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/*
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.
*/
#ifndef _BT_ACTION_INTERFACE_H
#define _BT_ACTION_INTERFACE_H
class btIDebugDraw;
class btCollisionWorld;
#include "LinearMath/btScalar.h"
#include "btRigidBody.h"
///Basic interface to allow actions such as vehicles and characters to be updated inside a btDynamicsWorld
class btActionInterface
{
protected:
static btRigidBody& getFixedBody();
public:
virtual ~btActionInterface()
{
}
virtual void updateAction( btCollisionWorld* collisionWorld, btScalar deltaTimeStep)=0;
virtual void debugDraw(btIDebugDraw* debugDrawer) = 0;
};
#endif //_BT_ACTION_INTERFACE_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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.
*/
#ifndef BT_DISCRETE_DYNAMICS_WORLD_H
#define BT_DISCRETE_DYNAMICS_WORLD_H
#include "btDynamicsWorld.h"
class btDispatcher;
class btOverlappingPairCache;
class btConstraintSolver;
class btSimulationIslandManager;
class btTypedConstraint;
class btActionInterface;
class btPersistentManifold;
class btIDebugDraw;
struct InplaceSolverIslandCallback;
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btThreads.h"
///btDiscreteDynamicsWorld provides discrete rigid body simulation
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorld : public btDynamicsWorld
{
protected:
btAlignedObjectArray<btTypedConstraint*> m_sortedConstraints;
InplaceSolverIslandCallback* m_solverIslandCallback;
btConstraintSolver* m_constraintSolver;
btSimulationIslandManager* m_islandManager;
btAlignedObjectArray<btTypedConstraint*> m_constraints;
btAlignedObjectArray<btRigidBody*> m_nonStaticRigidBodies;
btVector3 m_gravity;
//for variable timesteps
btScalar m_localTime;
btScalar m_fixedTimeStep;
//for variable timesteps
bool m_ownsIslandManager;
bool m_ownsConstraintSolver;
bool m_synchronizeAllMotionStates;
bool m_applySpeculativeContactRestitution;
btAlignedObjectArray<btActionInterface*> m_actions;
int m_profileTimings;
bool m_latencyMotionStateInterpolation;
btAlignedObjectArray<btPersistentManifold*> m_predictiveManifolds;
btSpinMutex m_predictiveManifoldsMutex; // used to synchronize threads creating predictive contacts
virtual void predictUnconstraintMotion(btScalar timeStep);
void integrateTransformsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
virtual void integrateTransforms(btScalar timeStep);
virtual void calculateSimulationIslands();
virtual void solveConstraints(btContactSolverInfo& solverInfo);
virtual void updateActivationState(btScalar timeStep);
void updateActions(btScalar timeStep);
void startProfiling(btScalar timeStep);
virtual void internalSingleStepSimulation( btScalar timeStep);
void releasePredictiveContacts();
void createPredictiveContactsInternal( btRigidBody** bodies, int numBodies, btScalar timeStep ); // can be called in parallel
virtual void createPredictiveContacts(btScalar timeStep);
virtual void saveKinematicState(btScalar timeStep);
void serializeRigidBodies(btSerializer* serializer);
void serializeDynamicsWorldInfo(btSerializer* serializer);
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
///this btDiscreteDynamicsWorld constructor gets created objects from the user, and will not delete those
btDiscreteDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
virtual ~btDiscreteDynamicsWorld();
///if maxSubSteps > 0, it will interpolate motion between fixedTimeStep's
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
virtual void synchronizeMotionStates();
///this can be useful to synchronize a single rigid body -> graphics object
void synchronizeSingleMotionState(btRigidBody* body);
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false);
virtual void removeConstraint(btTypedConstraint* constraint);
virtual void addAction(btActionInterface*);
virtual void removeAction(btActionInterface*);
btSimulationIslandManager* getSimulationIslandManager()
{
return m_islandManager;
}
const btSimulationIslandManager* getSimulationIslandManager() const
{
return m_islandManager;
}
btCollisionWorld* getCollisionWorld()
{
return this;
}
virtual void setGravity(const btVector3& gravity);
virtual btVector3 getGravity () const;
virtual void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup=btBroadphaseProxy::StaticFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter);
virtual void addRigidBody(btRigidBody* body);
virtual void addRigidBody(btRigidBody* body, int group, int mask);
virtual void removeRigidBody(btRigidBody* body);
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
virtual void removeCollisionObject(btCollisionObject* collisionObject);
virtual void debugDrawConstraint(btTypedConstraint* constraint);
virtual void debugDrawWorld();
virtual void setConstraintSolver(btConstraintSolver* solver);
virtual btConstraintSolver* getConstraintSolver();
virtual int getNumConstraints() const;
virtual btTypedConstraint* getConstraint(int index) ;
virtual const btTypedConstraint* getConstraint(int index) const;
virtual btDynamicsWorldType getWorldType() const
{
return BT_DISCRETE_DYNAMICS_WORLD;
}
///the forces on each rigidbody is accumulating together with gravity. clear this after each timestep.
virtual void clearForces();
///apply gravity, call this once per timestep
virtual void applyGravity();
virtual void setNumTasks(int numTasks)
{
(void) numTasks;
}
///obsolete, use updateActions instead
virtual void updateVehicles(btScalar timeStep)
{
updateActions(timeStep);
}
///obsolete, use addAction instead
virtual void addVehicle(btActionInterface* vehicle);
///obsolete, use removeAction instead
virtual void removeVehicle(btActionInterface* vehicle);
///obsolete, use addAction instead
virtual void addCharacter(btActionInterface* character);
///obsolete, use removeAction instead
virtual void removeCharacter(btActionInterface* character);
void setSynchronizeAllMotionStates(bool synchronizeAll)
{
m_synchronizeAllMotionStates = synchronizeAll;
}
bool getSynchronizeAllMotionStates() const
{
return m_synchronizeAllMotionStates;
}
void setApplySpeculativeContactRestitution(bool enable)
{
m_applySpeculativeContactRestitution = enable;
}
bool getApplySpeculativeContactRestitution() const
{
return m_applySpeculativeContactRestitution;
}
///Preliminary serialization test for Bullet 2.76. Loading those files requires a separate parser (see Bullet/Demos/SerializeDemo)
virtual void serialize(btSerializer* serializer);
///Interpolate motion state between previous and current transform, instead of current and next transform.
///This can relieve discontinuities in the rendering, due to penetrations
void setLatencyMotionStateInterpolation(bool latencyInterpolation )
{
m_latencyMotionStateInterpolation = latencyInterpolation;
}
bool getLatencyMotionStateInterpolation() const
{
return m_latencyMotionStateInterpolation;
}
};
#endif //BT_DISCRETE_DYNAMICS_WORLD_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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 "btDiscreteDynamicsWorldMt.h"
//collision detection
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
#include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h"
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
#include "BulletCollision/CollisionShapes/btCollisionShape.h"
#include "btSimulationIslandManagerMt.h"
#include "LinearMath/btTransformUtil.h"
#include "LinearMath/btQuickprof.h"
//rigidbody & constraints
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"
#include "BulletDynamics/ConstraintSolver/btHingeConstraint.h"
#include "BulletDynamics/ConstraintSolver/btConeTwistConstraint.h"
#include "BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h"
#include "BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h"
#include "BulletDynamics/ConstraintSolver/btSliderConstraint.h"
#include "BulletDynamics/ConstraintSolver/btContactConstraint.h"
#include "LinearMath/btIDebugDraw.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletDynamics/Dynamics/btActionInterface.h"
#include "LinearMath/btQuickprof.h"
#include "LinearMath/btMotionState.h"
#include "LinearMath/btSerializer.h"
struct InplaceSolverIslandCallbackMt : public btSimulationIslandManagerMt::IslandCallback
{
btContactSolverInfo* m_solverInfo;
btConstraintSolver* m_solver;
btIDebugDraw* m_debugDrawer;
btDispatcher* m_dispatcher;
InplaceSolverIslandCallbackMt(
btConstraintSolver* solver,
btStackAlloc* stackAlloc,
btDispatcher* dispatcher)
:m_solverInfo(NULL),
m_solver(solver),
m_debugDrawer(NULL),
m_dispatcher(dispatcher)
{
}
InplaceSolverIslandCallbackMt& operator=(InplaceSolverIslandCallbackMt& other)
{
btAssert(0);
(void)other;
return *this;
