/* 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 "btSimpleDynamicsWorld.h" #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" #include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" #include "BulletCollision/CollisionShapes/btCollisionShape.h" #include "BulletDynamics/Dynamics/btRigidBody.h" #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btOverlappingPairCache* pairCache,btConstraintSolver* constraintSolver) :btDynamicsWorld(dispatcher,pairCache), m_constraintSolver(constraintSolver), m_ownsConstraintSolver(false), m_debugDrawer(0), m_gravity(0,0,-10) { } btSimpleDynamicsWorld::~btSimpleDynamicsWorld() { if (m_ownsConstraintSolver) delete m_constraintSolver; } int btSimpleDynamicsWorld::stepSimulation( float timeStep,int maxSubSteps, float fixedTimeStep) { ///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(); ///solve contact constraints int numManifolds = m_dispatcher1->getNumManifolds(); if (numManifolds) { btPersistentManifold** manifoldPtr = ((btCollisionDispatcher*)m_dispatcher1)->getInternalManifoldPointer(); btContactSolverInfo infoGlobal; infoGlobal.m_timeStep = timeStep; m_constraintSolver->solveGroup(manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer); } ///integrate transforms integrateTransforms(timeStep); updateAabbs(); synchronizeMotionStates(); return 1; } void btSimpleDynamicsWorld::setGravity(const btVector3& gravity) { m_gravity = gravity; for (unsigned int i=0;isetGravity(gravity); } } } void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body) { removeCollisionObject(body); } void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body) { body->setGravity(m_gravity); if (body->getCollisionShape()) { addCollisionObject(body); } } void btSimpleDynamicsWorld::updateAabbs() { btTransform predictedTrans; for (unsigned int i=0;iisActive() && (!body->isStaticObject())) { btPoint3 minAabb,maxAabb; colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb); btBroadphaseInterface* bp = getBroadphase(); bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb); } } } } void btSimpleDynamicsWorld::integrateTransforms(float timeStep) { btTransform predictedTrans; for (unsigned int i=0;iisActive() && (!body->isStaticObject())) { body->predictIntegratedTransform(timeStep, predictedTrans); body->proceedToTransform( predictedTrans); } } } } void btSimpleDynamicsWorld::predictUnconstraintMotion(float timeStep) { for (unsigned int i=0;iisStaticObject()) { if (body->isActive()) { body->applyForces( timeStep); body->integrateVelocities( timeStep); body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform()); } } } } } void btSimpleDynamicsWorld::synchronizeMotionStates() { //todo: iterate over awake simulation islands! for (unsigned int i=0;igetMotionState()) { if (body->getActivationState() != ISLAND_SLEEPING) { body->getMotionState()->setWorldTransform(body->getWorldTransform()); } } } } void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver) { if (m_ownsConstraintSolver) { delete m_constraintSolver; } m_ownsConstraintSolver = false; m_constraintSolver = solver; }