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Diffstat (limited to 'extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h')
-rw-r--r--extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h189
1 files changed, 157 insertions, 32 deletions
diff --git a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h
index 0707595d48e..4596f90a00f 100644
--- a/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h
+++ b/extern/bullet2/src/BulletDynamics/Dynamics/btRigidBody.h
@@ -16,27 +16,29 @@ subject to the following restrictions:
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
-#include "../../LinearMath/btAlignedObjectArray.h"
-#include "../../LinearMath/btPoint3.h"
-#include "../../LinearMath/btTransform.h"
-#include "../../BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
-#include "../../BulletCollision/CollisionDispatch/btCollisionObject.h"
+#include "LinearMath/btAlignedObjectArray.h"
+#include "LinearMath/btPoint3.h"
+#include "LinearMath/btTransform.h"
+#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
+#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
class btCollisionShape;
class btMotionState;
class btTypedConstraint;
-extern btScalar gLinearAirDamping;
-
extern btScalar gDeactivationTime;
extern bool gDisableDeactivation;
-extern btScalar gLinearSleepingThreshold;
-extern btScalar gAngularSleepingThreshold;
-/// btRigidBody class for btRigidBody Dynamics
-///
+///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:
+///- 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.
+///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
{
@@ -53,7 +55,16 @@ class btRigidBody : public btCollisionObject
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;
@@ -63,12 +74,85 @@ class btRigidBody : public btCollisionObject
public:
-#ifdef OBSOLETE_MOTIONSTATE_LESS
- //not supported, please use btMotionState
- btRigidBody(btScalar mass, const btTransform& worldTransform, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=btScalar(0.),btScalar angularDamping=btScalar(0.),btScalar friction=btScalar(0.5),btScalar restitution=btScalar(0.));
-#endif //OBSOLETE_MOTIONSTATE_LESS
- btRigidBody(btScalar mass, btMotionState* motionState, btCollisionShape* collisionShape, const btVector3& localInertia=btVector3(0,0,0),btScalar linearDamping=btScalar(0.),btScalar angularDamping=btScalar(0.),btScalar friction=btScalar(0.5),btScalar restitution=btScalar(0.));
+ ///btRigidBodyConstructionInfo 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.
+ ///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
+ {
+ 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;
+
+ btCollisionShape* m_collisionShape;
+ btVector3 m_localInertia;
+ btScalar m_linearDamping;
+ btScalar m_angularDamping;
+
+ ///best simulation results when friction is non-zero
+ btScalar m_friction;
+ ///best simulation results using zero restitution.
+ btScalar m_restitution;
+
+ 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_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 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));
+
+
+ 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);
+ }
+
+protected:
+
+ ///setupRigidBody is only used internally by the constructor
+ void setupRigidBody(const btRigidBodyConstructionInfo& constructionInfo);
+
+public:
void proceedToTransform(const btTransform& newTrans);
@@ -76,11 +160,15 @@ public:
///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
static const btRigidBody* upcast(const btCollisionObject* colObj)
{
- return (const btRigidBody*)colObj->getInternalOwner();
+ if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY)
+ return (const btRigidBody*)colObj;
+ return 0;
}
static btRigidBody* upcast(btCollisionObject* colObj)
{
- return (btRigidBody*)colObj->getInternalOwner();
+ if (colObj->getInternalType()==btCollisionObject::CO_RIGID_BODY)
+ return (btRigidBody*)colObj;
+ return 0;
}
/// continuous collision detection needs prediction
@@ -88,8 +176,7 @@ public:
void saveKinematicState(btScalar step);
-
- void applyForces(btScalar step);
+ void applyGravity();
void setGravity(const btVector3& acceleration);
@@ -99,12 +186,34 @@ public:
}
void setDamping(btScalar lin_damping, btScalar ang_damping);
-
- inline const btCollisionShape* getCollisionShape() const {
+
+ btScalar getLinearDamping() const
+ {
+ return m_linearDamping;
+ }
+
+ btScalar getAngularDamping() const
+ {
+ return m_angularDamping;
+ }
+
+ btScalar getLinearSleepingThreshold() const
+ {
+ return m_linearSleepingThreshold;
+ }
+
+ btScalar getAngularSleepingThreshold() const
+ {
+ return m_angularSleepingThreshold;
+ }
+
+ void applyDamping(btScalar timeStep);
+
+ SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const {
return m_collisionShape;
}
- inline btCollisionShape* getCollisionShape() {
+ SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() {
return m_collisionShape;
}
@@ -134,6 +243,12 @@ public:
m_invInertiaLocal = diagInvInertia;
}
+ void setSleepingThresholds(btScalar linear,btScalar angular)
+ {
+ m_linearSleepingThreshold = linear;
+ m_angularSleepingThreshold = angular;
+ }
+
void applyTorque(const btVector3& torque)
{
m_totalTorque += torque;
@@ -142,7 +257,7 @@ public:
void applyForce(const btVector3& force, const btVector3& rel_pos)
{
applyCentralForce(force);
- applyTorque(rel_pos.cross(force));
+ applyTorque(rel_pos.cross(force)*m_angularFactor);
}
void applyCentralImpulse(const btVector3& impulse)
@@ -168,7 +283,7 @@ public:
}
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
- inline void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
+ SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
{
if (m_inverseMass != btScalar(0.))
{
@@ -238,7 +353,7 @@ public:
- inline btScalar computeImpulseDenominator(const btPoint3& pos, const btVector3& normal) const
+ SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btPoint3& pos, const btVector3& normal) const
{
btVector3 r0 = pos - getCenterOfMassPosition();
@@ -250,19 +365,19 @@ public:
}
- inline btScalar computeAngularImpulseDenominator(const btVector3& axis) const
+ SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const
{
btVector3 vec = axis * getInvInertiaTensorWorld();
return axis.dot(vec);
}
- inline void updateDeactivation(btScalar timeStep)
+ SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep)
{
if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION))
return;
- if ((getLinearVelocity().length2() < gLinearSleepingThreshold*gLinearSleepingThreshold) &&
- (getAngularVelocity().length2() < gAngularSleepingThreshold*gAngularSleepingThreshold))
+ if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) &&
+ (getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold))
{
m_deactivationTime += timeStep;
} else
@@ -273,7 +388,7 @@ public:
}
- inline bool wantsSleeping()
+ SIMD_FORCE_INLINE bool wantsSleeping()
{
if (getActivationState() == DISABLE_DEACTIVATION)
@@ -348,6 +463,16 @@ public:
void addConstraintRef(btTypedConstraint* c);
void removeConstraintRef(btTypedConstraint* c);
+ btTypedConstraint* getConstraintRef(int index)
+ {
+ return m_constraintRefs[index];
+ }
+
+ int getNumConstraintRefs()
+ {
+ return m_constraintRefs.size();
+ }
+
int m_debugBodyId;
};