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authorOussama <o.boukhelf@gmail.com>2019-01-03 14:26:51 +0100
committerRĂ©mi Verschelde <rverschelde@gmail.com>2019-01-07 12:30:35 +0100
commit22b7c9dfa80d0f7abca40f061865c2ab3c136a74 (patch)
tree311cd3f22b012329160f9d43810aea429994af48 /thirdparty/bullet/BulletDynamics/Dynamics
parenta6722cf36251ddcb538e6ebed9fa4950342b68ba (diff)
Update Bullet to the latest commit 126b676
Diffstat (limited to 'thirdparty/bullet/BulletDynamics/Dynamics')
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btActionInterface.h11
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp1021
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h159
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp289
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.h143
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h200
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.cpp263
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.h504
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp114
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h57
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.cpp1023
-rw-r--r--thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h128
12 files changed, 1840 insertions, 2072 deletions
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btActionInterface.h b/thirdparty/bullet/BulletDynamics/Dynamics/btActionInterface.h
index e1fea3a49c..b5cac56cdc 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btActionInterface.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btActionInterface.h
@@ -26,21 +26,16 @@ class btCollisionWorld;
class btActionInterface
{
protected:
-
static btRigidBody& getFixedBody();
-
-
-public:
+public:
virtual ~btActionInterface()
{
}
- virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTimeStep)=0;
+ virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTimeStep) = 0;
virtual void debugDraw(btIDebugDraw* debugDrawer) = 0;
-
};
-#endif //_BT_ACTION_INTERFACE_H
-
+#endif //_BT_ACTION_INTERFACE_H
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
index b9944c138b..dfbbdb154f 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
#include "btDiscreteDynamicsWorld.h"
//collision detection
@@ -38,11 +37,9 @@ subject to the following restrictions:
#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
-
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
-
#include "BulletDynamics/Dynamics/btActionInterface.h"
#include "LinearMath/btQuickprof.h"
#include "LinearMath/btMotionState.h"
@@ -56,57 +53,52 @@ int startHit=2;
int firstHit=startHit;
#endif
-SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
+SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
{
int islandId;
const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
- islandId= rcolObj0.getIslandTag()>=0?rcolObj0.getIslandTag():rcolObj1.getIslandTag();
+ islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
return islandId;
-
}
-
class btSortConstraintOnIslandPredicate
{
- public:
-
- bool operator() ( const btTypedConstraint* lhs, const btTypedConstraint* rhs ) const
- {
- int rIslandId0,lIslandId0;
- rIslandId0 = btGetConstraintIslandId(rhs);
- lIslandId0 = btGetConstraintIslandId(lhs);
- return lIslandId0 < rIslandId0;
- }
+public:
+ bool operator()(const btTypedConstraint* lhs, const btTypedConstraint* rhs) const
+ {
+ int rIslandId0, lIslandId0;
+ rIslandId0 = btGetConstraintIslandId(rhs);
+ lIslandId0 = btGetConstraintIslandId(lhs);
+ return lIslandId0 < rIslandId0;
+ }
};
struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCallback
{
- btContactSolverInfo* m_solverInfo;
- btConstraintSolver* m_solver;
- btTypedConstraint** m_sortedConstraints;
- int m_numConstraints;
- btIDebugDraw* m_debugDrawer;
- btDispatcher* m_dispatcher;
+ btContactSolverInfo* m_solverInfo;
+ btConstraintSolver* m_solver;
+ btTypedConstraint** m_sortedConstraints;
+ int m_numConstraints;
+ btIDebugDraw* m_debugDrawer;
+ btDispatcher* m_dispatcher;
btAlignedObjectArray<btCollisionObject*> m_bodies;
btAlignedObjectArray<btPersistentManifold*> m_manifolds;
btAlignedObjectArray<btTypedConstraint*> m_constraints;
-
InplaceSolverIslandCallback(
- btConstraintSolver* solver,
+ btConstraintSolver* solver,
btStackAlloc* stackAlloc,
btDispatcher* dispatcher)
- :m_solverInfo(NULL),
- m_solver(solver),
- m_sortedConstraints(NULL),
- m_numConstraints(0),
- m_debugDrawer(NULL),
- m_dispatcher(dispatcher)
+ : m_solverInfo(NULL),
+ m_solver(solver),
+ m_sortedConstraints(NULL),
+ m_numConstraints(0),
+ m_debugDrawer(NULL),
+ m_dispatcher(dispatcher)
{
-
}
InplaceSolverIslandCallback& operator=(InplaceSolverIslandCallback& other)
@@ -116,34 +108,34 @@ struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCal
return *this;
}
- SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btTypedConstraint** sortedConstraints, int numConstraints, btIDebugDraw* debugDrawer)
+ SIMD_FORCE_INLINE void setup(btContactSolverInfo* solverInfo, btTypedConstraint** sortedConstraints, int numConstraints, btIDebugDraw* debugDrawer)
{
btAssert(solverInfo);
m_solverInfo = solverInfo;
m_sortedConstraints = sortedConstraints;
m_numConstraints = numConstraints;
m_debugDrawer = debugDrawer;
- m_bodies.resize (0);
- m_manifolds.resize (0);
- m_constraints.resize (0);
+ m_bodies.resize(0);
+ m_manifolds.resize(0);
+ m_constraints.resize(0);
}
-
- virtual void processIsland(btCollisionObject** bodies,int numBodies,btPersistentManifold** manifolds,int numManifolds, int islandId)
+ virtual void processIsland(btCollisionObject** bodies, int numBodies, btPersistentManifold** manifolds, int numManifolds, int islandId)
{
- if (islandId<0)
+ if (islandId < 0)
{
///we don't split islands, so all constraints/contact manifolds/bodies are passed into the solver regardless the island id
- m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,&m_sortedConstraints[0],m_numConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
- } else
+ m_solver->solveGroup(bodies, numBodies, manifolds, numManifolds, &m_sortedConstraints[0], m_numConstraints, *m_solverInfo, m_debugDrawer, m_dispatcher);
+ }
+ else
{
- //also add all non-contact constraints/joints for this island
+ //also add all non-contact constraints/joints for this island
btTypedConstraint** startConstraint = 0;
int numCurConstraints = 0;
int i;
//find the first constraint for this island
- for (i=0;i<m_numConstraints;i++)
+ for (i = 0; i < m_numConstraints; i++)
{
if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId)
{
@@ -152,7 +144,7 @@ struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCal
}
}
//count the number of constraints in this island
- for (;i<m_numConstraints;i++)
+ for (; i < m_numConstraints; i++)
{
if (btGetConstraintIslandId(m_sortedConstraints[i]) == islandId)
{
@@ -160,91 +152,87 @@ struct InplaceSolverIslandCallback : public btSimulationIslandManager::IslandCal
}
}
- if (m_solverInfo->m_minimumSolverBatchSize<=1)
+ if (m_solverInfo->m_minimumSolverBatchSize <= 1)
{
- m_solver->solveGroup( bodies,numBodies,manifolds, numManifolds,startConstraint,numCurConstraints,*m_solverInfo,m_debugDrawer,m_dispatcher);
- } else
+ m_solver->solveGroup(bodies, numBodies, manifolds, numManifolds, startConstraint, numCurConstraints, *m_solverInfo, m_debugDrawer, m_dispatcher);
+ }
+ else
{
-
- for (i=0;i<numBodies;i++)
+ for (i = 0; i < numBodies; i++)
m_bodies.push_back(bodies[i]);
- for (i=0;i<numManifolds;i++)
+ for (i = 0; i < numManifolds; i++)
m_manifolds.push_back(manifolds[i]);
- for (i=0;i<numCurConstraints;i++)
+ for (i = 0; i < numCurConstraints; i++)
m_constraints.push_back(startConstraint[i]);
- if ((m_constraints.size()+m_manifolds.size())>m_solverInfo->m_minimumSolverBatchSize)
+ if ((m_constraints.size() + m_manifolds.size()) > m_solverInfo->m_minimumSolverBatchSize)
{
processConstraints();
- } else
+ }
+ else
{
//printf("deferred\n");
}
}
}
}
- void processConstraints()
+ void processConstraints()
{
+ btCollisionObject** bodies = m_bodies.size() ? &m_bodies[0] : 0;
+ btPersistentManifold** manifold = m_manifolds.size() ? &m_manifolds[0] : 0;
+ btTypedConstraint** constraints = m_constraints.size() ? &m_constraints[0] : 0;
- btCollisionObject** bodies = m_bodies.size()? &m_bodies[0]:0;
- btPersistentManifold** manifold = m_manifolds.size()?&m_manifolds[0]:0;
- btTypedConstraint** constraints = m_constraints.size()?&m_constraints[0]:0;
-
- m_solver->solveGroup( bodies,m_bodies.size(),manifold, m_manifolds.size(),constraints, m_constraints.size() ,*m_solverInfo,m_debugDrawer,m_dispatcher);
+ m_solver->solveGroup(bodies, m_bodies.size(), manifold, m_manifolds.size(), constraints, m_constraints.size(), *m_solverInfo, m_debugDrawer, m_dispatcher);
m_bodies.resize(0);
m_manifolds.resize(0);
m_constraints.resize(0);
-
}
-
};
-
-
-btDiscreteDynamicsWorld::btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
-:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration),
-m_sortedConstraints (),
-m_solverIslandCallback ( NULL ),
-m_constraintSolver(constraintSolver),
-m_gravity(0,-10,0),
-m_localTime(0),
-m_fixedTimeStep(0),
-m_synchronizeAllMotionStates(false),
-m_applySpeculativeContactRestitution(false),
-m_profileTimings(0),
-m_latencyMotionStateInterpolation(true)
+btDiscreteDynamicsWorld::btDiscreteDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
+ : btDynamicsWorld(dispatcher, pairCache, collisionConfiguration),
+ m_sortedConstraints(),
+ m_solverIslandCallback(NULL),
+ m_constraintSolver(constraintSolver),
+ m_gravity(0, -10, 0),
+ m_localTime(0),
+ m_fixedTimeStep(0),
+ m_synchronizeAllMotionStates(false),
+ m_applySpeculativeContactRestitution(false),
+ m_profileTimings(0),
+ m_latencyMotionStateInterpolation(true)
{
if (!m_constraintSolver)
{
- void* mem = btAlignedAlloc(sizeof(btSequentialImpulseConstraintSolver),16);
+ void* mem = btAlignedAlloc(sizeof(btSequentialImpulseConstraintSolver), 16);
m_constraintSolver = new (mem) btSequentialImpulseConstraintSolver;
m_ownsConstraintSolver = true;
- } else
+ }
+ else
{
m_ownsConstraintSolver = false;
}
{
- void* mem = btAlignedAlloc(sizeof(btSimulationIslandManager),16);
+ void* mem = btAlignedAlloc(sizeof(btSimulationIslandManager), 16);
m_islandManager = new (mem) btSimulationIslandManager();
}
m_ownsIslandManager = true;
{
- void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallback),16);
- m_solverIslandCallback = new (mem) InplaceSolverIslandCallback (m_constraintSolver, 0, dispatcher);
+ void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallback), 16);
+ m_solverIslandCallback = new (mem) InplaceSolverIslandCallback(m_constraintSolver, 0, dispatcher);
}
}
-
btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
{
//only delete it when we created it
if (m_ownsIslandManager)
{
m_islandManager->~btSimulationIslandManager();
- btAlignedFree( m_islandManager);
+ btAlignedFree(m_islandManager);
}
if (m_solverIslandCallback)
{
@@ -253,18 +241,17 @@ btDiscreteDynamicsWorld::~btDiscreteDynamicsWorld()
}
if (m_ownsConstraintSolver)
{
-
m_constraintSolver->~btConstraintSolver();
btAlignedFree(m_constraintSolver);
}
}
-void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
+void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
{
-///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
-///to switch status _after_ adding kinematic objects to the world
-///fix it for Bullet 3.x release
- for (int i=0;i<m_collisionObjects.size();i++)
+ ///would like to iterate over m_nonStaticRigidBodies, but unfortunately old API allows
+ ///to switch status _after_ adding kinematic objects to the world
+ ///fix it for Bullet 3.x release
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
@@ -277,10 +264,9 @@ void btDiscreteDynamicsWorld::saveKinematicState(btScalar timeStep)
}
}
}
-
}
-void btDiscreteDynamicsWorld::debugDrawWorld()
+void btDiscreteDynamicsWorld::debugDrawWorld()
{
BT_PROFILE("debugDrawWorld");
@@ -290,43 +276,40 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
if (getDebugDrawer())
{
int mode = getDebugDrawer()->getDebugMode();
- if(mode & (btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits))
+ if (mode & (btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits))
{
drawConstraints = true;
}
}
- if(drawConstraints)
+ if (drawConstraints)
{
- for(int i = getNumConstraints()-1; i>=0 ;i--)
+ for (int i = getNumConstraints() - 1; i >= 0; i--)
{
btTypedConstraint* constraint = getConstraint(i);
debugDrawConstraint(constraint);
}
}
-
-
- if (getDebugDrawer() && (getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawAabb | btIDebugDraw::DBG_DrawNormals)))
+ if (getDebugDrawer() && (getDebugDrawer()->getDebugMode() & (btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawAabb | btIDebugDraw::DBG_DrawNormals)))
{
int i;
if (getDebugDrawer() && getDebugDrawer()->getDebugMode())
{
- for (i=0;i<m_actions.size();i++)
+ for (i = 0; i < m_actions.size(); i++)
{
m_actions[i]->debugDraw(m_debugDrawer);
}
}
}
- if (getDebugDrawer())
- getDebugDrawer()->flushLines();
-
+ if (getDebugDrawer())
+ getDebugDrawer()->flushLines();
}
-void btDiscreteDynamicsWorld::clearForces()
+void btDiscreteDynamicsWorld::clearForces()
{
///@todo: iterate over awake simulation islands!
- for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
+ for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
//need to check if next line is ok
@@ -336,10 +319,10 @@ void btDiscreteDynamicsWorld::clearForces()
}
///apply gravity, call this once per timestep
-void btDiscreteDynamicsWorld::applyGravity()
+void btDiscreteDynamicsWorld::applyGravity()
{
///@todo: iterate over awake simulation islands!
- for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
+ for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body->isActive())
@@ -349,8 +332,7 @@ void btDiscreteDynamicsWorld::applyGravity()
}
}
-
-void btDiscreteDynamicsWorld::synchronizeSingleMotionState(btRigidBody* body)
+void btDiscreteDynamicsWorld::synchronizeSingleMotionState(btRigidBody* body)
{
btAssert(body);
@@ -363,32 +345,32 @@ void btDiscreteDynamicsWorld::synchronizeSingleMotionState(btRigidBody* body)
{
btTransform interpolatedTransform;
btTransformUtil::integrateTransform(body->getInterpolationWorldTransform(),
- body->getInterpolationLinearVelocity(),body->getInterpolationAngularVelocity(),
- (m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime*body->getHitFraction(),
- interpolatedTransform);
+ body->getInterpolationLinearVelocity(), body->getInterpolationAngularVelocity(),
+ (m_latencyMotionStateInterpolation && m_fixedTimeStep) ? m_localTime - m_fixedTimeStep : m_localTime * body->getHitFraction(),
+ interpolatedTransform);
body->getMotionState()->setWorldTransform(interpolatedTransform);
}
}
}
-
-void btDiscreteDynamicsWorld::synchronizeMotionStates()
+void btDiscreteDynamicsWorld::synchronizeMotionStates()
{
-// BT_PROFILE("synchronizeMotionStates");
+ // BT_PROFILE("synchronizeMotionStates");
if (m_synchronizeAllMotionStates)
{
//iterate over all collision objects
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
synchronizeSingleMotionState(body);
}
- } else
+ }
+ else
{
//iterate over all active rigid bodies
- for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
+ for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body->isActive())
@@ -397,12 +379,10 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
}
}
-
-int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep)
+int btDiscreteDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
{
startProfiling(timeStep);
-
int numSimulationSubSteps = 0;
if (maxSubSteps)
@@ -412,10 +392,11 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
m_localTime += timeStep;
if (m_localTime >= fixedTimeStep)
{
- numSimulationSubSteps = int( m_localTime / fixedTimeStep);
+ numSimulationSubSteps = int(m_localTime / fixedTimeStep);
m_localTime -= numSimulationSubSteps * fixedTimeStep;
}
- } else
+ }
+ else
{
//variable timestep
fixedTimeStep = timeStep;
@@ -425,7 +406,8 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
{
numSimulationSubSteps = 0;
maxSubSteps = 0;
- } else
+ }
+ else
{
numSimulationSubSteps = 1;
maxSubSteps = 1;
@@ -435,28 +417,25 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
//process some debugging flags
if (getDebugDrawer())
{
- btIDebugDraw* debugDrawer = getDebugDrawer ();
+ btIDebugDraw* debugDrawer = getDebugDrawer();
gDisableDeactivation = (debugDrawer->getDebugMode() & btIDebugDraw::DBG_NoDeactivation) != 0;
}
if (numSimulationSubSteps)
{
-
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
- int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps)? maxSubSteps : numSimulationSubSteps;
+ int clampedSimulationSteps = (numSimulationSubSteps > maxSubSteps) ? maxSubSteps : numSimulationSubSteps;
- saveKinematicState(fixedTimeStep*clampedSimulationSteps);
+ saveKinematicState(fixedTimeStep * clampedSimulationSteps);
applyGravity();
-
-
- for (int i=0;i<clampedSimulationSteps;i++)
+ for (int i = 0; i < clampedSimulationSteps; i++)
{
internalSingleStepSimulation(fixedTimeStep);
synchronizeMotionStates();
}
-
- } else
+ }
+ else
{
synchronizeMotionStates();
}
@@ -465,17 +444,17 @@ int btDiscreteDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps,
#ifndef BT_NO_PROFILE
CProfileManager::Increment_Frame_Counter();
-#endif //BT_NO_PROFILE
+#endif //BT_NO_PROFILE
return numSimulationSubSteps;
}
-void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
+void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
{
-
BT_PROFILE("internalSingleStepSimulation");
- if(0 != m_internalPreTickCallback) {
+ if (0 != m_internalPreTickCallback)
+ {
(*m_internalPreTickCallback)(this, timeStep);
}
@@ -488,19 +467,15 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
dispatchInfo.m_stepCount = 0;
dispatchInfo.m_debugDraw = getDebugDrawer();
-
- createPredictiveContacts(timeStep);
+ createPredictiveContacts(timeStep);
///perform collision detection
performDiscreteCollisionDetection();
calculateSimulationIslands();
-
getSolverInfo().m_timeStep = timeStep;
-
-
///solve contact and other joint constraints
solveConstraints(getSolverInfo());
@@ -513,37 +488,38 @@ void btDiscreteDynamicsWorld::internalSingleStepSimulation(btScalar timeStep)
///update vehicle simulation
updateActions(timeStep);
- updateActivationState( timeStep );
+ updateActivationState(timeStep);
- if(0 != m_internalTickCallback) {
+ if (0 != m_internalTickCallback)
+ {
(*m_internalTickCallback)(this, timeStep);
}
}
-void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
+void btDiscreteDynamicsWorld::setGravity(const btVector3& gravity)
{
m_gravity = gravity;
- for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
+ for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
- if (body->isActive() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY))
+ if (body->isActive() && !(body->getFlags() & BT_DISABLE_WORLD_GRAVITY))
{
body->setGravity(gravity);
}
}
}
-btVector3 btDiscreteDynamicsWorld::getGravity () const
+btVector3 btDiscreteDynamicsWorld::getGravity() const
{
return m_gravity;
}
-void btDiscreteDynamicsWorld::addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask)
+void btDiscreteDynamicsWorld::addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask)
{
- btCollisionWorld::addCollisionObject(collisionObject,collisionFilterGroup,collisionFilterMask);
+ btCollisionWorld::addCollisionObject(collisionObject, collisionFilterGroup, collisionFilterMask);
}
-void btDiscreteDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
+void btDiscreteDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
{
btRigidBody* body = btRigidBody::upcast(collisionObject);
if (body)
@@ -552,16 +528,15 @@ void btDiscreteDynamicsWorld::removeCollisionObject(btCollisionObject* collision
btCollisionWorld::removeCollisionObject(collisionObject);
}
-void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body)
+void btDiscreteDynamicsWorld::removeRigidBody(btRigidBody* body)
{
m_nonStaticRigidBodies.remove(body);
btCollisionWorld::removeCollisionObject(body);
}
-
-void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
+void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
{
- if (!body->isStaticOrKinematicObject() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY))
+ if (!body->isStaticOrKinematicObject() && !(body->getFlags() & BT_DISABLE_WORLD_GRAVITY))
{
body->setGravity(m_gravity);
}
@@ -571,22 +546,23 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body)
if (!body->isStaticObject())
{
m_nonStaticRigidBodies.push_back(body);
- } else
+ }
+ else
{
body->setActivationState(ISLAND_SLEEPING);
}
bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
- int collisionFilterGroup = isDynamic? int(btBroadphaseProxy::DefaultFilter) : int(btBroadphaseProxy::StaticFilter);
- int collisionFilterMask = isDynamic? int(btBroadphaseProxy::AllFilter) : int(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
+ int collisionFilterGroup = isDynamic ? int(btBroadphaseProxy::DefaultFilter) : int(btBroadphaseProxy::StaticFilter);
+ int collisionFilterMask = isDynamic ? int(btBroadphaseProxy::AllFilter) : int(btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
- addCollisionObject(body,collisionFilterGroup,collisionFilterMask);
+ addCollisionObject(body, collisionFilterGroup, collisionFilterMask);
}
}
-void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
+void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
{
- if (!body->isStaticOrKinematicObject() && !(body->getFlags() &BT_DISABLE_WORLD_GRAVITY))
+ if (!body->isStaticOrKinematicObject() && !(body->getFlags() & BT_DISABLE_WORLD_GRAVITY))
{
body->setGravity(m_gravity);
}
@@ -597,31 +573,29 @@ void btDiscreteDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mas
{
m_nonStaticRigidBodies.push_back(body);
}
- else
+ else
{
body->setActivationState(ISLAND_SLEEPING);
}
- addCollisionObject(body,group,mask);
+ addCollisionObject(body, group, mask);
}
}
-
-void btDiscreteDynamicsWorld::updateActions(btScalar timeStep)
+void btDiscreteDynamicsWorld::updateActions(btScalar timeStep)
{
BT_PROFILE("updateActions");
- for ( int i=0;i<m_actions.size();i++)
+ for (int i = 0; i < m_actions.size(); i++)
{
- m_actions[i]->updateAction( this, timeStep);
+ m_actions[i]->updateAction(this, timeStep);
}
}
-
-void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
+void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
{
BT_PROFILE("updateActivationState");
- for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
+ for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
if (body)
@@ -633,32 +607,33 @@ void btDiscreteDynamicsWorld::updateActivationState(btScalar timeStep)
if (body->isStaticOrKinematicObject())
{
body->setActivationState(ISLAND_SLEEPING);
- } else
+ }
+ else
{
if (body->getActivationState() == ACTIVE_TAG)
- body->setActivationState( WANTS_DEACTIVATION );
+ body->setActivationState(WANTS_DEACTIVATION);
if (body->getActivationState() == ISLAND_SLEEPING)
{
- body->setAngularVelocity(btVector3(0,0,0));
- body->setLinearVelocity(btVector3(0,0,0));
+ body->setAngularVelocity(btVector3(0, 0, 0));
+ body->setLinearVelocity(btVector3(0, 0, 0));
}
-
}
- } else
+ }
+ else
{
if (body->getActivationState() != DISABLE_DEACTIVATION)
- body->setActivationState( ACTIVE_TAG );
+ body->setActivationState(ACTIVE_TAG);
}
}
}
}
-void btDiscreteDynamicsWorld::addConstraint(btTypedConstraint* constraint,bool disableCollisionsBetweenLinkedBodies)
+void btDiscreteDynamicsWorld::addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies)
{
m_constraints.push_back(constraint);
- //Make sure the two bodies of a type constraint are different (possibly add this to the btTypedConstraint constructor?)
- btAssert(&constraint->getRigidBodyA()!=&constraint->getRigidBodyB());
-
+ //Make sure the two bodies of a type constraint are different (possibly add this to the btTypedConstraint constructor?)
