Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorErwin Coumans <blender@erwincoumans.com>2006-10-23 06:54:30 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-10-23 06:54:30 +0400
commit44d16f056215e6068f0b186a0ab766165cf3966e (patch)
treef0ad85e29c32563d1d4c1c46db4e2cd22f7f78dc /extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
parente459764b4b056959e354edca3868a91ff9bc272f (diff)
Added refactored Bullet 2.x library. Important: these files are not part of the Blender build yet. First, the integration will be updated to make use of the new Bullet version. Then all build systems needs to be updated.
The refactoring didn't leave a single file the same, all filenames and classes have bt prefix, methodnames start with lowercase, a single headerfile can be included, and also a single include path. Plan is to make use of this Bullet 2.x version in extern/bullet2 within the coming weeks, then extern/bullet can be discarded/ignored/content removed.
Diffstat (limited to 'extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp')
-rw-r--r--extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp361
1 files changed, 361 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
new file mode 100644
index 00000000000..e747177a516
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
@@ -0,0 +1,361 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+
+#include "btSequentialImpulseConstraintSolver.h"
+#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
+#include "BulletDynamics/Dynamics/btRigidBody.h"
+#include "btContactConstraint.h"
+#include "btSolve2LinearConstraint.h"
+#include "btContactSolverInfo.h"
+#include "LinearMath/btIDebugDraw.h"
+#include "btJacobianEntry.h"
+#include "LinearMath/btMinMax.h"
+
+#ifdef USE_PROFILE
+#include "LinearMath/btQuickprof.h"
+#endif //USE_PROFILE
+
+int totalCpd = 0;
+
+int gTotalContactPoints = 0;
+
+bool MyContactDestroyedCallback(void* userPersistentData)
+{
+ assert (userPersistentData);
+ btConstraintPersistentData* cpd = (btConstraintPersistentData*)userPersistentData;
+ delete cpd;
+ totalCpd--;
+ //printf("totalCpd = %i. DELETED Ptr %x\n",totalCpd,userPersistentData);
+ return true;
+}
+
+
+btSequentialImpulseConstraintSolver::btSequentialImpulseConstraintSolver()
+{
+ gContactDestroyedCallback = &MyContactDestroyedCallback;
+
+ //initialize default friction/contact funcs
+ int i,j;
+ for (i=0;i<MAX_CONTACT_SOLVER_TYPES;i++)
+ for (j=0;j<MAX_CONTACT_SOLVER_TYPES;j++)
+ {
+
+ m_contactDispatch[i][j] = resolveSingleCollision;
+ m_frictionDispatch[i][j] = resolveSingleFriction;
+ }
+}
+
+/// btSequentialImpulseConstraintSolver Sequentially applies impulses
+float btSequentialImpulseConstraintSolver::solveGroup(btPersistentManifold** manifoldPtr, int numManifolds,const btContactSolverInfo& infoGlobal,btIDebugDraw* debugDrawer)
+{
+
+ btContactSolverInfo info = infoGlobal;
+
+ int numiter = infoGlobal.m_numIterations;
+#ifdef USE_PROFILE
+ btProfiler::beginBlock("solve");
+#endif //USE_PROFILE
+
+ {
+ int j;
+ for (j=0;j<numManifolds;j++)
+ {
+ int k=j;
+ //interleaving the preparation with solving impacts the behaviour a lot, todo: find out why
+
+ prepareConstraints(manifoldPtr[k],info,debugDrawer);
+ solve(manifoldPtr[k],info,0,debugDrawer);
+ }
+ }
+
+
+ //should traverse the contacts random order...
