diff options
14 files changed, 124 insertions, 91 deletions
diff --git a/extern/bullet/Bullet/BroadphaseCollision/SimpleBroadphase.cpp b/extern/bullet/Bullet/BroadphaseCollision/SimpleBroadphase.cpp index c415b7b997d..c42386af580 100644 --- a/extern/bullet/Bullet/BroadphaseCollision/SimpleBroadphase.cpp +++ b/extern/bullet/Bullet/BroadphaseCollision/SimpleBroadphase.cpp @@ -21,7 +21,7 @@ subject to the following restrictions: #include "SimdTransform.h" #include "SimdMatrix3x3.h" #include <vector> -#include "CollisionShapes/CollisionMargin.h" + SimpleBroadphase::SimpleBroadphase(int maxProxies,int maxOverlap) :m_firstFreeProxy(0), diff --git a/extern/bullet/Bullet/Bullet3_vc8.vcproj b/extern/bullet/Bullet/Bullet3_vc8.vcproj index c6a7f31f3a3..256cfd63d06 100644 --- a/extern/bullet/Bullet/Bullet3_vc8.vcproj +++ b/extern/bullet/Bullet/Bullet3_vc8.vcproj @@ -378,14 +378,6 @@ > </File> <File - RelativePath=".\CollisionShapes\ConvexTriangleCallback.cpp" - > - </File> - <File - RelativePath=".\CollisionShapes\ConvexTriangleCallback.h" - > - </File> - <File RelativePath=".\CollisionShapes\CylinderShape.cpp" > </File> @@ -655,10 +647,6 @@ </File> </Filter> <File - RelativePath=".\VTune\Bullet3ContinuousCollision.vpj" - > - </File> - <File RelativePath=".\CollisionShapes\BvhTriangleMeshShape.cpp" > </File> diff --git a/extern/bullet/Bullet/CollisionDispatch/CollisionObject.cpp b/extern/bullet/Bullet/CollisionDispatch/CollisionObject.cpp index 45b173d0842..191bd8e1c71 100644 --- a/extern/bullet/Bullet/CollisionDispatch/CollisionObject.cpp +++ b/extern/bullet/Bullet/CollisionDispatch/CollisionObject.cpp @@ -23,6 +23,11 @@ void CollisionObject::SetActivationState(int newState) m_activationState1 = newState; } +void CollisionObject::ForceActivationState(int newState) +{ + m_activationState1 = newState; +} + void CollisionObject::activate() { SetActivationState(1); diff --git a/extern/bullet/Bullet/CollisionDispatch/CollisionObject.h b/extern/bullet/Bullet/CollisionDispatch/CollisionObject.h index d412ffbf9d2..9a74954d36f 100644 --- a/extern/bullet/Bullet/CollisionDispatch/CollisionObject.h +++ b/extern/bullet/Bullet/CollisionDispatch/CollisionObject.h @@ -76,6 +76,8 @@ struct CollisionObject void SetActivationState(int newState); + void ForceActivationState(int newState); + void activate(); diff --git a/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp b/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp index 71a74f65bc2..35cad78fbb9 100644 --- a/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp +++ b/extern/bullet/Bullet/CollisionShapes/ConvexTriangleCallback.cpp @@ -74,7 +74,7 @@ void ConvexTriangleCallback::ProcessTriangle(SimdVector3* triangle) input.m_maximumDistanceSquared = 1e30f;//? - gjkDetector.GetClosestPoints(input,output,0); + gjkDetector.GetClosestPoints(input,output); } diff --git a/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldPoint.h b/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldPoint.h index 3ef93fc5de2..000dc4c1057 100644 --- a/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldPoint.h +++ b/extern/bullet/Bullet/NarrowPhaseCollision/ManifoldPoint.h @@ -75,8 +75,8 @@ class ManifoldPoint void CopyPersistentInformation(const ManifoldPoint& otherPoint) { m_appliedImpulse = otherPoint.m_appliedImpulse; - m_accumulatedTangentImpulse0 = 0.f;//otherPoint.m_accumulatedTangentImpulse0; - m_accumulatedTangentImpulse1 = 0.f;//otherPoint.m_accumulatedTangentImpulse1; + m_accumulatedTangentImpulse0 = otherPoint.m_accumulatedTangentImpulse0; + m_accumulatedTangentImpulse1 = otherPoint.m_accumulatedTangentImpulse1; m_prevAppliedImpulse = otherPoint.m_prevAppliedImpulse; m_lifeTime = otherPoint.m_lifeTime; diff --git a/extern/bullet/BulletDynamics/BulletDynamics_vc8.vcproj b/extern/bullet/BulletDynamics/BulletDynamics_vc8.vcproj index 943479dc623..785945f2680 100644 --- a/extern/bullet/BulletDynamics/BulletDynamics_vc8.vcproj +++ b/extern/bullet/BulletDynamics/BulletDynamics_vc8.vcproj @@ -163,14 +163,6 @@ > </File> <File - RelativePath=".