+ btAssert(&constraint->getRigidBodyA() != &constraint->getRigidBodyB());
+
if (disableCollisionsBetweenLinkedBodies)
{
constraint->getRigidBodyA().addConstraintRef(constraint);
@@ -666,105 +641,98 @@ void btDiscreteDynamicsWorld::addConstraint(btTypedConstraint* constraint,bool d
}
}
-void btDiscreteDynamicsWorld::removeConstraint(btTypedConstraint* constraint)
+void btDiscreteDynamicsWorld::removeConstraint(btTypedConstraint* constraint)
{
m_constraints.remove(constraint);
constraint->getRigidBodyA().removeConstraintRef(constraint);
constraint->getRigidBodyB().removeConstraintRef(constraint);
}
-void btDiscreteDynamicsWorld::addAction(btActionInterface* action)
+void btDiscreteDynamicsWorld::addAction(btActionInterface* action)
{
m_actions.push_back(action);
}
-void btDiscreteDynamicsWorld::removeAction(btActionInterface* action)
+void btDiscreteDynamicsWorld::removeAction(btActionInterface* action)
{
m_actions.remove(action);
}
-
-void btDiscreteDynamicsWorld::addVehicle(btActionInterface* vehicle)
+void btDiscreteDynamicsWorld::addVehicle(btActionInterface* vehicle)
{
addAction(vehicle);
}
-void btDiscreteDynamicsWorld::removeVehicle(btActionInterface* vehicle)
+void btDiscreteDynamicsWorld::removeVehicle(btActionInterface* vehicle)
{
removeAction(vehicle);
}
-void btDiscreteDynamicsWorld::addCharacter(btActionInterface* character)
+void btDiscreteDynamicsWorld::addCharacter(btActionInterface* character)
{
addAction(character);
}
-void btDiscreteDynamicsWorld::removeCharacter(btActionInterface* character)
+void btDiscreteDynamicsWorld::removeCharacter(btActionInterface* character)
{
removeAction(character);
}
-
-
-
-void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
+void btDiscreteDynamicsWorld::solveConstraints(btContactSolverInfo& solverInfo)
{
BT_PROFILE("solveConstraints");
- m_sortedConstraints.resize( m_constraints.size());
+ m_sortedConstraints.resize(m_constraints.size());
int i;
- for (i=0;i<getNumConstraints();i++)
+ for (i = 0; i < getNumConstraints(); i++)
{
m_sortedConstraints[i] = m_constraints[i];
}
-// btAssert(0);
-
-
+ // btAssert(0);
m_sortedConstraints.quickSort(btSortConstraintOnIslandPredicate());
btTypedConstraint** constraintsPtr = getNumConstraints() ? &m_sortedConstraints[0] : 0;
- m_solverIslandCallback->setup(&solverInfo,constraintsPtr,m_sortedConstraints.size(),getDebugDrawer());
+ m_solverIslandCallback->setup(&solverInfo, constraintsPtr, m_sortedConstraints.size(), getDebugDrawer());
m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
/// solve all the constraints for this island
- m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(),getCollisionWorld(),m_solverIslandCallback);
+ m_islandManager->buildAndProcessIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_solverIslandCallback);
m_solverIslandCallback->processConstraints();
m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
}
-
-void btDiscreteDynamicsWorld::calculateSimulationIslands()
+void btDiscreteDynamicsWorld::calculateSimulationIslands()
{
BT_PROFILE("calculateSimulationIslands");
- getSimulationIslandManager()->updateActivationState(getCollisionWorld(),getCollisionWorld()->getDispatcher());
+ getSimulationIslandManager()->updateActivationState(getCollisionWorld(), getCollisionWorld()->getDispatcher());
- {
- //merge islands based on speculative contact manifolds too
- for (int i=0;i<this->m_predictiveManifolds.size();i++)
- {
- btPersistentManifold* manifold = m_predictiveManifolds[i];
+ {
+ //merge islands based on speculative contact manifolds too
+ for (int i = 0; i < this->m_predictiveManifolds.size(); i++)
+ {
+ btPersistentManifold* manifold = m_predictiveManifolds[i];
- const btCollisionObject* colObj0 = manifold->getBody0();
- const btCollisionObject* colObj1 = manifold->getBody1();
+ const btCollisionObject* colObj0 = manifold->getBody0();
+ const btCollisionObject* colObj1 = manifold->getBody1();
- if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
- ((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
- {
- getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),(colObj1)->getIslandTag());
- }
- }
- }
+ if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
+ ((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
+ {
+ getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(), (colObj1)->getIslandTag());
+ }
+ }
+ }
{
int i;
int numConstraints = int(m_constraints.size());
- for (i=0;i< numConstraints ; i++ )
+ for (i = 0; i < numConstraints; i++)
{
btTypedConstraint* constraint = m_constraints[i];
if (constraint->isEnabled())
@@ -775,7 +743,7 @@ void btDiscreteDynamicsWorld::calculateSimulationIslands()
if (((colObj0) && (!(colObj0)->isStaticOrKinematicObject())) &&
((colObj1) && (!(colObj1)->isStaticOrKinematicObject())))
{
- getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(),(colObj1)->getIslandTag());
+ getSimulationIslandManager()->getUnionFind().unite((colObj0)->getIslandTag(), (colObj1)->getIslandTag());
}
}
}
@@ -783,51 +751,44 @@ void btDiscreteDynamicsWorld::calculateSimulationIslands()
//Store the island id in each body
getSimulationIslandManager()->storeIslandActivationState(getCollisionWorld());
-
-
}
-
-
-
class btClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
-
btCollisionObject* m_me;
btScalar m_allowedPenetration;
btOverlappingPairCache* m_pairCache;
btDispatcher* m_dispatcher;
public:
- btClosestNotMeConvexResultCallback (btCollisionObject* me,const btVector3& fromA,const btVector3& toA,btOverlappingPairCache* pairCache,btDispatcher* dispatcher) :
- btCollisionWorld::ClosestConvexResultCallback(fromA,toA),
- m_me(me),
- m_allowedPenetration(0.0f),
- m_pairCache(pairCache),
- m_dispatcher(dispatcher)
+ btClosestNotMeConvexResultCallback(btCollisionObject* me, const btVector3& fromA, const btVector3& toA, btOverlappingPairCache* pairCache, btDispatcher* dispatcher) : btCollisionWorld::ClosestConvexResultCallback(fromA, toA),
+ m_me(me),
+ m_allowedPenetration(0.0f),
+ m_pairCache(pairCache),
+ m_dispatcher(dispatcher)
{
}
- virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
+ virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult, bool normalInWorldSpace)
{
if (convexResult.m_hitCollisionObject == m_me)
return 1.0f;
//ignore result if there is no contact response
- if(!convexResult.m_hitCollisionObject->hasContactResponse())
+ if (!convexResult.m_hitCollisionObject->hasContactResponse())
return 1.0f;
- btVector3 linVelA,linVelB;
- linVelA = m_convexToWorld-m_convexFromWorld;
- linVelB = btVector3(0,0,0);//toB.getOrigin()-fromB.getOrigin();
+ btVector3 linVelA, linVelB;
+ linVelA = m_convexToWorld - m_convexFromWorld;
+ linVelB = btVector3(0, 0, 0); //toB.getOrigin()-fromB.getOrigin();
- btVector3 relativeVelocity = (linVelA-linVelB);
+ btVector3 relativeVelocity = (linVelA - linVelB);
//don't report time of impact for motion away from the contact normal (or causes minor penetration)
- if (convexResult.m_hitNormalLocal.dot(relativeVelocity)>=-m_allowedPenetration)
+ if (convexResult.m_hitNormalLocal.dot(relativeVelocity) >= -m_allowedPenetration)
return 1.f;
- return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
+ return ClosestConvexResultCallback::addSingleResult(convexResult, normalInWorldSpace);
}
virtual bool needsCollision(btBroadphaseProxy* proxy0) const
@@ -840,13 +801,13 @@ public:
if (!ClosestConvexResultCallback::needsCollision(proxy0))
return false;
- btCollisionObject* otherObj = (btCollisionObject*) proxy0->m_clientObject;
+ btCollisionObject* otherObj = (btCollisionObject*)proxy0->m_clientObject;
- if(!m_dispatcher->needsCollision(m_me, otherObj))
+ if (!m_dispatcher->needsCollision(m_me, otherObj))
return false;
//call needsResponse, see http://code.google.com/p/bullet/issues/detail?id=179
- if (m_dispatcher->needsResponse(m_me,otherObj))
+ if (m_dispatcher->needsResponse(m_me, otherObj))
{
#if 0
///don't do CCD when there are already contact points (touching contact/penetration)
@@ -872,28 +833,24 @@ public:
return false;
}
-
-
};
///internal debugging variable. this value shouldn't be too high
-int gNumClampedCcdMotions=0;
-
+int gNumClampedCcdMotions = 0;
-void btDiscreteDynamicsWorld::createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep)
+void btDiscreteDynamicsWorld::createPredictiveContactsInternal(btRigidBody** bodies, int numBodies, btScalar timeStep)
{
btTransform predictedTrans;
- for ( int i=0;i<numBodies;i++)
+ for (int i = 0; i < numBodies; i++)
{
btRigidBody* body = bodies[i];
body->setHitFraction(1.f);
if (body->isActive() && (!body->isStaticOrKinematicObject()))
{
-
body->predictIntegratedTransform(timeStep, predictedTrans);
- btScalar squareMotion = (predictedTrans.getOrigin()-body->getWorldTransform().getOrigin()).length2();
+ btScalar squareMotion = (predictedTrans.getOrigin() - body->getWorldTransform().getOrigin()).length2();
if (getDispatchInfo().m_useContinuous && body->getCcdSquareMotionThreshold() && body->getCcdSquareMotionThreshold() < squareMotion)
{
@@ -905,60 +862,55 @@ void btDiscreteDynamicsWorld::createPredictiveContactsInternal( btRigidBody** bo
class StaticOnlyCallback : public btClosestNotMeConvexResultCallback
{
public:
-
- StaticOnlyCallback (btCollisionObject* me,const btVector3& fromA,const btVector3& toA,btOverlappingPairCache* pairCache,btDispatcher* dispatcher) :
- btClosestNotMeConvexResultCallback(me,fromA,toA,pairCache,dispatcher)
+ StaticOnlyCallback(btCollisionObject* me, const btVector3& fromA, const btVector3& toA, btOverlappingPairCache* pairCache, btDispatcher* dispatcher) : btClosestNotMeConvexResultCallback(me, fromA, toA, pairCache, dispatcher)
{
}
- virtual bool needsCollision(btBroadphaseProxy* proxy0) const
+ virtual bool needsCollision(btBroadphaseProxy* proxy0) const
{
- btCollisionObject* otherObj = (btCollisionObject*) proxy0->m_clientObject;
+ btCollisionObject* otherObj = (btCollisionObject*)proxy0->m_clientObject;
if (!otherObj->isStaticOrKinematicObject())
return false;
return btClosestNotMeConvexResultCallback::needsCollision(proxy0);
}
};
- StaticOnlyCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache(),getDispatcher());
+ StaticOnlyCallback sweepResults(body, body->getWorldTransform().getOrigin(), predictedTrans.getOrigin(), getBroadphase()->getOverlappingPairCache(), getDispatcher());
#else
- btClosestNotMeConvexResultCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache(),getDispatcher());
+ btClosestNotMeConvexResultCallback sweepResults(body, body->getWorldTransform().getOrigin(), predictedTrans.getOrigin(), getBroadphase()->getOverlappingPairCache(), getDispatcher());
#endif
//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
- btSphereShape tmpSphere(body->getCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
- sweepResults.m_allowedPenetration=getDispatchInfo().m_allowedCcdPenetration;
+ btSphereShape tmpSphere(body->getCcdSweptSphereRadius()); //btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
+ sweepResults.m_allowedPenetration = getDispatchInfo().m_allowedCcdPenetration;
sweepResults.m_collisionFilterGroup = body->getBroadphaseProxy()->m_collisionFilterGroup;
- sweepResults.m_collisionFilterMask = body->getBroadphaseProxy()->m_collisionFilterMask;
+ sweepResults.m_collisionFilterMask = body->getBroadphaseProxy()->m_collisionFilterMask;
btTransform modifiedPredictedTrans = predictedTrans;
modifiedPredictedTrans.setBasis(body->getWorldTransform().getBasis());
- convexSweepTest(&tmpSphere,body->getWorldTransform(),modifiedPredictedTrans,sweepResults);
+ convexSweepTest(&tmpSphere, body->getWorldTransform(), modifiedPredictedTrans, sweepResults);
if (sweepResults.hasHit() && (sweepResults.m_closestHitFraction < 1.f))
{
-
- btVector3 distVec = (predictedTrans.getOrigin()-body->getWorldTransform().getOrigin())*sweepResults.m_closestHitFraction;
+ btVector3 distVec = (predictedTrans.getOrigin() - body->getWorldTransform().getOrigin()) * sweepResults.m_closestHitFraction;
btScalar distance = distVec.dot(-sweepResults.m_hitNormalWorld);
-
- btPersistentManifold* manifold = m_dispatcher1->getNewManifold(body,sweepResults.m_hitCollisionObject);
- btMutexLock( &m_predictiveManifoldsMutex );
+ btPersistentManifold* manifold = m_dispatcher1->getNewManifold(body, sweepResults.m_hitCollisionObject);
+ btMutexLock(&m_predictiveManifoldsMutex);
m_predictiveManifolds.push_back(manifold);
- btMutexUnlock( &m_predictiveManifoldsMutex );
+ btMutexUnlock(&m_predictiveManifoldsMutex);
- btVector3 worldPointB = body->getWorldTransform().getOrigin()+distVec;
- btVector3 localPointB = sweepResults.m_hitCollisionObject->getWorldTransform().inverse()*worldPointB;
+ btVector3 worldPointB = body->getWorldTransform().getOrigin() + distVec;
+ btVector3 localPointB = sweepResults.m_hitCollisionObject->getWorldTransform().inverse() * worldPointB;
- btManifoldPoint newPoint(btVector3(0,0,0), localPointB,sweepResults.m_hitNormalWorld,distance);
+ btManifoldPoint newPoint(btVector3(0, 0, 0), localPointB, sweepResults.m_hitNormalWorld, distance);
bool isPredictive = true;
int index = manifold->addManifoldPoint(newPoint, isPredictive);
btManifoldPoint& pt = manifold->getContactPoint(index);
pt.m_combinedRestitution = 0;
- pt.m_combinedFriction = gCalculateCombinedFrictionCallback(body,sweepResults.m_hitCollisionObject);
+ pt.m_combinedFriction = gCalculateCombinedFrictionCallback(body, sweepResults.m_hitCollisionObject);
pt.m_positionWorldOnA = body->getWorldTransform().getOrigin();
pt.m_positionWorldOnB = worldPointB;
-
}
}
}
@@ -968,42 +920,39 @@ void btDiscreteDynamicsWorld::createPredictiveContactsInternal( btRigidBody** bo
void btDiscreteDynamicsWorld::releasePredictiveContacts()
{
- BT_PROFILE( "release predictive contact manifolds" );
-
- for ( int i = 0; i < m_predictiveManifolds.size(); i++ )
- {
- btPersistentManifold* manifold = m_predictiveManifolds[ i ];
- this->m_dispatcher1->releaseManifold( manifold );
- }
- m_predictiveManifolds.clear();
+ BT_PROFILE("release predictive contact manifolds");
+
+ for (int i = 0; i < m_predictiveManifolds.size(); i++)
+ {
+ btPersistentManifold* manifold = m_predictiveManifolds[i];
+ this->m_dispatcher1->releaseManifold(manifold);
+ }
+ m_predictiveManifolds.clear();
}
void btDiscreteDynamicsWorld::createPredictiveContacts(btScalar timeStep)
{
BT_PROFILE("createPredictiveContacts");
- releasePredictiveContacts();
- if (m_nonStaticRigidBodies.size() > 0)
- {
- createPredictiveContactsInternal( &m_nonStaticRigidBodies[ 0 ], m_nonStaticRigidBodies.size(), timeStep );
- }
+ releasePredictiveContacts();
+ if (m_nonStaticRigidBodies.size() > 0)
+ {
+ createPredictiveContactsInternal(&m_nonStaticRigidBodies[0], m_nonStaticRigidBodies.size(), timeStep);
+ }
}
-void btDiscreteDynamicsWorld::integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep )
+void btDiscreteDynamicsWorld::integrateTransformsInternal(btRigidBody** bodies, int numBodies, btScalar timeStep)
{
btTransform predictedTrans;
- for (int i=0;i<numBodies;i++)
+ for (int i = 0; i < numBodies; i++)
{
btRigidBody* body = bodies[i];
body->setHitFraction(1.f);
if (body->isActive() && (!body->isStaticOrKinematicObject()))
{
-
body->predictIntegratedTransform(timeStep, predictedTrans);
- btScalar squareMotion = (predictedTrans.getOrigin()-body->getWorldTransform().getOrigin()).length2();
-
-
+ btScalar squareMotion = (predictedTrans.getOrigin() - body->getWorldTransform().getOrigin()).length2();
if (getDispatchInfo().m_useContinuous && body->getCcdSquareMotionThreshold() && body->getCcdSquareMotionThreshold() < squareMotion)
{
@@ -1015,43 +964,40 @@ void btDiscreteDynamicsWorld::integrateTransformsInternal( btRigidBody** bodies,
class StaticOnlyCallback : public btClosestNotMeConvexResultCallback
{
public:
-
- StaticOnlyCallback (btCollisionObject* me,const btVector3& fromA,const btVector3& toA,btOverlappingPairCache* pairCache,btDispatcher* dispatcher) :
- btClosestNotMeConvexResultCallback(me,fromA,toA,pairCache,dispatcher)
+ StaticOnlyCallback(btCollisionObject* me, const btVector3& fromA, const btVector3& toA, btOverlappingPairCache* pairCache, btDispatcher* dispatcher) : btClosestNotMeConvexResultCallback(me, fromA, toA, pairCache, dispatcher)
{
}
- virtual bool needsCollision(btBroadphaseProxy* proxy0) const
+ virtual bool needsCollision(btBroadphaseProxy* proxy0) const
{
- btCollisionObject* otherObj = (btCollisionObject*) proxy0->m_clientObject;
+ btCollisionObject* otherObj = (btCollisionObject*)proxy0->m_clientObject;
if (!otherObj->isStaticOrKinematicObject())
return false;
return btClosestNotMeConvexResultCallback::needsCollision(proxy0);
}
};
- StaticOnlyCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache(),getDispatcher());
+ StaticOnlyCallback sweepResults(body, body->getWorldTransform().getOrigin(), predictedTrans.getOrigin(), getBroadphase()->getOverlappingPairCache(), getDispatcher());
#else
- btClosestNotMeConvexResultCallback sweepResults(body,body->getWorldTransform().getOrigin(),predictedTrans.getOrigin(),getBroadphase()->getOverlappingPairCache(),getDispatcher());
+ btClosestNotMeConvexResultCallback sweepResults(body, body->getWorldTransform().getOrigin(), predictedTrans.getOrigin(), getBroadphase()->getOverlappingPairCache(), getDispatcher());
#endif
//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
- btSphereShape tmpSphere(body->getCcdSweptSphereRadius());//btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
- sweepResults.m_allowedPenetration=getDispatchInfo().m_allowedCcdPenetration;
+ btSphereShape tmpSphere(body->getCcdSweptSphereRadius()); //btConvexShape* convexShape = static_cast<btConvexShape*>(body->getCollisionShape());
+ sweepResults.m_allowedPenetration = getDispatchInfo().m_allowedCcdPenetration;
sweepResults.m_collisionFilterGroup = body->getBroadphaseProxy()->m_collisionFilterGroup;
- sweepResults.m_collisionFilterMask = body->getBroadphaseProxy()->m_collisionFilterMask;
+ sweepResults.m_collisionFilterMask = body->getBroadphaseProxy()->m_collisionFilterMask;
btTransform modifiedPredictedTrans = predictedTrans;
modifiedPredictedTrans.setBasis(body->getWorldTransform().getBasis());
- convexSweepTest(&tmpSphere,body->getWorldTransform(),modifiedPredictedTrans,sweepResults);
+ convexSweepTest(&tmpSphere, body->getWorldTransform(), modifiedPredictedTrans, sweepResults);
if (sweepResults.hasHit() && (sweepResults.m_closestHitFraction < 1.f))
{
-
//printf("clamped integration to hit fraction = %f\n",fraction);
body->setHitFraction(sweepResults.m_closestHitFraction);
- body->predictIntegratedTransform(timeStep*body->getHitFraction(), predictedTrans);
+ body->predictIntegratedTransform(timeStep * body->getHitFraction(), predictedTrans);
body->setHitFraction(0.f);
- body->proceedToTransform( predictedTrans);
+ body->proceedToTransform(predictedTrans);
#if 0
btVector3 linVel = body->getLinearVelocity();
@@ -1078,50 +1024,45 @@ void btDiscreteDynamicsWorld::integrateTransformsInternal( btRigidBody** bodies,
//btScalar depth = 0.f;
//appliedImpulse = resolveSingleCollision(body,(btCollisionObject*)sweepResults.m_hitCollisionObject,sweepResults.m_hitPointWorld,sweepResults.m_hitNormalWorld,getSolverInfo(), depth);
-
#endif
- continue;
+ continue;
}
}
}
-
- body->proceedToTransform( predictedTrans);
-
+ body->proceedToTransform(predictedTrans);
}
-
}
-
}
void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
{
BT_PROFILE("integrateTransforms");
- if (m_nonStaticRigidBodies.size() > 0)
- {
- integrateTransformsInternal(&m_nonStaticRigidBodies[0], m_nonStaticRigidBodies.size(), timeStep);
- }
+ if (m_nonStaticRigidBodies.size() > 0)
+ {
+ integrateTransformsInternal(&m_nonStaticRigidBodies[0], m_nonStaticRigidBodies.size(), timeStep);
+ }
- ///this should probably be switched on by default, but it is not well tested yet
+ ///this should probably be switched on by default, but it is not well tested yet
if (m_applySpeculativeContactRestitution)
{
BT_PROFILE("apply speculative contact restitution");
- for (int i=0;i<m_predictiveManifolds.size();i++)
+ for (int i = 0; i < m_predictiveManifolds.size(); i++)
{
btPersistentManifold* manifold = m_predictiveManifolds[i];
btRigidBody* body0 = btRigidBody::upcast((btCollisionObject*)manifold->getBody0());
btRigidBody* body1 = btRigidBody::upcast((btCollisionObject*)manifold->getBody1());
- for (int p=0;p<manifold->getNumContacts();p++)
+ for (int p = 0; p < manifold->getNumContacts(); p++)
{
const btManifoldPoint& pt = manifold->getContactPoint(p);
btScalar combinedRestitution = gCalculateCombinedRestitutionCallback(body0, body1);
- if (combinedRestitution>0 && pt.m_appliedImpulse != 0.f)
+ if (combinedRestitution > 0 && pt.m_appliedImpulse != 0.f)
//if (pt.getDistance()>0 && combinedRestitution>0 && pt.m_appliedImpulse != 0.f)
{
- btVector3 imp = -pt.m_normalWorldOnB * pt.m_appliedImpulse* combinedRestitution;
+ btVector3 imp = -pt.m_normalWorldOnB * pt.m_appliedImpulse * combinedRestitution;
const btVector3& pos1 = pt.getPositionWorldOnA();
const btVector3& pos2 = pt.getPositionWorldOnB();
@@ -1130,23 +1071,19 @@ void btDiscreteDynamicsWorld::integrateTransforms(btScalar timeStep)
btVector3 rel_pos1 = pos2 - body1->getWorldTransform().getOrigin();
if (body0)
- body0->applyImpulse(imp,rel_pos0);
+ body0->applyImpulse(imp, rel_pos0);
if (body1)
- body1->applyImpulse(-imp,rel_pos1);
+ body1->applyImpulse(-imp, rel_pos1);