}
SIMD_FORCE_INLINE void setup ( btContactSolverInfo* solverInfo, btIDebugDraw* debugDrawer)
{
btAssert(solverInfo);
m_solverInfo = solverInfo;
m_debugDrawer = debugDrawer;
}
virtual void processIsland( btCollisionObject** bodies,
int numBodies,
btPersistentManifold** manifolds,
int numManifolds,
btTypedConstraint** constraints,
int numConstraints,
int islandId
)
{
m_solver->solveGroup( bodies,
numBodies,
manifolds,
numManifolds,
constraints,
numConstraints,
*m_solverInfo,
m_debugDrawer,
m_dispatcher
);
}
};
///
/// btConstraintSolverPoolMt
///
btConstraintSolverPoolMt::ThreadSolver* btConstraintSolverPoolMt::getAndLockThreadSolver()
{
int i = 0;
#if BT_THREADSAFE
i = btGetCurrentThreadIndex() % m_solvers.size();
#endif // #if BT_THREADSAFE
while ( true )
{
ThreadSolver& solver = m_solvers[ i ];
if ( solver.mutex.tryLock() )
{
return &solver;
}
// failed, try the next one
i = ( i + 1 ) % m_solvers.size();
}
return NULL;
}
void btConstraintSolverPoolMt::init( btConstraintSolver** solvers, int numSolvers )
{
m_solverType = BT_SEQUENTIAL_IMPULSE_SOLVER;
m_solvers.resize( numSolvers );
for ( int i = 0; i < numSolvers; ++i )
{
m_solvers[ i ].solver = solvers[ i ];
}
if ( numSolvers > 0 )
{
m_solverType = solvers[ 0 ]->getSolverType();
}
}
// create the solvers for me
btConstraintSolverPoolMt::btConstraintSolverPoolMt( int numSolvers )
{
btAlignedObjectArray<btConstraintSolver*> solvers;
solvers.reserve( numSolvers );
for ( int i = 0; i < numSolvers; ++i )
{
btConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
solvers.push_back( solver );
}
init( &solvers[ 0 ], numSolvers );
}
// pass in fully constructed solvers (destructor will delete them)
btConstraintSolverPoolMt::btConstraintSolverPoolMt( btConstraintSolver** solvers, int numSolvers )
{
init( solvers, numSolvers );
}
btConstraintSolverPoolMt::~btConstraintSolverPoolMt()
{
// delete all solvers
for ( int i = 0; i < m_solvers.size(); ++i )
{
ThreadSolver& solver = m_solvers[ i ];
delete solver.solver;
solver.solver = NULL;
}
}
///solve a group of constraints
btScalar btConstraintSolverPoolMt::solveGroup( btCollisionObject** bodies,
int numBodies,
btPersistentManifold** manifolds,
int numManifolds,
btTypedConstraint** constraints,
int numConstraints,
const btContactSolverInfo& info,
btIDebugDraw* debugDrawer,
btDispatcher* dispatcher
)
{
ThreadSolver* ts = getAndLockThreadSolver();
ts->solver->solveGroup( bodies, numBodies, manifolds, numManifolds, constraints, numConstraints, info, debugDrawer, dispatcher );
ts->mutex.unlock();
return 0.0f;
}
void btConstraintSolverPoolMt::reset()
{
for ( int i = 0; i < m_solvers.size(); ++i )
{
ThreadSolver& solver = m_solvers[ i ];
solver.mutex.lock();
solver.solver->reset();
solver.mutex.unlock();
}
}
///
/// btDiscreteDynamicsWorldMt
///
btDiscreteDynamicsWorldMt::btDiscreteDynamicsWorldMt(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btConstraintSolverPoolMt* constraintSolver, btCollisionConfiguration* collisionConfiguration)
: btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration)
{
if (m_ownsIslandManager)
{
m_islandManager->~btSimulationIslandManager();
btAlignedFree( m_islandManager);
}
{
void* mem = btAlignedAlloc(sizeof(InplaceSolverIslandCallbackMt),16);
m_solverIslandCallbackMt = new (mem) InplaceSolverIslandCallbackMt (m_constraintSolver, 0, dispatcher);
}
{
void* mem = btAlignedAlloc(sizeof(btSimulationIslandManagerMt),16);
btSimulationIslandManagerMt* im = new (mem) btSimulationIslandManagerMt();
im->setMinimumSolverBatchSize( m_solverInfo.m_minimumSolverBatchSize );
m_islandManager = im;
}
}
btDiscreteDynamicsWorldMt::~btDiscreteDynamicsWorldMt()
{
if (m_solverIslandCallbackMt)
{
m_solverIslandCallbackMt->~InplaceSolverIslandCallbackMt();
btAlignedFree(m_solverIslandCallbackMt);
}
if (m_ownsConstraintSolver)
{
m_constraintSolver->~btConstraintSolver();
btAlignedFree(m_constraintSolver);
}
}
void btDiscreteDynamicsWorldMt::solveConstraints(btContactSolverInfo& solverInfo)
{
BT_PROFILE("solveConstraints");
m_solverIslandCallbackMt->setup(&solverInfo, getDebugDrawer());
m_constraintSolver->prepareSolve(getCollisionWorld()->getNumCollisionObjects(), getCollisionWorld()->getDispatcher()->getNumManifolds());
/// solve all the constraints for this island
btSimulationIslandManagerMt* im = static_cast<btSimulationIslandManagerMt*>(m_islandManager);
im->buildAndProcessIslands( getCollisionWorld()->getDispatcher(), getCollisionWorld(), m_constraints, m_solverIslandCallbackMt );
m_constraintSolver->allSolved(solverInfo, m_debugDrawer);
}
struct UpdaterUnconstrainedMotion : public btIParallelForBody
{
btScalar timeStep;
btRigidBody** rigidBodies;
void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
{
for ( int i = iBegin; i < iEnd; ++i )
{
btRigidBody* body = rigidBodies[ i ];
if ( !body->isStaticOrKinematicObject() )
{
//don't integrate/update velocities here, it happens in the constraint solver
body->applyDamping( timeStep );
body->predictIntegratedTransform( timeStep, body->getInterpolationWorldTransform() );
}
}
}
};
void btDiscreteDynamicsWorldMt::predictUnconstraintMotion( btScalar timeStep )
{
BT_PROFILE( "predictUnconstraintMotion" );
if ( m_nonStaticRigidBodies.size() > 0 )
{
UpdaterUnconstrainedMotion update;
update.timeStep = timeStep;
update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
int grainSize = 50; // num of iterations per task for task scheduler
btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
}
}
void btDiscreteDynamicsWorldMt::createPredictiveContacts( btScalar timeStep )
{
BT_PROFILE( "createPredictiveContacts" );
releasePredictiveContacts();
if ( m_nonStaticRigidBodies.size() > 0 )
{
UpdaterCreatePredictiveContacts update;
update.world = this;
update.timeStep = timeStep;
update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
int grainSize = 50; // num of iterations per task for task scheduler
btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
}
}
void btDiscreteDynamicsWorldMt::integrateTransforms( btScalar timeStep )
{
BT_PROFILE( "integrateTransforms" );
if ( m_nonStaticRigidBodies.size() > 0 )
{
UpdaterIntegrateTransforms update;
update.world = this;
update.timeStep = timeStep;
update.rigidBodies = &m_nonStaticRigidBodies[ 0 ];
int grainSize = 50; // num of iterations per task for task scheduler
btParallelFor( 0, m_nonStaticRigidBodies.size(), grainSize, update );
}
}

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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.
*/
#ifndef BT_DISCRETE_DYNAMICS_WORLD_MT_H
#define BT_DISCRETE_DYNAMICS_WORLD_MT_H
#include "btDiscreteDynamicsWorld.h"
#include "btSimulationIslandManagerMt.h"
#include "BulletDynamics/ConstraintSolver/btConstraintSolver.h"
struct InplaceSolverIslandCallbackMt;
///
/// btConstraintSolverPoolMt - masquerades as a constraint solver, but really it is a threadsafe pool of them.
///
/// Each solver in the pool is protected by a mutex. When solveGroup is called from a thread,
/// the pool looks for a solver that isn't being used by another thread, locks it, and dispatches the
/// call to the solver.
/// So long as there are at least as many solvers as there are hardware threads, it should never need to
/// spin wait.
///
class btConstraintSolverPoolMt : public btConstraintSolver
{
public:
// create the solvers for me
explicit btConstraintSolverPoolMt( int numSolvers );
// pass in fully constructed solvers (destructor will delete them)
btConstraintSolverPoolMt( btConstraintSolver** solvers, int numSolvers );
virtual ~btConstraintSolverPoolMt();
///solve a group of constraints
virtual btScalar solveGroup( btCollisionObject** bodies,
int numBodies,
btPersistentManifold** manifolds,
int numManifolds,
btTypedConstraint** constraints,
int numConstraints,
const btContactSolverInfo& info,
btIDebugDraw* debugDrawer,
btDispatcher* dispatcher
) BT_OVERRIDE;
virtual void reset() BT_OVERRIDE;
virtual btConstraintSolverType getSolverType() const BT_OVERRIDE { return m_solverType; }
private:
const static size_t kCacheLineSize = 128;
struct ThreadSolver
{
btConstraintSolver* solver;
btSpinMutex mutex;
char _cachelinePadding[ kCacheLineSize - sizeof( btSpinMutex ) - sizeof( void* ) ]; // keep mutexes from sharing a cache line
};
btAlignedObjectArray<ThreadSolver> m_solvers;
btConstraintSolverType m_solverType;
ThreadSolver* getAndLockThreadSolver();
void init( btConstraintSolver** solvers, int numSolvers );
};
///
/// btDiscreteDynamicsWorldMt -- a version of DiscreteDynamicsWorld with some minor changes to support
/// solving simulation islands on multiple threads.
///
/// Should function exactly like btDiscreteDynamicsWorld.