\ConstraintSolver\HingeConstraint.cpp" - > - </File> - <File - RelativePath=".\ConstraintSolver\HingeConstraint.h" - > - </File> - <File RelativePath=".\ConstraintSolver\JacobianEntry.h" > </File> diff --git a/extern/bullet/BulletDynamics/ConstraintSolver/ContactConstraint.cpp b/extern/bullet/BulletDynamics/ConstraintSolver/ContactConstraint.cpp index e8e8d37f6d6..ae1e6ce2221 100644 --- a/extern/bullet/BulletDynamics/ConstraintSolver/ContactConstraint.cpp +++ b/extern/bullet/BulletDynamics/ConstraintSolver/ContactConstraint.cpp @@ -42,7 +42,7 @@ SimdScalar calculateCombinedFriction(RigidBody& body0,RigidBody& body1) { SimdScalar friction = body0.getFriction() * body1.getFriction(); - const SimdScalar MAX_FRICTION = 1.f; + const SimdScalar MAX_FRICTION = 10.f; if (friction < -MAX_FRICTION) friction = -MAX_FRICTION; if (friction > MAX_FRICTION) @@ -102,7 +102,7 @@ void resolveSingleBilateral(RigidBody& body1, const SimdVector3& pos1, #endif } -float allowedPenetration = 0.0f; + //velocity + friction @@ -153,10 +153,9 @@ float resolveSingleCollision( //printf("dist=%f\n",distance); - float clipDist = distance + allowedPenetration; - float dist = (clipDist > 0.f) ? 0.f : clipDist; + //distance = 0.f; - SimdScalar positionalError = Kcor *-dist; + SimdScalar positionalError = Kcor *-distance; //jacDiagABInv; SimdScalar velocityError = -(1.0f + restitution) * rel_vel;// * damping; @@ -197,7 +196,7 @@ float resolveSingleFriction( float combinedFriction = calculateCombinedFriction(body1,body2); SimdScalar limit = contactPoint.m_appliedImpulse * combinedFriction; - if (contactPoint.m_appliedImpulse>0.f) + //if (contactPoint.m_appliedImpulse>0.f) //friction { //apply friction in the 2 tangential directions diff --git a/extern/bullet/BulletDynamics/ConstraintSolver/ContactSolverInfo.h b/extern/bullet/BulletDynamics/ConstraintSolver/ContactSolverInfo.h index 6c6325df8a6..2ec9b7f6ca1 100644 --- a/extern/bullet/BulletDynamics/ConstraintSolver/ContactSolverInfo.h +++ b/extern/bullet/BulletDynamics/ConstraintSolver/ContactSolverInfo.h @@ -22,7 +22,7 @@ struct ContactSolverInfo inline ContactSolverInfo() { - m_tau = 0.4f; + m_tau = 0.6f; m_damping = 1.0f; m_friction = 0.3f; m_restitution = 0.f; diff --git a/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.cpp b/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.cpp index 1b5f2d6139e..64b470f4391 100644 --- a/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.cpp +++ b/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.cpp @@ -67,8 +67,7 @@ void Point2PointConstraint::SolveConstraint(SimdScalar timeStep) SimdVector3 normal(0,0,0); - SimdScalar tau = 0.3f; - SimdScalar damping = 1.f; + // SimdVector3 angvelA = m_rbA.getCenterOfMassTransform().getBasis().transpose() * m_rbA.getAngularVelocity(); // SimdVector3 angvelB = m_rbB.getCenterOfMassTransform().getBasis().transpose() * m_rbB.getAngularVelocity(); @@ -98,7 +97,7 @@ void Point2PointConstraint::SolveConstraint(SimdScalar timeStep) //positional error (zeroth order error) SimdScalar depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal - SimdScalar impulse = depth*tau/timeStep * jacDiagABInv - damping * rel_vel * jacDiagABInv * damping; + SimdScalar impulse = depth*m_setting.m_tau/timeStep * jacDiagABInv - m_setting.m_damping * rel_vel * jacDiagABInv; SimdVector3 impulse_vector = normal * impulse; m_rbA.applyImpulse(impulse_vector, pivotAInW - m_rbA.getCenterOfMassPosition()); diff --git a/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.h b/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.h index bb5e3ef8e80..bd28ac7b1e5 100644 --- a/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.h +++ b/extern/bullet/BulletDynamics/ConstraintSolver/Point2PointConstraint.h @@ -23,6 +23,16 @@ subject to the following restrictions: class RigidBody; +struct ConstraintSetting +{ + ConstraintSetting() : + m_tau(0.3f), + m_damping(1.f) + { + } + float m_tau; + float m_damping; +}; /// point to point