}
}
}
}
}
-
-
-
-
-void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
+void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
BT_PROFILE("predictUnconstraintMotion");
- for ( int i=0;i<m_nonStaticRigidBodies.size();i++)
+ for (int i = 0; i < m_nonStaticRigidBodies.size(); i++)
{
btRigidBody* body = m_nonStaticRigidBodies[i];
if (!body->isStaticOrKinematicObject())
@@ -1155,179 +1092,171 @@ void btDiscreteDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
body->applyDamping(timeStep);
- body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
+ body->predictIntegratedTransform(timeStep, body->getInterpolationWorldTransform());
}
}
}
-
-void btDiscreteDynamicsWorld::startProfiling(btScalar timeStep)
+void btDiscreteDynamicsWorld::startProfiling(btScalar timeStep)
{
(void)timeStep;
#ifndef BT_NO_PROFILE
CProfileManager::Reset();
-#endif //BT_NO_PROFILE
-
+#endif //BT_NO_PROFILE
}
-
-
-
-
-
void btDiscreteDynamicsWorld::debugDrawConstraint(btTypedConstraint* constraint)
{
bool drawFrames = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawConstraints) != 0;
bool drawLimits = (getDebugDrawer()->getDebugMode() & btIDebugDraw::DBG_DrawConstraintLimits) != 0;
btScalar dbgDrawSize = constraint->getDbgDrawSize();
- if(dbgDrawSize <= btScalar(0.f))
+ if (dbgDrawSize <= btScalar(0.f))
{
return;
}
- switch(constraint->getConstraintType())
+ switch (constraint->getConstraintType())
{
case POINT2POINT_CONSTRAINT_TYPE:
+ {
+ btPoint2PointConstraint* p2pC = (btPoint2PointConstraint*)constraint;
+ btTransform tr;
+ tr.setIdentity();
+ btVector3 pivot = p2pC->getPivotInA();
+ pivot = p2pC->getRigidBodyA().getCenterOfMassTransform() * pivot;
+ tr.setOrigin(pivot);
+ getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ // that ideally should draw the same frame
+ pivot = p2pC->getPivotInB();
+ pivot = p2pC->getRigidBodyB().getCenterOfMassTransform() * pivot;
+ tr.setOrigin(pivot);
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ }
+ break;
+ case HINGE_CONSTRAINT_TYPE:
+ {
+ btHingeConstraint* pHinge = (btHingeConstraint*)constraint;
+ btTransform tr = pHinge->getRigidBodyA().getCenterOfMassTransform() * pHinge->getAFrame();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ tr = pHinge->getRigidBodyB().getCenterOfMassTransform() * pHinge->getBFrame();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ btScalar minAng = pHinge->getLowerLimit();
+ btScalar maxAng = pHinge->getUpperLimit();
+ if (minAng == maxAng)
{
- btPoint2PointConstraint* p2pC = (btPoint2PointConstraint*)constraint;
- btTransform tr;
- tr.setIdentity();
- btVector3 pivot = p2pC->getPivotInA();
- pivot = p2pC->getRigidBodyA().getCenterOfMassTransform() * pivot;
- tr.setOrigin(pivot);
- getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- // that ideally should draw the same frame
- pivot = p2pC->getPivotInB();
- pivot = p2pC->getRigidBodyB().getCenterOfMassTransform() * pivot;
- tr.setOrigin(pivot);
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ break;
}
- break;
- case HINGE_CONSTRAINT_TYPE:
+ bool drawSect = true;
+ if (!pHinge->hasLimit())
{
- btHingeConstraint* pHinge = (btHingeConstraint*)constraint;
- btTransform tr = pHinge->getRigidBodyA().getCenterOfMassTransform() * pHinge->getAFrame();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- tr = pHinge->getRigidBodyB().getCenterOfMassTransform() * pHinge->getBFrame();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- btScalar minAng = pHinge->getLowerLimit();
- btScalar maxAng = pHinge->getUpperLimit();
- if(minAng == maxAng)
- {
- break;
- }
- bool drawSect = true;
- if(!pHinge->hasLimit())
- {
- minAng = btScalar(0.f);
- maxAng = SIMD_2_PI;
- drawSect = false;
- }
- if(drawLimits)
- {
- btVector3& center = tr.getOrigin();
- btVector3 normal = tr.getBasis().getColumn(2);
- btVector3 axis = tr.getBasis().getColumn(0);
- getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, minAng, maxAng, btVector3(0,0,0), drawSect);
- }
+ minAng = btScalar(0.f);
+ maxAng = SIMD_2_PI;
+ drawSect = false;
}
- break;
+ if (drawLimits)
+ {
+ btVector3& center = tr.getOrigin();
+ btVector3 normal = tr.getBasis().getColumn(2);
+ btVector3 axis = tr.getBasis().getColumn(0);
+ getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, minAng, maxAng, btVector3(0, 0, 0), drawSect);
+ }
+ }
+ break;
case CONETWIST_CONSTRAINT_TYPE:
+ {
+ btConeTwistConstraint* pCT = (btConeTwistConstraint*)constraint;
+ btTransform tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ if (drawLimits)
{
- btConeTwistConstraint* pCT = (btConeTwistConstraint*)constraint;
- btTransform tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- if(drawLimits)
+ //const btScalar length = btScalar(5);
+ const btScalar length = dbgDrawSize;
+ static int nSegments = 8 * 4;
+ btScalar fAngleInRadians = btScalar(2. * 3.1415926) * (btScalar)(nSegments - 1) / btScalar(nSegments);
+ btVector3 pPrev = pCT->GetPointForAngle(fAngleInRadians, length);
+ pPrev = tr * pPrev;
+ for (int i = 0; i < nSegments; i++)
{
- //const btScalar length = btScalar(5);
- const btScalar length = dbgDrawSize;
- static int nSegments = 8*4;
- btScalar fAngleInRadians = btScalar(2.*3.1415926) * (btScalar)(nSegments-1)/btScalar(nSegments);
- btVector3 pPrev = pCT->GetPointForAngle(fAngleInRadians, length);
- pPrev = tr * pPrev;
- for (int i=0; i<nSegments; i++)
- {
- fAngleInRadians = btScalar(2.*3.1415926) * (btScalar)i/btScalar(nSegments);
- btVector3 pCur = pCT->GetPointForAngle(fAngleInRadians, length);
- pCur = tr * pCur;
- getDebugDrawer()->drawLine(pPrev, pCur, btVector3(0,0,0));
-
- if (i%(nSegments/8) == 0)
- getDebugDrawer()->drawLine(tr.getOrigin(), pCur, btVector3(0,0,0));
+ fAngleInRadians = btScalar(2. * 3.1415926) * (btScalar)i / btScalar(nSegments);
+ btVector3 pCur = pCT->GetPointForAngle(fAngleInRadians, length);
+ pCur = tr * pCur;
+ getDebugDrawer()->drawLine(pPrev, pCur, btVector3(0, 0, 0));
- pPrev = pCur;
- }
- btScalar tws = pCT->getTwistSpan();
- btScalar twa = pCT->getTwistAngle();
- bool useFrameB = (pCT->getRigidBodyB().getInvMass() > btScalar(0.f));
- if(useFrameB)
- {
- tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame();
- }
- else
- {
- tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame();
- }
- btVector3 pivot = tr.getOrigin();
- btVector3 normal = tr.getBasis().getColumn(0);
- btVector3 axis1 = tr.getBasis().getColumn(1);
- getDebugDrawer()->drawArc(pivot, normal, axis1, dbgDrawSize, dbgDrawSize, -twa-tws, -twa+tws, btVector3(0,0,0), true);
+ if (i % (nSegments / 8) == 0)
+ getDebugDrawer()->drawLine(tr.getOrigin(), pCur, btVector3(0, 0, 0));
+ pPrev = pCur;
+ }
+ btScalar tws = pCT->getTwistSpan();
+ btScalar twa = pCT->getTwistAngle();
+ bool useFrameB = (pCT->getRigidBodyB().getInvMass() > btScalar(0.f));
+ if (useFrameB)
+ {
+ tr = pCT->getRigidBodyB().getCenterOfMassTransform() * pCT->getBFrame();
}
+ else
+ {
+ tr = pCT->getRigidBodyA().getCenterOfMassTransform() * pCT->getAFrame();
+ }
+ btVector3 pivot = tr.getOrigin();
+ btVector3 normal = tr.getBasis().getColumn(0);
+ btVector3 axis1 = tr.getBasis().getColumn(1);
+ getDebugDrawer()->drawArc(pivot, normal, axis1, dbgDrawSize, dbgDrawSize, -twa - tws, -twa + tws, btVector3(0, 0, 0), true);
}
- break;
+ }
+ break;
case D6_SPRING_CONSTRAINT_TYPE:
case D6_CONSTRAINT_TYPE:
+ {
+ btGeneric6DofConstraint* p6DOF = (btGeneric6DofConstraint*)constraint;
+ btTransform tr = p6DOF->getCalculatedTransformA();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ tr = p6DOF->getCalculatedTransformB();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ if (drawLimits)
{
- btGeneric6DofConstraint* p6DOF = (btGeneric6DofConstraint*)constraint;
- btTransform tr = p6DOF->getCalculatedTransformA();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ tr = p6DOF->getCalculatedTransformA();
+ const btVector3& center = p6DOF->getCalculatedTransformB().getOrigin();
+ btVector3 up = tr.getBasis().getColumn(2);
+ btVector3 axis = tr.getBasis().getColumn(0);
+ btScalar minTh = p6DOF->getRotationalLimitMotor(1)->m_loLimit;
+ btScalar maxTh = p6DOF->getRotationalLimitMotor(1)->m_hiLimit;
+ btScalar minPs = p6DOF->getRotationalLimitMotor(2)->m_loLimit;
+ btScalar maxPs = p6DOF->getRotationalLimitMotor(2)->m_hiLimit;
+ getDebugDrawer()->drawSpherePatch(center, up, axis, dbgDrawSize * btScalar(.9f), minTh, maxTh, minPs, maxPs, btVector3(0, 0, 0));
+ axis = tr.getBasis().getColumn(1);
+ btScalar ay = p6DOF->getAngle(1);
+ btScalar az = p6DOF->getAngle(2);
+ btScalar cy = btCos(ay);
+ btScalar sy = btSin(ay);
+ btScalar cz = btCos(az);
+ btScalar sz = btSin(az);
+ btVector3 ref;
+ ref[0] = cy * cz * axis[0] + cy * sz * axis[1] - sy * axis[2];
+ ref[1] = -sz * axis[0] + cz * axis[1];
+ ref[2] = cz * sy * axis[0] + sz * sy * axis[1] + cy * axis[2];
tr = p6DOF->getCalculatedTransformB();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- if(drawLimits)
+ btVector3 normal = -tr.getBasis().getColumn(0);
+ btScalar minFi = p6DOF->getRotationalLimitMotor(0)->m_loLimit;
+ btScalar maxFi = p6DOF->getRotationalLimitMotor(0)->m_hiLimit;
+ if (minFi > maxFi)
{
- tr = p6DOF->getCalculatedTransformA();
- const btVector3& center = p6DOF->getCalculatedTransformB().getOrigin();
- btVector3 up = tr.getBasis().getColumn(2);
- btVector3 axis = tr.getBasis().getColumn(0);
- btScalar minTh = p6DOF->getRotationalLimitMotor(1)->m_loLimit;
- btScalar maxTh = p6DOF->getRotationalLimitMotor(1)->m_hiLimit;
- btScalar minPs = p6DOF->getRotationalLimitMotor(2)->m_loLimit;
- btScalar maxPs = p6DOF->getRotationalLimitMotor(2)->m_hiLimit;
- getDebugDrawer()->drawSpherePatch(center, up, axis, dbgDrawSize * btScalar(.9f), minTh, maxTh, minPs, maxPs, btVector3(0,0,0));
- axis = tr.getBasis().getColumn(1);
- btScalar ay = p6DOF->getAngle(1);
- btScalar az = p6DOF->getAngle(2);
- btScalar cy = btCos(ay);
- btScalar sy = btSin(ay);
- btScalar cz = btCos(az);
- btScalar sz = btSin(az);
- btVector3 ref;
- ref[0] = cy*cz*axis[0] + cy*sz*axis[1] - sy*axis[2];
- ref[1] = -sz*axis[0] + cz*axis[1];
- ref[2] = cz*sy*axis[0] + sz*sy*axis[1] + cy*axis[2];
- tr = p6DOF->getCalculatedTransformB();
- btVector3 normal = -tr.getBasis().getColumn(0);
- btScalar minFi = p6DOF->getRotationalLimitMotor(0)->m_loLimit;
- btScalar maxFi = p6DOF->getRotationalLimitMotor(0)->m_hiLimit;
- if(minFi > maxFi)
- {
- getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, -SIMD_PI, SIMD_PI, btVector3(0,0,0), false);
- }
- else if(minFi < maxFi)
- {
- getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, minFi, maxFi, btVector3(0,0,0), true);
- }
- tr = p6DOF->getCalculatedTransformA();
- btVector3 bbMin = p6DOF->getTranslationalLimitMotor()->m_lowerLimit;
- btVector3 bbMax = p6DOF->getTranslationalLimitMotor()->m_upperLimit;
- getDebugDrawer()->drawBox(bbMin, bbMax, tr, btVector3(0,0,0));
+ getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, -SIMD_PI, SIMD_PI, btVector3(0, 0, 0), false);
}
+ else if (minFi < maxFi)
+ {
+ getDebugDrawer()->drawArc(center, normal, ref, dbgDrawSize, dbgDrawSize, minFi, maxFi, btVector3(0, 0, 0), true);
+ }
+ tr = p6DOF->getCalculatedTransformA();
+ btVector3 bbMin = p6DOF->getTranslationalLimitMotor()->m_lowerLimit;
+ btVector3 bbMax = p6DOF->getTranslationalLimitMotor()->m_upperLimit;
+ getDebugDrawer()->drawBox(bbMin, bbMax, tr, btVector3(0, 0, 0));
}
- break;
+ }
+ break;
///note: the code for D6_SPRING_2_CONSTRAINT_TYPE is identical to D6_CONSTRAINT_TYPE, the D6_CONSTRAINT_TYPE+D6_SPRING_CONSTRAINT_TYPE will likely become obsolete/deprecated at some stage
case D6_SPRING_2_CONSTRAINT_TYPE:
{
@@ -1359,9 +1288,9 @@ void btDiscreteDynamicsWorld::debugDrawConstraint(btTypedConstraint* constraint)
btScalar cz = btCos(az);
btScalar sz = btSin(az);
btVector3 ref;
- ref[0] = cy*cz*axis[0] + cy*sz*axis[1] - sy*axis[2];
- ref[1] = -sz*axis[0] + cz*axis[1];
- ref[2] = cz*sy*axis[0] + sz*sy*axis[1] + cy*axis[2];
+ ref[0] = cy * cz * axis[0] + cy * sz * axis[1] - sy * axis[2];
+ ref[1] = -sz * axis[0] + cz * axis[1];
+ ref[2] = cz * sy * axis[0] + sz * sy * axis[1] + cy * axis[2];
tr = p6DOF->getCalculatedTransformB();
btVector3 normal = -tr.getBasis().getColumn(0);
btScalar minFi = p6DOF->getRotationalLimitMotor(0)->m_loLimit;
@@ -1383,42 +1312,38 @@ void btDiscreteDynamicsWorld::debugDrawConstraint(btTypedConstraint* constraint)
break;
}
case SLIDER_CONSTRAINT_TYPE:
+ {
+ btSliderConstraint* pSlider = (btSliderConstraint*)constraint;
+ btTransform tr = pSlider->getCalculatedTransformA();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ tr = pSlider->getCalculatedTransformB();
+ if (drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
+ if (drawLimits)
{
- btSliderConstraint* pSlider = (btSliderConstraint*)constraint;
- btTransform tr = pSlider->getCalculatedTransformA();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- tr = pSlider->getCalculatedTransformB();
- if(drawFrames) getDebugDrawer()->drawTransform(tr, dbgDrawSize);
- if(drawLimits)
- {
- btTransform tr = pSlider->getUseLinearReferenceFrameA() ? pSlider->getCalculatedTransformA() : pSlider->getCalculatedTransformB();
- btVector3 li_min = tr * btVector3(pSlider->getLowerLinLimit(), 0.f, 0.f);
- btVector3 li_max = tr * btVector3(pSlider->getUpperLinLimit(), 0.f, 0.f);
- getDebugDrawer()->drawLine(li_min, li_max, btVector3(0, 0, 0));
- btVector3 normal = tr.getBasis().getColumn(0);
- btVector3 axis = tr.getBasis().getColumn(1);
- btScalar a_min = pSlider->getLowerAngLimit();
- btScalar a_max = pSlider->getUpperAngLimit();
- const btVector3& center = pSlider->getCalculatedTransformB().getOrigin();
- getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, a_min, a_max, btVector3(0,0,0), true);
- }
+ btTransform tr = pSlider->getUseLinearReferenceFrameA() ? pSlider->getCalculatedTransformA() : pSlider->getCalculatedTransformB();
+ btVector3 li_min = tr * btVector3(pSlider->getLowerLinLimit(), 0.f, 0.f);
+ btVector3 li_max = tr * btVector3(pSlider->getUpperLinLimit(), 0.f, 0.f);
+ getDebugDrawer()->drawLine(li_min, li_max, btVector3(0, 0, 0));
+ btVector3 normal = tr.getBasis().getColumn(0);
+ btVector3 axis = tr.getBasis().getColumn(1);
+ btScalar a_min = pSlider->getLowerAngLimit();
+ btScalar a_max = pSlider->getUpperAngLimit();
+ const btVector3& center = pSlider->getCalculatedTransformB().getOrigin();
+ getDebugDrawer()->drawArc(center, normal, axis, dbgDrawSize, dbgDrawSize, a_min, a_max, btVector3(0, 0, 0), true);
}
- break;
- default :
+ }
+ break;
+ default:
break;
}
return;
}
-
-
-
-
-void btDiscreteDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
+void btDiscreteDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
{
if (m_ownsConstraintSolver)
{
- btAlignedFree( m_constraintSolver);
+ btAlignedFree(m_constraintSolver);
}
m_ownsConstraintSolver = false;
m_constraintSolver = solver;
@@ -1430,8 +1355,7 @@ btConstraintSolver* btDiscreteDynamicsWorld::getConstraintSolver()
return m_constraintSolver;
}
-
-int btDiscreteDynamicsWorld::getNumConstraints() const
+int btDiscreteDynamicsWorld::getNumConstraints() const
{
return int(m_constraints.size());
}
@@ -1444,93 +1368,87 @@ const btTypedConstraint* btDiscreteDynamicsWorld::getConstraint(int index) const
return m_constraints[index];
}
-
-
-void btDiscreteDynamicsWorld::serializeRigidBodies(btSerializer* serializer)
+void btDiscreteDynamicsWorld::serializeRigidBodies(btSerializer* serializer)
{
int i;
//serialize all collision objects
- for (i=0;i<m_collisionObjects.size();i++)
+ for (i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
if (colObj->getInternalType() & btCollisionObject::CO_RIGID_BODY)
{
int len = colObj->calculateSerializeBufferSize();
- btChunk* chunk = serializer->allocate(len,1);
+ btChunk* chunk = serializer->allocate(len, 1);
const char* structType = colObj->serialize(chunk->m_oldPtr, serializer);
- serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,colObj);
+ serializer->finalizeChunk(chunk, structType, BT_RIGIDBODY_CODE, colObj);
}
}
- for (i=0;i<m_constraints.size();i++)
+ for (i = 0; i < m_constraints.size(); i++)
{
btTypedConstraint* constraint = m_constraints[i];
int size = constraint->calculateSerializeBufferSize();
- btChunk* chunk = serializer->allocate(size,1);
- const char* structType = constraint->serialize(chunk->m_oldPtr,serializer);
- serializer->finalizeChunk(chunk,structType,BT_CONSTRAINT_CODE,constraint);
+ btChunk* chunk = serializer->allocate(size, 1);
+ const char* structType = constraint->serialize(chunk->m_oldPtr, serializer);
+ serializer->finalizeChunk(chunk, structType, BT_CONSTRAINT_CODE, constraint);
}
}
-
-
-
-void btDiscreteDynamicsWorld::serializeDynamicsWorldInfo(btSerializer* serializer)
+void btDiscreteDynamicsWorld::serializeDynamicsWorldInfo(btSerializer* serializer)
{
#ifdef BT_USE_DOUBLE_PRECISION
- int len = sizeof(btDynamicsWorldDoubleData);
- btChunk* chunk = serializer->allocate(len,1);
- btDynamicsWorldDoubleData* worldInfo = (btDynamicsWorldDoubleData*)chunk->m_oldPtr;
-#else//BT_USE_DOUBLE_PRECISION
- int len = sizeof(btDynamicsWorldFloatData);
- btChunk* chunk = serializer->allocate(len,1);
- btDynamicsWorldFloatData* worldInfo = (btDynamicsWorldFloatData*)chunk->m_oldPtr;
-#endif//BT_USE_DOUBLE_PRECISION
-
- memset(worldInfo ,0x00,len);
-
- m_gravity.serialize(worldInfo->m_gravity);
- worldInfo->m_solverInfo.m_tau = getSolverInfo().m_tau;
- worldInfo->m_solverInfo.m_damping = getSolverInfo().m_damping;
- worldInfo->m_solverInfo.m_friction = getSolverInfo().m_friction;
- worldInfo->m_solverInfo.m_timeStep = getSolverInfo().m_timeStep;
-
- worldInfo->m_solverInfo.m_restitution = getSolverInfo().m_restitution;
- worldInfo->m_solverInfo.m_maxErrorReduction = getSolverInfo().m_maxErrorReduction;
- worldInfo->m_solverInfo.m_sor = getSolverInfo().m_sor;
- worldInfo->m_solverInfo.m_erp = getSolverInfo().m_erp;
-
- worldInfo->m_solverInfo.m_erp2 = getSolverInfo().m_erp2;
- worldInfo->m_solverInfo.m_globalCfm = getSolverInfo().m_globalCfm;
- worldInfo->m_solverInfo.m_splitImpulsePenetrationThreshold = getSolverInfo().m_splitImpulsePenetrationThreshold;
- worldInfo->m_solverInfo.m_splitImpulseTurnErp = getSolverInfo().m_splitImpulseTurnErp;
-
- worldInfo->m_solverInfo.m_linearSlop = getSolverInfo().m_linearSlop;
- worldInfo->m_solverInfo.m_warmstartingFactor = getSolverInfo().m_warmstartingFactor;
- worldInfo->m_solverInfo.m_maxGyroscopicForce = getSolverInfo().m_maxGyroscopicForce;
- worldInfo->m_solverInfo.m_singleAxisRollingFrictionThreshold = getSolverInfo().m_singleAxisRollingFrictionThreshold;
-
- worldInfo->m_solverInfo.m_numIterations = getSolverInfo().m_numIterations;
- worldInfo->m_solverInfo.m_solverMode = getSolverInfo().m_solverMode;
- worldInfo->m_solverInfo.m_restingContactRestitutionThreshold = getSolverInfo().m_restingContactRestitutionThreshold;
- worldInfo->m_solverInfo.m_minimumSolverBatchSize = getSolverInfo().m_minimumSolverBatchSize;
-
- worldInfo->m_solverInfo.m_splitImpulse = getSolverInfo().m_splitImpulse;
-
- // Fill padding with zeros to appease msan.
- memset(worldInfo->m_solverInfo.m_padding, 0, sizeof(worldInfo->m_solverInfo.m_padding));
+ int len = sizeof(btDynamicsWorldDoubleData);
+ btChunk* chunk = serializer->allocate(len, 1);
+ btDynamicsWorldDoubleData* worldInfo = (btDynamicsWorldDoubleData*)chunk->m_oldPtr;
+#else //BT_USE_DOUBLE_PRECISION
+ int len = sizeof(btDynamicsWorldFloatData);
+ btChunk* chunk = serializer->allocate(len, 1);
+ btDynamicsWorldFloatData* worldInfo = (btDynamicsWorldFloatData*)chunk->m_oldPtr;
+#endif //BT_USE_DOUBLE_PRECISION
+
+ memset(worldInfo, 0x00, len);
+
+ m_gravity.serialize(worldInfo->m_gravity);
+ worldInfo->m_solverInfo.m_tau = getSolverInfo().m_tau;
+ worldInfo->m_solverInfo.m_damping = getSolverInfo().m_damping;
+ worldInfo->m_solverInfo.m_friction = getSolverInfo().m_friction;
+ worldInfo->m_solverInfo.m_timeStep = getSolverInfo().m_timeStep;
+
+ worldInfo->m_solverInfo.m_restitution = getSolverInfo().m_restitution;
+ worldInfo->m_solverInfo.m_maxErrorReduction = getSolverInfo().m_maxErrorReduction;
+ worldInfo->m_solverInfo.m_sor = getSolverInfo().m_sor;
+ worldInfo->m_solverInfo.m_erp = getSolverInfo().m_erp;
+
+ worldInfo->m_solverInfo.m_erp2 = getSolverInfo().m_erp2;
+ worldInfo->m_solverInfo.m_globalCfm = getSolverInfo().m_globalCfm;
+ worldInfo->m_solverInfo.m_splitImpulsePenetrationThreshold = getSolverInfo().m_splitImpulsePenetrationThreshold;
+ worldInfo->m_solverInfo.m_splitImpulseTurnErp = getSolverInfo().m_splitImpulseTurnErp;
+
+ worldInfo->m_solverInfo.m_linearSlop = getSolverInfo().m_linearSlop;
+ worldInfo->m_solverInfo.m_warmstartingFactor = getSolverInfo().m_warmstartingFactor;
+ worldInfo->m_solverInfo.m_maxGyroscopicForce = getSolverInfo().m_maxGyroscopicForce;
+ worldInfo->m_solverInfo.m_singleAxisRollingFrictionThreshold = getSolverInfo().m_singleAxisRollingFrictionThreshold;
+
+ worldInfo->m_solverInfo.m_numIterations = getSolverInfo().m_numIterations;
+ worldInfo->m_solverInfo.m_solverMode = getSolverInfo().m_solverMode;
+ worldInfo->m_solverInfo.m_restingContactRestitutionThreshold = getSolverInfo().m_restingContactRestitutionThreshold;
+ worldInfo->m_solverInfo.m_minimumSolverBatchSize = getSolverInfo().m_minimumSolverBatchSize;
+
+ worldInfo->m_solverInfo.m_splitImpulse = getSolverInfo().m_splitImpulse;
+
+ // Fill padding with zeros to appease msan.