/// Also 3 methods that iterate over all of the rigidbodies can run in parallel:
/// - predictUnconstraintMotion
/// - integrateTransforms
/// - createPredictiveContacts
///
ATTRIBUTE_ALIGNED16(class) btDiscreteDynamicsWorldMt : public btDiscreteDynamicsWorld
{
protected:
InplaceSolverIslandCallbackMt* m_solverIslandCallbackMt;
virtual void solveConstraints(btContactSolverInfo& solverInfo) BT_OVERRIDE;
virtual void predictUnconstraintMotion( btScalar timeStep ) BT_OVERRIDE;
struct UpdaterCreatePredictiveContacts : public btIParallelForBody
{
btScalar timeStep;
btRigidBody** rigidBodies;
btDiscreteDynamicsWorldMt* world;
void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
{
world->createPredictiveContactsInternal( &rigidBodies[ iBegin ], iEnd - iBegin, timeStep );
}
};
virtual void createPredictiveContacts( btScalar timeStep ) BT_OVERRIDE;
struct UpdaterIntegrateTransforms : public btIParallelForBody
{
btScalar timeStep;
btRigidBody** rigidBodies;
btDiscreteDynamicsWorldMt* world;
void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
{
world->integrateTransformsInternal( &rigidBodies[ iBegin ], iEnd - iBegin, timeStep );
}
};
virtual void integrateTransforms( btScalar timeStep ) BT_OVERRIDE;
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btDiscreteDynamicsWorldMt(btDispatcher* dispatcher,
btBroadphaseInterface* pairCache,
btConstraintSolverPoolMt* constraintSolver, // Note this should be a solver-pool for multi-threading
btCollisionConfiguration* collisionConfiguration
);
virtual ~btDiscreteDynamicsWorldMt();
};
#endif //BT_DISCRETE_DYNAMICS_WORLD_H

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/*
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.
*/
#ifndef BT_DYNAMICS_WORLD_H
#define BT_DYNAMICS_WORLD_H
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h"
class btTypedConstraint;
class btActionInterface;
class btConstraintSolver;
class btDynamicsWorld;
/// Type for the callback for each tick
typedef void (*btInternalTickCallback)(btDynamicsWorld *world, btScalar timeStep);
enum btDynamicsWorldType
{
BT_SIMPLE_DYNAMICS_WORLD=1,
BT_DISCRETE_DYNAMICS_WORLD=2,
BT_CONTINUOUS_DYNAMICS_WORLD=3,
BT_SOFT_RIGID_DYNAMICS_WORLD=4,
BT_GPU_DYNAMICS_WORLD=5,
BT_SOFT_MULTIBODY_DYNAMICS_WORLD=6
};
///The btDynamicsWorld is the interface class for several dynamics implementation, basic, discrete, parallel, and continuous etc.
class btDynamicsWorld : public btCollisionWorld
{
protected:
btInternalTickCallback m_internalTickCallback;
btInternalTickCallback m_internalPreTickCallback;
void* m_worldUserInfo;
btContactSolverInfo m_solverInfo;
public:
btDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* broadphase,btCollisionConfiguration* collisionConfiguration)
:btCollisionWorld(dispatcher,broadphase,collisionConfiguration), m_internalTickCallback(0),m_internalPreTickCallback(0), m_worldUserInfo(0)
{
}
virtual ~btDynamicsWorld()
{
}
///stepSimulation proceeds the simulation over 'timeStep', units in preferably in seconds.
///By default, Bullet will subdivide the timestep in constant substeps of each 'fixedTimeStep'.
///in order to keep the simulation real-time, the maximum number of substeps can be clamped to 'maxSubSteps'.
///You can disable subdividing the timestep/substepping by passing maxSubSteps=0 as second argument to stepSimulation, but in that case you have to keep the timeStep constant.
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.))=0;
virtual void debugDrawWorld() = 0;
virtual void addConstraint(btTypedConstraint* constraint, bool disableCollisionsBetweenLinkedBodies=false)
{
(void)constraint; (void)disableCollisionsBetweenLinkedBodies;
}
virtual void removeConstraint(btTypedConstraint* constraint) {(void)constraint;}
virtual void addAction(btActionInterface* action) = 0;
virtual void removeAction(btActionInterface* action) = 0;
//once a rigidbody is added to the dynamics world, it will get this gravity assigned
//existing rigidbodies in the world get gravity assigned too, during this method
virtual void setGravity(const btVector3& gravity) = 0;
virtual btVector3 getGravity () const = 0;
virtual void synchronizeMotionStates() = 0;
virtual void addRigidBody(btRigidBody* body) = 0;
virtual void addRigidBody(btRigidBody* body, int group, int mask) = 0;
virtual void removeRigidBody(btRigidBody* body) = 0;
virtual void setConstraintSolver(btConstraintSolver* solver) = 0;
virtual btConstraintSolver* getConstraintSolver() = 0;
virtual int getNumConstraints() const { return 0; }
virtual btTypedConstraint* getConstraint(int index) { (void)index; return 0; }
virtual const btTypedConstraint* getConstraint(int index) const { (void)index; return 0; }
virtual btDynamicsWorldType getWorldType() const=0;
virtual void clearForces() = 0;
/// Set the callback for when an internal tick (simulation substep) happens, optional user info
void setInternalTickCallback(btInternalTickCallback cb, void* worldUserInfo=0,bool isPreTick=false)
{
if (isPreTick)
{
m_internalPreTickCallback = cb;
} else
{
m_internalTickCallback = cb;
}
m_worldUserInfo = worldUserInfo;
}
void setWorldUserInfo(void* worldUserInfo)
{
m_worldUserInfo = worldUserInfo;
}
void* getWorldUserInfo() const
{
return m_worldUserInfo;
}
btContactSolverInfo& getSolverInfo()
{
return m_solverInfo;
}
const btContactSolverInfo& getSolverInfo() const
{
return m_solverInfo;
}
///obsolete, use addAction instead.
virtual void addVehicle(btActionInterface* vehicle) {(void)vehicle;}
///obsolete, use removeAction instead
virtual void removeVehicle(btActionInterface* vehicle) {(void)vehicle;}
///obsolete, use addAction instead.
virtual void addCharacter(btActionInterface* character) {(void)character;}
///obsolete, use removeAction instead
virtual void removeCharacter(btActionInterface* character) {(void)character;}
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btDynamicsWorldDoubleData
{
btContactSolverInfoDoubleData m_solverInfo;
btVector3DoubleData m_gravity;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btDynamicsWorldFloatData
{
btContactSolverInfoFloatData m_solverInfo;
btVector3FloatData m_gravity;
};
#endif //BT_DYNAMICS_WORLD_H

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/*
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 "btRigidBody.h"
#include "BulletCollision/CollisionShapes/btConvexShape.h"
#include "LinearMath/btMinMax.h"
#include "LinearMath/btTransformUtil.h"
#include "LinearMath/btMotionState.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
#include "LinearMath/btSerializer.h"
//'temporarily' global variables
btScalar gDeactivationTime = btScalar(2.);
bool gDisableDeactivation = false;
static int uniqueId = 0;
btRigidBody::btRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
setupRigidBody(constructionInfo);
}
btRigidBody::btRigidBody(btScalar mass, btMotionState *motionState, btCollisionShape *collisionShape, const btVector3 &localInertia)
{
btRigidBodyConstructionInfo cinfo(mass,motionState,collisionShape,localInertia);
setupRigidBody(cinfo);
}
void btRigidBody::setupRigidBody(const btRigidBody::btRigidBodyConstructionInfo& constructionInfo)
{
m_internalType=CO_RIGID_BODY;
m_linearVelocity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
m_angularFactor.setValue(1,1,1);
m_linearFactor.setValue(1,1,1);
m_gravity.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_gravity_acceleration.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0)),
setDamping(constructionInfo.m_linearDamping, constructionInfo.m_angularDamping);
m_linearSleepingThreshold = constructionInfo.m_linearSleepingThreshold;
m_angularSleepingThreshold = constructionInfo.m_angularSleepingThreshold;
m_optionalMotionState = constructionInfo.m_motionState;
m_contactSolverType = 0;
m_frictionSolverType = 0;
m_additionalDamping = constructionInfo.m_additionalDamping;
m_additionalDampingFactor = constructionInfo.m_additionalDampingFactor;
m_additionalLinearDampingThresholdSqr = constructionInfo.m_additionalLinearDampingThresholdSqr;
m_additionalAngularDampingThresholdSqr = constructionInfo.m_additionalAngularDampingThresholdSqr;
m_additionalAngularDampingFactor = constructionInfo.m_additionalAngularDampingFactor;
if (m_optionalMotionState)
{
m_optionalMotionState->getWorldTransform(m_worldTransform);
} else
{
m_worldTransform = constructionInfo.m_startWorldTransform;
}
m_interpolationWorldTransform = m_worldTransform;
m_interpolationLinearVelocity.setValue(0,0,0);
m_interpolationAngularVelocity.setValue(0,0,0);
//moved to btCollisionObject
m_friction = constructionInfo.m_friction;
m_rollingFriction = constructionInfo.m_rollingFriction;
m_spinningFriction = constructionInfo.m_spinningFriction;
m_restitution = constructionInfo.m_restitution;
setCollisionShape( constructionInfo.m_collisionShape );
m_debugBodyId = uniqueId++;
setMassProps(constructionInfo.m_mass, constructionInfo.m_localInertia);
updateInertiaTensor();
m_rigidbodyFlags = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY;
m_deltaLinearVelocity.setZero();
m_deltaAngularVelocity.setZero();
m_invMass = m_inverseMass*m_linearFactor;
m_pushVelocity.setZero();
m_turnVelocity.setZero();
}
void btRigidBody::predictIntegratedTransform(btScalar timeStep,btTransform& predictedTransform)
{
btTransformUtil::integrateTransform(m_worldTransform,m_linearVelocity,m_angularVelocity,timeStep,predictedTransform);
}
void btRigidBody::saveKinematicState(btScalar timeStep)
{
//todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
if (timeStep != btScalar(0.))
