#include "b3CpuRigidBodyPipeline.h" #include "Bullet3Dynamics/shared/b3IntegrateTransforms.h" #include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" #include "Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.h" #include "Bullet3Collision/NarrowPhaseCollision/b3Config.h" #include "Bullet3Collision/NarrowPhaseCollision/b3CpuNarrowPhase.h" #include "Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h" #include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h" #include "Bullet3Common/b3Vector3.h" #include "Bullet3Dynamics/shared/b3ContactConstraint4.h" #include "Bullet3Dynamics/shared/b3Inertia.h" struct b3CpuRigidBodyPipelineInternalData { b3AlignedObjectArray m_rigidBodies; b3AlignedObjectArray m_inertias; b3AlignedObjectArray m_aabbWorldSpace; b3DynamicBvhBroadphase* m_bp; b3CpuNarrowPhase* m_np; b3Config m_config; }; b3CpuRigidBodyPipeline::b3CpuRigidBodyPipeline(class b3CpuNarrowPhase* narrowphase, struct b3DynamicBvhBroadphase* broadphaseDbvt, const b3Config& config) { m_data = new b3CpuRigidBodyPipelineInternalData; m_data->m_np = narrowphase; m_data->m_bp = broadphaseDbvt; m_data->m_config = config; } b3CpuRigidBodyPipeline::~b3CpuRigidBodyPipeline() { delete m_data; } void b3CpuRigidBodyPipeline::updateAabbWorldSpace() { for (int i=0;igetNumBodies();i++) { b3RigidBodyData* body = &m_data->m_rigidBodies[i]; b3Float4 position = body->m_pos; b3Quat orientation = body->m_quat; int collidableIndex = body->m_collidableIdx; b3Collidable& collidable = m_data->m_np->getCollidableCpu(collidableIndex); int shapeIndex = collidable.m_shapeIndex; if (shapeIndex>=0) { b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(shapeIndex); b3Aabb& worldAabb = m_data->m_aabbWorldSpace[i]; float margin=0.f; b3TransformAabb2(localAabb.m_minVec,localAabb.m_maxVec,margin,position,orientation,&worldAabb.m_minVec,&worldAabb.m_maxVec); m_data->m_bp->setAabb(i,worldAabb.m_minVec,worldAabb.m_maxVec,0); } } } void b3CpuRigidBodyPipeline::computeOverlappingPairs() { int numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs(); m_data->m_bp->calculateOverlappingPairs(); numPairs = m_data->m_bp->getOverlappingPairCache()->getNumOverlappingPairs(); printf("numPairs=%d\n",numPairs); } void b3CpuRigidBodyPipeline::computeContactPoints() { b3AlignedObjectArray& pairs = m_data->m_bp->getOverlappingPairCache()->getOverlappingPairArray(); m_data->m_np->computeContacts(pairs,m_data->m_aabbWorldSpace, m_data->m_rigidBodies); } void b3CpuRigidBodyPipeline::stepSimulation(float deltaTime) { //update world space aabb's updateAabbWorldSpace(); //compute overlapping pairs computeOverlappingPairs(); //compute contacts computeContactPoints(); //solve contacts //update transforms integrate(deltaTime); } static inline float b3CalcRelVel(const b3Vector3& l0, const b3Vector3& l1, const b3Vector3& a0, const b3Vector3& a1, const b3Vector3& linVel0, const b3Vector3& angVel0, const b3Vector3& linVel1, const b3Vector3& angVel1) { return b3Dot(l0, linVel0) + b3Dot(a0, angVel0) + b3Dot(l1, linVel1) + b3Dot(a1, angVel1); } static inline void b3SetLinearAndAngular(const b3Vector3& n, const b3Vector3& r0, const b3Vector3& r1, b3Vector3& linear, b3Vector3& angular0, b3Vector3& angular1) { linear = -n; angular0 = -b3Cross(r0, n); angular1 = b3Cross(r1, n); } static inline void b3SolveContact(b3ContactConstraint4& cs, const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA, const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB, float