+ memset(worldInfo->m_solverInfo.m_padding, 0, sizeof(worldInfo->m_solverInfo.m_padding));
#ifdef BT_USE_DOUBLE_PRECISION
- const char* structType = "btDynamicsWorldDoubleData";
-#else//BT_USE_DOUBLE_PRECISION
- const char* structType = "btDynamicsWorldFloatData";
-#endif//BT_USE_DOUBLE_PRECISION
- serializer->finalizeChunk(chunk,structType,BT_DYNAMICSWORLD_CODE,worldInfo);
+ const char* structType = "btDynamicsWorldDoubleData";
+#else //BT_USE_DOUBLE_PRECISION
+ const char* structType = "btDynamicsWorldFloatData";
+#endif //BT_USE_DOUBLE_PRECISION
+ serializer->finalizeChunk(chunk, structType, BT_DYNAMICSWORLD_CODE, worldInfo);
}
-void btDiscreteDynamicsWorld::serialize(btSerializer* serializer)
+void btDiscreteDynamicsWorld::serialize(btSerializer* serializer)
{
-
serializer->startSerialization();
serializeDynamicsWorldInfo(serializer);
@@ -1543,4 +1461,3 @@ void btDiscreteDynamicsWorld::serialize(btSerializer* serializer)
serializer->finishSerialization();
}
-
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
index b0d19f48a3..7fe9619213 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
#ifndef BT_DISCRETE_DYNAMICS_WORLD_H
#define BT_DISCRETE_DYNAMICS_WORLD_H
@@ -32,159 +31,153 @@ struct InplaceSolverIslandCallback;
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btThreads.h"
-
///btDiscreteDynamicsWorld provides discrete rigid body simulation
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
-ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorld : public btDynamicsWorld
+ATTRIBUTE_ALIGNED16(class)
+btDiscreteDynamicsWorld : public btDynamicsWorld
{
protected:
-
- btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
- InplaceSolverIslandCallback* m_solverIslandCallback;
+ btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
+ InplaceSolverIslandCallback* m_solverIslandCallback;
- btConstraintSolver* m_constraintSolver;
+ btConstraintSolver* m_constraintSolver;
- btSimulationIslandManager* m_islandManager;
+ btSimulationIslandManager* m_islandManager;
btAlignedObjectArray<btTypedConstraint*> m_constraints;
btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
- btVector3 m_gravity;
+ btVector3 m_gravity;
//for variable timesteps
- btScalar m_localTime;
- btScalar m_fixedTimeStep;
+ btScalar m_localTime;
+ btScalar m_fixedTimeStep;
//for variable timesteps
- bool m_ownsIslandManager;
- bool m_ownsConstraintSolver;
- bool m_synchronizeAllMotionStates;
- bool m_applySpeculativeContactRestitution;
+ bool m_ownsIslandManager;
+ bool m_ownsConstraintSolver;
+ bool m_synchronizeAllMotionStates;
+ bool m_applySpeculativeContactRestitution;
- btAlignedObjectArray<btActionInterface*> m_actions;
-
- int m_profileTimings;
+ btAlignedObjectArray<btActionInterface*> m_actions;
- bool m_latencyMotionStateInterpolation;
+ int m_profileTimings;
- btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
- btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
+ bool m_latencyMotionStateInterpolation;
- virtual void predictUnconstraintMotion(btScalar timeStep);
-
- void integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
- virtual void integrateTransforms(btScalar timeStep);
-
- virtual void calculateSimulationIslands();
+ btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
+ btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
- virtual void solveConstraints(btContactSolverInfo& solverInfo);
-
- virtual void updateActivationState(btScalar timeStep);
+ virtual void predictUnconstraintMotion(btScalar timeStep);
- void updateActions(btScalar timeStep);
+ void integrateTransformsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
+ virtual void integrateTransforms(btScalar timeStep);
- void startProfiling(btScalar timeStep);
+ virtual void calculateSimulationIslands();
- virtual void internalSingleStepSimulation( btScalar timeStep);
+ virtual void solveConstraints(btContactSolverInfo & solverInfo);
- void releasePredictiveContacts();
- void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
- virtual void createPredictiveContacts(btScalar timeStep);
+ virtual void updateActivationState(btScalar timeStep);
- virtual void saveKinematicState(btScalar timeStep);
+ void updateActions(btScalar timeStep);
- void serializeRigidBodies(btSerializer* serializer);
+ void startProfiling(btScalar timeStep);
- void serializeDynamicsWorldInfo(btSerializer* serializer);
+ virtual void internalSingleStepSimulation(btScalar timeStep);
-public:
+ void releasePredictiveContacts();
+ void createPredictiveContactsInternal(btRigidBody * *bodies, int numBodies, btScalar timeStep); // can be called in parallel
+ virtual void createPredictiveContacts(btScalar timeStep);
+ virtual void saveKinematicState(btScalar timeStep);
+ void serializeRigidBodies(btSerializer * serializer);
+
+ void serializeDynamicsWorldInfo(btSerializer * serializer);
+
+public:
BT_DECLARE_ALIGNED_ALLOCATOR();
///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
- btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
+ btDiscreteDynamicsWorld(btDispatcher * dispatcher, btBroadphaseInterface * pairCache, btConstraintSolver * constraintSolver, btCollisionConfiguration * collisionConfiguration);
virtual ~btDiscreteDynamicsWorld();
///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
- virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
+ virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
-
- virtual void synchronizeMotionStates();
+ virtual void synchronizeMotionStates();
///this can be useful to synchronize a single rigid body -> graphics object
- void synchronizeSingleMotionState(btRigidBody* body);
+ void synchronizeSingleMotionState(btRigidBody * body);
+
+ virtual void addConstraint(btTypedConstraint * constraint, bool disableCollisionsBetweenLinkedBodies = false);
- virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
+ virtual void removeConstraint(btTypedConstraint * constraint);
- virtual void removeConstraint(btTypedConstraint* constraint);
+ virtual void addAction(btActionInterface*);
- virtual void addAction(btActionInterface*);
+ virtual void removeAction(btActionInterface*);
- virtual void removeAction(btActionInterface*);
-
- btSimulationIslandManager* getSimulationIslandManager()
+ btSimulationIslandManager* getSimulationIslandManager()
{
return m_islandManager;
}
- const btSimulationIslandManager* getSimulationIslandManager() const
+ const btSimulationIslandManager* getSimulationIslandManager() const
{
return m_islandManager;
}
- btCollisionWorld* getCollisionWorld()
+ btCollisionWorld* getCollisionWorld()
{
return this;
}
- virtual void setGravity(const btVector3& gravity);
+ virtual void setGravity(const btVector3& gravity);
- virtual btVector3 getGravity () const;
+ virtual btVector3 getGravity() const;
- virtual void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
+ virtual void addCollisionObject(btCollisionObject * collisionObject, int collisionFilterGroup = btBroadphaseProxy::StaticFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
- virtual void addRigidBody(btRigidBody* body);
+ virtual void addRigidBody(btRigidBody * body);
- virtual void addRigidBody(btRigidBody* body, int group, int mask);
+ virtual void addRigidBody(btRigidBody * body, int group, int mask);
- virtual void removeRigidBody(btRigidBody* body);
+ virtual void removeRigidBody(btRigidBody * body);
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
- virtual void removeCollisionObject(btCollisionObject* collisionObject);
-
+ virtual void removeCollisionObject(btCollisionObject * collisionObject);
- virtual void debugDrawConstraint(btTypedConstraint* constraint);
+ virtual void debugDrawConstraint(btTypedConstraint * constraint);
- virtual void debugDrawWorld();
+ virtual void debugDrawWorld();
- virtual void setConstraintSolver(btConstraintSolver* solver);
+ virtual void setConstraintSolver(btConstraintSolver * solver);
virtual btConstraintSolver* getConstraintSolver();
-
- virtual int getNumConstraints() const;
- virtual btTypedConstraint* getConstraint(int index) ;
+ virtual int getNumConstraints() const;
+
+ virtual btTypedConstraint* getConstraint(int index);
virtual const btTypedConstraint* getConstraint(int index) const;
-
- virtual btDynamicsWorldType getWorldType() const
+ virtual btDynamicsWorldType getWorldType() const
{
return BT_DISCRETE_DYNAMICS_WORLD;
}
-
+
///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
- virtual void clearForces();
+ virtual void clearForces();
///apply gravity, call this once per timestep
- virtual void applyGravity();
+ virtual void applyGravity();
- virtual void setNumTasks(int numTasks)
+ virtual void setNumTasks(int numTasks)
{
- (void) numTasks;
+ (void)numTasks;
}
///obsolete, use updateActions instead
@@ -194,15 +187,15 @@ public:
}
///obsolete, use addAction instead
- virtual void addVehicle(btActionInterface* vehicle);
+ virtual void addVehicle(btActionInterface * vehicle);
///obsolete, use removeAction instead
- virtual void removeVehicle(btActionInterface* vehicle);
+ virtual void removeVehicle(btActionInterface * vehicle);
///obsolete, use addAction instead
- virtual void addCharacter(btActionInterface* character);
+ virtual void addCharacter(btActionInterface * character);
///obsolete, use removeAction instead
- virtual void removeCharacter(btActionInterface* character);
+ virtual void removeCharacter(btActionInterface * character);
- void setSynchronizeAllMotionStates(bool synchronizeAll)
+ void setSynchronizeAllMotionStates(bool synchronizeAll)
{
m_synchronizeAllMotionStates = synchronizeAll;
}
@@ -215,18 +208,18 @@ public:
{
m_applySpeculativeContactRestitution = enable;
}
-
+
bool getApplySpeculativeContactRestitution() const
{
return m_applySpeculativeContactRestitution;
}
///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
- virtual void serialize(btSerializer* serializer);
+ virtual void serialize(btSerializer * serializer);
///Interpolate motion state between previous and current transform, instead of current and next transform.
///This can relieve discontinuities in the rendering, due to penetrations
- void setLatencyMotionStateInterpolation(bool latencyInterpolation )
+ void setLatencyMotionStateInterpolation(bool latencyInterpolation)
{
m_latencyMotionStateInterpolation = latencyInterpolation;
}
@@ -236,4 +229,4 @@ public:
}
};
-#endif //BT_DISCRETE_DYNAMICS_WORLD_H
+#endif //BT_DISCRETE_DYNAMICS_WORLD_H
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp
index d705bf2381..8207b47135 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.cpp
@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
#include "btDiscreteDynamicsWorldMt.h"
//collision detection
@@ -38,148 +37,139 @@ subject to the following restrictions:
#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
-
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
-
#include "BulletDynamics/Dynamics/btActionInterface.h"
#include "LinearMath/btQuickprof.h"
#include "LinearMath/btMotionState.h"
#include "LinearMath/btSerializer.h"
-
-
///
/// btConstraintSolverPoolMt
///
btConstraintSolverPoolMt::ThreadSolver* btConstraintSolverPoolMt::getAndLockThreadSolver()
{
- int i = 0;
+ int i = 0;
#if BT_THREADSAFE
- i = btGetCurrentThreadIndex() % m_solvers.size();
-#endif // #if BT_THREADSAFE
- while ( true )
- {
- ThreadSolver& solver = m_solvers[ i ];
- if ( solver.mutex.tryLock() )
- {
- return &solver;
- }
- // failed, try the next one
- i = ( i + 1 ) % m_solvers.size();
- }
- return NULL;
+ i = btGetCurrentThreadIndex() % m_solvers.size();
+#endif // #if BT_THREADSAFE
+ while (true)
+ {
+ ThreadSolver& solver = m_solvers[i];
+ if (solver.mutex.tryLock())
+ {
+ return &solver;
+ }
+ // failed, try the next one
+ i = (i + 1) % m_solvers.size();
+ }
+ return NULL;
}
-void btConstraintSolverPoolMt::init( btConstraintSolver** solvers, int numSolvers )
+void btConstraintSolverPoolMt::init(btConstraintSolver** solvers, int numSolvers)
{
- m_solverType = BT_SEQUENTIAL_IMPULSE_SOLVER;
- m_solvers.resize( numSolvers );
- for ( int i = 0; i < numSolvers; ++i )
- {
- m_solvers[ i ].solver = solvers[ i ];
- }
- if ( numSolvers > 0 )
- {
- m_solverType = solvers[ 0 ]->getSolverType();
- }
+ m_solverType = BT_SEQUENTIAL_IMPULSE_SOLVER;
+ m_solvers.resize(numSolvers);
+ for (int i = 0; i < numSolvers; ++i)
+ {
+ m_solvers[i].solver = solvers[i];
+ }
+ if (numSolvers > 0)
+ {
+ m_solverType = solvers[0]->getSolverType();
+ }
}
// create the solvers for me
-btConstraintSolverPoolMt::btConstraintSolverPoolMt( int numSolvers )
+btConstraintSolverPoolMt::btConstraintSolverPoolMt(int numSolvers)
{
- btAlignedObjectArray<btConstraintSolver*> solvers;
- solvers.reserve( numSolvers );
- for ( int i = 0; i < numSolvers; ++i )
- {
- btConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
- solvers.push_back( solver );
- }
- init( &solvers[ 0 ], numSolvers );
+ btAlignedObjectArray<btConstraintSolver*> solvers;
+ solvers.reserve(numSolvers);
+ for (int i = 0; i < numSolvers; ++i)
+ {
+ btConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
+ solvers.push_back(solver);
+ }
+ init(&solvers[0], numSolvers);
}
// pass in fully constructed solvers (destructor will delete them)
-btConstraintSolverPoolMt::btConstraintSolverPoolMt( btConstraintSolver** solvers, int numSolvers )
+btConstraintSolverPoolMt::btConstraintSolverPoolMt(btConstraintSolver** solvers, int numSolvers)
{
- init( solvers, numSolvers );
+ init(solvers, numSolvers);
}
btConstraintSolverPoolMt::~btConstraintSolverPoolMt()
{
- // delete all solvers
- for ( int i = 0; i < m_solvers.size(); ++i )
- {
- ThreadSolver& solver = m_solvers[ i ];
- delete solver.solver;
- solver.solver = NULL;
- }
+ // delete all solvers
+ for (int i = 0; i < m_solvers.size(); ++i)
+ {
+ ThreadSolver& solver = m_solvers[i];
+ delete solver.solver;
+ solver.solver = NULL;
+ }
}
///solve a group of constraints
-btScalar btConstraintSolverPoolMt::solveGroup( btCollisionObject** bodies,
- int numBodies,
- btPersistentManifold** manifolds,
- int numManifolds,
- btTypedConstraint** constraints,
- int numConstraints,
- const btContactSolverInfo& info,
- btIDebugDraw* debugDrawer,
- btDispatcher* dispatcher
-)
+btScalar btConstraintSolverPoolMt::solveGroup(btCollisionObject** bodies,
+ int numBodies,
+ btPersistentManifold** manifolds,
+ int numManifolds,
+ btTypedConstraint** constraints,
+ int numConstraints,
+ const btContactSolverInfo& info,
+ btIDebugDraw* debugDrawer,
+ btDispatcher* dispatcher)
{
- ThreadSolver* ts = getAndLockThreadSolver();
- ts->solver->solveGroup( bodies, numBodies, manifolds, numManifolds, constraints, numConstraints, info, debugDrawer, dispatcher );
- ts->mutex.unlock();
- return 0.0f;
+ ThreadSolver* ts = getAndLockThreadSolver();
+ ts->solver->solveGroup(bodies, numBodies, manifolds, numManifolds, constraints, numConstraints, info, debugDrawer, dispatcher);
+ ts->mutex.unlock();
+ return 0.0f;
}
void btConstraintSolverPoolMt::reset()
{
- for ( int i = 0; i < m_solvers.size(); ++i )
- {
- ThreadSolver& solver = m_solvers[ i ];
- solver.mutex.lock();
- solver.solver->reset();
- solver.mutex.unlock();
- }
+ for (int i = 0; i < m_solvers.size(); ++i)
+ {
+ ThreadSolver& solver = m_solvers[i];
+ solver.mutex.lock();
+ solver.solver->reset();
+ solver.mutex.unlock();
+ }
}
-
///
/// btDiscreteDynamicsWorldMt
///
btDiscreteDynamicsWorldMt::btDiscreteDynamicsWorldMt(btDispatcher* dispatcher,
- btBroadphaseInterface* pairCache,
- btConstraintSolverPoolMt* constraintSolver,
- btConstraintSolver* constraintSolverMt,
- btCollisionConfiguration* collisionConfiguration
-)
-: btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
+ btBroadphaseInterface* pairCache,
+ btConstraintSolverPoolMt* solverPool,
+ btConstraintSolver* constraintSolverMt,
+ btCollisionConfiguration* collisionConfiguration)
+ : btDiscreteDynamicsWorld(dispatcher, pairCache, solverPool, collisionConfiguration)
{
if (m_ownsIslandManager)
{
m_islandManager->~btSimulationIslandManager();
- btAlignedFree( m_islandManager);
+ btAlignedFree(m_islandManager);
}
{
- void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt),16);
+ void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt), 16);
btSimulationIslandManagerMt* im = new (mem) btSimulationIslandManagerMt();
- im->setMinimumSolverBatchSize( m_solverInfo.m_minimumSolverBatchSize );
- m_islandManager = im;
+ im->setMinimumSolverBatchSize(m_solverInfo.m_minimumSolverBatchSize);
+ m_islandManager = im;
}
- m_constraintSolverMt = constraintSolverMt;
+ m_constraintSolverMt = constraintSolverMt;
}
-
btDiscreteDynamicsWorldMt::~btDiscreteDynamicsWorldMt()
{
}
-
void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo)
{
BT_PROFILE("solveConstraints");
@@ -187,92 +177,87 @@ void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo
m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
/// solve all the constraints for this island
- btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager);
- btSimulationIslandManagerMt::SolverParams solverParams;
- solverParams.m_solverPool = m_constraintSolver;
- solverParams.m_solverMt = m_constraintSolverMt;
- solverParams.m_solverInfo = &solverInfo;
- solverParams.m_debugDrawer = m_debugDrawer;
- solverParams.m_dispatcher = getCollisionWorld()->getDispatcher();
- im->buildAndProcessIslands( getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, solverParams );
+ btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager);
+ btSimulationIslandManagerMt::SolverParams solverParams;
+ solverParams.m_solverPool = m_constraintSolver;
+ solverParams.m_solverMt = m_constraintSolverMt;
+ solverParams.m_solverInfo = &solverInfo;
+ solverParams.m_debugDrawer = m_debugDrawer;
+ solverParams.m_dispatcher = getCollisionWorld()->getDispatcher();
+ im->buildAndProcessIslands(getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, solverParams);
m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
}
-
struct UpdaterUnconstrainedMotion : public btIParallelForBody
{
- btScalar timeStep;
- btRigidBody** rigidBodies;
+ btScalar timeStep;
+ btRigidBody** rigidBodies;
- void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
- {
- for ( int i = iBegin; i < iEnd; ++i )
- {
- btRigidBody* body = rigidBodies[ i ];
- if ( !body->isStaticOrKinematicObject() )
- {
- //don't integrate/update velocities here, it happens in the constraint solver
- body->applyDamping( timeStep );
- body->predictIntegratedTransform( timeStep, body->getInterpolationWorldTransform() );
- }
- }
- }
+ void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
+ {
+ for (int i = iBegin; i < iEnd; ++i)
+ {
+ btRigidBody* body = rigidBodies[i];
+ if (!body->isStaticOrKinematicObject())
+ {
+ //don't integrate/update velocities here, it happens in the constraint solver
+ body->applyDamping(timeStep);
+ body->predictIntegratedTransform(timeStep, body->getInterpolationWorldTransform());
+ }
+ }
+ }
};
-
-void btDiscreteDynamicsWorldMt::predictUnconstraintMotion( btScalar timeStep )
+void btDiscreteDynamicsWorldMt::predictUnconstraintMotion(btScalar timeStep)
{
- BT_PROFILE( "predictUnconstraintMotion" );
- if ( m_nonStaticRigidBodies.size() > 0 )
- {
- UpdaterUnconstrainedMotion update;
- update.timeStep = timeStep;
- update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
- int grainSize = 50; // num of iterations per task for task scheduler
- btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
- }
+ BT_PROFILE("predictUnconstraintMotion");
+ if (m_nonStaticRigidBodies.size() > 0)
+ {
+ UpdaterUnconstrainedMotion update;
+ update.timeStep = timeStep;
+ update.rigidBodies = &m_nonStaticRigidBodies[0];
+ int grainSize = 50; // num of iterations per task for task scheduler
+ btParallelFor(0, m_nonStaticRigidBodies.size(), grainSize, update);
+ }
}
-
-void btDiscreteDynamicsWorldMt::createPredictiveContacts( btScalar timeStep )
+void btDiscreteDynamicsWorldMt::createPredictiveContacts(btScalar timeStep)
{
- BT_PROFILE( "createPredictiveContacts" );
- releasePredictiveContacts();
- if ( m_nonStaticRigidBodies.size() > 0 )
- {
- UpdaterCreatePredictiveContacts update;
- update.world = this;
- update.timeStep = timeStep;
- update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
- int grainSize = 50; // num of iterations per task for task scheduler
- btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
- }
+ BT_PROFILE("createPredictiveContacts");
+ releasePredictiveContacts();
+ if (m_nonStaticRigidBodies.size() > 0)
+ {
+ UpdaterCreatePredictiveContacts update;
+ update.world = this;
+ update.timeStep = timeStep;
+ update.rigidBodies = &m_nonStaticRigidBodies[0];
+ int grainSize = 50; // num of iterations per task for task scheduler
+ btParallelFor(0, m_nonStaticRigidBodies.size(), grainSize, update);
+ }
}
-
-void btDiscreteDynamicsWorldMt::integrateTransforms( btScalar timeStep )
+void btDiscreteDynamicsWorldMt::integrateTransforms(btScalar timeStep)
{
- BT_PROFILE( "integrateTransforms" );
- if ( m_nonStaticRigidBodies.size() > 0 )
- {
- UpdaterIntegrateTransforms update;
- update.world = this;
- update.timeStep = timeStep;
- update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
- int grainSize = 50; // num of iterations per task for task scheduler
- btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
- }
+ BT_PROFILE("integrateTransforms");
+ if (m_nonStaticRigidBodies.size() > 0)
+ {
+ UpdaterIntegrateTransforms update;
+ update.world = this;
+ update.timeStep = timeStep;
+ update.rigidBodies = &m_nonStaticRigidBodies[0];
+ int grainSize = 50; // num of iterations per task for task scheduler
+ btParallelFor(0, m_nonStaticRigidBodies.size(), grainSize, update);
+ }
}
-
-int btDiscreteDynamicsWorldMt::stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep )
+int btDiscreteDynamicsWorldMt::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
{
- int numSubSteps = btDiscreteDynamicsWorld::stepSimulation(timeStep, maxSubSteps, fixedTimeStep);
- if (btITaskScheduler* scheduler = btGetTaskScheduler())
- {
- // tell Bullet's threads to sleep, so other threads can run
- scheduler->sleepWorkerThreadsHint();
- }
- return numSubSteps;
+ int numSubSteps = btDiscreteDynamicsWorld::stepSimulation(timeStep, maxSubSteps, fixedTimeStep);
+ if (btITaskScheduler* scheduler = btGetTaskScheduler())
+ {
+ // tell Bullet's threads to sleep, so other threads can run
+ scheduler->sleepWorkerThreadsHint();
+ }
+ return numSubSteps;
}
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.h b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.h
index 667fe5800e..dccf35d7a7 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorldMt.h
@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
#ifndef BT_DISCRETE_DYNAMICS_WORLD_MT_H
#define BT_DISCRETE_DYNAMICS_WORLD_MT_H
@@ -21,7 +20,6 @@ subject to the following restrictions:
#include "btSimulationIslandManagerMt.h"
#include "BulletDynamics/ConstraintSolver/btConstraintSolver.h"
-
///
/// btConstraintSolverPoolMt - masquerades as a constraint solver, but really it is a threadsafe pool of them.
///
@@ -34,46 +32,43 @@ subject to the following restrictions:
class btConstraintSolverPoolMt : public btConstraintSolver
{
public:
- // create the solvers for me
- explicit btConstraintSolverPoolMt( int numSolvers );
+ // create the solvers for me
+ explicit btConstraintSolverPoolMt(int numSolvers);
- // pass in fully constructed solvers (destructor will delete them)
- btConstraintSolverPoolMt( btConstraintSolver** solvers, int numSolvers );
+ // pass in fully constructed solvers (destructor will delete them)
+ btConstraintSolverPoolMt(btConstraintSolver** solvers, int numSolvers);
- virtual ~btConstraintSolverPoolMt();
+ virtual ~btConstraintSolverPoolMt();
- ///solve a group of constraints
- virtual btScalar solveGroup( btCollisionObject** bodies,
- int numBodies,
- btPersistentManifold** manifolds,
- int numManifolds,
- btTypedConstraint** constraints,
- int numConstraints,
- const btContactSolverInfo& info,
- btIDebugDraw* debugDrawer,
- btDispatcher* dispatcher
- ) BT_OVERRIDE;
+ ///solve a group of constraints
+ virtual btScalar solveGroup(btCollisionObject** bodies,
+ int numBodies,
+ btPersistentManifold** manifolds,
+ int numManifolds,
+ btTypedConstraint** constraints,
+ int numConstraints,
+ const btContactSolverInfo& info,
+ btIDebugDraw* debugDrawer,
+ btDispatcher* dispatcher) BT_OVERRIDE;
- virtual void reset() BT_OVERRIDE;
- virtual btConstraintSolverType getSolverType() const BT_OVERRIDE { return m_solverType; }
+ virtual void reset() BT_OVERRIDE;
+ virtual btConstraintSolverType getSolverType() const BT_OVERRIDE { return m_solverType; }
private:
- const static size_t kCacheLineSize = 128;
- struct ThreadSolver
- {
- btConstraintSolver* solver;
- btSpinMutex mutex;
- char _cachelinePadding[ kCacheLineSize - sizeof( btSpinMutex ) - sizeof( void* ) ]; // keep mutexes from sharing a cache line
- };
- btAlignedObjectArray<ThreadSolver> m_solvers;
- btConstraintSolverType m_solverType;
-
- ThreadSolver* getAndLockThreadSolver();
- void init( btConstraintSolver** solvers, int numSolvers );
+ const static size_t kCacheLineSize = 128;
+ struct ThreadSolver
+ {
+ btConstraintSolver* solver;
+ btSpinMutex mutex;
+ char _cachelinePadding[kCacheLineSize - sizeof(btSpinMutex) - sizeof(void*)]; // keep mutexes from sharing a cache line
+ };
+ btAlignedObjectArray<ThreadSolver> m_solvers;
+ btConstraintSolverType m_solverType;
+
+ ThreadSolver* getAndLockThreadSolver();
+ void init(btConstraintSolver** solvers, int numSolvers);
};
-
-
///
/// btDiscreteDynamicsWorldMt -- a version of DiscreteDynamicsWorld with some minor changes to support
/// solving simulation islands on multiple threads.