{
//if we use motionstate to synchronize world transforms, get the new kinematic/animated world transform
if (getMotionState())
getMotionState()->getWorldTransform(m_worldTransform);
btVector3 linVel,angVel;
btTransformUtil::calculateVelocity(m_interpolationWorldTransform,m_worldTransform,timeStep,m_linearVelocity,m_angularVelocity);
m_interpolationLinearVelocity = m_linearVelocity;
m_interpolationAngularVelocity = m_angularVelocity;
m_interpolationWorldTransform = m_worldTransform;
//printf("angular = %f %f %f\n",m_angularVelocity.getX(),m_angularVelocity.getY(),m_angularVelocity.getZ());
}
}
void btRigidBody::getAabb(btVector3& aabbMin,btVector3& aabbMax) const
{
getCollisionShape()->getAabb(m_worldTransform,aabbMin,aabbMax);
}
void btRigidBody::setGravity(const btVector3& acceleration)
{
if (m_inverseMass != btScalar(0.0))
{
m_gravity = acceleration * (btScalar(1.0) / m_inverseMass);
}
m_gravity_acceleration = acceleration;
}
void btRigidBody::setDamping(btScalar lin_damping, btScalar ang_damping)
{
m_linearDamping = btClamped(lin_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
m_angularDamping = btClamped(ang_damping, (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
}
///applyDamping damps the velocity, using the given m_linearDamping and m_angularDamping
void btRigidBody::applyDamping(btScalar timeStep)
{
//On new damping: see discussion/issue report here: http://code.google.com/p/bullet/issues/detail?id=74
//todo: do some performance comparisons (but other parts of the engine are probably bottleneck anyway
//#define USE_OLD_DAMPING_METHOD 1
#ifdef USE_OLD_DAMPING_METHOD
m_linearVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_linearDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
m_angularVelocity *= GEN_clamped((btScalar(1.) - timeStep * m_angularDamping), (btScalar)btScalar(0.0), (btScalar)btScalar(1.0));
#else
m_linearVelocity *= btPow(btScalar(1)-m_linearDamping, timeStep);
m_angularVelocity *= btPow(btScalar(1)-m_angularDamping, timeStep);
#endif
if (m_additionalDamping)
{
//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
if ((m_angularVelocity.length2() < m_additionalAngularDampingThresholdSqr) &&
(m_linearVelocity.length2() < m_additionalLinearDampingThresholdSqr))
{
m_angularVelocity *= m_additionalDampingFactor;
m_linearVelocity *= m_additionalDampingFactor;
}
btScalar speed = m_linearVelocity.length();
if (speed < m_linearDamping)
{
btScalar dampVel = btScalar(0.005);
if (speed > dampVel)
{
btVector3 dir = m_linearVelocity.normalized();
m_linearVelocity -= dir * dampVel;
} else
{
m_linearVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
btScalar angSpeed = m_angularVelocity.length();
if (angSpeed < m_angularDamping)
{
btScalar angDampVel = btScalar(0.005);
if (angSpeed > angDampVel)
{
btVector3 dir = m_angularVelocity.normalized();
m_angularVelocity -= dir * angDampVel;
} else
{
m_angularVelocity.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
}
}
}
}
void btRigidBody::applyGravity()
{
if (isStaticOrKinematicObject())
return;
applyCentralForce(m_gravity);
}
void btRigidBody::proceedToTransform(const btTransform& newTrans)
{
setCenterOfMassTransform( newTrans );
}
void btRigidBody::setMassProps(btScalar mass, const btVector3& inertia)
{
if (mass == btScalar(0.))
{
m_collisionFlags |= btCollisionObject::CF_STATIC_OBJECT;
m_inverseMass = btScalar(0.);
} else
{
m_collisionFlags &= (~btCollisionObject::CF_STATIC_OBJECT);
m_inverseMass = btScalar(1.0) / mass;
}
//Fg = m * a
m_gravity = mass * m_gravity_acceleration;
m_invInertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x(): btScalar(0.0),
inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y(): btScalar(0.0),
inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z(): btScalar(0.0));
m_invMass = m_linearFactor*m_inverseMass;
}
void btRigidBody::updateInertiaTensor()
{
m_invInertiaTensorWorld = m_worldTransform.getBasis().scaled(m_invInertiaLocal) * m_worldTransform.getBasis().transpose();
}
btVector3 btRigidBody::getLocalInertia() const
{
btVector3 inertiaLocal;
const btVector3 inertia = m_invInertiaLocal;
inertiaLocal.setValue(inertia.x() != btScalar(0.0) ? btScalar(1.0) / inertia.x() : btScalar(0.0),
inertia.y() != btScalar(0.0) ? btScalar(1.0) / inertia.y() : btScalar(0.0),
inertia.z() != btScalar(0.0) ? btScalar(1.0) / inertia.z() : btScalar(0.0));
return inertiaLocal;
}
inline btVector3 evalEulerEqn(const btVector3& w1, const btVector3& w0, const btVector3& T, const btScalar dt,
const btMatrix3x3 &I)
{
const btVector3 w2 = I*w1 + w1.cross(I*w1)*dt - (T*dt + I*w0);
return w2;
}
inline btMatrix3x3 evalEulerEqnDeriv(const btVector3& w1, const btVector3& w0, const btScalar dt,
const btMatrix3x3 &I)
{
btMatrix3x3 w1x, Iw1x;
const btVector3 Iwi = (I*w1);
w1.getSkewSymmetricMatrix(&w1x[0], &w1x[1], &w1x[2]);
Iwi.getSkewSymmetricMatrix(&Iw1x[0], &Iw1x[1], &Iw1x[2]);
const btMatrix3x3 dfw1 = I + (w1x*I - Iw1x)*dt;
return dfw1;
}
btVector3 btRigidBody::computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const
{
btVector3 inertiaLocal = getLocalInertia();
btMatrix3x3 inertiaTensorWorld = getWorldTransform().getBasis().scaled(inertiaLocal) * getWorldTransform().getBasis().transpose();
btVector3 tmp = inertiaTensorWorld*getAngularVelocity();
btVector3 gf = getAngularVelocity().cross(tmp);
btScalar l2 = gf.length2();
if (l2>maxGyroscopicForce*maxGyroscopicForce)
{
gf *= btScalar(1.)/btSqrt(l2)*maxGyroscopicForce;
}
return gf;
}
btVector3 btRigidBody::computeGyroscopicImpulseImplicit_Body(btScalar step) const
{
btVector3 idl = getLocalInertia();
btVector3 omega1 = getAngularVelocity();
btQuaternion q = getWorldTransform().getRotation();
// Convert to body coordinates
btVector3 omegab = quatRotate(q.inverse(), omega1);
btMatrix3x3 Ib;
Ib.setValue(idl.x(),0,0,
0,idl.y(),0,
0,0,idl.z());
btVector3 ibo = Ib*omegab;
// Residual vector
btVector3 f = step * omegab.cross(ibo);
btMatrix3x3 skew0;
omegab.getSkewSymmetricMatrix(&skew0[0], &skew0[1], &skew0[2]);
btVector3 om = Ib*omegab;
btMatrix3x3 skew1;
om.getSkewSymmetricMatrix(&skew1[0],&skew1[1],&skew1[2]);
// Jacobian
btMatrix3x3 J = Ib + (skew0*Ib - skew1)*step;
// btMatrix3x3 Jinv = J.inverse();
// btVector3 omega_div = Jinv*f;
btVector3 omega_div = J.solve33(f);
// Single Newton-Raphson update
omegab = omegab - omega_div;//Solve33(J, f);
// Back to world coordinates
btVector3 omega2 = quatRotate(q,omegab);
btVector3 gf = omega2-omega1;
return gf;
}
btVector3 btRigidBody::computeGyroscopicImpulseImplicit_World(btScalar step) const
{
// use full newton-euler equations. common practice to drop the wxIw term. want it for better tumbling behavior.
// calculate using implicit euler step so it's stable.