+ int i;
+ for ( i = 0;i<numiter-1;i++)
+ {
+ int j;
+ for (j=0;j<numManifolds;j++)
+ {
+ int k=j;
+ if (i&1)
+ k=numManifolds-j-1;
+
+ solve(manifoldPtr[k],info,i,debugDrawer);
+ }
+
+ }
+#ifdef USE_PROFILE
+ btProfiler::endBlock("solve");
+
+ btProfiler::beginBlock("solveFriction");
+#endif //USE_PROFILE
+
+ //now solve the friction
+ for (i = 0;i<numiter-1;i++)
+ {
+ int j;
+ for (j=0;j<numManifolds;j++)
+ {
+ int k = j;
+ if (i&1)
+ k=numManifolds-j-1;
+ solveFriction(manifoldPtr[k],info,i,debugDrawer);
+ }
+ }
+#ifdef USE_PROFILE
+ btProfiler::endBlock("solveFriction");
+#endif //USE_PROFILE
+
+ return 0.f;
+}
+
+
+float penetrationResolveFactor = 0.9f;
+btScalar restitutionCurve(btScalar rel_vel, btScalar restitution)
+{
+ btScalar rest = restitution * -rel_vel;
+ return rest;
+}
+
+
+void btSequentialImpulseConstraintSolver::prepareConstraints(btPersistentManifold* manifoldPtr, const btContactSolverInfo& info,btIDebugDraw* debugDrawer)
+{
+
+ btRigidBody* body0 = (btRigidBody*)manifoldPtr->getBody0();
+ btRigidBody* body1 = (btRigidBody*)manifoldPtr->getBody1();
+
+
+ //only necessary to refresh the manifold once (first iteration). The integration is done outside the loop
+ {
+ manifoldPtr->refreshContactPoints(body0->getCenterOfMassTransform(),body1->getCenterOfMassTransform());
+
+ int numpoints = manifoldPtr->getNumContacts();
+
+ gTotalContactPoints += numpoints;
+
+ btVector3 color(0,1,0);
+ for (int i=0;i<numpoints ;i++)
+ {
+ btManifoldPoint& cp = manifoldPtr->getContactPoint(i);
+ if (cp.getDistance() <= 0.f)
+ {
+ const btVector3& pos1 = cp.getPositionWorldOnA();
+ const btVector3& pos2 = cp.getPositionWorldOnB();
+
+ btVector3 rel_pos1 = pos1 - body0->getCenterOfMassPosition();
+ btVector3 rel_pos2 = pos2 - body1->getCenterOfMassPosition();
+
+
+ //this jacobian entry is re-used for all iterations
+ btJacobianEntry jac(body0->getCenterOfMassTransform().getBasis().transpose(),
+ body1->getCenterOfMassTransform().getBasis().transpose(),
+ rel_pos1,rel_pos2,cp.m_normalWorldOnB,body0->getInvInertiaDiagLocal(),body0->getInvMass(),
+ body1->getInvInertiaDiagLocal(),body1->getInvMass());
+
+
+ btScalar jacDiagAB = jac.getDiagonal();
+
+ btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData;
+ if (cpd)
+ {
+ //might be invalid
+ cpd->m_persistentLifeTime++;
+ if (cpd->m_persistentLifeTime != cp.getLifeTime())
+ {
+ //printf("Invalid: cpd->m_persistentLifeTime = %i cp.getLifeTime() = %i\n",cpd->m_persistentLifeTime,cp.getLifeTime());
+ new (cpd) btConstraintPersistentData;
+ cpd->m_persistentLifeTime = cp.getLifeTime();
+
+ } else
+ {
+ //printf("Persistent: cpd->m_persistentLifeTime = %i cp.getLifeTime() = %i\n",cpd->m_persistentLifeTime,cp.getLifeTime());
+
+ }
+ } else
+ {
+
+ cpd = new btConstraintPersistentData();
+ totalCpd ++;
+ //printf("totalCpd = %i Created Ptr %x\n",totalCpd,cpd);
+ cp.m_userPersistentData = cpd;
+ cpd->m_persistentLifeTime = cp.getLifeTime();
+ //printf("CREATED: %x . cpd->m_persistentLifeTime = %i cp.getLifeTime() = %i\n",cpd,cpd->m_persistentLifeTime,cp.getLifeTime());
+
+ }
+ assert(cpd);
+
+ cpd->m_jacDiagABInv = 1.f / jacDiagAB;
+
+ //Dependent on Rigidbody A and B types, fetch the contact/friction response func
+ //perhaps do a similar thing for friction/restutution combiner funcs...