@@ -84,53 +79,53 @@ private:
/// - integrateTransforms
/// - createPredictiveContacts
///
-ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorldMt : public btDiscreteDynamicsWorld
+ATTRIBUTE_ALIGNED16(class)
+btDiscreteDynamicsWorldMt : public btDiscreteDynamicsWorld
{
protected:
- btConstraintSolver* m_constraintSolverMt;
-
- virtual void solveConstraints(btContactSolverInfo& solverInfo) BT_OVERRIDE;
-
- virtual void predictUnconstraintMotion( btScalar timeStep ) BT_OVERRIDE;
-
- struct UpdaterCreatePredictiveContacts : public btIParallelForBody
- {
- btScalar timeStep;
- btRigidBody** rigidBodies;
- btDiscreteDynamicsWorldMt* world;
-
- void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
- {
- world->createPredictiveContactsInternal( &rigidBodies[ iBegin ], iEnd - iBegin, timeStep );
- }
- };
- virtual void createPredictiveContacts( btScalar timeStep ) BT_OVERRIDE;
-
- struct UpdaterIntegrateTransforms : public btIParallelForBody
- {
- btScalar timeStep;
- btRigidBody** rigidBodies;
- btDiscreteDynamicsWorldMt* world;
-
- void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
- {
- world->integrateTransformsInternal( &rigidBodies[ iBegin ], iEnd - iBegin, timeStep );
- }
- };
- virtual void integrateTransforms( btScalar timeStep ) BT_OVERRIDE;
+ btConstraintSolver* m_constraintSolverMt;
+
+ virtual void solveConstraints(btContactSolverInfo & solverInfo) BT_OVERRIDE;
+
+ virtual void predictUnconstraintMotion(btScalar timeStep) BT_OVERRIDE;
+
+ struct UpdaterCreatePredictiveContacts : public btIParallelForBody
+ {
+ btScalar timeStep;
+ btRigidBody** rigidBodies;
+ btDiscreteDynamicsWorldMt* world;
+
+ void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
+ {
+ world->createPredictiveContactsInternal(&rigidBodies[iBegin], iEnd - iBegin, timeStep);
+ }
+ };
+ virtual void createPredictiveContacts(btScalar timeStep) BT_OVERRIDE;
+
+ struct UpdaterIntegrateTransforms : public btIParallelForBody
+ {
+ btScalar timeStep;
+ btRigidBody** rigidBodies;
+ btDiscreteDynamicsWorldMt* world;
+
+ void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
+ {
+ world->integrateTransformsInternal(&rigidBodies[iBegin], iEnd - iBegin, timeStep);
+ }
+ };
+ virtual void integrateTransforms(btScalar timeStep) BT_OVERRIDE;
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
- btDiscreteDynamicsWorldMt(btDispatcher* dispatcher,
- btBroadphaseInterface* pairCache,
- btConstraintSolverPoolMt* constraintSolver, // Note this should be a solver-pool for multi-threading
- btConstraintSolver* constraintSolverMt, // single multi-threaded solver for large islands (or NULL)
- btCollisionConfiguration* collisionConfiguration
- );
+ btDiscreteDynamicsWorldMt(btDispatcher * dispatcher,
+ btBroadphaseInterface * pairCache,
+ btConstraintSolverPoolMt * solverPool, // Note this should be a solver-pool for multi-threading
+ btConstraintSolver * constraintSolverMt, // single multi-threaded solver for large islands (or NULL)
+ btCollisionConfiguration * collisionConfiguration);
virtual ~btDiscreteDynamicsWorldMt();
- virtual int stepSimulation( btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep ) BT_OVERRIDE;
+ virtual int stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep) BT_OVERRIDE;
};
-#endif //BT_DISCRETE_DYNAMICS_WORLD_H
+#endif //BT_DISCRETE_DYNAMICS_WORLD_H
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h b/thirdparty/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h
index 42d8fc0de3..eadd8c12e7 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h
@@ -24,150 +24,150 @@ class btActionInterface;
class btConstraintSolver;
class btDynamicsWorld;
-
/// Type for the callback for each tick
-typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
+typedef void (*btInternalTickCallback)(btDynamicsWorld* world, btScalar timeStep);
enum btDynamicsWorldType
{
- BT_SIMPLE_DYNAMICS_WORLD=1,
- BT_DISCRETE_DYNAMICS_WORLD=2,
- BT_CONTINUOUS_DYNAMICS_WORLD=3,
- BT_SOFT_RIGID_DYNAMICS_WORLD=4,
- BT_GPU_DYNAMICS_WORLD=5,
- BT_SOFT_MULTIBODY_DYNAMICS_WORLD=6
+ BT_SIMPLE_DYNAMICS_WORLD = 1,
+ BT_DISCRETE_DYNAMICS_WORLD = 2,
+ BT_CONTINUOUS_DYNAMICS_WORLD = 3,
+ BT_SOFT_RIGID_DYNAMICS_WORLD = 4,
+ BT_GPU_DYNAMICS_WORLD = 5,
+ BT_SOFT_MULTIBODY_DYNAMICS_WORLD = 6
};
///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
class btDynamicsWorld : public btCollisionWorld
{
-
protected:
- btInternalTickCallback m_internalTickCallback;
- btInternalTickCallback m_internalPreTickCallback;
- void* m_worldUserInfo;
+ btInternalTickCallback m_internalTickCallback;
+ btInternalTickCallback m_internalPreTickCallback;
+ void* m_worldUserInfo;
- btContactSolverInfo m_solverInfo;
+ btContactSolverInfo m_solverInfo;
public:
-
+ btDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* broadphase, btCollisionConfiguration* collisionConfiguration)
+ : btCollisionWorld(dispatcher, broadphase, collisionConfiguration), m_internalTickCallback(0), m_internalPreTickCallback(0), m_worldUserInfo(0)
+ {
+ }
- btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
- :btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
- {
- }
+ virtual ~btDynamicsWorld()
+ {
+ }
- virtual ~btDynamicsWorld()
- {
- }
-
- ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
- ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
- ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
- ///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
- virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
-
- virtual void debugDrawWorld() = 0;
-
- virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
- {
- (void)constraint; (void)disableCollisionsBetweenLinkedBodies;
- }
+ ///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
+ ///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
+ ///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
+ ///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
+ virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.)) = 0;
- virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
+ virtual void debugDrawWorld() = 0;
- virtual void addAction(btActionInterface* action) = 0;
+ virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies = false)
+ {
+ (void)constraint;
+ (void)disableCollisionsBetweenLinkedBodies;
+ }
- virtual void removeAction(btActionInterface* action) = 0;
+ virtual void removeConstraint(btTypedConstraint* constraint) { (void)constraint; }
- //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
- virtual void setGravity(const btVector3& gravity) = 0;
- virtual btVector3 getGravity () const = 0;
+ virtual void addAction(btActionInterface* action) = 0;
- virtual void synchronizeMotionStates() = 0;
+ virtual void removeAction(btActionInterface* action) = 0;
- virtual void addRigidBody(btRigidBody* body) = 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
+ virtual void setGravity(const btVector3& gravity) = 0;
+ virtual btVector3 getGravity() const = 0;
- virtual void addRigidBody(btRigidBody* body, int group, int mask) = 0;
+ virtual void synchronizeMotionStates() = 0;
- virtual void removeRigidBody(btRigidBody* body) = 0;
+ virtual void addRigidBody(btRigidBody* body) = 0;
- virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
+ virtual void addRigidBody(btRigidBody* body, int group, int mask) = 0;
- virtual btConstraintSolver* getConstraintSolver() = 0;
-
- virtual int getNumConstraints() const { return 0; }
-
- virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
-
- virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
+ virtual void removeRigidBody(btRigidBody* body) = 0;
- virtual btDynamicsWorldType getWorldType() const=0;
+ virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
- virtual void clearForces() = 0;
+ virtual btConstraintSolver* getConstraintSolver() = 0;
- /// Set the callback for when an internal tick (simulation substep) happens, optional user info
- void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0,bool isPreTick=false)
- {
- if (isPreTick)
- {
- m_internalPreTickCallback = cb;
- } else
- {
- m_internalTickCallback = cb;
- }
- m_worldUserInfo = worldUserInfo;
- }
+ virtual int getNumConstraints() const { return 0; }
- void setWorldUserInfo(void* worldUserInfo)
- {
- m_worldUserInfo = worldUserInfo;
- }
+ virtual btTypedConstraint* getConstraint(int index)
+ {
+ (void)index;
+ return 0;
+ }
- void* getWorldUserInfo() const
- {
- return m_worldUserInfo;
- }
+ virtual const btTypedConstraint* getConstraint(int index) const
+ {
+ (void)index;
+ return 0;
+ }
+
+ virtual btDynamicsWorldType getWorldType() const = 0;
+
+ virtual void clearForces() = 0;
- btContactSolverInfo& getSolverInfo()
+ /// Set the callback for when an internal tick (simulation substep) happens, optional user info
+ void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo = 0, bool isPreTick = false)
+ {
+ if (isPreTick)
{
- return m_solverInfo;
+ m_internalPreTickCallback = cb;
}
-
- const btContactSolverInfo& getSolverInfo() const
+ else
{
- return m_solverInfo;
+ m_internalTickCallback = cb;
}
-
-
- ///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;}
-
-
+ m_worldUserInfo = worldUserInfo;
+ }
+
+ void setWorldUserInfo(void* worldUserInfo)
+ {
+ m_worldUserInfo = worldUserInfo;
+ }
+
+ void* getWorldUserInfo() const
+ {
+ return m_worldUserInfo;
+ }
+
+ btContactSolverInfo& getSolverInfo()
+ {
+ return m_solverInfo;
+ }
+
+ const btContactSolverInfo& getSolverInfo() const
+ {
+ return m_solverInfo;
+ }
+
+ ///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; }
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btDynamicsWorldDoubleData
{
- btContactSolverInfoDoubleData m_solverInfo;
- btVector3DoubleData m_gravity;
+ btContactSolverInfoDoubleData m_solverInfo;
+ btVector3DoubleData m_gravity;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btDynamicsWorldFloatData
{
- btContactSolverInfoFloatData m_solverInfo;
- btVector3FloatData m_gravity;
+ btContactSolverInfoFloatData m_solverInfo;
+ btVector3FloatData m_gravity;
};
-
-#endif //BT_DYNAMICS_WORLD_H
-
-
+#endif //BT_DYNAMICS_WORLD_H
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.cpp b/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.cpp
index ca0714fcfa..f4bcabada2 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.cpp
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.cpp
@@ -22,36 +22,34 @@ subject to the following restrictions:
#include "LinearMath/btSerializer.h"
//'temporarily' global variables
-btScalar gDeactivationTime = btScalar(2.);
-bool gDisableDeactivation = false;
+btScalar gDeactivationTime = btScalar(2.);
+bool gDisableDeactivation = false;
static int uniqueId = 0;
-
btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
setupRigidBody(constructionInfo);
}
-btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia)
+btRigidBody::btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia)
{
- btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia);
+ btRigidBodyConstructionInfo cinfo(mass, motionState, collisionShape, localInertia);
setupRigidBody(cinfo);
}
-void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
+void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
-
- m_internalType=CO_RIGID_BODY;
+ m_internalType = CO_RIGID_BODY;
m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
- m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
- m_angularFactor.setValue(1,1,1);
- m_linearFactor.setValue(1,1,1);
+ m_angularVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
+ 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));
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
- setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
+ setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
@@ -67,48 +65,44 @@ void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo&
if (m_optionalMotionState)
{
m_optionalMotionState->getWorldTransform(m_worldTransform);
- } else
+ }
+ else
{
m_worldTransform = constructionInfo.m_startWorldTransform;
}
m_interpolationWorldTransform = m_worldTransform;
- m_interpolationLinearVelocity.setValue(0,0,0);
- m_interpolationAngularVelocity.setValue(0,0,0);
-
+ m_interpolationLinearVelocity.setValue(0, 0, 0);
+ m_interpolationAngularVelocity.setValue(0, 0, 0);
+
//moved to btCollisionObject
m_friction = constructionInfo.m_friction;
m_rollingFriction = constructionInfo.m_rollingFriction;
- m_spinningFriction = constructionInfo.m_spinningFriction;
-
+ m_spinningFriction = constructionInfo.m_spinningFriction;
+
m_restitution = constructionInfo.m_restitution;
- setCollisionShape( constructionInfo.m_collisionShape );
+ setCollisionShape(constructionInfo.m_collisionShape);
m_debugBodyId = uniqueId++;
-
+
setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
updateInertiaTensor();
m_rigidbodyFlags = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY;
-
m_deltaLinearVelocity.setZero();
m_deltaAngularVelocity.setZero();
- m_invMass = m_inverseMass*m_linearFactor;
+ m_invMass = m_inverseMass * m_linearFactor;
m_pushVelocity.setZero();
m_turnVelocity.setZero();
-
-
-
}
-
-void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform)
+void btRigidBody::predictIntegratedTransform(btScalar timeStep, btTransform& predictedTransform)
{
- btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform);
+ btTransformUtil::integrateTransform(m_worldTransform, m_linearVelocity, m_angularVelocity, timeStep, predictedTransform);
}
-void btRigidBody::saveKinematicState(btScalar timeStep)
+void btRigidBody::saveKinematicState(btScalar timeStep)
{
//todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
if (timeStep != btScalar(0.))
@@ -116,25 +110,22 @@ void btRigidBody::saveKinematicState(btScalar timeStep)
//if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
if (getMotionState())
getMotionState()->getWorldTransform(m_worldTransform);
- btVector3 linVel,angVel;
-
- btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,timeStep,m_linearVelocity,m_angularVelocity);
+ btVector3 linVel, angVel;
+
+ btTransformUtil::calculateVelocity(m_interpolationWorldTransform, m_worldTransform, timeStep, m_linearVelocity, m_angularVelocity);
m_interpolationLinearVelocity = m_linearVelocity;
m_interpolationAngularVelocity = m_angularVelocity;
m_interpolationWorldTransform = m_worldTransform;
//printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
}
}
-
-void btRigidBody::getAabb(btVector3& aabbMin,btVector3& aabbMax) const
+
+void btRigidBody::getAabb(btVector3& aabbMin, btVector3& aabbMax) const
{
- getCollisionShape()->getAabb(m_worldTransform,aabbMin,aabbMax);
+ getCollisionShape()->getAabb(m_worldTransform, aabbMin, aabbMax);
}
-
-
-
-void btRigidBody::setGravity(const btVector3& acceleration)
+void btRigidBody::setGravity(const btVector3& acceleration)
{
if (m_inverseMass != btScalar(0.0))
{
@@ -143,22 +134,14 @@ void btRigidBody::setGravity(const btVector3& acceleration)
m_gravity_acceleration = acceleration;
}
-
-
-
-
-
void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
{
m_linearDamping = btClamped(lin_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
m_angularDamping = btClamped(ang_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
}
-
-
-
///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
-void btRigidBody::applyDamping(btScalar timeStep)
+void btRigidBody::applyDamping(btScalar timeStep)
{
//On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
//todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
@@ -168,8 +151,8 @@ void btRigidBody::applyDamping(btScalar timeStep)
m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
#else
- m_linearVelocity *= btPow(btScalar(1)-m_linearDamping, timeStep);
- m_angularVelocity *= btPow(btScalar(1)-m_angularDamping, timeStep);
+ m_linearVelocity *= btPow(btScalar(1) - m_linearDamping, timeStep);
+ m_angularVelocity *= btPow(btScalar(1) - m_angularDamping, timeStep);
#endif
if (m_additionalDamping)
@@ -182,7 +165,6 @@ void btRigidBody::applyDamping(btScalar timeStep)
m_angularVelocity *= m_additionalDampingFactor;
m_linearVelocity *= m_additionalDampingFactor;
}
-
btScalar speed = m_linearVelocity.length();
if (speed < m_linearDamping)
@@ -191,10 +173,11 @@ void btRigidBody::applyDamping(btScalar timeStep)
if (speed > dampVel)
{
btVector3 dir = m_linearVelocity.normalized();
- m_linearVelocity -= dir * dampVel;
- } else
+ m_linearVelocity -= dir * dampVel;
+ }
+ else
{
- m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
+ m_linearVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
}
}
@@ -205,30 +188,28 @@ void btRigidBody::applyDamping(btScalar timeStep)
if (angSpeed > angDampVel)
{
btVector3 dir = m_angularVelocity.normalized();
- m_angularVelocity -= dir * angDampVel;
- } else
+ m_angularVelocity -= dir * angDampVel;
+ }
+ else
{
- m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
+ m_angularVelocity.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
}
}
}
}
-
void btRigidBody::applyGravity()
{
if (isStaticOrKinematicObject())
return;
-
- applyCentralForce(m_gravity);
+ applyCentralForce(m_gravity);
}
void btRigidBody::proceedToTransform(const btTransform& newTrans)
{
- setCenterOfMassTransform( newTrans );
+ setCenterOfMassTransform(newTrans);
}
-
void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
{
@@ -236,7 +217,8 @@ void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
{
m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
m_inverseMass = btScalar(0.);
- } else
+ }
+ else
{
m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT);
m_inverseMass = btScalar(1.0) / mass;
@@ -244,50 +226,45 @@ void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
//Fg = m * a
m_gravity = mass * m_gravity_acceleration;
-
- m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0),
- inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0),
- inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0));
- m_invMass = m_linearFactor*m_inverseMass;
+ m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
+ inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
+ inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
+
+ m_invMass = m_linearFactor * m_inverseMass;
}
-
-void btRigidBody::updateInertiaTensor()
+void btRigidBody::updateInertiaTensor()
{
m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose();
}
-
-
btVector3 btRigidBody::getLocalInertia() const
{
-
btVector3 inertiaLocal;
const btVector3 inertia = m_invInertiaLocal;
inertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
- inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
- inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
+ inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
+ inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
return inertiaLocal;
}
inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
- const btMatrix3x3 &I)
+ const btMatrix3x3& I)
{
- const btVector3 w2 = I*w1 + w1.cross(I*w1)*dt - (T*dt + I*w0);
+ const btVector3 w2 = I * w1 + w1.cross(I * w1) * dt - (T * dt + I * w0);
return w2;
}
inline btMatrix3x3 evalEulerEqnDeriv(const btVector3& w1, const btVector3& w0, const btScalar dt,
- const btMatrix3x3 &I)
+ const btMatrix3x3& I)
{
-
btMatrix3x3 w1x, Iw1x;
- const btVector3 Iwi = (I*w1);
+ const btVector3 Iwi = (I * w1);
w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
- const btMatrix3x3 dfw1 = I + (w1x*I - Iw1x)*dt;
+ const btMatrix3x3 dfw1 = I + (w1x * I - Iw1x) * dt;
return dfw1;
}
@@ -295,58 +272,55 @@ btVector3 btRigidBody::computeGyroscopicForceExplicit(btScalar maxGyroscopicForc
{
btVector3 inertiaLocal = getLocalInertia();
btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
- btVector3 tmp = inertiaTensorWorld*getAngularVelocity();
+ btVector3 tmp = inertiaTensorWorld * getAngularVelocity();
btVector3 gf = getAngularVelocity().cross(tmp);
btScalar l2 = gf.length2();
- if (l2>maxGyroscopicForce*maxGyroscopicForce)
+ if (l2 > maxGyroscopicForce * maxGyroscopicForce)
{
- gf *= btScalar(1.)/btSqrt(l2)*maxGyroscopicForce;
+ gf *= btScalar(1.) / btSqrt(l2) * maxGyroscopicForce;
}
return gf;
}
-
btVector3 btRigidBody::computeGyroscopicImpulseImplicit_Body(btScalar step) const
-{
+{
btVector3 idl = getLocalInertia();
btVector3 omega1 = getAngularVelocity();
btQuaternion q = getWorldTransform().getRotation();
-
+
// Convert to body coordinates
btVector3 omegab = quatRotate(q.inverse(), omega1);
btMatrix3x3 Ib;
- Ib.setValue(idl.x(),0,0,
- 0,idl.y(),0,
- 0,0,idl.z());
-
- btVector3 ibo = Ib*omegab;
+ Ib.setValue(idl.x(), 0, 0,
+ 0, idl.y(), 0,
+ 0, 0, idl.z());
+
+ btVector3 ibo = Ib * omegab;
// Residual vector
btVector3 f = step * omegab.cross(ibo);
-
+
btMatrix3x3 skew0;
omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
- btVector3 om = Ib*omegab;
+ btVector3 om = Ib * omegab;
btMatrix3x3 skew1;
- om.getSkewSymmetricMatrix(&skew1[0],&skew1[1],&skew1[2]);
-
+ om.getSkewSymmetricMatrix(&skew1[0], &skew1[1], &skew1[2]);
+
// Jacobian
- btMatrix3x3 J = Ib + (skew0*Ib - skew1)*step;
-
-// btMatrix3x3 Jinv = J.inverse();
-// btVector3 omega_div = Jinv*f;
+ btMatrix3x3 J = Ib + (skew0 * Ib - skew1) * step;
+
+ // btMatrix3x3 Jinv = J.inverse();
+ // btVector3 omega_div = Jinv*f;
btVector3 omega_div = J.solve33(f);
-
+
// Single Newton-Raphson update
- omegab = omegab - omega_div;//Solve33(J, f);
+ omegab = omegab - omega_div; //Solve33(J, f);
// Back to world coordinates
- btVector3 omega2 = quatRotate(q,omegab);
- btVector3 gf = omega2-omega1;
+ btVector3 omega2 = quatRotate(q, omegab);
+ btVector3 gf = omega2 - omega1;
return gf;
}
-
-
btVector3 btRigidBody::computeGyroscopicImpulseImplicit_World(btScalar step) const
{
// use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
@@ -361,7 +335,7 @@ btVector3 btRigidBody::computeGyroscopicImpulseImplicit_World(btScalar step) con
m_worldTransform.getBasis().transpose();
// use newtons method to find implicit solution for new angular velocity (w')
- // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
+ // f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
// df/dw' = I + 1xIw'*step + w'xI*step
btVector3 w1 = w0;
@@ -383,8 +357,7 @@ btVector3 btRigidBody::computeGyroscopicImpulseImplicit_World(btScalar step) con
return gf;
}
-
-void btRigidBody::integrateVelocities(btScalar step)
+void btRigidBody::integrateVelocities(btScalar step)
{
if (isStaticOrKinematicObject())
return;
@@ -393,30 +366,28 @@ void btRigidBody::integrateVelocities(btScalar step)
m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step;
#define MAX_ANGVEL SIMD_HALF_PI
- /// clamp angular velocity. collision calculations will fail on higher angular velocities
+ /// clamp angular velocity. collision calculations will fail on higher angular velocities
btScalar angvel = m_angularVelocity.length();
- if (angvel*step > MAX_ANGVEL)
+ if (angvel * step > MAX_ANGVEL)
{
- m_angularVelocity *= (MAX_ANGVEL/step) /angvel;
+ m_angularVelocity *= (MAX_ANGVEL / step) / angvel;
}
-
}
btQuaternion btRigidBody::getOrientation() const
{
- btQuaternion orn;
- m_worldTransform.getBasis().getRotation(orn);
- return orn;
+ btQuaternion orn;
+ m_worldTransform.getBasis().getRotation(orn);
+ return orn;
}
-
-
+
void btRigidBody::setCenterOfMassTransform(const btTransform& xform)
{
-
if (isKinematicObject())
{
m_interpolationWorldTransform = m_worldTransform;
- } else
+ }
+ else
{
m_interpolationWorldTransform = xform;
}
@@ -426,10 +397,6 @@ void btRigidBody::setCenterOfMassTransform(const btTransform& xform)
updateInertiaTensor();
}
-
-
-
-
void btRigidBody::addConstraintRef(btTypedConstraint* c)
{
///disable collision with the 'other' body
@@ -450,39 +417,39 @@ void btRigidBody::addConstraintRef(btTypedConstraint* c)
{
colObjB->setIgnoreCollisionCheck(colObjA, true);
}
- }
+ }
}
void btRigidBody::removeConstraintRef(btTypedConstraint* c)
{
int index = m_constraintRefs.findLinearSearch(c);
//don't remove constraints that are not referenced
- if(index < m_constraintRefs.size())
- {
- m_constraintRefs.remove(c);
- btCollisionObject* colObjA = &c->getRigidBodyA();
- btCollisionObject* colObjB = &c->getRigidBodyB();
- if (colObjA == this)
- {
- colObjA->setIgnoreCollisionCheck(colObjB, false);
- }
- else
- {
- colObjB->setIgnoreCollisionCheck(colObjA, false);
- }
- }
+ if (index < m_constraintRefs.size())
+ {
+ m_constraintRefs.remove(c);
+ btCollisionObject* colObjA = &c->getRigidBodyA();
+ btCollisionObject* colObjB = &c->getRigidBodyB();
+ if (colObjA == this)
+ {
+ colObjA->setIgnoreCollisionCheck(colObjB, false);
+ }
+ else
+ {
+ colObjB->setIgnoreCollisionCheck(colObjA, false);
+ }
+ }
}
-int btRigidBody::calculateSerializeBufferSize() const
+int btRigidBody::calculateSerializeBufferSize() const
{
int sz = sizeof(btRigidBodyData);
return sz;
}
- ///fills the dataBuffer and returns the struct name (and 0 on failure)
-const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
+///fills the dataBuffer and returns the struct name (and 0 on failure)
+const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
{
- btRigidBodyData* rbd = (btRigidBodyData*) dataBuffer;
+ btRigidBodyData* rbd = (btRigidBodyData*)dataBuffer;
btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
@@ -504,7 +471,7 @@ const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* seriali
rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
- rbd->m_linearSleepingThreshold=m_linearSleepingThreshold;
+ rbd->m_linearSleepingThreshold = m_linearSleepingThreshold;
rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
// Fill padding with zeros to appease msan.
@@ -515,13 +482,9 @@ const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* seriali
return btRigidBodyDataName;
}
-
-
void btRigidBody::serializeSingleObject(class btSerializer* serializer) const
{
- btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(),1);
+ btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(), 1);
const char* structType = serialize(chunk->m_oldPtr, serializer);
- serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,(void*)this);
+ serializer->finalizeChunk(chunk, structType, BT_RIGIDBODY_CODE, (void*)this);
}
-
-
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.h b/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.h
index 372245031b..05f270a4b8 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btRigidBody.h
@@ -25,209 +25,195 @@ class btCollisionShape;
class btMotionState;
class btTypedConstraint;
-
extern btScalar gDeactivationTime;
extern bool gDisableDeactivation;
#ifdef BT_USE_DOUBLE_PRECISION
-#define btRigidBodyData btRigidBodyDoubleData
-#define btRigidBodyDataName "btRigidBodyDoubleData"
+#define btRigidBodyData btRigidBodyDoubleData
+#define btRigidBodyDataName "btRigidBodyDoubleData"
#else
-#define btRigidBodyData btRigidBodyFloatData
-#define btRigidBodyDataName "btRigidBodyFloatData"
-#endif //BT_USE_DOUBLE_PRECISION
-
+#define btRigidBodyData btRigidBodyFloatData
+#define btRigidBodyDataName "btRigidBodyFloatData"
+#endif //BT_USE_DOUBLE_PRECISION
-enum btRigidBodyFlags
+enum btRigidBodyFlags
{
BT_DISABLE_WORLD_GRAVITY = 1,
///BT_ENABLE_GYROPSCOPIC_FORCE flags is enabled by default in Bullet 2.83 and onwards.