const btVector3 inertiaLocal = getLocalInertia();
const btVector3 w0 = getAngularVelocity();
btMatrix3x3 I;
I = m_worldTransform.getBasis().scaled(inertiaLocal) *
m_worldTransform.getBasis().transpose();
// use newtons method to find implicit solution for new angular velocity (w')
// f(w') = -(T*step + Iw) + Iw' + w' + w'xIw'*step = 0
// df/dw' = I + 1xIw'*step + w'xI*step
btVector3 w1 = w0;
// one step of newton's method
{
const btVector3 fw = evalEulerEqn(w1, w0, btVector3(0, 0, 0), step, I);
const btMatrix3x3 dfw = evalEulerEqnDeriv(w1, w0, step, I);
btVector3 dw;
dw = dfw.solve33(fw);
//const btMatrix3x3 dfw_inv = dfw.inverse();
//dw = dfw_inv*fw;
w1 -= dw;
}
btVector3 gf = (w1 - w0);
return gf;
}
void btRigidBody::integrateVelocities(btScalar step)
{
if (isStaticOrKinematicObject())
return;
m_linearVelocity += m_totalForce * (m_inverseMass * step);
m_angularVelocity += m_invInertiaTensorWorld * m_totalTorque * step;
#define MAX_ANGVEL SIMD_HALF_PI
/// clamp angular velocity. collision calculations will fail on higher angular velocities
btScalar angvel = m_angularVelocity.length();
if (angvel*step > MAX_ANGVEL)
{
m_angularVelocity *= (MAX_ANGVEL/step) /angvel;
}
}
btQuaternion btRigidBody::getOrientation() const
{
btQuaternion orn;
m_worldTransform.getBasis().getRotation(orn);
return orn;
}
void btRigidBody::setCenterOfMassTransform(const btTransform& xform)
{
if (isKinematicObject())
{
m_interpolationWorldTransform = m_worldTransform;
} else
{
m_interpolationWorldTransform = xform;
}
m_interpolationLinearVelocity = getLinearVelocity();
m_interpolationAngularVelocity = getAngularVelocity();
m_worldTransform = xform;
updateInertiaTensor();
}
void btRigidBody::addConstraintRef(btTypedConstraint* c)
{
///disable collision with the 'other' body
int index = m_constraintRefs.findLinearSearch(c);
//don't add constraints that are already referenced
//btAssert(index == m_constraintRefs.size());
if (index == m_constraintRefs.size())
{
m_constraintRefs.push_back(c);
btCollisionObject* colObjA = &c->getRigidBodyA();
btCollisionObject* colObjB = &c->getRigidBodyB();
if (colObjA == this)
{
colObjA->setIgnoreCollisionCheck(colObjB, true);
}
else
{
colObjB->setIgnoreCollisionCheck(colObjA, true);
}
}
}
void btRigidBody::removeConstraintRef(btTypedConstraint* c)
{
int index = m_constraintRefs.findLinearSearch(c);
//don't remove constraints that are not referenced
if(index < m_constraintRefs.size())
{
m_constraintRefs.remove(c);
btCollisionObject* colObjA = &c->getRigidBodyA();
btCollisionObject* colObjB = &c->getRigidBodyB();
if (colObjA == this)
{
colObjA->setIgnoreCollisionCheck(colObjB, false);
}
else
{
colObjB->setIgnoreCollisionCheck(colObjA, false);
}
}
}
int btRigidBody::calculateSerializeBufferSize() const
{
int sz = sizeof(btRigidBodyData);
return sz;
}
///fills the dataBuffer and returns the struct name (and 0 on failure)
const char* btRigidBody::serialize(void* dataBuffer, class btSerializer* serializer) const
{
btRigidBodyData* rbd = (btRigidBodyData*) dataBuffer;
btCollisionObject::serialize(&rbd->m_collisionObjectData, serializer);
m_invInertiaTensorWorld.serialize(rbd->m_invInertiaTensorWorld);
m_linearVelocity.serialize(rbd->m_linearVelocity);
m_angularVelocity.serialize(rbd->m_angularVelocity);
rbd->m_inverseMass = m_inverseMass;
m_angularFactor.serialize(rbd->m_angularFactor);
m_linearFactor.serialize(rbd->m_linearFactor);
m_gravity.serialize(rbd->m_gravity);
m_gravity_acceleration.serialize(rbd->m_gravity_acceleration);
m_invInertiaLocal.serialize(rbd->m_invInertiaLocal);
m_totalForce.serialize(rbd->m_totalForce);
m_totalTorque.serialize(rbd->m_totalTorque);
rbd->m_linearDamping = m_linearDamping;
rbd->m_angularDamping = m_angularDamping;
rbd->m_additionalDamping = m_additionalDamping;
rbd->m_additionalDampingFactor = m_additionalDampingFactor;
rbd->m_additionalLinearDampingThresholdSqr = m_additionalLinearDampingThresholdSqr;
rbd->m_additionalAngularDampingThresholdSqr = m_additionalAngularDampingThresholdSqr;
rbd->m_additionalAngularDampingFactor = m_additionalAngularDampingFactor;
rbd->m_linearSleepingThreshold=m_linearSleepingThreshold;
rbd->m_angularSleepingThreshold = m_angularSleepingThreshold;
// Fill padding with zeros to appease msan.
#ifdef BT_USE_DOUBLE_PRECISION
memset(rbd->m_padding, 0, sizeof(rbd->m_padding));
#endif
return btRigidBodyDataName;
}
void btRigidBody::serializeSingleObject(class btSerializer* serializer) const
{
btChunk* chunk = serializer->allocate(calculateSerializeBufferSize(),1);
const char* structType = serialize(chunk->m_oldPtr, serializer);
serializer->finalizeChunk(chunk,structType,BT_RIGIDBODY_CODE,(void*)this);
}

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/*
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.
*/
#ifndef BT_RIGIDBODY_H
#define BT_RIGIDBODY_H
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btTransform.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
class btCollisionShape;
class btMotionState;
class btTypedConstraint;
extern btScalar gDeactivationTime;
extern bool gDisableDeactivation;
#ifdef BT_USE_DOUBLE_PRECISION
#define btRigidBodyData btRigidBodyDoubleData
#define btRigidBodyDataName "btRigidBodyDoubleData"
#else
#define btRigidBodyData btRigidBodyFloatData
#define btRigidBodyDataName "btRigidBodyFloatData"
#endif //BT_USE_DOUBLE_PRECISION
enum btRigidBodyFlags
{
BT_DISABLE_WORLD_GRAVITY = 1,
///BT_ENABLE_GYROPSCOPIC_FORCE flags is enabled by default in Bullet 2.83 and onwards.
///and it BT_ENABLE_GYROPSCOPIC_FORCE becomes equivalent to BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY
///See Demos/GyroscopicDemo and computeGyroscopicImpulseImplicit
BT_ENABLE_GYROSCOPIC_FORCE_EXPLICIT = 2,
BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_WORLD=4,
BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY=8,
BT_ENABLE_GYROPSCOPIC_FORCE = BT_ENABLE_GYROSCOPIC_FORCE_IMPLICIT_BODY,
};
///The 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
{
btMatrix3x3 m_invInertiaTensorWorld;
btVector3 m_linearVelocity;
btVector3 m_angularVelocity;
btScalar m_inverseMass;
btVector3 m_linearFactor;
btVector3 m_gravity;
btVector3 m_gravity_acceleration;
btVector3 m_invInertiaLocal;
btVector3 m_totalForce;
btVector3 m_totalTorque;
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;
//keep track of typed constraints referencing this rigid body, to disable collision between linked bodies
btAlignedObjectArray<btTypedConstraint*> m_constraintRefs;
int m_rigidbodyFlags;
int m_debugBodyId;
protected:
ATTRIBUTE_ALIGNED16(btVector3 m_deltaLinearVelocity);
btVector3 m_deltaAngularVelocity;
btVector3 m_angularFactor;
btVector3 m_invMass;
btVector3 m_pushVelocity;
btVector3 m_turnVelocity;
public:
///The btRigidBodyConstructionInfo structure 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;
///the m_rollingFriction prevents rounded shapes, such as spheres, cylinders and capsules from rolling forever.
///See Bullet/Demos/RollingFrictionDemo for usage
btScalar m_rollingFriction;
btScalar m_spinningFriction;//torsional friction around contact normal
///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_rollingFriction(btScalar(0)),
m_spinningFriction(btScalar(0)),
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);
///to keep collision detection and dynamics separate we don't store a rigidbody pointer
///but a rigidbody is derived from btCollisionObject, so we can safely perform an upcast
static const btRigidBody* upcast(const btCollisionObject* colObj)
{
if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY)
return (const btRigidBody*)colObj;
return 0;
}
static btRigidBody* upcast(btCollisionObject* colObj)
{
if (colObj->getInternalType()&btCollisionObject::CO_RIGID_BODY)
return (btRigidBody*)colObj;
return 0;
}
/// continuous collision detection needs prediction
void predictIntegratedTransform(btScalar step, btTransform& predictedTransform) ;
void saveKinematicState(btScalar step);
void applyGravity();
void setGravity(const btVector3& acceleration);
const btVector3& getGravity() const
{
return m_gravity_acceleration;
}
void setDamping(btScalar lin_damping, btScalar ang_damping);
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;
}
SIMD_FORCE_INLINE btCollisionShape* getCollisionShape() {
return m_collisionShape;
}
void setMassProps(btScalar mass, const btVector3& inertia);
const btVector3& getLinearFactor() const
{
return m_linearFactor;
}
void setLinearFactor(const btVector3& linearFactor)
{
m_linearFactor = linearFactor;
m_invMass = m_linearFactor*m_inverseMass;
}
btScalar getInvMass() const { return m_inverseMass; }
const btMatrix3x3& getInvInertiaTensorWorld() const {
return m_invInertiaTensorWorld;
}
void integrateVelocities(btScalar step);
void setCenterOfMassTransform(const btTransform& xform);
void applyCentralForce(const btVector3& force)
{
m_totalForce += force*m_linearFactor;
}
const btVector3& getTotalForce() const
{
return m_totalForce;
};
const btVector3& getTotalTorque() const
{
return m_totalTorque;
};
const btVector3& getInvInertiaDiagLocal() const
{
return m_invInertiaLocal;
};
void setInvInertiaDiagLocal(const btVector3& diagInvInertia)
{
m_invInertiaLocal = diagInvInertia;
}
void setSleepingThresholds(btScalar linear,btScalar angular)
{
m_linearSleepingThreshold = linear;
m_angularSleepingThreshold = angular;
}
void applyTorque(const btVector3& torque)
{
m_totalTorque += torque*m_angularFactor;
}
void applyForce(const btVector3& force, const btVector3& rel_pos)
{
applyCentralForce(force);
applyTorque(rel_pos.cross(force*m_linearFactor));
}
void applyCentralImpulse(const btVector3& impulse)
{
m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
}
void applyTorqueImpulse(const btVector3& torque)
{
m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
}
void applyImpulse(const btVector3& impulse, const btVector3& rel_pos)
{
if (m_inverseMass != btScalar(0.))