+
+ cpd->m_frictionSolverFunc = m_frictionDispatch[body0->m_frictionSolverType][body1->m_frictionSolverType];
+ cpd->m_contactSolverFunc = m_contactDispatch[body0->m_contactSolverType][body1->m_contactSolverType];
+
+ btVector3 vel1 = body0->getVelocityInLocalPoint(rel_pos1);
+ btVector3 vel2 = body1->getVelocityInLocalPoint(rel_pos2);
+ btVector3 vel = vel1 - vel2;
+ btScalar rel_vel;
+ rel_vel = cp.m_normalWorldOnB.dot(vel);
+
+ float combinedRestitution = cp.m_combinedRestitution;
+
+ cpd->m_penetration = cp.getDistance();
+ cpd->m_friction = cp.m_combinedFriction;
+ cpd->m_restitution = restitutionCurve(rel_vel, combinedRestitution);
+ if (cpd->m_restitution <= 0.) //0.f)
+ {
+ cpd->m_restitution = 0.0f;
+
+ };
+
+ //restitution and penetration work in same direction so
+ //rel_vel
+
+ btScalar penVel = -cpd->m_penetration/info.m_timeStep;
+
+ if (cpd->m_restitution >= penVel)
+ {
+ cpd->m_penetration = 0.f;
+ }
+
+
+ float relaxation = info.m_damping;
+ cpd->m_appliedImpulse *= relaxation;
+ //for friction
+ cpd->m_prevAppliedImpulse = cpd->m_appliedImpulse;
+
+ //re-calculate friction direction every frame, todo: check if this is really needed
+ btPlaneSpace1(cp.m_normalWorldOnB,cpd->m_frictionWorldTangential0,cpd->m_frictionWorldTangential1);
+
+
+#define NO_FRICTION_WARMSTART 1
+
+ #ifdef NO_FRICTION_WARMSTART
+ cpd->m_accumulatedTangentImpulse0 = 0.f;
+ cpd->m_accumulatedTangentImpulse1 = 0.f;
+ #endif //NO_FRICTION_WARMSTART
+ float denom0 = body0->computeImpulseDenominator(pos1,cpd->m_frictionWorldTangential0);
+ float denom1 = body1->computeImpulseDenominator(pos2,cpd->m_frictionWorldTangential0);
+ float denom = relaxation/(denom0+denom1);
+ cpd->m_jacDiagABInvTangent0 = denom;
+
+
+ denom0 = body0->computeImpulseDenominator(pos1,cpd->m_frictionWorldTangential1);
+ denom1 = body1->computeImpulseDenominator(pos2,cpd->m_frictionWorldTangential1);
+ denom = relaxation/(denom0+denom1);
+ cpd->m_jacDiagABInvTangent1 = denom;
+
+ btVector3 totalImpulse =
+ #ifndef NO_FRICTION_WARMSTART
+ cp.m_frictionWorldTangential0*cp.m_accumulatedTangentImpulse0+
+ cp.m_frictionWorldTangential1*cp.m_accumulatedTangentImpulse1+
+ #endif //NO_FRICTION_WARMSTART
+ cp.m_normalWorldOnB*cpd->m_appliedImpulse;
+
+ //apply previous frames impulse on both bodies
+ body0->applyImpulse(totalImpulse, rel_pos1);
+ body1->applyImpulse(-totalImpulse, rel_pos2);
+ }
+
+ }
+ }
+}
+
+float btSequentialImpulseConstraintSolver::solve(btPersistentManifold* manifoldPtr, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer)
+{
+
+ btRigidBody* body0 = (btRigidBody*)manifoldPtr->getBody0();
+ btRigidBody* body1 = (btRigidBody*)manifoldPtr->getBody1();
+
+ float maxImpulse = 0.f;
+
+ {
+ const int numpoints = manifoldPtr->getNumContacts();
+
+ btVector3 color(0,1,0);
+ for (int i=0;i<numpoints ;i++)
+ {
+
+ int j=i;
+ if (iter % 2)
+ j = numpoints-1-i;
+ else
+ j=i;
+
+ btManifoldPoint& cp = manifoldPtr->getContactPoint(j);
+ if (cp.getDistance() <= 0.f)
+ {
+
+ if (iter == 0)
+ {
+ if (debugDrawer)
+ debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
+ }
+
+ {
+
+ btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData;
+ float impulse = cpd->m_contactSolverFunc(
+ *body0,*body1,
+ cp,
+ info);
+
+ if (maxImpulse < impulse)
+ maxImpulse = impulse;
+
+ }
+ }
+ }
+ }
+ return maxImpulse;
+}
+
+float btSequentialImpulseConstraintSolver::solveFriction(btPersistentManifold* manifoldPtr, const btContactSolverInfo& info,int iter,btIDebugDraw* debugDrawer)
+{
+ btRigidBody* body0 = (btRigidBody*)manifoldPtr->getBody0();
+ btRigidBody* body1 = (btRigidBody*)manifoldPtr->getBody1();
+
+
+ {
+ const int numpoints = manifoldPtr->getNumContacts();
+
+ btVector3 color(0,1,0);
+ for (int i=0;i<numpoints ;i++)
+ {
+
+ int j=i;
+ //if (iter % 2)
+ // j = numpoints-1-i;
+
+ btManifoldPoint& cp = manifoldPtr->getContactPoint(j);
+ if (cp.getDistance() <= 0.f)
+ {
+
+ btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData;
+ cpd->m_frictionSolverFunc(
+ *body0,*body1,
+ cp,
+ info);
+
+
+ }
+ }
+
+
+ }
+ return 0.f;
+}