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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
commitbdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch)
treed00eb50b749cb001e2b08272c91791e66740b05d /extern/bullet2/src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp
parent78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff)
parent7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff)
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp')
-rw-r--r--extern/bullet2/src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp193
1 files changed, 193 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp b/extern/bullet2/src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp
new file mode 100644
index 00000000000..19443adc723
--- /dev/null
+++ b/extern/bullet2/src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp
@@ -0,0 +1,193 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2007 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 "btContinuousDynamicsWorld.h"
+#include "LinearMath/btQuickprof.h"
+
+//collision detection
+#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
+#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
+#include "BulletCollision/CollisionShapes/btCollisionShape.h"
+#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
+
+//rigidbody & constraints
+#include "BulletDynamics/Dynamics/btRigidBody.h"
+#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
+#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
+#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
+
+
+
+#include <stdio.h>
+
+btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
+:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
+{
+}
+
+btContinuousDynamicsWorld::~btContinuousDynamicsWorld()
+{
+}
+
+
+void btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep)
+{
+
+ startProfiling(timeStep);
+
+
+ ///update aabbs information
+ updateAabbs();
+ //static int frame=0;
+// printf("frame %d\n",frame++);
+
+ ///apply gravity, predict motion
+ predictUnconstraintMotion(timeStep);
+
+ btDispatcherInfo& dispatchInfo = getDispatchInfo();
+
+ dispatchInfo.m_timeStep = timeStep;
+ dispatchInfo.m_stepCount = 0;
+ dispatchInfo.m_debugDraw = getDebugDrawer();
+
+ ///perform collision detection
+ performDiscreteCollisionDetection();
+
+ calculateSimulationIslands();
+
+
+ getSolverInfo().m_timeStep = timeStep;
+
+
+
+ ///solve contact and other joint constraints
+ solveConstraints(getSolverInfo());
+
+ ///CallbackTriggers();
+ calculateTimeOfImpacts(timeStep);
+
+ btScalar toi = dispatchInfo.m_timeOfImpact;
+// if (toi < 1.f)
+// printf("toi = %f\n",toi);
+ if (toi < 0.f)
+ printf("toi = %f\n",toi);
+
+
+ ///integrate transforms
+ integrateTransforms(timeStep * toi);
+
+ ///update vehicle simulation
+ updateVehicles(timeStep);
+
+
+ updateActivationState( timeStep );
+
+ if(0 != m_internalTickCallback) {
+ (*m_internalTickCallback)(this, timeStep);
+ }
+}
+
+void btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep)
+{
+ ///these should be 'temporal' aabbs!
+ updateTemporalAabbs(timeStep);
+
+ ///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually.
+ ///so we handle the case moving versus static properly, and we cheat for moving versus moving
+ btScalar toi = 1.f;
+
+
+ btDispatcherInfo& dispatchInfo = getDispatchInfo();
+ dispatchInfo.m_timeStep = timeStep;
+ dispatchInfo.m_timeOfImpact = 1.f;
+ dispatchInfo.m_stepCount = 0;
+ dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS;
+
+ ///calculate time of impact for overlapping pairs
+
+
+ btDispatcher* dispatcher = getDispatcher();
+ if (dispatcher)
+ dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
+
+ toi = dispatchInfo.m_timeOfImpact;
+
+ dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
+
+}
+
+void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
+{
+
+ btVector3 temporalAabbMin,temporalAabbMax;
+
+ for ( int i=0;i<m_collisionObjects.size();i++)
+ {
+ btCollisionObject* colObj = m_collisionObjects[i];
+
+ btRigidBody* body = btRigidBody::upcast(colObj);
+ if (body)
+ {
+ body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
+ const btVector3& linvel = body->getLinearVelocity();
+
+ //make the AABB temporal
+ btScalar temporalAabbMaxx = temporalAabbMax.getX();
+ btScalar temporalAabbMaxy = temporalAabbMax.getY();
+ btScalar temporalAabbMaxz = temporalAabbMax.getZ();
+ btScalar temporalAabbMinx = temporalAabbMin.getX();
+ btScalar temporalAabbMiny = temporalAabbMin.getY();
+ btScalar temporalAabbMinz = temporalAabbMin.getZ();
+
+ // add linear motion
+ btVector3 linMotion = linvel*timeStep;
+
+ if (linMotion.x() > 0.f)
+ temporalAabbMaxx += linMotion.x();
+ else
+ temporalAabbMinx += linMotion.x();
+ if (linMotion.y() > 0.f)
+ temporalAabbMaxy += linMotion.y();
+ else
+ temporalAabbMiny += linMotion.y();
+ if (linMotion.z() > 0.f)
+ temporalAabbMaxz += linMotion.z();
+ else
+ temporalAabbMinz += linMotion.z();
+
+ //add conservative angular motion
+ btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep;
+ btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion);
+ temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz);
+ temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz);
+
+ temporalAabbMin -= angularMotion3d;
+ temporalAabbMax += angularMotion3d;
+
+ m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1);
+ }
+ }
+
+ //update aabb (of all moved objects)
+
+ m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
+
+
+
+}
+
+
+