{
applyCentralImpulse(impulse);
if (m_angularFactor)
{
applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
}
}
}
void clearForces()
{
m_totalForce.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
m_totalTorque.setValue(btScalar(0.0), btScalar(0.0), btScalar(0.0));
}
void updateInertiaTensor();
const btVector3& getCenterOfMassPosition() const {
return m_worldTransform.getOrigin();
}
btQuaternion getOrientation() const;
const btTransform& getCenterOfMassTransform() const {
return m_worldTransform;
}
const btVector3& getLinearVelocity() const {
return m_linearVelocity;
}
const btVector3& getAngularVelocity() const {
return m_angularVelocity;
}
inline void setLinearVelocity(const btVector3& lin_vel)
{
m_updateRevision++;
m_linearVelocity = lin_vel;
}
inline void setAngularVelocity(const btVector3& ang_vel)
{
m_updateRevision++;
m_angularVelocity = ang_vel;
}
btVector3 getVelocityInLocalPoint(const btVector3& rel_pos) const
{
//we also calculate lin/ang velocity for kinematic objects
return m_linearVelocity + m_angularVelocity.cross(rel_pos);
//for kinematic objects, we could also use use:
// return (m_worldTransform(rel_pos) - m_interpolationWorldTransform(rel_pos)) / m_kinematicTimeStep;
}
void translate(const btVector3& v)
{
m_worldTransform.getOrigin() += v;
}
void getAabb(btVector3& aabbMin,btVector3& aabbMax) const;
SIMD_FORCE_INLINE btScalar computeImpulseDenominator(const btVector3& pos, const btVector3& normal) const
{
btVector3 r0 = pos - getCenterOfMassPosition();
btVector3 c0 = (r0).cross(normal);
btVector3 vec = (c0 * getInvInertiaTensorWorld()).cross(r0);
return m_inverseMass + normal.dot(vec);
}
SIMD_FORCE_INLINE btScalar computeAngularImpulseDenominator(const btVector3& axis) const
{
btVector3 vec = axis * getInvInertiaTensorWorld();
return axis.dot(vec);
}
SIMD_FORCE_INLINE void updateDeactivation(btScalar timeStep)
{
if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == DISABLE_DEACTIVATION))
return;
if ((getLinearVelocity().length2() < m_linearSleepingThreshold*m_linearSleepingThreshold) &&
(getAngularVelocity().length2() < m_angularSleepingThreshold*m_angularSleepingThreshold))
{
m_deactivationTime += timeStep;
} else
{
m_deactivationTime=btScalar(0.);
setActivationState(0);
}
}
SIMD_FORCE_INLINE bool wantsSleeping()
{
if (getActivationState() == DISABLE_DEACTIVATION)
return false;
//disable deactivation
if (gDisableDeactivation || (gDeactivationTime == btScalar(0.)))
return false;
if ( (getActivationState() == ISLAND_SLEEPING) || (getActivationState() == WANTS_DEACTIVATION))
return true;
if (m_deactivationTime> gDeactivationTime)
{
return true;
}
return false;
}
const btBroadphaseProxy* getBroadphaseProxy() const
{
return m_broadphaseHandle;
}
btBroadphaseProxy* getBroadphaseProxy()
{
return m_broadphaseHandle;
}
void setNewBroadphaseProxy(btBroadphaseProxy* broadphaseProxy)
{
m_broadphaseHandle = broadphaseProxy;
}
//btMotionState allows to automatic synchronize the world transform for active objects
btMotionState* getMotionState()
{
return m_optionalMotionState;
}
const btMotionState* getMotionState() const
{
return m_optionalMotionState;
}
void setMotionState(btMotionState* motionState)
{
m_optionalMotionState = motionState;
if (m_optionalMotionState)
motionState->getWorldTransform(m_worldTransform);
}
//for experimental overriding of friction/contact solver func
int m_contactSolverType;
int m_frictionSolverType;
void setAngularFactor(const btVector3& angFac)
{
m_updateRevision++;
m_angularFactor = angFac;
}
void setAngularFactor(btScalar angFac)
{
m_updateRevision++;
m_angularFactor.setValue(angFac,angFac,angFac);
}
const btVector3& getAngularFactor() const
{
return m_angularFactor;
}
//is this rigidbody added to a btCollisionWorld/btDynamicsWorld/btBroadphase?
bool isInWorld() const
{
return (getBroadphaseProxy() != 0);
}
void addConstraintRef(btTypedConstraint* c);
void removeConstraintRef(btTypedConstraint* c);
btTypedConstraint* getConstraintRef(int index)
{
return m_constraintRefs[index];
}
int getNumConstraintRefs() const
{
return m_constraintRefs.size();
}
void setFlags(int flags)
{
m_rigidbodyFlags = flags;
}
int getFlags() const
{
return m_rigidbodyFlags;
}
///perform implicit force computation in world space
btVector3 computeGyroscopicImpulseImplicit_World(btScalar dt) const;
///perform implicit force computation in body space (inertial frame)
btVector3 computeGyroscopicImpulseImplicit_Body(btScalar step) const;
///explicit version is best avoided, it gains energy
btVector3 computeGyroscopicForceExplicit(btScalar maxGyroscopicForce) const;
btVector3 getLocalInertia() const;
///////////////////////////////////////////////
virtual int calculateSerializeBufferSize() const;
///fills the dataBuffer and returns the struct name (and 0 on failure)
virtual const char* serialize(void* dataBuffer, class btSerializer* serializer) const;
virtual void serializeSingleObject(class btSerializer* serializer) const;
};
//@todo add m_optionalMotionState and m_constraintRefs to btRigidBodyData
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btRigidBodyFloatData
{
btCollisionObjectFloatData m_collisionObjectData;
btMatrix3x3FloatData m_invInertiaTensorWorld;
btVector3FloatData m_linearVelocity;
btVector3FloatData m_angularVelocity;
btVector3FloatData m_angularFactor;
btVector3FloatData m_linearFactor;
btVector3FloatData m_gravity;
btVector3FloatData m_gravity_acceleration;
btVector3FloatData m_invInertiaLocal;
btVector3FloatData m_totalForce;
btVector3FloatData m_totalTorque;
float m_inverseMass;
float m_linearDamping;
float m_angularDamping;
float m_additionalDampingFactor;
float m_additionalLinearDampingThresholdSqr;
float m_additionalAngularDampingThresholdSqr;
float m_additionalAngularDampingFactor;
float m_linearSleepingThreshold;
float m_angularSleepingThreshold;
int m_additionalDamping;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btRigidBodyDoubleData
{
btCollisionObjectDoubleData m_collisionObjectData;
btMatrix3x3DoubleData m_invInertiaTensorWorld;
btVector3DoubleData m_linearVelocity;
btVector3DoubleData m_angularVelocity;
btVector3DoubleData m_angularFactor;
btVector3DoubleData m_linearFactor;
btVector3DoubleData m_gravity;
btVector3DoubleData m_gravity_acceleration;
btVector3DoubleData m_invInertiaLocal;
btVector3DoubleData m_totalForce;
btVector3DoubleData m_totalTorque;
double m_inverseMass;
double m_linearDamping;
double m_angularDamping;
double m_additionalDampingFactor;
double m_additionalLinearDampingThresholdSqr;
double m_additionalAngularDampingThresholdSqr;
double m_additionalAngularDampingFactor;
double m_linearSleepingThreshold;
double m_angularSleepingThreshold;
int m_additionalDamping;
char m_padding[4];
};
#endif //BT_RIGIDBODY_H

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/*
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"
/*
Make sure this dummy function never changes so that it
can be used by probes that are checking whether the
library is actually installed.
*/
extern "C"
{
void btBulletDynamicsProbe ();
void btBulletDynamicsProbe () {}
}
btSimpleDynamicsWorld::btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration)
:btDynamicsWorld(dispatcher,pairCache,collisionConfiguration),
m_constraintSolver(constraintSolver),
m_ownsConstraintSolver(false),
m_gravity(0,0,-10)
{
}
btSimpleDynamicsWorld::~btSimpleDynamicsWorld()
{
if (m_ownsConstraintSolver)
btAlignedFree( m_constraintSolver);
}
int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, btScalar fixedTimeStep)
{
(void)fixedTimeStep;
(void)maxSubSteps;
///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->prepareSolve(0,numManifolds);
m_constraintSolver->solveGroup(&getCollisionObjectArray()[0],getNumCollisionObjects(),manifoldPtr, numManifolds,0,0,infoGlobal,m_debugDrawer, m_dispatcher1);
m_constraintSolver->allSolved(infoGlobal,m_debugDrawer);
}
///integrate transforms
integrateTransforms(timeStep);
updateAabbs();
synchronizeMotionStates();
clearForces();
return 1;
}
void btSimpleDynamicsWorld::clearForces()
{
///@todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
body->clearForces();
}
}
}
void btSimpleDynamicsWorld::setGravity(const btVector3& gravity)
{
m_gravity = gravity;
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
body->setGravity(gravity);
}
}
}
btVector3 btSimpleDynamicsWorld::getGravity () const
{
return m_gravity;
}
void btSimpleDynamicsWorld::removeRigidBody(btRigidBody* body)
{
btCollisionWorld::removeCollisionObject(body);
}
void btSimpleDynamicsWorld::removeCollisionObject(btCollisionObject* collisionObject)
{
btRigidBody* body = btRigidBody::upcast(collisionObject);
if (body)
removeRigidBody(body);
else
btCollisionWorld::removeCollisionObject(collisionObject);
}
void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body)
{
body->setGravity(m_gravity);
if (body->getCollisionShape())
{
addCollisionObject(body);
}
}
void btSimpleDynamicsWorld::addRigidBody(btRigidBody* body, int group, int mask)
{
body->setGravity(m_gravity);
if (body->getCollisionShape())
{
addCollisionObject(body,group,mask);
}
}
void btSimpleDynamicsWorld::debugDrawWorld()
{
}
void btSimpleDynamicsWorld::addAction(btActionInterface* action)
{
}
void btSimpleDynamicsWorld::removeAction(btActionInterface* action)
{
}
void btSimpleDynamicsWorld::updateAabbs()
{
btTransform predictedTrans;
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
if (body->isActive() && (!body->isStaticObject()))
{
btVector3 minAabb,maxAabb;
colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
btBroadphaseInterface* bp = getBroadphase();
bp->setAabb(body->getBroadphaseHandle(),minAabb,maxAabb, m_dispatcher1);
}
}
}
}
void btSimpleDynamicsWorld::integrateTransforms(btScalar timeStep)
{
btTransform predictedTrans;
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
if (body->isActive() && (!body->isStaticObject()))
{
body->predictIntegratedTransform(timeStep, predictedTrans);
body->proceedToTransform( predictedTrans);
}
}
}
}
void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
{
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
if (!body->isStaticObject())
{
if (body->isActive())
{
body->applyGravity();
body->integrateVelocities( timeStep);
body->applyDamping(timeStep);
body->predictIntegratedTransform(timeStep,body->getInterpolationWorldTransform());
}
}
}
}
}
void btSimpleDynamicsWorld::synchronizeMotionStates()
{
///@todo: iterate over awake simulation islands!
