictionCoeff = 0.7f;
+ for(int j=0; j<4; j++)
+ {
+ maxRambdaDt[j] = frictionCoeff*sum;
+ minRambdaDt[j] = -maxRambdaDt[j];
+ }
+
+ b3SolveFriction( m_constraints[i], (b3Vector3&)bodyA.m_pos, (b3Vector3&)bodyA.m_linVel, (b3Vector3&)bodyA.m_angVel, bodyA.m_invMass,(const b3Matrix3x3 &) m_shapes[aIdx].m_invInertiaWorld,
+ (b3Vector3&)bodyB.m_pos, (b3Vector3&)bodyB.m_linVel, (b3Vector3&)bodyB.m_angVel, bodyB.m_invMass,(const b3Matrix3x3 &) m_shapes[bIdx].m_invInertiaWorld,
+ maxRambdaDt, minRambdaDt );
+
+ }
+ }
+
+ if (m_wgUsedBodies)
+ {
+ if (m_wgUsedBodies[m_curWgidx].size()<usedBodies.size())
+ {
+ m_wgUsedBodies[m_curWgidx].resize(usedBodies.size());
+ }
+ for (int i=0;i<usedBodies.size();i++)
+ {
+ if (usedBodies[i])
+ {
+ //printf("cell %d uses body %d\n", m_curWgidx,i);
+ m_wgUsedBodies[m_curWgidx][i]=1;
+ }
+ }
+ }
+
+ }
+
+
+
+ }
+
+ b3AlignedObjectArray<b3RigidBodyData>& m_bodies;
+ b3AlignedObjectArray<b3Inertia>& m_shapes;
+ b3AlignedObjectArray<b3ContactConstraint4>& m_constraints;
+ b3AlignedObjectArray<int>* m_wgUsedBodies;
+ int m_curWgidx;
+ int m_start;
+ int m_nConstraints;
+ bool m_solveFriction;
+ int m_maxNumBatches;
+};
+
+void b3CpuRigidBodyPipeline::solveContactConstraints()
+{
+ int m_nIterations = 4;
+
+ b3AlignedObjectArray<b3ContactConstraint4> contactConstraints;
+// const b3AlignedObjectArray<b3Contact4Data>& contacts = m_data->m_np->getContacts();
+ int n = contactConstraints.size();
+ //convert contacts...
+
+
+
+ int maxNumBatches = 250;
+
+ for(int iter=0; iter<m_nIterations; iter++)
+ {
+ b3SolveTask task( m_data->m_rigidBodies, m_data->m_inertias, contactConstraints, 0, n ,maxNumBatches,0,0);
+ task.m_solveFriction = false;
+ task.run(0);
+ }
+
+ for(int iter=0; iter<m_nIterations; iter++)
+ {
+ b3SolveTask task( m_data->m_rigidBodies, m_data->m_inertias, contactConstraints, 0, n ,maxNumBatches,0,0);
+ task.m_solveFriction = true;
+ task.run(0);
+ }
+}
+
+void b3CpuRigidBodyPipeline::integrate(float deltaTime)
+{
+ float angDamping=0.f;
+ b3Vector3 gravityAcceleration=b3MakeVector3(0,-9,0);
+
+ //integrate transforms (external forces/gravity should be moved into constraint solver)
+ for (int i=0;i<m_data->m_rigidBodies.size();i++)
+ {
+ b3IntegrateTransform(&m_data->m_rigidBodies[i],deltaTime,angDamping,gravityAcceleration);
+ }
+
+}
+
+int b3CpuRigidBodyPipeline::registerPhysicsInstance(float mass, const float* position, const float* orientation, int collidableIndex, int userData)
+{
+ b3RigidBodyData body;
+ int bodyIndex = m_data->m_rigidBodies.size();
+ body.m_invMass = mass ? 1.f/mass : 0.f;
+ body.m_angVel.setValue(0,0,0);
+ body.m_collidableIdx = collidableIndex;
+ body.m_frictionCoeff = 0.3f;
+ body.m_linVel.setValue(0,0,0);
+ body.m_pos.setValue(position[0],position[1],position[2]);
+ body.m_quat.setValue(orientation[0],orientation[1],orientation[2],orientation[3]);
+ body.m_restituitionCoeff = 0.f;
+
+ m_data->m_rigidBodies.push_back(body);
+
+
+ if (collidableIndex>=0)
+ {
+ b3Aabb& worldAabb = m_data->m_aabbWorldSpace.expand();
+
+ b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(collidableIndex);
+ b3Vector3 localAabbMin=b3MakeVector3(localAabb.m_min[0],localAabb.m_min[1],localAabb.m_min[2]);
+ b3Vector3 localAabbMax=b3MakeVector3(localAabb.m_max[0],localAabb.m_max[1],localAabb.m_max[2]);
+
+ b3Scalar margin = 0.01f;
+ b3Transform t;
+ t.setIdentity();
+ t.setOrigin(b3MakeVector3(position[0],position[1],position[2]));
+ t.setRotation(b3Quaternion(orientation[0],orientation[1],orientation[2],orientation[3]));
+ b3TransformAabb(localAabbMin,localAabbMax, margin,t,worldAabb.m_minVec,worldAabb.m_maxVec);
+
+ m_data->m_bp->createProxy(worldAabb.m_minVec,worldAabb.m_maxVec,bodyIndex,0,1,1);
+// b3Vector3 aabbMin,aabbMax;
+ // m_data->m_bp->getAabb(bodyIndex,aabbMin,aabbMax);
+
+ } else
+ {
+ b3Error("registerPhysicsInstance using invalid collidableIndex\n");
+ }
+
+ return bodyIndex;
+}
+
+
+const struct b3RigidBodyData* b3CpuRigidBodyPipeline::getBodyBuffer() const
+{
+ return m_data->m_rigidBodies.size() ? &m_data->m_rigidBodies[0] : 0;
+}
+
+int b3CpuRigidBodyPipeline::getNumBodies() const
+{
+ return m_data->m_rigidBodies.size();
+}