maxRambdaDt[4], float minRambdaDt[4]) { b3Vector3 dLinVelA; dLinVelA.setZero(); b3Vector3 dAngVelA; dAngVelA.setZero(); b3Vector3 dLinVelB; dLinVelB.setZero(); b3Vector3 dAngVelB; dAngVelB.setZero(); for(int ic=0; ic<4; ic++) { // dont necessary because this makes change to 0 if( cs.m_jacCoeffInv[ic] == 0.f ) continue; { b3Vector3 angular0, angular1, linear; b3Vector3 r0 = cs.m_worldPos[ic] - (b3Vector3&)posA; b3Vector3 r1 = cs.m_worldPos[ic] - (b3Vector3&)posB; b3SetLinearAndAngular( (const b3Vector3 &)-cs.m_linear, (const b3Vector3 &)r0, (const b3Vector3 &)r1, linear, angular0, angular1 ); float rambdaDt = b3CalcRelVel((const b3Vector3 &)cs.m_linear,(const b3Vector3 &) -cs.m_linear, angular0, angular1, linVelA, angVelA, linVelB, angVelB ) + cs.m_b[ic]; rambdaDt *= cs.m_jacCoeffInv[ic]; { float prevSum = cs.m_appliedRambdaDt[ic]; float updated = prevSum; updated += rambdaDt; updated = b3Max( updated, minRambdaDt[ic] ); updated = b3Min( updated, maxRambdaDt[ic] ); rambdaDt = updated - prevSum; cs.m_appliedRambdaDt[ic] = updated; } b3Vector3 linImp0 = invMassA*linear*rambdaDt; b3Vector3 linImp1 = invMassB*(-linear)*rambdaDt; b3Vector3 angImp0 = (invInertiaA* angular0)*rambdaDt; b3Vector3 angImp1 = (invInertiaB* angular1)*rambdaDt; #ifdef _WIN32 b3Assert(_finite(linImp0.getX())); b3Assert(_finite(linImp1.getX())); #endif { linVelA += linImp0; angVelA += angImp0; linVelB += linImp1; angVelB += angImp1; } } } } static inline void b3SolveFriction(b3ContactConstraint4& cs, const b3Vector3& posA, b3Vector3& linVelA, b3Vector3& angVelA, float invMassA, const b3Matrix3x3& invInertiaA, const b3Vector3& posB, b3Vector3& linVelB, b3Vector3& angVelB, float invMassB, const b3Matrix3x3& invInertiaB, float maxRambdaDt[4], float minRambdaDt[4]) { if( cs.m_fJacCoeffInv[0] == 0 && cs.m_fJacCoeffInv[0] == 0 ) return; const b3Vector3& center = (const b3Vector3&)cs.m_center; b3Vector3 n = -(const b3Vector3&)cs.m_linear; b3Vector3 tangent[2]; b3PlaneSpace1 (n, tangent[0],tangent[1]); b3Vector3 angular0, angular1, linear; b3Vector3 r0 = center - posA; b3Vector3 r1 = center - posB; for(int i=0; i<2; i++) { b3SetLinearAndAngular( tangent[i], r0, r1, linear, angular0, angular1 ); float rambdaDt = b3CalcRelVel(linear, -linear, angular0, angular1, linVelA, angVelA, linVelB, angVelB ); rambdaDt *= cs.m_fJacCoeffInv[i]; { float prevSum = cs.m_fAppliedRambdaDt[i]; float updated = prevSum; updated += rambdaDt; updated = b3Max( updated, minRambdaDt[i] ); updated = b3Min( updated, maxRambdaDt[i] ); rambdaDt = updated - prevSum; cs.m_fAppliedRambdaDt[i] = updated; } b3Vector3 linImp0 = invMassA*linear*rambdaDt; b3Vector3 linImp1 = invMassB*(-linear)*rambdaDt; b3Vector3 angImp0 = (invInertiaA* angular0)*rambdaDt; b3Vector3 angImp1 = (invInertiaB* angular1)*rambdaDt; #ifdef _WIN32 b3Assert(_finite(linImp0.getX())); b3Assert(_finite(linImp1.getX())); #endif linVelA += linImp0; angVelA += angImp0; linVelB += linImp1; angVelB += angImp1; } { // angular damping for point constraint b3Vector3 ab = ( posB - posA ).normalized(); b3Vector3 ac = ( center - posA ).normalized(); if( b3Dot( ab, ac ) > 0.95f || (invMassA == 0.f || invMassB == 0.f)) { float angNA = b3Dot( n, angVelA ); float angNB = b3Dot( n, angVelB ); angVelA -= (angNA*0.1f)*n; angVelB -= (angNB*0.1f)*n; } } } struct b3SolveTask// : public ThreadPool::Task { b3SolveTask(b3AlignedObjectArray& bodies, b3AlignedObjectArray& shapes, b3AlignedObjectArray& constraints, int start, int nConstraints, int maxNumBatches, b3AlignedObjectArray* wgUsedBodies, int curWgidx ) : m_bodies( bodies ), m_shapes( shapes ), m_constraints( constraints ), m_wgUsedBodies(wgUsedBodies),m_curWgidx(curWgidx), m_start( start ), m_nConstraints( nConstraints ), m_solveFriction( true ), m_maxNumBatches(maxNumBatches) {} unsigned short int getType(){ return 0; } void run(int tIdx) { b3AlignedObjectArray usedBodies; //printf("run..............