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body && body->getMotionState())
{
if (body->getActivationState() != ISLAND_SLEEPING)
{
body->getMotionState()->setWorldTransform(body->getWorldTransform());
}
}
}
}
void btSimpleDynamicsWorld::setConstraintSolver(btConstraintSolver* solver)
{
if (m_ownsConstraintSolver)
{
btAlignedFree(m_constraintSolver);
}
m_ownsConstraintSolver = false;
m_constraintSolver = solver;
}
btConstraintSolver* btSimpleDynamicsWorld::getConstraintSolver()
{
return m_constraintSolver;
}

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/*
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.
*/
#ifndef BT_SIMPLE_DYNAMICS_WORLD_H
#define BT_SIMPLE_DYNAMICS_WORLD_H
#include "btDynamicsWorld.h"
class btDispatcher;
class btOverlappingPairCache;
class btConstraintSolver;
///The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
///Please use btDiscreteDynamicsWorld instead
class btSimpleDynamicsWorld : public btDynamicsWorld
{
protected:
btConstraintSolver* m_constraintSolver;
bool m_ownsConstraintSolver;
void predictUnconstraintMotion(btScalar timeStep);
void integrateTransforms(btScalar timeStep);
btVector3 m_gravity;
public:
///this btSimpleDynamicsWorld constructor creates dispatcher, broadphase pairCache and constraintSolver
btSimpleDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
virtual ~btSimpleDynamicsWorld();
///maxSubSteps/fixedTimeStep for interpolation is currently ignored for btSimpleDynamicsWorld, use btDiscreteDynamicsWorld instead
virtual int stepSimulation( btScalar timeStep,int maxSubSteps=1, btScalar fixedTimeStep=btScalar(1.)/btScalar(60.));
virtual void setGravity(const btVector3& gravity);
virtual btVector3 getGravity () const;
virtual void addRigidBody(btRigidBody* body);
virtual void addRigidBody(btRigidBody* body, int group, int mask);
virtual void removeRigidBody(btRigidBody* body);
virtual void debugDrawWorld();
virtual void addAction(btActionInterface* action);
virtual void removeAction(btActionInterface* action);
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject
virtual void removeCollisionObject(btCollisionObject* collisionObject);
virtual void updateAabbs();
virtual void synchronizeMotionStates();
virtual void setConstraintSolver(btConstraintSolver* solver);
virtual btConstraintSolver* getConstraintSolver();
virtual btDynamicsWorldType getWorldType() const
{
return BT_SIMPLE_DYNAMICS_WORLD;
}
virtual void clearForces();
};
#endif //BT_SIMPLE_DYNAMICS_WORLD_H

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/*
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 "LinearMath/btScalar.h"
#include "LinearMath/btThreads.h"
#include "btSimulationIslandManagerMt.h"
#include "BulletCollision/BroadphaseCollision/btDispatcher.h"
#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
#include "BulletDynamics/ConstraintSolver/btTypedConstraint.h"
//#include <stdio.h>
#include "LinearMath/btQuickprof.h"
SIMD_FORCE_INLINE int calcBatchCost( int bodies, int manifolds, int constraints )
{
// rough estimate of the cost of a batch, used for merging
int batchCost = bodies + 8 * manifolds + 4 * constraints;
return batchCost;
}
SIMD_FORCE_INLINE int calcBatchCost( const btSimulationIslandManagerMt::Island* island )
{
return calcBatchCost( island->bodyArray.size(), island->manifoldArray.size(), island->constraintArray.size() );
}
btSimulationIslandManagerMt::btSimulationIslandManagerMt()
{
m_minimumSolverBatchSize = calcBatchCost(0, 128, 0);
m_batchIslandMinBodyCount = 32;
m_islandDispatch = parallelIslandDispatch;
m_batchIsland = NULL;
}
btSimulationIslandManagerMt::~btSimulationIslandManagerMt()
{
for ( int i = 0; i < m_allocatedIslands.size(); ++i )
{
delete m_allocatedIslands[ i ];
}
m_allocatedIslands.resize( 0 );
m_activeIslands.resize( 0 );
m_freeIslands.resize( 0 );
}
inline int getIslandId(const btPersistentManifold* lhs)
{
const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
int islandId = rcolObj0->getIslandTag() >= 0 ? rcolObj0->getIslandTag() : rcolObj1->getIslandTag();
return islandId;
}
SIMD_FORCE_INLINE int btGetConstraintIslandId( const btTypedConstraint* lhs )
{
const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
int islandId = rcolObj0.getIslandTag() >= 0 ? rcolObj0.getIslandTag() : rcolObj1.getIslandTag();
return islandId;
}
/// function object that routes calls to operator<
class IslandBatchSizeSortPredicate
{
public:
bool operator() ( const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs ) const
{
int lCost = calcBatchCost( lhs );
int rCost = calcBatchCost( rhs );
return lCost > rCost;
}
};
class IslandBodyCapacitySortPredicate
{
public:
bool operator() ( const btSimulationIslandManagerMt::Island* lhs, const btSimulationIslandManagerMt::Island* rhs ) const
{
return lhs->bodyArray.capacity() > rhs->bodyArray.capacity();
}
};
void btSimulationIslandManagerMt::Island::append( const Island& other )
{
// append bodies
for ( int i = 0; i < other.bodyArray.size(); ++i )
{
bodyArray.push_back( other.bodyArray[ i ] );
}
// append manifolds
for ( int i = 0; i < other.manifoldArray.size(); ++i )
{
manifoldArray.push_back( other.manifoldArray[ i ] );
}
// append constraints
for ( int i = 0; i < other.constraintArray.size(); ++i )
{
constraintArray.push_back( other.constraintArray[ i ] );
}
}
bool btIsBodyInIsland( const btSimulationIslandManagerMt::Island& island, const btCollisionObject* obj )
{
for ( int i = 0; i < island.bodyArray.size(); ++i )
{
if ( island.bodyArray[ i ] == obj )
{
return true;
}
}
return false;
}
void btSimulationIslandManagerMt::initIslandPools()
{
// reset island pools
int numElem = getUnionFind().getNumElements();
m_lookupIslandFromId.resize( numElem );
for ( int i = 0; i < m_lookupIslandFromId.size(); ++i )
{
m_lookupIslandFromId[ i ] = NULL;
}
m_activeIslands.resize( 0 );
m_freeIslands.resize( 0 );
// check whether allocated islands are sorted by body capacity (largest to smallest)
int lastCapacity = 0;
bool isSorted = true;
for ( int i = 0; i < m_allocatedIslands.size(); ++i )
{
Island* island = m_allocatedIslands[ i ];
int cap = island->bodyArray.capacity();
if ( cap > lastCapacity )
{
isSorted = false;
break;
}
lastCapacity = cap;
}
if ( !isSorted )
{
m_allocatedIslands.quickSort( IslandBodyCapacitySortPredicate() );
}
m_batchIsland = NULL;
// mark all islands free (but avoid deallocation)
for ( int i = 0; i < m_allocatedIslands.size(); ++i )
{
Island* island = m_allocatedIslands[ i ];
island->bodyArray.resize( 0 );
island->manifoldArray.resize( 0 );
island->constraintArray.resize( 0 );
island->id = -1;
island->isSleeping = true;
m_freeIslands.push_back( island );
}
}
btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::getIsland( int id )
{
Island* island = m_lookupIslandFromId[ id ];
if ( island == NULL )
{
// search for existing island
for ( int i = 0; i < m_activeIslands.size(); ++i )
{
if ( m_activeIslands[ i ]->id == id )
{
island = m_activeIslands[ i ];
break;
}
}
m_lookupIslandFromId[ id ] = island;
}
return island;
}
btSimulationIslandManagerMt::Island* btSimulationIslandManagerMt::allocateIsland( int id, int numBodies )
{
Island* island = NULL;
int allocSize = numBodies;
if ( numBodies < m_batchIslandMinBodyCount )
{
if ( m_batchIsland )
{
island = m_batchIsland;
m_lookupIslandFromId[ id ] = island;
// if we've made a large enough batch,
if ( island->bodyArray.size() + numBodies >= m_batchIslandMinBodyCount )
{
// next time start a new batch
m_batchIsland = NULL;
}
return island;
}
else
{
// need to allocate a batch island
allocSize = m_batchIslandMinBodyCount * 2;
}
}
btAlignedObjectArray<Island*>& freeIslands = m_freeIslands;
// search for free island
if ( freeIslands.size() > 0 )
{
// try to reuse a previously allocated island
int iFound = freeIslands.size();
// linear search for smallest island that can hold our bodies
for ( int i = freeIslands.size() - 1; i >= 0; --i )
{
if ( freeIslands[ i ]->bodyArray.capacity() >= allocSize )
{
iFound = i;
island = freeIslands[ i ];
island->id = id;
break;
}
}
// if found, shrink array while maintaining ordering
if ( island )
{
int iDest = iFound;
int iSrc = iDest + 1;
while ( iSrc < freeIslands.size() )
{
freeIslands[ iDest++ ] = freeIslands[ iSrc++ ];
}
freeIslands.pop_back();
}
}
if ( island == NULL )
{
// no free island found, allocate
island = new Island(); // TODO: change this to use the pool allocator
island->id = id;