///and it BT_ENABLE_GYROPSCOPIC_FORCE becomes equivalent to BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
///See Demos/GyroscopicDemo and computeGyroscopicImpulseImplicit
BT_ENABLE_GYROSCOPIC_FORCE_EXPLICIT = 2,
- BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_WORLD=4,
- BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY=8,
+ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_WORLD = 4,
+ BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY = 8,
BT_ENABLE_GYROPSCOPIC_FORCE = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY,
};
-
///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
-///There are 3 types of rigid bodies:
+///There are 3 types of rigid bodies:
///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
-///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
+///- C) Kinematic objects, which are objects without mass, but the user can move them. There is one-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time.
///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)
-class btRigidBody : public btCollisionObject
+class btRigidBody : public btCollisionObject
{
-
- btMatrix3x3 m_invInertiaTensorWorld;
- btVector3 m_linearVelocity;
- btVector3 m_angularVelocity;
- btScalar m_inverseMass;
- btVector3 m_linearFactor;
-
- btVector3 m_gravity;
- btVector3 m_gravity_acceleration;
- btVector3 m_invInertiaLocal;
- btVector3 m_totalForce;
- btVector3 m_totalTorque;
-
- btScalar m_linearDamping;
- btScalar m_angularDamping;
-
- bool m_additionalDamping;
- btScalar m_additionalDampingFactor;
- btScalar m_additionalLinearDampingThresholdSqr;
- btScalar m_additionalAngularDampingThresholdSqr;
- btScalar m_additionalAngularDampingFactor;
-
-
- btScalar m_linearSleepingThreshold;
- btScalar m_angularSleepingThreshold;
+ btMatrix3x3 m_invInertiaTensorWorld;
+ btVector3 m_linearVelocity;
+ btVector3 m_angularVelocity;
+ btScalar m_inverseMass;
+ btVector3 m_linearFactor;
+
+ btVector3 m_gravity;
+ btVector3 m_gravity_acceleration;
+ btVector3 m_invInertiaLocal;
+ btVector3 m_totalForce;
+ btVector3 m_totalTorque;
+
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
+
+ bool m_additionalDamping;
+ btScalar m_additionalDampingFactor;
+ btScalar m_additionalLinearDampingThresholdSqr;
+ btScalar m_additionalAngularDampingThresholdSqr;
+ btScalar m_additionalAngularDampingFactor;
+
+ btScalar m_linearSleepingThreshold;
+ btScalar m_angularSleepingThreshold;
//m_optionalMotionState allows to automatic synchronize the world transform for active objects
- btMotionState* m_optionalMotionState;
+ btMotionState* m_optionalMotionState;
//keep track of typed constraints referencing this rigid body, to disable collision between linked bodies
btAlignedObjectArray<btTypedConstraint*> m_constraintRefs;
- int m_rigidbodyFlags;
-
- int m_debugBodyId;
-
+ int m_rigidbodyFlags;
-protected:
-
- ATTRIBUTE_ALIGNED16(btVector3 m_deltaLinearVelocity);
- btVector3 m_deltaAngularVelocity;
- btVector3 m_angularFactor;
- btVector3 m_invMass;
- btVector3 m_pushVelocity;
- btVector3 m_turnVelocity;
+ int m_debugBodyId;
+protected:
+ ATTRIBUTE_ALIGNED16(btVector3 m_deltaLinearVelocity);
+ btVector3 m_deltaAngularVelocity;
+ btVector3 m_angularFactor;
+ btVector3 m_invMass;
+ btVector3 m_pushVelocity;
+ btVector3 m_turnVelocity;
public:
-
-
///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument)
- ///You can use the motion state to synchronize the world transform between physics and graphics objects.
+ ///You can use the motion state to synchronize the world transform between physics and graphics objects.
///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state,
///m_startWorldTransform is only used when you don't provide a motion state.
- struct btRigidBodyConstructionInfo
+ struct btRigidBodyConstructionInfo
{
- btScalar m_mass;
+ btScalar m_mass;
///When a motionState is provided, the rigid body will initialize its world transform from the motion state
///In this case, m_startWorldTransform is ignored.
- btMotionState* m_motionState;
- btTransform m_startWorldTransform;
+ btMotionState* m_motionState;
+ btTransform m_startWorldTransform;
- btCollisionShape* m_collisionShape;
- btVector3 m_localInertia;
- btScalar m_linearDamping;
- btScalar m_angularDamping;
+ btCollisionShape* m_collisionShape;
+ btVector3 m_localInertia;
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
///best simulation results when friction is non-zero
- btScalar m_friction;
+ btScalar m_friction;
///the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever.
///See Bullet/Demos/RollingFrictionDemo for usage
- btScalar m_rollingFriction;
- btScalar m_spinningFriction;//torsional friction around contact normal
-
+ btScalar m_rollingFriction;
+ btScalar m_spinningFriction; //torsional friction around contact normal
+
///best simulation results using zero restitution.
- btScalar m_restitution;
+ btScalar m_restitution;
- btScalar m_linearSleepingThreshold;
- btScalar m_angularSleepingThreshold;
+ btScalar m_linearSleepingThreshold;
+ btScalar m_angularSleepingThreshold;
//Additional damping can help avoiding lowpass jitter motion, help stability for ragdolls etc.
//Such damping is undesirable, so once the overall simulation quality of the rigid body dynamics system has improved, this should become obsolete
- bool m_additionalDamping;
- btScalar m_additionalDampingFactor;
- btScalar m_additionalLinearDampingThresholdSqr;
- btScalar m_additionalAngularDampingThresholdSqr;
- btScalar m_additionalAngularDampingFactor;
-
- btRigidBodyConstructionInfo( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0)):
- m_mass(mass),
- m_motionState(motionState),
- m_collisionShape(collisionShape),
- m_localInertia(localInertia),
- m_linearDamping(btScalar(0.)),
- m_angularDamping(btScalar(0.)),
- m_friction(btScalar(0.5)),
- m_rollingFriction(btScalar(0)),
- m_spinningFriction(btScalar(0)),
- m_restitution(btScalar(0.)),
- m_linearSleepingThreshold(btScalar(0.8)),
- m_angularSleepingThreshold(btScalar(1.f)),
- m_additionalDamping(false),
- m_additionalDampingFactor(btScalar(0.005)),
- m_additionalLinearDampingThresholdSqr(btScalar(0.01)),
- m_additionalAngularDampingThresholdSqr(btScalar(0.01)),
- m_additionalAngularDampingFactor(btScalar(0.01))
+ bool m_additionalDamping;
+ btScalar m_additionalDampingFactor;
+ btScalar m_additionalLinearDampingThresholdSqr;
+ btScalar m_additionalAngularDampingThresholdSqr;
+ btScalar m_additionalAngularDampingFactor;
+
+ btRigidBodyConstructionInfo(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia = btVector3(0, 0, 0)) : m_mass(mass),
+ m_motionState(motionState),
+ m_collisionShape(collisionShape),
+ m_localInertia(localInertia),
+ m_linearDamping(btScalar(0.)),
+ m_angularDamping(btScalar(0.)),
+ m_friction(btScalar(0.5)),
+ m_rollingFriction(btScalar(0)),
+ m_spinningFriction(btScalar(0)),
+ m_restitution(btScalar(0.)),
+ m_linearSleepingThreshold(btScalar(0.8)),
+ m_angularSleepingThreshold(btScalar(1.f)),
+ m_additionalDamping(false),
+ m_additionalDampingFactor(btScalar(0.005)),
+ m_additionalLinearDampingThresholdSqr(btScalar(0.01)),
+ m_additionalAngularDampingThresholdSqr(btScalar(0.01)),
+ m_additionalAngularDampingFactor(btScalar(0.01))
{
m_startWorldTransform.setIdentity();
}
};
///btRigidBody constructor using construction info
- btRigidBody( const btRigidBodyConstructionInfo& constructionInfo);
+ btRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
- ///btRigidBody constructor for backwards compatibility.
+ ///btRigidBody constructor for backwards compatibility.
///To specify friction (etc) during rigid body construction, please use the other constructor (using btRigidBodyConstructionInfo)
- btRigidBody( btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0));
-
+ btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia = btVector3(0, 0, 0));
virtual ~btRigidBody()
- {
- //No constraints should point to this rigidbody
- //Remove constraints from the dynamics world before you delete the related rigidbodies.
- btAssert(m_constraintRefs.size()==0);
- }
+ {
+ //No constraints should point to this rigidbody
+ //Remove constraints from the dynamics world before you delete the related rigidbodies.
+ btAssert(m_constraintRefs.size() == 0);
+ }
protected:
-
///setupRigidBody is only used internally by the constructor
- void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
+ void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
public:
+ void proceedToTransform(const btTransform& newTrans);
- void proceedToTransform(const btTransform& newTrans);
-
///to keep collision detection and dynamics separate we don't store a rigidbody pointer
///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
- static const btRigidBody* upcast(const btCollisionObject* colObj)
+ static const btRigidBody* upcast(const btCollisionObject* colObj)
{
- if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY)
+ if (colObj->getInternalType() & btCollisionObject::CO_RIGID_BODY)
return (const btRigidBody*)colObj;
return 0;
}
- static btRigidBody* upcast(btCollisionObject* colObj)
+ static btRigidBody* upcast(btCollisionObject* colObj)
{
- if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY)
+ if (colObj->getInternalType() & btCollisionObject::CO_RIGID_BODY)
return (btRigidBody*)colObj;
return 0;
}
-
+
/// continuous collision detection needs prediction
- void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ;
-
- void saveKinematicState(btScalar step);
-
- void applyGravity();
-
- void setGravity(const btVector3& acceleration);
+ void predictIntegratedTransform(btScalar step, btTransform& predictedTransform);
+
+ void saveKinematicState(btScalar step);
+
+ void applyGravity();
+
+ void setGravity(const btVector3& acceleration);
- const btVector3& getGravity() const
+ const btVector3& getGravity() const
{
return m_gravity_acceleration;
}
- void setDamping(btScalar lin_damping, btScalar ang_damping);
+ void setDamping(btScalar lin_damping, btScalar ang_damping);
btScalar getLinearDamping() const
{
@@ -249,18 +235,20 @@ public:
return m_angularSleepingThreshold;
}
- void applyDamping(btScalar timeStep);
+ void applyDamping(btScalar timeStep);
- SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const {
+ SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const
+ {
return m_collisionShape;
}
- SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() {
- return m_collisionShape;
+ SIMD_FORCE_INLINE btCollisionShape* getCollisionShape()
+ {
+ return m_collisionShape;
}
-
- void setMassProps(btScalar mass, const btVector3& inertia);
-
+
+ void setMassProps(btScalar mass, const btVector3& inertia);
+
const btVector3& getLinearFactor() const
{
return m_linearFactor;
@@ -268,20 +256,21 @@ public:
void setLinearFactor(const btVector3& linearFactor)
{
m_linearFactor = linearFactor;
- m_invMass = m_linearFactor*m_inverseMass;
+ m_invMass = m_linearFactor * m_inverseMass;
}
- btScalar getInvMass() const { return m_inverseMass; }
- const btMatrix3x3& getInvInertiaTensorWorld() const {
- return m_invInertiaTensorWorld;
+ btScalar getInvMass() const { return m_inverseMass; }
+ const btMatrix3x3& getInvInertiaTensorWorld() const
+ {
+ return m_invInertiaTensorWorld;
}
-
- void integrateVelocities(btScalar step);
- void setCenterOfMassTransform(const btTransform& xform);
+ void integrateVelocities(btScalar step);
+
+ void setCenterOfMassTransform(const btTransform& xform);
- void applyCentralForce(const btVector3& force)
+ void applyCentralForce(const btVector3& force)
{
- m_totalForce += force*m_linearFactor;
+ m_totalForce += force * m_linearFactor;
}
const btVector3& getTotalForce() const
@@ -293,90 +282,93 @@ public:
{
return m_totalTorque;
};
-
+
const btVector3& getInvInertiaDiagLocal() const
{
return m_invInertiaLocal;
};
- void setInvInertiaDiagLocal(const btVector3& diagInvInertia)
+ void setInvInertiaDiagLocal(const btVector3& diagInvInertia)
{
m_invInertiaLocal = diagInvInertia;
}
- void setSleepingThresholds(btScalar linear,btScalar angular)
+ void setSleepingThresholds(btScalar linear, btScalar angular)
{
m_linearSleepingThreshold = linear;
m_angularSleepingThreshold = angular;
}
- void applyTorque(const btVector3& torque)
+ void applyTorque(const btVector3& torque)
{
- m_totalTorque += torque*m_angularFactor;
+ m_totalTorque += torque * m_angularFactor;
}
-
- void applyForce(const btVector3& force, const btVector3& rel_pos)
+
+ void applyForce(const btVector3& force, const btVector3& rel_pos)
{
applyCentralForce(force);
- applyTorque(rel_pos.cross(force*m_linearFactor));
+ applyTorque(rel_pos.cross(force * m_linearFactor));
}
-
+
void applyCentralImpulse(const btVector3& impulse)
{
- m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
+ m_linearVelocity += impulse * m_linearFactor * m_inverseMass;
}
-
- void applyTorqueImpulse(const btVector3& torque)
+
+ void applyTorqueImpulse(const btVector3& torque)
{
- m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
+ m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
}
-
- void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
+
+ void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
{
if (m_inverseMass != btScalar(0.))
{
applyCentralImpulse(impulse);
if (m_angularFactor)
{
- applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
+ applyTorqueImpulse(rel_pos.cross(impulse * m_linearFactor));
}
}
}
- void clearForces()
+ void clearForces()
{
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
}
-
- void updateInertiaTensor();
-
- const btVector3& getCenterOfMassPosition() const {
- return m_worldTransform.getOrigin();
+
+ void updateInertiaTensor();
+
+ const btVector3& getCenterOfMassPosition() const
+ {
+ return m_worldTransform.getOrigin();
}
btQuaternion getOrientation() const;
-
- const btTransform& getCenterOfMassTransform() const {
- return m_worldTransform;
+
+ const btTransform& getCenterOfMassTransform() const
+ {
+ return m_worldTransform;
}
- const btVector3& getLinearVelocity() const {
- return m_linearVelocity;
+ const btVector3& getLinearVelocity() const
+ {
+ return m_linearVelocity;
}
- const btVector3& getAngularVelocity() const {
- return m_angularVelocity;
+ const btVector3& getAngularVelocity() const
+ {
+ return m_angularVelocity;
}
-
inline void setLinearVelocity(const btVector3& lin_vel)
- {
+ {
m_updateRevision++;
- m_linearVelocity = lin_vel;
+ m_linearVelocity = lin_vel;
}
- inline void setAngularVelocity(const btVector3& ang_vel)
- {
+ inline void setAngularVelocity(const btVector3& ang_vel)
+ {
m_updateRevision++;
- m_angularVelocity = ang_vel;
+ m_angularVelocity = ang_vel;
}
btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const
@@ -388,18 +380,13 @@ public:
// return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
}
- void translate(const btVector3& v)
+ void translate(const btVector3& v)
{
- m_worldTransform.getOrigin() += v;
+ m_worldTransform.getOrigin() += v;
}
-
- void getAabb(btVector3& aabbMin,btVector3& aabbMax) const;
-
+ void getAabb(btVector3& aabbMin, btVector3& aabbMax) const;
-
-
-
SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const
{
btVector3 r0 = pos - getCenterOfMassPosition();
@@ -409,7 +396,6 @@ public:
btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0);
return m_inverseMass + normal.dot(vec);
-
}
SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const
@@ -418,26 +404,25 @@ public:
return axis.dot(vec);
}
- SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep)
+ SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep)
{
- if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION))
+ if ((getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION))
return;
- if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) &&
- (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold))
+ if ((getLinearVelocity().length2() < m_linearSleepingThreshold * m_linearSleepingThreshold) &&
+ (getAngularVelocity().length2() < m_angularSleepingThreshold * m_angularSleepingThreshold))
{
m_deactivationTime += timeStep;
- } else
+ }
+ else
{
- m_deactivationTime=btScalar(0.);
+ m_deactivationTime = btScalar(0.);
setActivationState(0);
}
-
}
- SIMD_FORCE_INLINE bool wantsSleeping()
+ SIMD_FORCE_INLINE bool wantsSleeping()
{
-
if (getActivationState() == DISABLE_DEACTIVATION)
return false;
@@ -445,41 +430,39 @@ public:
if (gDisableDeactivation || (gDeactivationTime == btScalar(0.)))
return false;
- if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION))
+ if ((getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION))
return true;
- if (m_deactivationTime> gDeactivationTime)
+ if (m_deactivationTime > gDeactivationTime)
{
return true;
}
return false;
}
-
-
- const btBroadphaseProxy* getBroadphaseProxy() const
+ const btBroadphaseProxy* getBroadphaseProxy() const
{
return m_broadphaseHandle;
}
- btBroadphaseProxy* getBroadphaseProxy()
+ btBroadphaseProxy* getBroadphaseProxy()
{
return m_broadphaseHandle;
}
- void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy)
+ void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy)
{
m_broadphaseHandle = broadphaseProxy;
}
//btMotionState allows to automatic synchronize the world transform for active objects
- btMotionState* getMotionState()
+ btMotionState* getMotionState()
{
return m_optionalMotionState;
}
- const btMotionState* getMotionState() const
+ const btMotionState* getMotionState() const
{
return m_optionalMotionState;
}
- void setMotionState(btMotionState* motionState)
+ void setMotionState(btMotionState* motionState)
{
m_optionalMotionState = motionState;
if (m_optionalMotionState)
@@ -487,27 +470,27 @@ public:
}
//for experimental overriding of friction/contact solver func
- int m_contactSolverType;
- int m_frictionSolverType;
+ int m_contactSolverType;
+ int m_frictionSolverType;
- void setAngularFactor(const btVector3& angFac)
+ void setAngularFactor(const btVector3& angFac)
{
m_updateRevision++;
m_angularFactor = angFac;
}
- void setAngularFactor(btScalar angFac)
+ void setAngularFactor(btScalar angFac)
{
m_updateRevision++;
- m_angularFactor.setValue(angFac,angFac,angFac);
+ m_angularFactor.setValue(angFac, angFac, angFac);
}
- const btVector3& getAngularFactor() const
+ const btVector3& getAngularFactor() const
{
return m_angularFactor;
}
//is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase?
- bool isInWorld() const
+ bool isInWorld() const
{
return (getBroadphaseProxy() != 0);
}
@@ -525,7 +508,7 @@ public:
return m_constraintRefs.size();
}
- void setFlags(int flags)
+ void setFlags(int flags)
{
m_rigidbodyFlags = flags;
}
@@ -535,12 +518,9 @@ public:
return m_rigidbodyFlags;
}
-
-
-
///perform implicit force computation in world space
btVector3 computeGyroscopicImpulseImplicit_World(btScalar dt) const;
-
+
///perform implicit force computation in body space (inertial frame)
btVector3 computeGyroscopicImpulseImplicit_Body(btScalar step) const;
@@ -550,70 +530,66 @@ public:
///////////////////////////////////////////////
- virtual int calculateSerializeBufferSize() const;
+ virtual int calculateSerializeBufferSize() const;
///fills the dataBuffer and returns the struct name (and 0 on failure)
- virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
+ virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
virtual void serializeSingleObject(class btSerializer* serializer) const;
-
};
//@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
-struct btRigidBodyFloatData
+struct btRigidBodyFloatData
{
- btCollisionObjectFloatData m_collisionObjectData;
- btMatrix3x3FloatData m_invInertiaTensorWorld;
- btVector3FloatData m_linearVelocity;
- btVector3FloatData m_angularVelocity;
- btVector3FloatData m_angularFactor;
- btVector3FloatData m_linearFactor;
- btVector3FloatData m_gravity;
- btVector3FloatData m_gravity_acceleration;
- btVector3FloatData m_invInertiaLocal;
- btVector3FloatData m_totalForce;
- btVector3FloatData m_totalTorque;
- float m_inverseMass;
- float m_linearDamping;
- float m_angularDamping;
- float m_additionalDampingFactor;
- float m_additionalLinearDampingThresholdSqr;
- float m_additionalAngularDampingThresholdSqr;
- float m_additionalAngularDampingFactor;
- float m_linearSleepingThreshold;
- float m_angularSleepingThreshold;
- int m_additionalDamping;
+ btCollisionObjectFloatData m_collisionObjectData;
+ btMatrix3x3FloatData m_invInertiaTensorWorld;
+ btVector3FloatData m_linearVelocity;
+ btVector3FloatData m_angularVelocity;
+ btVector3FloatData m_angularFactor;
+ btVector3FloatData m_linearFactor;
+ btVector3FloatData m_gravity;
+ btVector3FloatData m_gravity_acceleration;
+ btVector3FloatData m_invInertiaLocal;
+ btVector3FloatData m_totalForce;
+ btVector3FloatData m_totalTorque;
+ float m_inverseMass;
+ float m_linearDamping;
+ float m_angularDamping;
+ float m_additionalDampingFactor;
+ float m_additionalLinearDampingThresholdSqr;
+ float m_additionalAngularDampingThresholdSqr;
+ float m_additionalAngularDampingFactor;
+ float m_linearSleepingThreshold;
+ float m_angularSleepingThreshold;
+ int m_additionalDamping;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
-struct btRigidBodyDoubleData
+struct btRigidBodyDoubleData
{
- btCollisionObjectDoubleData m_collisionObjectData;
- btMatrix3x3DoubleData m_invInertiaTensorWorld;
- btVector3DoubleData m_linearVelocity;
- btVector3DoubleData m_angularVelocity;
- btVector3DoubleData m_angularFactor;
- btVector3DoubleData m_linearFactor;
- btVector3DoubleData m_gravity;
- btVector3DoubleData m_gravity_acceleration;
- btVector3DoubleData m_invInertiaLocal;
- btVector3DoubleData m_totalForce;
- btVector3DoubleData m_totalTorque;
- double m_inverseMass;
- double m_linearDamping;
- double m_angularDamping;
- double m_additionalDampingFactor;
- double m_additionalLinearDampingThresholdSqr;
- double m_additionalAngularDampingThresholdSqr;
- double m_additionalAngularDampingFactor;
- double m_linearSleepingThreshold;
- double m_angularSleepingThreshold;
- int m_additionalDamping;
- char m_padding[4];
+ btCollisionObjectDoubleData m_collisionObjectData;
+ btMatrix3x3DoubleData m_invInertiaTensorWorld;
+ btVector3DoubleData m_linearVelocity;
+ btVector3DoubleData m_angularVelocity;
+ btVector3DoubleData m_angularFactor;
+ btVector3DoubleData m_linearFactor;
+ btVector3DoubleData m_gravity;
+ btVector3DoubleData m_gravity_acceleration;
+ btVector3DoubleData m_invInertiaLocal;
+ btVector3DoubleData m_totalForce;
+ btVector3DoubleData m_totalTorque;
+ double m_inverseMass;
+ double m_linearDamping;
+ double m_angularDamping;
+ double m_additionalDampingFactor;
+ double m_additionalLinearDampingThresholdSqr;
+ double m_additionalAngularDampingThresholdSqr;
+ double m_additionalAngularDampingFactor;
+ double m_linearSleepingThreshold;
+ double m_angularSleepingThreshold;
+ int m_additionalDamping;
+ char m_padding[4];
};
-
-
-#endif //BT_RIGIDBODY_H
-
+#endif //BT_RIGIDBODY_H
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp b/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp
index 6f63b87c80..8103390fb1 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp
@@ -21,47 +21,40 @@ subject to the following restrictions:
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
-
/*
Make sure this dummy function never changes so that it
can be used by probes that are checking whether the
library is actually installed.
*/
-extern "C"
+extern "C"
{
- void btBulletDynamicsProbe ();
- void btBulletDynamicsProbe () {}
+ void btBulletDynamicsProbe();
+ void btBulletDynamicsProbe() {}
}
-
-
-
-btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
-:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration),
-m_constraintSolver(constraintSolver),
-m_ownsConstraintSolver(false),
-m_gravity(0,0,-10)
+btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration)
+ : btDynamicsWorld(dispatcher, pairCache, collisionConfiguration),
+ m_constraintSolver(constraintSolver),
+ m_ownsConstraintSolver(false),
+ m_gravity(0, 0, -10)
{
-
}
-
btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
{
if (m_ownsConstraintSolver)
- btAlignedFree( m_constraintSolver);
+ btAlignedFree(m_constraintSolver);
}
-int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep)
+int btSimpleDynamicsWorld::stepSimulation(btScalar timeStep, int maxSubSteps, btScalar fixedTimeStep)
{
(void)fixedTimeStep;
(void)maxSubSteps;
-
///apply gravity, predict motion
predictUnconstraintMotion(timeStep);
- btDispatcherInfo& dispatchInfo = getDispatchInfo();
+ btDispatcherInfo& dispatchInfo = getDispatchInfo();
dispatchInfo.m_timeStep = timeStep;
dispatchInfo.m_stepCount = 0;
dispatchInfo.m_debugDraw = getDebugDrawer();
@@ -74,17 +67,17 @@ int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, b
if (numManifolds)
{
btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer();
-
+
btContactSolverInfo infoGlobal;
infoGlobal.m_timeStep = timeStep;
- m_constraintSolver->prepareSolve(0,numManifolds);
- m_constraintSolver->solveGroup(&getCollisionObjectArray()[0],getNumCollisionObjects(),manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_dispatcher1);
- m_constraintSolver->allSolved(infoGlobal,m_debugDrawer);
+ m_constraintSolver->prepareSolve(0, numManifolds);
+ m_constraintSolver->solveGroup(&getCollisionObjectArray()[0], getNumCollisionObjects(), manifoldPtr, numManifolds, 0, 0, infoGlobal, m_debugDrawer, m_dispatcher1);
+ m_constraintSolver->allSolved(infoGlobal, m_debugDrawer);
}
///integrate transforms
integrateTransforms(timeStep);
-
+
updateAabbs();
synchronizeMotionStates();
@@ -92,29 +85,27 @@ int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, b
clearForces();
return 1;
-
}
-void btSimpleDynamicsWorld::clearForces()
+void btSimpleDynamicsWorld::clearForces()
{
///@todo: iterate over awake simulation islands!
