/* 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;igetBody0(); 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;igetContactPoint(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;igetContactPoint(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;igetContactPoint(j); if (cp.getDistance() <= 0.f) { btConstraintPersistentData* cpd = (btConstraintPersistentData*) cp.m_userPersistentData; cpd->m_frictionSolverFunc( *body0,*body1, cp, info); } } } return 0.f; }