\n"); for (int bb=0;bb=0; ic--) //for(int ic=0; ic& m_bodies; b3AlignedObjectArray& m_shapes; b3AlignedObjectArray& m_constraints; b3AlignedObjectArray* m_wgUsedBodies; int m_curWgidx; int m_start; int m_nConstraints; bool m_solveFriction; int m_maxNumBatches; }; void b3CpuRigidBodyPipeline::solveContactConstraints() { int m_nIterations = 4; b3AlignedObjectArray contactConstraints; // const b3AlignedObjectArray& contacts = m_data->m_np->getContacts(); int n = contactConstraints.size(); //convert contacts... int maxNumBatches = 250; for(int iter=0; iterm_rigidBodies, m_data->m_inertias, contactConstraints, 0, n ,maxNumBatches,0,0); task.m_solveFriction = false; task.run(0); } for(int iter=0; iterm_rigidBodies, m_data->m_inertias, contactConstraints, 0, n ,maxNumBatches,0,0); task.m_solveFriction = true; task.run(0); } } void b3CpuRigidBodyPipeline::integrate(float deltaTime) { float angDamping=0.f; b3Vector3 gravityAcceleration=b3MakeVector3(0,-9,0); //integrate transforms (external forces/gravity should be moved into constraint solver) for (int i=0;im_rigidBodies.size();i++) { b3IntegrateTransform(&m_data->m_rigidBodies[i],deltaTime,angDamping,gravityAcceleration); } } int b3CpuRigidBodyPipeline::registerPhysicsInstance(float mass, const float* position, const float* orientation, int collidableIndex, int userData) { b3RigidBodyData body; int bodyIndex = m_data->m_rigidBodies.size(); body.m_invMass = mass ? 1.f/mass : 0.f; body.m_angVel.setValue(0,0,0); body.m_collidableIdx = collidableIndex; body.m_frictionCoeff = 0.3f; body.m_linVel.setValue(0,0,0); body.m_pos.setValue(position[0],position[1],position[2]); body.m_quat.setValue(orientation[0],orientation[1],orientation[2],orientation[3]); body.m_restituitionCoeff = 0.f; m_data->m_rigidBodies.push_back(body); if (collidableIndex>=0) { b3Aabb& worldAabb = m_data->m_aabbWorldSpace.expand(); b3Aabb localAabb = m_data->m_np->getLocalSpaceAabb(collidableIndex); b3Vector3 localAabbMin=b3MakeVector3(localAabb.m_min[0],localAabb.m_min[1],localAabb.m_min[2]); b3Vector3 localAabbMax=b3MakeVector3(localAabb.m_max[0],localAabb.m_max[1],localAabb.m_max[2]); b3Scalar margin = 0.01f; b3Transform t; t.setIdentity(); t.setOrigin(b3MakeVector3(position[0],position[1],position[2])); t.setRotation(b3Quaternion(orientation[0],orientation[1],orientation[2],orientation[3])); b3TransformAabb(localAabbMin,localAabbMax, margin,t,worldAabb.m_minVec,worldAabb.m_maxVec); m_data->m_bp->createProxy(worldAabb.m_minVec,worldAabb.m_maxVec,bodyIndex,0,1,1); // b3Vector3 aabbMin,aabbMax; // m_data->m_bp->getAabb(bodyIndex,aabbMin,aabbMax); } else { b3Error("registerPhysicsInstance using invalid collidableIndex\n"); } return bodyIndex; } const struct b3RigidBodyData* b3CpuRigidBodyPipeline::getBodyBuffer() const { return m_data->m_rigidBodies.size() ? &m_data->m_rigidBodies[0] : 0; } int b3CpuRigidBodyPipeline::getNumBodies() const { return m_data->m_rigidBodies.size(); }