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
-
+
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
body->clearForces();
}
}
-}
-
+}
-void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
+void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
{
m_gravity = gravity;
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
@@ -125,17 +116,17 @@ void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
}
}
-btVector3 btSimpleDynamicsWorld::getGravity () const
+btVector3 btSimpleDynamicsWorld::getGravity() const
{
return m_gravity;
}
-void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
+void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
{
btCollisionWorld::removeCollisionObject(body);
}
-void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
+void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
{
btRigidBody* body = btRigidBody::upcast(collisionObject);
if (body)
@@ -144,8 +135,7 @@ void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionOb
btCollisionWorld::removeCollisionObject(collisionObject);
}
-
-void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
+void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
{
body->setGravity(m_gravity);
@@ -155,37 +145,32 @@ void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
}
}
-void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
+void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
{
body->setGravity(m_gravity);
if (body->getCollisionShape())
{
- addCollisionObject(body,group,mask);
+ addCollisionObject(body, group, mask);
}
}
-
-void btSimpleDynamicsWorld::debugDrawWorld()
+void btSimpleDynamicsWorld::debugDrawWorld()
{
-
}
-
-void btSimpleDynamicsWorld::addAction(btActionInterface* action)
-{
+void btSimpleDynamicsWorld::addAction(btActionInterface* action)
+{
}
-void btSimpleDynamicsWorld::removeAction(btActionInterface* action)
+void btSimpleDynamicsWorld::removeAction(btActionInterface* action)
{
-
}
-
-void btSimpleDynamicsWorld::updateAabbs()
+void btSimpleDynamicsWorld::updateAabbs()
{
btTransform predictedTrans;
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
@@ -193,19 +178,19 @@ void btSimpleDynamicsWorld::updateAabbs()
{
if (body->isActive() && (!body->isStaticObject()))
{
- btVector3 minAabb,maxAabb;
- colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
+ btVector3 minAabb, maxAabb;
+ colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb, maxAabb);
btBroadphaseInterface* bp = getBroadphase();
- bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1);
+ bp->setAabb(body->getBroadphaseHandle(), minAabb, maxAabb, m_dispatcher1);
}
}
}
}
-void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
+void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
{
btTransform predictedTrans;
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
@@ -214,17 +199,15 @@ void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
if (body->isActive() && (!body->isStaticObject()))
{
body->predictIntegratedTransform(timeStep, predictedTrans);
- body->proceedToTransform( predictedTrans);
+ body->proceedToTransform(predictedTrans);
}
}
}
}
-
-
-void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
+void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
@@ -235,20 +218,19 @@ void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
if (body->isActive())
{
body->applyGravity();
- body->integrateVelocities( timeStep);
+ body->integrateVelocities(timeStep);
body->applyDamping(timeStep);
- body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
+ body->predictIntegratedTransform(timeStep, body->getInterpolationWorldTransform());
}
}
}
}
}
-
-void btSimpleDynamicsWorld::synchronizeMotionStates()
+void btSimpleDynamicsWorld::synchronizeMotionStates()
{
///@todo: iterate over awake simulation islands!
- for ( int i=0;i<m_collisionObjects.size();i++)
+ for (int i = 0; i < m_collisionObjects.size(); i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
@@ -260,11 +242,9 @@ void btSimpleDynamicsWorld::synchronizeMotionStates()
}
}
}
-
}
-
-void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
+void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
{
if (m_ownsConstraintSolver)
{
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h b/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h
index 44b7e7fb34..12be231c7f 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h
@@ -27,63 +27,58 @@ class btConstraintSolver;
class btSimpleDynamicsWorld : public btDynamicsWorld
{
protected:
+ btConstraintSolver* m_constraintSolver;
- btConstraintSolver* m_constraintSolver;
+ bool m_ownsConstraintSolver;
- bool m_ownsConstraintSolver;
-
- void predictUnconstraintMotion(btScalar timeStep);
-
- void integrateTransforms(btScalar timeStep);
-
- btVector3 m_gravity;
-
-public:
+ void predictUnconstraintMotion(btScalar timeStep);
+ void integrateTransforms(btScalar timeStep);
+ btVector3 m_gravity;
+public:
///this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
- btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
+ btSimpleDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration);
virtual ~btSimpleDynamicsWorld();
-
+
///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead
- virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
+ virtual int stepSimulation(btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.) / btScalar(60.));
- virtual void setGravity(const btVector3& gravity);
+ virtual void setGravity(const btVector3& gravity);
- virtual btVector3 getGravity () const;
+ virtual btVector3 getGravity() const;
- virtual void addRigidBody(btRigidBody* body);
+ virtual void addRigidBody(btRigidBody* body);
- virtual void addRigidBody(btRigidBody* body, int group, int mask);
+ virtual void addRigidBody(btRigidBody* body, int group, int mask);
- virtual void removeRigidBody(btRigidBody* body);
+ virtual void removeRigidBody(btRigidBody* body);
- virtual void debugDrawWorld();
-
- virtual void addAction(btActionInterface* action);
+ virtual void debugDrawWorld();
- virtual void removeAction(btActionInterface* action);
+ virtual void addAction(btActionInterface* action);
+
+ virtual void removeAction(btActionInterface* action);
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
- virtual void removeCollisionObject(btCollisionObject* collisionObject);
-
- virtual void updateAabbs();
+ virtual void removeCollisionObject(btCollisionObject* collisionObject);
+
+ virtual void updateAabbs();
- virtual void synchronizeMotionStates();
+ virtual void synchronizeMotionStates();
- virtual void setConstraintSolver(btConstraintSolver* solver);
+ virtual void setConstraintSolver(btConstraintSolver* solver);
virtual btConstraintSolver* getConstraintSolver();
- virtual btDynamicsWorldType getWorldType() const
+ virtual btDynamicsWorldType getWorldType() const
{
return BT_SIMPLE_DYNAMICS_WORLD;
}
- virtual void clearForces();
-
+ virtual void clearForces();
};
-#endif //BT_SIMPLE_DYNAMICS_WORLD_H
+#endif //BT_SIMPLE_DYNAMICS_WORLD_H
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.cpp b/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.cpp
index fc54f0ba6e..17287aa82a 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.cpp
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.cpp
@@ -13,7 +13,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
-
#include "LinearMath/btScalar.h"
#include "LinearMath/btThreads.h"
#include "btSimulationIslandManagerMt.h"
@@ -27,273 +26,259 @@ subject to the following restrictions:
//#include <stdio.h>
#include "LinearMath/btQuickprof.h"
-
-SIMD_FORCE_INLINE int calcBatchCost( int bodies, int manifolds, int constraints )
+SIMD_FORCE_INLINE int calcBatchCost(int bodies, int manifolds, int constraints)
{
- // rough estimate of the cost of a batch, used for merging
- int batchCost = bodies + 8 * manifolds + 4 * constraints;
- return batchCost;
+ // rough estimate of the cost of a batch, used for merging
+ int batchCost = bodies + 8 * manifolds + 4 * constraints;
+ return batchCost;
}
-
-SIMD_FORCE_INLINE int calcBatchCost( const btSimulationIslandManagerMt::Island* island )
+SIMD_FORCE_INLINE int calcBatchCost(const btSimulationIslandManagerMt::Island* island)
{
- return calcBatchCost( island->bodyArray.size(), island->manifoldArray.size(), island->constraintArray.size() );
+ return calcBatchCost(island->bodyArray.size(), island->manifoldArray.size(), island->constraintArray.size());
}
-
btSimulationIslandManagerMt::btSimulationIslandManagerMt()
{
- m_minimumSolverBatchSize = calcBatchCost(0, 128, 0);
- m_batchIslandMinBodyCount = 32;
- m_islandDispatch = parallelIslandDispatch;
- m_batchIsland = NULL;
+ m_minimumSolverBatchSize = calcBatchCost(0, 128, 0);
+ m_batchIslandMinBodyCount = 32;
+ m_islandDispatch = parallelIslandDispatch;
+ m_batchIsland = NULL;
}
-
btSimulationIslandManagerMt::~btSimulationIslandManagerMt()
{
- for ( int i = 0; i < m_allocatedIslands.size(); ++i )
- {
- delete m_allocatedIslands[ i ];
- }
- m_allocatedIslands.resize( 0 );
- m_activeIslands.resize( 0 );
- m_freeIslands.resize( 0 );
+ for (int i = 0; i < m_allocatedIslands.size(); ++i)
+ {
+ delete m_allocatedIslands[i];
+ }
+ m_allocatedIslands.resize(0);
+ m_activeIslands.resize(0);
+ m_freeIslands.resize(0);
}
-
-inline int getIslandId(const btPersistentManifold* lhs)
+inline int getIslandId(const btPersistentManifold* lhs)
{
const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
- int islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
+ int islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
return islandId;
}
-
-SIMD_FORCE_INLINE int btGetConstraintIslandId( const btTypedConstraint* lhs )
+SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
{
- const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
- const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
- int islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
- return islandId;
+ const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
+ const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
+ int islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
+ return islandId;
}
/// function object that routes calls to operator<
class IslandBatchSizeSortPredicate
{
public:
- bool operator() ( const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs ) const
- {
- int lCost = calcBatchCost( lhs );
- int rCost = calcBatchCost( rhs );
- return lCost > rCost;
- }
+ bool operator()(const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs) const
+ {
+ int lCost = calcBatchCost(lhs);
+ int rCost = calcBatchCost(rhs);
+ return lCost > rCost;
+ }
};
-
class IslandBodyCapacitySortPredicate
{
public:
- bool operator() ( const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs ) const
- {
- return lhs->bodyArray.capacity() > rhs->bodyArray.capacity();
- }
+ bool operator()(const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs) const
+ {
+ return lhs->bodyArray.capacity() > rhs->bodyArray.capacity();
+ }
};
-
-void btSimulationIslandManagerMt::Island::append( const Island& other )
+void btSimulationIslandManagerMt::Island::append(const Island& other)
{
- // append bodies
- for ( int i = 0; i < other.bodyArray.size(); ++i )
- {
- bodyArray.push_back( other.bodyArray[ i ] );
- }
- // append manifolds
- for ( int i = 0; i < other.manifoldArray.size(); ++i )
- {
- manifoldArray.push_back( other.manifoldArray[ i ] );
- }
- // append constraints
- for ( int i = 0; i < other.constraintArray.size(); ++i )
- {
- constraintArray.push_back( other.constraintArray[ i ] );
- }
+ // append bodies
+ for (int i = 0; i < other.bodyArray.size(); ++i)
+ {
+ bodyArray.push_back(other.bodyArray[i]);
+ }
+ // append manifolds
+ for (int i = 0; i < other.manifoldArray.size(); ++i)
+ {
+ manifoldArray.push_back(other.manifoldArray[i]);
+ }
+ // append constraints
+ for (int i = 0; i < other.constraintArray.size(); ++i)
+ {
+ constraintArray.push_back(other.constraintArray[i]);
+ }
}
-
-bool btIsBodyInIsland( const btSimulationIslandManagerMt::Island& island, const btCollisionObject* obj )
+bool btIsBodyInIsland(const btSimulationIslandManagerMt::Island& island, const btCollisionObject* obj)
{
- for ( int i = 0; i < island.bodyArray.size(); ++i )
- {
- if ( island.bodyArray[ i ] == obj )
- {
- return true;
- }
- }
- return false;
+ for (int i = 0; i < island.bodyArray.size(); ++i)
+ {
+ if (island.bodyArray[i] == obj)
+ {
+ return true;
+ }
+ }
+ return false;
}
-
void btSimulationIslandManagerMt::initIslandPools()
{
- // reset island pools
- int numElem = getUnionFind().getNumElements();
- m_lookupIslandFromId.resize( numElem );
- for ( int i = 0; i < m_lookupIslandFromId.size(); ++i )
- {
- m_lookupIslandFromId[ i ] = NULL;
- }
- m_activeIslands.resize( 0 );
- m_freeIslands.resize( 0 );
- // check whether allocated islands are sorted by body capacity (largest to smallest)
- int lastCapacity = 0;
- bool isSorted = true;
- for ( int i = 0; i < m_allocatedIslands.size(); ++i )
- {
- Island* island = m_allocatedIslands[ i ];
- int cap = island->bodyArray.capacity();
- if ( cap > lastCapacity )
- {
- isSorted = false;
- break;
- }
- lastCapacity = cap;
- }
- if ( !isSorted )
- {
- m_allocatedIslands.quickSort( IslandBodyCapacitySortPredicate() );
- }
-
- m_batchIsland = NULL;
- // mark all islands free (but avoid deallocation)
- for ( int i = 0; i < m_allocatedIslands.size(); ++i )
- {
- Island* island = m_allocatedIslands[ i ];
- island->bodyArray.resize( 0 );
- island->manifoldArray.resize( 0 );
- island->constraintArray.resize( 0 );
- island->id = -1;
- island->isSleeping = true;
- m_freeIslands.push_back( island );
- }
-}
+ // reset island pools
+ int numElem = getUnionFind().getNumElements();
+ m_lookupIslandFromId.resize(numElem);
+ for (int i = 0; i < m_lookupIslandFromId.size(); ++i)
+ {
+ m_lookupIslandFromId[i] = NULL;
+ }
+ m_activeIslands.resize(0);
+ m_freeIslands.resize(0);
+ // check whether allocated islands are sorted by body capacity (largest to smallest)
+ int lastCapacity = 0;
+ bool isSorted = true;
+ for (int i = 0; i < m_allocatedIslands.size(); ++i)
+ {
+ Island* island = m_allocatedIslands[i];
+ int cap = island->bodyArray.capacity();
+ if (cap > lastCapacity)
+ {
+ isSorted = false;
+ break;
+ }
+ lastCapacity = cap;
+ }
+ if (!isSorted)
+ {
+ m_allocatedIslands.quickSort(IslandBodyCapacitySortPredicate());
+ }
+ m_batchIsland = NULL;
+ // mark all islands free (but avoid deallocation)
+ for (int i = 0; i < m_allocatedIslands.size(); ++i)
+ {
+ Island* island = m_allocatedIslands[i];
+ island->bodyArray.resize(0);
+ island->manifoldArray.resize(0);
+ island->constraintArray.resize(0);
+ island->id = -1;
+ island->isSleeping = true;
+ m_freeIslands.push_back(island);
+ }
+}
-btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::getIsland( int id )
+btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::getIsland(int id)
{
- Island* island = m_lookupIslandFromId[ id ];
- if ( island == NULL )
- {
- // search for existing island
- for ( int i = 0; i < m_activeIslands.size(); ++i )
- {
- if ( m_activeIslands[ i ]->id == id )
- {
- island = m_activeIslands[ i ];
- break;
- }
- }
- m_lookupIslandFromId[ id ] = island;
- }
- return island;
+ Island* island = m_lookupIslandFromId[id];
+ if (island == NULL)
+ {
+ // search for existing island
+ for (int i = 0; i < m_activeIslands.size(); ++i)
+ {
+ if (m_activeIslands[i]->id == id)
+ {
+ island = m_activeIslands[i];
+ break;
+ }
+ }
+ m_lookupIslandFromId[id] = island;
+ }
+ return island;
}
-
-btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::allocateIsland( int id, int numBodies )
+btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::allocateIsland(int id, int numBodies)
{
- Island* island = NULL;
- int allocSize = numBodies;
- if ( numBodies < m_batchIslandMinBodyCount )
- {
- if ( m_batchIsland )
- {
- island = m_batchIsland;
- m_lookupIslandFromId[ id ] = island;
- // if we've made a large enough batch,
- if ( island->bodyArray.size() + numBodies >= m_batchIslandMinBodyCount )
- {
- // next time start a new batch
- m_batchIsland = NULL;
- }
- return island;
- }
- else
- {
- // need to allocate a batch island
- allocSize = m_batchIslandMinBodyCount * 2;
- }
- }
- btAlignedObjectArray<Island*>& freeIslands = m_freeIslands;
-
- // search for free island
- if ( freeIslands.size() > 0 )
- {
- // try to reuse a previously allocated island
- int iFound = freeIslands.size();
- // linear search for smallest island that can hold our bodies
- for ( int i = freeIslands.size() - 1; i >= 0; --i )
- {
- if ( freeIslands[ i ]->bodyArray.capacity() >= allocSize )
- {
- iFound = i;
- island = freeIslands[ i ];
- island->id = id;
- break;
- }
- }
- // if found, shrink array while maintaining ordering
- if ( island )
- {
- int iDest = iFound;
- int iSrc = iDest + 1;
- while ( iSrc < freeIslands.size() )
- {
- freeIslands[ iDest++ ] = freeIslands[ iSrc++ ];
- }
- freeIslands.pop_back();
- }
- }
- if ( island == NULL )
- {
- // no free island found, allocate
- island = new Island(); // TODO: change this to use the pool allocator
- island->id = id;
- island->bodyArray.reserve( allocSize );
- m_allocatedIslands.push_back( island );
- }
- m_lookupIslandFromId[ id ] = island;
- if ( numBodies < m_batchIslandMinBodyCount )
- {
- m_batchIsland = island;
- }
- m_activeIslands.push_back( island );
- return island;
-}
+ Island* island = NULL;
+ int allocSize = numBodies;
+ if (numBodies < m_batchIslandMinBodyCount)
+ {
+ if (m_batchIsland)
+ {
+ island = m_batchIsland;
+ m_lookupIslandFromId[id] = island;
+ // if we've made a large enough batch,
+ if (island->bodyArray.size() + numBodies >= m_batchIslandMinBodyCount)
+ {
+ // next time start a new batch
+ m_batchIsland = NULL;
+ }
+ return island;
+ }
+ else
+ {
+ // need to allocate a batch island
+ allocSize = m_batchIslandMinBodyCount * 2;
+ }
+ }
+ btAlignedObjectArray<Island*>& freeIslands = m_freeIslands;
+ // search for free island
+ if (freeIslands.size() > 0)
+ {
+ // try to reuse a previously allocated island
+ int iFound = freeIslands.size();
+ // linear search for smallest island that can hold our bodies
+ for (int i = freeIslands.size() - 1; i >= 0; --i)
+ {
+ if (freeIslands[i]->bodyArray.capacity() >= allocSize)
+ {
+ iFound = i;
+ island = freeIslands[i];
+ island->id = id;
+ break;
+ }
+ }
+ // if found, shrink array while maintaining ordering
+ if (island)
+ {
+ int iDest = iFound;
+ int iSrc = iDest + 1;
+ while (iSrc < freeIslands.size())
+ {
+ freeIslands[iDest++] = freeIslands[iSrc++];
+ }
+ freeIslands.pop_back();
+ }
+ }
+ if (island == NULL)
+ {
+ // no free island found, allocate
+ island = new Island(); // TODO: change this to use the pool allocator
+ island->id = id;
+ island->bodyArray.reserve(allocSize);
+ m_allocatedIslands.push_back(island);
+ }
+ m_lookupIslandFromId[id] = island;
+ if (numBodies < m_batchIslandMinBodyCount)
+ {
+ m_batchIsland = island;
+ }
+ m_activeIslands.push_back(island);
+ return island;
+}
-void btSimulationIslandManagerMt::buildIslands( btDispatcher* dispatcher, btCollisionWorld* collisionWorld )
+void btSimulationIslandManagerMt::buildIslands(btDispatcher* dispatcher, btCollisionWorld* collisionWorld)
{
-
BT_PROFILE("buildIslands");
-
+
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
//we are going to sort the unionfind array, and store the element id in the size
//afterwards, we clean unionfind, to make sure no-one uses it anymore
-
+
getUnionFind().sortIslands();
int numElem = getUnionFind().getNumElements();
- int endIslandIndex=1;
+ int endIslandIndex = 1;
int startIslandIndex;
//update the sleeping state for bodies, if all are sleeping
- for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
+ for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
- for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
+ for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
{
}
@@ -302,21 +287,21 @@ void btSimulationIslandManagerMt::buildIslands( btDispatcher* dispatcher, btColl
bool allSleeping = true;
int idx;
- for (idx=startIslandIndex;idx<endIslandIndex;idx++)
+ for (idx = startIslandIndex; idx < endIslandIndex; idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
-// printf("error in island management\n");
+ // printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
- if (colObj0->getActivationState()== ACTIVE_TAG ||
- colObj0->getActivationState()== DISABLE_DEACTIVATION)
+ if (colObj0->getActivationState() == ACTIVE_TAG ||
+ colObj0->getActivationState() == DISABLE_DEACTIVATION)
{
allSleeping = false;
break;
@@ -327,43 +312,43 @@ void btSimulationIslandManagerMt::buildIslands( btDispatcher* dispatcher, btColl
if (allSleeping)
{
int idx;
- for (idx=startIslandIndex;idx<endIslandIndex;idx++)
+ for (idx = startIslandIndex; idx < endIslandIndex; idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
-// printf("error in island management\n");
+ // printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
- colObj0->setActivationState( ISLAND_SLEEPING );
+ colObj0->setActivationState(ISLAND_SLEEPING);
}
}
- } else
+ }
+ else
{
-
int idx;
- for (idx=startIslandIndex;idx<endIslandIndex;idx++)
+ for (idx = startIslandIndex; idx < endIslandIndex; idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
-// printf("error in island management\n");
+ // printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
- if ( colObj0->getActivationState() == ISLAND_SLEEPING)
+ if (colObj0->getActivationState() == ISLAND_SLEEPING)
{
- colObj0->setActivationState( WANTS_DEACTIVATION);
+ colObj0->setActivationState(WANTS_DEACTIVATION);
colObj0->setDeactivationTime(0.f);
}
}
@@ -372,352 +357,338 @@ void btSimulationIslandManagerMt::buildIslands( btDispatcher* dispatcher, btColl
}
}
-
-void btSimulationIslandManagerMt::addBodiesToIslands( btCollisionWorld* collisionWorld )
+void btSimulationIslandManagerMt::addBodiesToIslands(btCollisionWorld* collisionWorld)
{
- btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
- int endIslandIndex = 1;
- int startIslandIndex;
- int numElem = getUnionFind().getNumElements();
-
- // create explicit islands and add bodies to each
- for ( startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex )
- {
- int islandId = getUnionFind().getElement( startIslandIndex ).m_id;
-
- // find end index
- for ( endIslandIndex = startIslandIndex; ( endIslandIndex < numElem ) && ( getUnionFind().getElement( endIslandIndex ).m_id == islandId ); endIslandIndex++ )
- {
- }
- // check if island is sleeping
- bool islandSleeping = true;
- for ( int iElem = startIslandIndex; iElem < endIslandIndex; iElem++ )
- {
- int i = getUnionFind().getElement( iElem ).m_sz;
- btCollisionObject* colObj = collisionObjects[ i ];
- if ( colObj->isActive() )
- {
- islandSleeping = false;
- }
- }
- if ( !islandSleeping )
- {
- // want to count the number of bodies before allocating the island to optimize memory usage of the Island structures
- int numBodies = endIslandIndex - startIslandIndex;
- Island* island = allocateIsland( islandId, numBodies );
- island->isSleeping = false;
-
- // add bodies to island
- for ( int iElem = startIslandIndex; iElem < endIslandIndex; iElem++ )
- {
- int i = getUnionFind().getElement( iElem ).m_sz;
- btCollisionObject* colObj = collisionObjects[ i ];
- island->bodyArray.push_back( colObj );
- }
- }
- }
+ btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
+ int endIslandIndex = 1;
+ int startIslandIndex;
+ int numElem = getUnionFind().getNumElements();
-}
+ // create explicit islands and add bodies to each
+ for (startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
+ {
+ int islandId = getUnionFind().getElement(startIslandIndex).m_id;
+ // find end index
+ for (endIslandIndex = startIslandIndex; (endIslandIndex < numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId); endIslandIndex++)
+ {
+ }
+ // check if island is sleeping
+ bool islandSleeping = true;
+ for (int iElem = startIslandIndex; iElem < endIslandIndex; iElem++)
+ {
+ int i = getUnionFind().getElement(iElem).m_sz;
+ btCollisionObject* colObj = collisionObjects[i];
+ if (colObj->isActive())
+ {
+ islandSleeping = false;
+ }
+ }
+ if (!islandSleeping)
+ {
+ // want to count the number of bodies before allocating the island to optimize memory usage of the Island structures
+ int numBodies = endIslandIndex - startIslandIndex;
+ Island* island = allocateIsland(islandId, numBodies);
+ island->isSleeping = false;
-void btSimulationIslandManagerMt::addManifoldsToIslands( btDispatcher* dispatcher )
-{
- // walk all the manifolds, activating bodies touched by kinematic objects, and add each manifold to its Island
- int maxNumManifolds = dispatcher->getNumManifolds();
- for ( int i = 0; i < maxNumManifolds; i++ )
- {
- btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal( i );
-
- const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>( manifold->getBody0() );
- const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>( manifold->getBody1() );
-
- ///@todo: check sleeping conditions!
