diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-01-13 14:01:53 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-01-13 14:08:45 +0100 |
commit | e12c89e8c9896b2e5cdd70dbd2d2acb449ff4b94 (patch) | |
tree | af68e434545e20c538f896e28b73f2db7d626edd /thirdparty/bullet/Bullet3Dynamics/b3CpuRigidBodyPipeline.cpp | |
parent | 53c65ae7619ac9e80c89a321c70de64f3745e2aa (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.cpp | 488 |
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(); +} |