constraint between two rigidbodies each with a pivotpoint that descibes the 'ballsocket' location in local space class Point2PointConstraint : public TypedConstraint @@ -33,8 +43,11 @@ class Point2PointConstraint : public TypedConstraint SimdVector3 m_pivotInB; + public: + ConstraintSetting m_setting; + Point2PointConstraint(RigidBody& rbA,RigidBody& rbB, const SimdVector3& pivotInA,const SimdVector3& pivotInB); Point2PointConstraint(RigidBody& rbA,const SimdVector3& pivotInA); @@ -48,7 +61,15 @@ public: void UpdateRHS(SimdScalar timeStep); - + void SetPivotA(const SimdVector3& pivotA) + { + m_pivotInA = pivotA; + } + + void SetPivotB(const SimdVector3& pivotB) + { + m_pivotInB = pivotB; + } diff --git a/extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.cpp b/extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.cpp index acfca631b72..d2d3636442e 100644 --- a/extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.cpp +++ b/extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.cpp @@ -43,25 +43,25 @@ float SimpleConstraintSolver::SolveGroup(PersistentManifold** manifoldPtr, int n for (j=0;j<numManifolds;j++) { int k=j; - if (i&&1) + if (i&1) k=numManifolds-j-1; Solve(manifoldPtr[k],info,i,debugDrawer); } - for (j=0;j<numManifolds;j++) - { - int k = j; - if (i&&1) - k=numManifolds-j-1; - SolveFriction(manifoldPtr[k],info,i,debugDrawer); - } + } //now solve the friction for (int i = 0;i<numiter;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); + } } return 0.f; @@ -108,14 +108,16 @@ float SimpleConstraintSolver::Solve(PersistentManifold* manifoldPtr, const Conta cp.m_jacDiagABInv = 1.f / jacDiagAB; - //for friction - cp.m_prevAppliedImpulse = cp.m_appliedImpulse; + float relaxation = info.m_damping; cp.m_appliedImpulse *= relaxation; + //for friction + cp.m_prevAppliedImpulse = cp.m_appliedImpulse; //re-calculate friction direction every frame, todo: check if this is really needed SimdPlaneSpace1(cp.m_normalWorldOnB,cp.m_frictionWorldTangential0,cp.m_frictionWorldTangential1); +#define NO_FRICTION_WARMSTART 1 #ifdef NO_FRICTION_WARMSTART cp.m_accumulatedTangentImpulse0 = 0.f; @@ -161,7 +163,7 @@ float SimpleConstraintSolver::Solve(PersistentManifold* manifoldPtr, const Conta j=i; ManifoldPoint& cp = manifoldPtr->GetContactPoint(j); - if (cp.GetDistance() <= 0.f) + if (cp.GetDistance() <= 0.f) { if (iter == 0) @@ -204,9 +206,11 @@ float SimpleConstraintSolver::SolveFriction(PersistentManifold* manifoldPtr, con { int j=i; + //if (iter % 2) + // j = numpoints-1-i; ManifoldPoint& cp = manifoldPtr->GetContactPoint(j); - if (cp.GetDistance() <= 0.f) + if (cp.GetDistance() <= 0.f) { resolveSingleFriction( diff --git a/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.cpp b/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.cpp index 3039bba8565..f715387a189 100644 --- a/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.cpp +++ b/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.cpp @@ -452,9 +452,12 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep) if (!SimdFuzzyZero(timeStep)) { - //Blender runs 30hertz, so subdivide so we get 60 hertz +#ifdef SPLIT_TIMESTEP proceedDeltaTimeOneStep(0.5f*timeStep); proceedDeltaTimeOneStep(0.5f*timeStep); +#else + proceedDeltaTimeOneStep(timeStep); +#endif } else { //todo: interpolate @@ -542,44 +545,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep) //contacts - struct InplaceSolverIslandCallback : public CollisionDispatcher::IslandCallback - { - - ContactSolverInfo& m_solverInfo; - ConstraintSolver* m_solver; - IDebugDraw* m_debugDrawer; - - InplaceSolverIslandCallback( - ContactSolverInfo& solverInfo, - ConstraintSolver* solver, - IDebugDraw* debugDrawer) - :m_solverInfo(solverInfo), - m_solver(solver), - m_debugDrawer(debugDrawer) - { - - } - - virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds) - { - m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer); - } - - }; - - - m_solverInfo.m_friction = 0.9f; - m_solverInfo.m_numIterations = m_numIterations; - m_solverInfo.m_timeStep = timeStep; - m_solverInfo.m_restitution = 0.f;//m_restitution; - - InplaceSolverIslandCallback solverCallback( - m_solverInfo, - m_solver, - m_debugDrawer); - - GetDispatcher()->BuildAndProcessIslands(numRigidBodies,&solverCallback); - + //solve the regular constraints (point 2 point, hinge, etc) for (int g=0;g<numsubstep;g++) { @@ -606,6 +572,7 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep) } + //solve the vehicles #ifdef NEW_BULLET_VEHICLE_SUPPORT //vehicles @@ -618,7 +585,47 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep) } #endif //NEW_BULLET_VEHICLE_SUPPORT + + struct InplaceSolverIslandCallback : public CollisionDispatcher::IslandCallback + { + + ContactSolverInfo& m_solverInfo; + ConstraintSolver* m_solver; + IDebugDraw* m_debugDrawer; + InplaceSolverIslandCallback( + ContactSolverInfo& solverInfo, + ConstraintSolver* solver, + IDebugDraw* debugDrawer) + :m_solverInfo(solverInfo), + m_solver(solver), + m_debugDrawer(debugDrawer) + { + + } + + virtual void ProcessIsland(PersistentManifold** manifolds,int numManifolds) + { + m_solver->SolveGroup( manifolds, numManifolds,m_solverInfo,m_debugDrawer); + } + + }; + + + m_solverInfo.m_friction = 0.9f; + m_solverInfo.m_numIterations = m_numIterations; + m_solverInfo.m_timeStep = timeStep; + m_solverInfo.m_restitution = 0.f;//m_restitution; + + InplaceSolverIslandCallback solverCallback( + m_solverInfo, + m_solver, + m_debugDrawer); + + /// solve all the contact points and contact friction + GetDispatcher()->BuildAndProcessIslands(numRigidBodies,&solverCallback); + + { @@ -943,13 +950,13 @@ void CcdPhysicsEnvironment::setGravity(float x,float y,float z) #ifdef NEW_BULLET_VEHICLE_SUPPORT -class BlenderVehicleRaycaster : public VehicleRaycaster +class DefaultVehicleRaycaster : public VehicleRaycaster { CcdPhysicsEnvironment* m_physEnv; PHY_IPhysicsController* m_chassis; public: - BlenderVehicleRaycaster(CcdPhysicsEnvironment* physEnv,PHY_IPhysicsController* chassis): + DefaultVehicleRaycaster(CcdPhysicsEnvironment* physEnv,PHY_IPhysicsController* chassis): m_physEnv(physEnv), m_chassis(chassis) { @@ -1061,7 +1068,7 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl { RaycastVehicle::VehicleTuning* tuning = new RaycastVehicle::VehicleTuning(); RigidBody* chassis = rb0; - BlenderVehicleRaycaster* raycaster = new BlenderVehicleRaycaster(this,ctrl0); + DefaultVehicleRaycaster* raycaster = new DefaultVehicleRaycaster(this,ctrl0); RaycastVehicle* vehicle = new RaycastVehicle(*tuning,chassis,raycaster); WrapperVehicle* wrapperVehicle = new WrapperVehicle(vehicle,ctrl0); m_wrapperVehicles.push_back(wrapperVehicle); @@ -1300,6 +1307,20 @@ const PersistentManifold* CcdPhysicsEnvironment::GetManifold(int index) const return GetDispatcher()->GetManifoldByIndexInternal(index); } +Point2PointConstraint* CcdPhysicsEnvironment::getPoint2PointConstraint(int constraintId) +{ + int nump2p = m_p2pConstraints.size(); + int i; + for (i=0;i<nump2p;i++) + { + Point2PointConstraint* p2p = m_p2pConstraints[i]; + if (p2p->GetUserConstraintId()==constraintId) + { + return p2p; + } + } + return 0; +} #ifdef NEW_BULLET_VEHICLE_SUPPORT diff --git a/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.h b/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.h index 712620e7165..37c78168ba6 100644 --- a/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.h +++ b/extern/bullet/Extras/PhysicsInterface/CcdPhysics/CcdPhysicsEnvironment.h @@ -14,7 +14,7 @@ class Dispatcher; //#include "BroadphaseInterface.h" //switch on/off new vehicle support -#define NEW_BULLET_VEHICLE_SUPPORT 1 +//#define NEW_BULLET_VEHICLE_SUPPORT 1 #include "ConstraintSolver/ContactSolverInfo.h" @@ -96,6 +96,8 @@ class CcdPhysicsEnvironment : public PHY_IPhysicsEnvironment } #endif //NEW_BULLET_VEHICLE_SUPPORT + Point2PointConstraint* getPoint2PointConstraint(int constraintId); + virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ, float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ); |