- if ( ( ( colObj0 ) && colObj0->getActivationState() != ISLAND_SLEEPING ) ||
- ( ( colObj1 ) && colObj1->getActivationState() != ISLAND_SLEEPING ) )
- {
-
- //kinematic objects don't merge islands, but wake up all connected objects
- if ( colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING )
- {
- if ( colObj0->hasContactResponse() )
- colObj1->activate();
- }
- if ( colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING )
- {
- if ( colObj1->hasContactResponse() )
- colObj0->activate();
- }
- //filtering for response
- if ( dispatcher->needsResponse( colObj0, colObj1 ) )
- {
- // scatter manifolds into various islands
- int islandId = getIslandId( manifold );
- // if island not sleeping,
- if ( Island* island = getIsland( islandId ) )
- {
- island->manifoldArray.push_back( manifold );
- }
- }
- }
- }
+ // add bodies to island
+ for (int iElem = startIslandIndex; iElem < endIslandIndex; iElem++)
+ {
+ int i = getUnionFind().getElement(iElem).m_sz;
+ btCollisionObject* colObj = collisionObjects[i];
+ island->bodyArray.push_back(colObj);
+ }
+ }
+ }
}
-
-void btSimulationIslandManagerMt::addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints )
+void btSimulationIslandManagerMt::addManifoldsToIslands(btDispatcher* dispatcher)
{
- // walk constraints
- for ( int i = 0; i < constraints.size(); i++ )
- {
- // scatter constraints into various islands
- btTypedConstraint* constraint = constraints[ i ];
- if ( constraint->isEnabled() )
- {
- int islandId = btGetConstraintIslandId( constraint );
- // if island is not sleeping,
- if ( Island* island = getIsland( islandId ) )
- {
- island->constraintArray.push_back( constraint );
- }
- }
- }
+ // walk all the manifolds, activating bodies touched by kinematic objects, and add each manifold to its Island
+ int maxNumManifolds = dispatcher->getNumManifolds();
+ for (int i = 0; i < maxNumManifolds; i++)
+ {
+ btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
+
+ const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
+ const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
+
+ ///@todo: check sleeping conditions!
+ if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
+ ((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
+ {
+ //kinematic objects don't merge islands, but wake up all connected objects
+ if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
+ {
+ if (colObj0->hasContactResponse())
+ colObj1->activate();
+ }
+ if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
+ {
+ if (colObj1->hasContactResponse())
+ colObj0->activate();
+ }
+ //filtering for response
+ if (dispatcher->needsResponse(colObj0, colObj1))
+ {
+ // scatter manifolds into various islands
+ int islandId = getIslandId(manifold);
+ // if island not sleeping,
+ if (Island* island = getIsland(islandId))
+ {
+ island->manifoldArray.push_back(manifold);
+ }
+ }
+ }
+ }
}
+void btSimulationIslandManagerMt::addConstraintsToIslands(btAlignedObjectArray<btTypedConstraint*>& constraints)
+{
+ // walk constraints
+ for (int i = 0; i < constraints.size(); i++)
+ {
+ // scatter constraints into various islands
+ btTypedConstraint* constraint = constraints[i];
+ if (constraint->isEnabled())
+ {
+ int islandId = btGetConstraintIslandId(constraint);
+ // if island is not sleeping,
+ if (Island* island = getIsland(islandId))
+ {
+ island->constraintArray.push_back(constraint);
+ }
+ }
+ }
+}
void btSimulationIslandManagerMt::mergeIslands()
{
- // sort islands in order of decreasing batch size
- m_activeIslands.quickSort( IslandBatchSizeSortPredicate() );
-
- // merge small islands to satisfy minimum batch size
- // find first small batch island
- int destIslandIndex = m_activeIslands.size();
- for ( int i = 0; i < m_activeIslands.size(); ++i )
- {
- Island* island = m_activeIslands[ i ];
- int batchSize = calcBatchCost( island );
- if ( batchSize < m_minimumSolverBatchSize )
- {
- destIslandIndex = i;
- break;
- }
- }
- int lastIndex = m_activeIslands.size() - 1;
- while ( destIslandIndex < lastIndex )
- {
- // merge islands from the back of the list
- Island* island = m_activeIslands[ destIslandIndex ];
- int numBodies = island->bodyArray.size();
- int numManifolds = island->manifoldArray.size();
- int numConstraints = island->constraintArray.size();
- int firstIndex = lastIndex;
- // figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
- while ( true )
- {
- Island* src = m_activeIslands[ firstIndex ];
- numBodies += src->bodyArray.size();
- numManifolds += src->manifoldArray.size();
- numConstraints += src->constraintArray.size();
- int batchCost = calcBatchCost( numBodies, numManifolds, numConstraints );
- if ( batchCost >= m_minimumSolverBatchSize )
- {
- break;
- }
- if ( firstIndex - 1 == destIslandIndex )
- {
- break;
- }
- firstIndex--;
- }
- // reserve space for these pointers to minimize reallocation
- island->bodyArray.reserve( numBodies );
- island->manifoldArray.reserve( numManifolds );
- island->constraintArray.reserve( numConstraints );
- // merge islands
- for ( int i = firstIndex; i <= lastIndex; ++i )
- {
- island->append( *m_activeIslands[ i ] );
- }
- // shrink array to exclude the islands that were merged from
- m_activeIslands.resize( firstIndex );
- lastIndex = firstIndex - 1;
- destIslandIndex++;
- }
-}
+ // sort islands in order of decreasing batch size
+ m_activeIslands.quickSort(IslandBatchSizeSortPredicate());
+ // merge small islands to satisfy minimum batch size
+ // find first small batch island
+ int destIslandIndex = m_activeIslands.size();
+ for (int i = 0; i < m_activeIslands.size(); ++i)
+ {
+ Island* island = m_activeIslands[i];
+ int batchSize = calcBatchCost(island);
+ if (batchSize < m_minimumSolverBatchSize)
+ {
+ destIslandIndex = i;
+ break;
+ }
+ }
+ int lastIndex = m_activeIslands.size() - 1;
+ while (destIslandIndex < lastIndex)
+ {
+ // merge islands from the back of the list
+ Island* island = m_activeIslands[destIslandIndex];
+ int numBodies = island->bodyArray.size();
+ int numManifolds = island->manifoldArray.size();
+ int numConstraints = island->constraintArray.size();
+ int firstIndex = lastIndex;
+ // figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
+ while (true)
+ {
+ Island* src = m_activeIslands[firstIndex];
+ numBodies += src->bodyArray.size();
+ numManifolds += src->manifoldArray.size();
+ numConstraints += src->constraintArray.size();
+ int batchCost = calcBatchCost(numBodies, numManifolds, numConstraints);
+ if (batchCost >= m_minimumSolverBatchSize)
+ {
+ break;
+ }
+ if (firstIndex - 1 == destIslandIndex)
+ {
+ break;
+ }
+ firstIndex--;
+ }
+ // reserve space for these pointers to minimize reallocation
+ island->bodyArray.reserve(numBodies);
+ island->manifoldArray.reserve(numManifolds);
+ island->constraintArray.reserve(numConstraints);
+ // merge islands
+ for (int i = firstIndex; i <= lastIndex; ++i)
+ {
+ island->append(*m_activeIslands[i]);
+ }
+ // shrink array to exclude the islands that were merged from
+ m_activeIslands.resize(firstIndex);
+ lastIndex = firstIndex - 1;
+ destIslandIndex++;
+ }
+}
void btSimulationIslandManagerMt::solveIsland(btConstraintSolver* solver, Island& island, const SolverParams& solverParams)
{
- btPersistentManifold** manifolds = island.manifoldArray.size() ? &island.manifoldArray[ 0 ] : NULL;
- btTypedConstraint** constraintsPtr = island.constraintArray.size() ? &island.constraintArray[ 0 ] : NULL;
- solver->solveGroup( &island.bodyArray[ 0 ],
- island.bodyArray.size(),
- manifolds,
- island.manifoldArray.size(),
- constraintsPtr,
- island.constraintArray.size(),
- *solverParams.m_solverInfo,
- solverParams.m_debugDrawer,
- solverParams.m_dispatcher
- );
+ btPersistentManifold** manifolds = island.manifoldArray.size() ? &island.manifoldArray[0] : NULL;
+ btTypedConstraint** constraintsPtr = island.constraintArray.size() ? &island.constraintArray[0] : NULL;
+ solver->solveGroup(&island.bodyArray[0],
+ island.bodyArray.size(),
+ manifolds,
+ island.manifoldArray.size(),
+ constraintsPtr,
+ island.constraintArray.size(),
+ *solverParams.m_solverInfo,
+ solverParams.m_debugDrawer,
+ solverParams.m_dispatcher);
}
-
-void btSimulationIslandManagerMt::serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams )
+void btSimulationIslandManagerMt::serialIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams)
{
- BT_PROFILE( "serialIslandDispatch" );
- // serial dispatch
- btAlignedObjectArray<Island*>& islands = *islandsPtr;
- btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
- for ( int i = 0; i < islands.size(); ++i )
- {
- solveIsland(solver, *islands[ i ], solverParams);
- }
+ BT_PROFILE("serialIslandDispatch");
+ // serial dispatch
+ btAlignedObjectArray<Island*>& islands = *islandsPtr;
+ btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
+ for (int i = 0; i < islands.size(); ++i)
+ {
+ solveIsland(solver, *islands[i], solverParams);
+ }
}
-
struct UpdateIslandDispatcher : public btIParallelForBody
{
- btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& m_islandsPtr;
- const btSimulationIslandManagerMt::SolverParams& m_solverParams;
-
- UpdateIslandDispatcher(btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& islandsPtr, const btSimulationIslandManagerMt::SolverParams& solverParams)
- : m_islandsPtr(islandsPtr), m_solverParams(solverParams)
- {}
-
- void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
- {
- btConstraintSolver* solver = m_solverParams.m_solverPool;
- for ( int i = iBegin; i < iEnd; ++i )
- {
- btSimulationIslandManagerMt::Island* island = m_islandsPtr[ i ];
- btSimulationIslandManagerMt::solveIsland( solver, *island, m_solverParams );
- }
- }
-};
+ btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& m_islandsPtr;
+ const btSimulationIslandManagerMt::SolverParams& m_solverParams;
+ UpdateIslandDispatcher(btAlignedObjectArray<btSimulationIslandManagerMt::Island*>& islandsPtr, const btSimulationIslandManagerMt::SolverParams& solverParams)
+ : m_islandsPtr(islandsPtr), m_solverParams(solverParams)
+ {
+ }
+
+ void forLoop(int iBegin, int iEnd) const BT_OVERRIDE
+ {
+ btConstraintSolver* solver = m_solverParams.m_solverPool;
+ for (int i = iBegin; i < iEnd; ++i)
+ {
+ btSimulationIslandManagerMt::Island* island = m_islandsPtr[i];
+ btSimulationIslandManagerMt::solveIsland(solver, *island, m_solverParams);
+ }
+ }
+};
-void btSimulationIslandManagerMt::parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams )
+void btSimulationIslandManagerMt::parallelIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams)
{
- BT_PROFILE( "parallelIslandDispatch" );
- //
- // if there are islands with many contacts, it may be faster to submit these
- // large islands *serially* to a single parallel constraint solver, and then later
- // submit the remaining smaller islands in parallel to multiple sequential solvers.
- //
- // Some task schedulers do not deal well with nested parallelFor loops. One implementation
- // of OpenMP was actually slower than doing everything single-threaded. Intel TBB
- // on the other hand, seems to do a pretty respectable job with it.
- //
- // When solving islands in parallel, the worst case performance happens when there
- // is one very large island and then perhaps a smattering of very small
- // islands -- one worker thread takes the large island and the remaining workers
- // tear through the smaller islands and then sit idle waiting for the first worker
- // to finish. Solving islands in parallel works best when there are numerous small
- // islands, roughly equal in size.
- //
- // By contrast, the other approach -- the parallel constraint solver -- is only
- // able to deliver a worthwhile speedup when the island is large. For smaller islands,
- // it is difficult to extract a useful amount of parallelism -- the overhead of grouping
- // the constraints into batches and sending the batches to worker threads can nullify
- // any gains from parallelism.
- //
-
- UpdateIslandDispatcher dispatcher(*islandsPtr, solverParams);
- // We take advantage of the fact the islands are sorted in order of decreasing size
- int iBegin = 0;
- if (solverParams.m_solverMt)
- {
- while ( iBegin < islandsPtr->size() )
- {
- btSimulationIslandManagerMt::Island* island = ( *islandsPtr )[ iBegin ];
- if ( island->manifoldArray.size() < btSequentialImpulseConstraintSolverMt::s_minimumContactManifoldsForBatching )
- {
- // OK to submit the rest of the array in parallel
- break;
- }
- // serial dispatch to parallel solver for large islands (if any)
- solveIsland(solverParams.m_solverMt, *island, solverParams);
- ++iBegin;
- }
- }
- // parallel dispatch to sequential solvers for rest
- btParallelFor( iBegin, islandsPtr->size(), 1, dispatcher );
+ BT_PROFILE("parallelIslandDispatch");
+ //
+ // if there are islands with many contacts, it may be faster to submit these
+ // large islands *serially* to a single parallel constraint solver, and then later
+ // submit the remaining smaller islands in parallel to multiple sequential solvers.
+ //
+ // Some task schedulers do not deal well with nested parallelFor loops. One implementation
+ // of OpenMP was actually slower than doing everything single-threaded. Intel TBB
+ // on the other hand, seems to do a pretty respectable job with it.
+ //
+ // When solving islands in parallel, the worst case performance happens when there
+ // is one very large island and then perhaps a smattering of very small
+ // islands -- one worker thread takes the large island and the remaining workers
+ // tear through the smaller islands and then sit idle waiting for the first worker
+ // to finish. Solving islands in parallel works best when there are numerous small
+ // islands, roughly equal in size.
+ //
+ // By contrast, the other approach -- the parallel constraint solver -- is only
+ // able to deliver a worthwhile speedup when the island is large. For smaller islands,
+ // it is difficult to extract a useful amount of parallelism -- the overhead of grouping
+ // the constraints into batches and sending the batches to worker threads can nullify
+ // any gains from parallelism.
+ //
+
+ UpdateIslandDispatcher dispatcher(*islandsPtr, solverParams);
+ // We take advantage of the fact the islands are sorted in order of decreasing size
+ int iBegin = 0;
+ if (solverParams.m_solverMt)
+ {
+ while (iBegin < islandsPtr->size())
+ {
+ btSimulationIslandManagerMt::Island* island = (*islandsPtr)[iBegin];
+ if (island->manifoldArray.size() < btSequentialImpulseConstraintSolverMt::s_minimumContactManifoldsForBatching)
+ {
+ // OK to submit the rest of the array in parallel
+ break;
+ }
+ // serial dispatch to parallel solver for large islands (if any)
+ solveIsland(solverParams.m_solverMt, *island, solverParams);
+ ++iBegin;
+ }
+ }
+ // parallel dispatch to sequential solvers for rest
+ btParallelFor(iBegin, islandsPtr->size(), 1, dispatcher);
}
-
///@todo: this is random access, it can be walked 'cache friendly'!
-void btSimulationIslandManagerMt::buildAndProcessIslands( btDispatcher* dispatcher,
- btCollisionWorld* collisionWorld,
- btAlignedObjectArray<btTypedConstraint*>& constraints,
- const SolverParams& solverParams
- )
+void btSimulationIslandManagerMt::buildAndProcessIslands(btDispatcher* dispatcher,
+ btCollisionWorld* collisionWorld,
+ btAlignedObjectArray<btTypedConstraint*>& constraints,
+ const SolverParams& solverParams)
{
BT_PROFILE("buildAndProcessIslands");
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
- buildIslands(dispatcher,collisionWorld);
+ buildIslands(dispatcher, collisionWorld);
- if(!getSplitIslands())
+ if (!getSplitIslands())
{
- btPersistentManifold** manifolds = dispatcher->getInternalManifoldPointer();
- int maxNumManifolds = dispatcher->getNumManifolds();
-
- for ( int i = 0; i < maxNumManifolds; i++ )
- {
- btPersistentManifold* manifold = manifolds[ i ];
-
- const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>( manifold->getBody0() );
- const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>( manifold->getBody1() );
-
- ///@todo: check sleeping conditions!
- if ( ( ( colObj0 ) && colObj0->getActivationState() != ISLAND_SLEEPING ) ||
- ( ( colObj1 ) && colObj1->getActivationState() != ISLAND_SLEEPING ) )
- {
-
- //kinematic objects don't merge islands, but wake up all connected objects
- if ( colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING )
- {
- if ( colObj0->hasContactResponse() )
- colObj1->activate();
- }
- if ( colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING )
- {
- if ( colObj1->hasContactResponse() )
- colObj0->activate();
- }
- }
- }
- btTypedConstraint** constraintsPtr = constraints.size() ? &constraints[ 0 ] : NULL;
- btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
- solver->solveGroup(&collisionObjects[0],
- collisionObjects.size(),
- manifolds,
- maxNumManifolds,
- constraintsPtr,
- constraints.size(),
- *solverParams.m_solverInfo,
- solverParams.m_debugDrawer,
- solverParams.m_dispatcher
- );
+ btPersistentManifold** manifolds = dispatcher->getInternalManifoldPointer();
+ int maxNumManifolds = dispatcher->getNumManifolds();
+
+ for (int i = 0; i < maxNumManifolds; i++)
+ {
+ btPersistentManifold* manifold = manifolds[i];
+
+ const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
+ const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
+
+ ///@todo: check sleeping conditions!
+ if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
+ ((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
+ {
+ //kinematic objects don't merge islands, but wake up all connected objects
+ if (colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING)
+ {
+ if (colObj0->hasContactResponse())
+ colObj1->activate();
+ }
+ if (colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING)
+ {
+ if (colObj1->hasContactResponse())
+ colObj0->activate();
+ }
+ }
+ }
+ btTypedConstraint** constraintsPtr = constraints.size() ? &constraints[0] : NULL;
+ btConstraintSolver* solver = solverParams.m_solverMt ? solverParams.m_solverMt : solverParams.m_solverPool;
+ solver->solveGroup(&collisionObjects[0],
+ collisionObjects.size(),
+ manifolds,
+ maxNumManifolds,
+ constraintsPtr,
+ constraints.size(),
+ *solverParams.m_solverInfo,
+ solverParams.m_debugDrawer,
+ solverParams.m_dispatcher);
}
else
{
- initIslandPools();
-
- //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
- addBodiesToIslands( collisionWorld );
- addManifoldsToIslands( dispatcher );
- addConstraintsToIslands( constraints );
-
- // m_activeIslands array should now contain all non-sleeping Islands, and each Island should
- // have all the necessary bodies, manifolds and constraints.
-
- // if we want to merge islands with small batch counts,
- if ( m_minimumSolverBatchSize > 1 )
- {
- mergeIslands();
- }
- // dispatch islands to solver
- m_islandDispatch( &m_activeIslands, solverParams );
+ initIslandPools();
+
+ //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
+ addBodiesToIslands(collisionWorld);
+ addManifoldsToIslands(dispatcher);
+ addConstraintsToIslands(constraints);
+
+ // m_activeIslands array should now contain all non-sleeping Islands, and each Island should
+ // have all the necessary bodies, manifolds and constraints.
+
+ // if we want to merge islands with small batch counts,
+ if (m_minimumSolverBatchSize > 1)
+ {
+ mergeIslands();
+ }
+ // dispatch islands to solver
+ m_islandDispatch(&m_activeIslands, solverParams);
}
}
diff --git a/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h b/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h
index 563577a6f4..ab73a899f1 100644
--- a/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h
+++ b/thirdparty/bullet/BulletDynamics/Dynamics/btSimulationIslandManagerMt.h
@@ -35,80 +35,78 @@ class btIDebugDraw;
class btSimulationIslandManagerMt : public btSimulationIslandManager
{
public:
- struct Island
- {
- // a simulation island consisting of bodies, manifolds and constraints,
- // to be passed into a constraint solver.
- btAlignedObjectArray<btCollisionObject*> bodyArray;
- btAlignedObjectArray<btPersistentManifold*> manifoldArray;
- btAlignedObjectArray<btTypedConstraint*> constraintArray;
- int id; // island id
- bool isSleeping;
+ struct Island
+ {
+ // a simulation island consisting of bodies, manifolds and constraints,
+ // to be passed into a constraint solver.
+ btAlignedObjectArray<btCollisionObject*> bodyArray;
+ btAlignedObjectArray<btPersistentManifold*> manifoldArray;
+ btAlignedObjectArray<btTypedConstraint*> constraintArray;
+ int id; // island id
+ bool isSleeping;
- void append( const Island& other ); // add bodies, manifolds, constraints to my own
- };
- struct SolverParams
- {
- btConstraintSolver* m_solverPool;
- btConstraintSolver* m_solverMt;
- btContactSolverInfo* m_solverInfo;
- btIDebugDraw* m_debugDrawer;
- btDispatcher* m_dispatcher;
- };
- static void solveIsland(btConstraintSolver* solver, Island& island, const SolverParams& solverParams);
+ void append(const Island& other); // add bodies, manifolds, constraints to my own
+ };
+ struct SolverParams
+ {
+ btConstraintSolver* m_solverPool;
+ btConstraintSolver* m_solverMt;
+ btContactSolverInfo* m_solverInfo;
+ btIDebugDraw* m_debugDrawer;
+ btDispatcher* m_dispatcher;
+ };
+ static void solveIsland(btConstraintSolver* solver, Island& island, const SolverParams& solverParams);
+
+ typedef void (*IslandDispatchFunc)(btAlignedObjectArray<Island*>* islands, const SolverParams& solverParams);
+ static void serialIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams);
+ static void parallelIslandDispatch(btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams);
- typedef void( *IslandDispatchFunc ) ( btAlignedObjectArray<Island*>* islands, const SolverParams& solverParams );
- static void serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams );
- static void parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, const SolverParams& solverParams );
protected:
- btAlignedObjectArray<Island*> m_allocatedIslands; // owner of all Islands
- btAlignedObjectArray<Island*> m_activeIslands; // islands actively in use
- btAlignedObjectArray<Island*> m_freeIslands; // islands ready to be reused
- btAlignedObjectArray<Island*> m_lookupIslandFromId; // big lookup table to map islandId to Island pointer
- Island* m_batchIsland;
- int m_minimumSolverBatchSize;
- int m_batchIslandMinBodyCount;
- IslandDispatchFunc m_islandDispatch;
+ btAlignedObjectArray<Island*> m_allocatedIslands; // owner of all Islands
+ btAlignedObjectArray<Island*> m_activeIslands; // islands actively in use
+ btAlignedObjectArray<Island*> m_freeIslands; // islands ready to be reused
+ btAlignedObjectArray<Island*> m_lookupIslandFromId; // big lookup table to map islandId to Island pointer
+ Island* m_batchIsland;
+ int m_minimumSolverBatchSize;
+ int m_batchIslandMinBodyCount;
+ IslandDispatchFunc m_islandDispatch;
+
+ Island* getIsland(int id);
+ virtual Island* allocateIsland(int id, int numBodies);
+ virtual void initIslandPools();
+ virtual void addBodiesToIslands(btCollisionWorld* collisionWorld);
+ virtual void addManifoldsToIslands(btDispatcher* dispatcher);
+ virtual void addConstraintsToIslands(btAlignedObjectArray<btTypedConstraint*>& constraints);
+ virtual void mergeIslands();
- Island* getIsland( int id );
- virtual Island* allocateIsland( int id, int numBodies );
- virtual void initIslandPools();
- virtual void addBodiesToIslands( btCollisionWorld* collisionWorld );
- virtual void addManifoldsToIslands( btDispatcher* dispatcher );
- virtual void addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints );
- virtual void mergeIslands();
-
public:
btSimulationIslandManagerMt();
virtual ~btSimulationIslandManagerMt();
- virtual void buildAndProcessIslands( btDispatcher* dispatcher,
- btCollisionWorld* collisionWorld,
- btAlignedObjectArray<btTypedConstraint*>& constraints,
- const SolverParams& solverParams
- );
+ virtual void buildAndProcessIslands(btDispatcher* dispatcher,
+ btCollisionWorld* collisionWorld,
+ btAlignedObjectArray<btTypedConstraint*>& constraints,
+ const SolverParams& solverParams);
- virtual void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
+ virtual void buildIslands(btDispatcher* dispatcher, btCollisionWorld* colWorld);
- int getMinimumSolverBatchSize() const
- {
- return m_minimumSolverBatchSize;
- }
- void setMinimumSolverBatchSize( int sz )
- {
- m_minimumSolverBatchSize = sz;
- }
- IslandDispatchFunc getIslandDispatchFunction() const
- {
- return m_islandDispatch;
- }
- // allow users to set their own dispatch function for multithreaded dispatch
- void setIslandDispatchFunction( IslandDispatchFunc func )
- {
- m_islandDispatch = func;
- }
+ int getMinimumSolverBatchSize() const
+ {
+ return m_minimumSolverBatchSize;
+ }
+ void setMinimumSolverBatchSize(int sz)
+ {
+ m_minimumSolverBatchSize = sz;
+ }
+ IslandDispatchFunc getIslandDispatchFunction() const
+ {
+ return m_islandDispatch;
+ }
+ // allow users to set their own dispatch function for multithreaded dispatch
+ void setIslandDispatchFunction(IslandDispatchFunc func)
+ {
+ m_islandDispatch = func;
+ }
};
-
-#endif //BT_SIMULATION_ISLAND_MANAGER_H
-
+#endif //BT_SIMULATION_ISLAND_MANAGER_H