island->bodyArray.reserve( allocSize );
m_allocatedIslands.push_back( island );
}
m_lookupIslandFromId[ id ] = island;
if ( numBodies < m_batchIslandMinBodyCount )
{
m_batchIsland = island;
}
m_activeIslands.push_back( island );
return island;
}
void btSimulationIslandManagerMt::buildIslands( btDispatcher* dispatcher, btCollisionWorld* collisionWorld )
{
BT_PROFILE("islandUnionFindAndQuickSort");
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
//we are going to sort the unionfind array, and store the element id in the size
//afterwards, we clean unionfind, to make sure no-one uses it anymore
getUnionFind().sortIslands();
int numElem = getUnionFind().getNumElements();
int endIslandIndex=1;
int startIslandIndex;
//update the sleeping state for bodies, if all are sleeping
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
{
}
//int numSleeping = 0;
bool allSleeping = true;
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
// printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if (colObj0->getActivationState()== ACTIVE_TAG)
{
allSleeping = false;
}
if (colObj0->getActivationState()== DISABLE_DEACTIVATION)
{
allSleeping = false;
}
}
}
if (allSleeping)
{
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
// printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
colObj0->setActivationState( ISLAND_SLEEPING );
}
}
} else
{
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
{
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->getIslandTag() != islandId) && (colObj0->getIslandTag() != -1))
{
// printf("error in island management\n");
}
btAssert((colObj0->getIslandTag() == islandId) || (colObj0->getIslandTag() == -1));
if (colObj0->getIslandTag() == islandId)
{
if ( colObj0->getActivationState() == ISLAND_SLEEPING)
{
colObj0->setActivationState( WANTS_DEACTIVATION);
colObj0->setDeactivationTime(0.f);
}
}
}
}
}
}
void btSimulationIslandManagerMt::addBodiesToIslands( btCollisionWorld* collisionWorld )
{
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
int endIslandIndex = 1;
int startIslandIndex;
int numElem = getUnionFind().getNumElements();
// create explicit islands and add bodies to each
for ( startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex )
{
int islandId = getUnionFind().getElement( startIslandIndex ).m_id;
// find end index
for ( endIslandIndex = startIslandIndex; ( endIslandIndex < numElem ) && ( getUnionFind().getElement( endIslandIndex ).m_id == islandId ); endIslandIndex++ )
{
}
// check if island is sleeping
bool islandSleeping = true;
for ( int iElem = startIslandIndex; iElem < endIslandIndex; iElem++ )
{
int i = getUnionFind().getElement( iElem ).m_sz;
btCollisionObject* colObj = collisionObjects[ i ];
if ( colObj->isActive() )
{
islandSleeping = false;
}
}
if ( !islandSleeping )
{
// want to count the number of bodies before allocating the island to optimize memory usage of the Island structures
int numBodies = endIslandIndex - startIslandIndex;
Island* island = allocateIsland( islandId, numBodies );
island->isSleeping = false;
// add bodies to island
for ( int iElem = startIslandIndex; iElem < endIslandIndex; iElem++ )
{
int i = getUnionFind().getElement( iElem ).m_sz;
btCollisionObject* colObj = collisionObjects[ i ];
island->bodyArray.push_back( colObj );
}
}
}
}
void btSimulationIslandManagerMt::addManifoldsToIslands( btDispatcher* dispatcher )
{
// walk all the manifolds, activating bodies touched by kinematic objects, and add each manifold to its Island
int maxNumManifolds = dispatcher->getNumManifolds();
for ( int i = 0; i < maxNumManifolds; i++ )
{
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal( i );
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>( manifold->getBody0() );
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>( manifold->getBody1() );
///@todo: check sleeping conditions!
if ( ( ( colObj0 ) && colObj0->getActivationState() != ISLAND_SLEEPING ) ||
( ( colObj1 ) && colObj1->getActivationState() != ISLAND_SLEEPING ) )
{
//kinematic objects don't merge islands, but wake up all connected objects
if ( colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING )
{
if ( colObj0->hasContactResponse() )
colObj1->activate();
}
if ( colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING )
{
if ( colObj1->hasContactResponse() )
colObj0->activate();
}
//filtering for response
if ( dispatcher->needsResponse( colObj0, colObj1 ) )
{
// scatter manifolds into various islands
int islandId = getIslandId( manifold );
// if island not sleeping,
if ( Island* island = getIsland( islandId ) )
{
island->manifoldArray.push_back( manifold );
}
}
}
}
}
void btSimulationIslandManagerMt::addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints )
{
// walk constraints
for ( int i = 0; i < constraints.size(); i++ )
{
// scatter constraints into various islands
btTypedConstraint* constraint = constraints[ i ];
if ( constraint->isEnabled() )
{
int islandId = btGetConstraintIslandId( constraint );
// if island is not sleeping,
if ( Island* island = getIsland( islandId ) )
{
island->constraintArray.push_back( constraint );
}
}
}
}
void btSimulationIslandManagerMt::mergeIslands()
{
// sort islands in order of decreasing batch size
m_activeIslands.quickSort( IslandBatchSizeSortPredicate() );
// merge small islands to satisfy minimum batch size
// find first small batch island
int destIslandIndex = m_activeIslands.size();
for ( int i = 0; i < m_activeIslands.size(); ++i )
{
Island* island = m_activeIslands[ i ];
int batchSize = calcBatchCost( island );
if ( batchSize < m_minimumSolverBatchSize )
{
destIslandIndex = i;
break;
}
}
int lastIndex = m_activeIslands.size() - 1;
while ( destIslandIndex < lastIndex )
{
// merge islands from the back of the list
Island* island = m_activeIslands[ destIslandIndex ];
int numBodies = island->bodyArray.size();
int numManifolds = island->manifoldArray.size();
int numConstraints = island->constraintArray.size();
int firstIndex = lastIndex;
// figure out how many islands we want to merge and find out how many bodies, manifolds and constraints we will have
while ( true )
{
Island* src = m_activeIslands[ firstIndex ];
numBodies += src->bodyArray.size();
numManifolds += src->manifoldArray.size();
numConstraints += src->constraintArray.size();
int batchCost = calcBatchCost( numBodies, numManifolds, numConstraints );
if ( batchCost >= m_minimumSolverBatchSize )
{
break;
}
if ( firstIndex - 1 == destIslandIndex )
{
break;
}
firstIndex--;
}
// reserve space for these pointers to minimize reallocation
island->bodyArray.reserve( numBodies );
island->manifoldArray.reserve( numManifolds );
island->constraintArray.reserve( numConstraints );
// merge islands
for ( int i = firstIndex; i <= lastIndex; ++i )
{
island->append( *m_activeIslands[ i ] );
}
// shrink array to exclude the islands that were merged from
m_activeIslands.resize( firstIndex );
lastIndex = firstIndex - 1;
destIslandIndex++;
}
}
void btSimulationIslandManagerMt::serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback )
{
BT_PROFILE( "serialIslandDispatch" );
// serial dispatch
btAlignedObjectArray<Island*>& islands = *islandsPtr;
for ( int i = 0; i < islands.size(); ++i )
{
Island* island = islands[ i ];
btPersistentManifold** manifolds = island->manifoldArray.size() ? &island->manifoldArray[ 0 ] : NULL;
btTypedConstraint** constraintsPtr = island->constraintArray.size() ? &island->constraintArray[ 0 ] : NULL;
callback->processIsland( &island->bodyArray[ 0 ],
island->bodyArray.size(),
manifolds,
island->manifoldArray.size(),
constraintsPtr,
island->constraintArray.size(),
island->id
);
}
}
struct UpdateIslandDispatcher : public btIParallelForBody
{
btAlignedObjectArray<btSimulationIslandManagerMt::Island*>* islandsPtr;
btSimulationIslandManagerMt::IslandCallback* callback;
void forLoop( int iBegin, int iEnd ) const BT_OVERRIDE
{
for ( int i = iBegin; i < iEnd; ++i )
{
btSimulationIslandManagerMt::Island* island = ( *islandsPtr )[ i ];
btPersistentManifold** manifolds = island->manifoldArray.size() ? &island->manifoldArray[ 0 ] : NULL;
btTypedConstraint** constraintsPtr = island->constraintArray.size() ? &island->constraintArray[ 0 ] : NULL;
callback->processIsland( &island->bodyArray[ 0 ],
island->bodyArray.size(),
manifolds,
island->manifoldArray.size(),
constraintsPtr,
island->constraintArray.size(),
island->id
);
}
}
};
void btSimulationIslandManagerMt::parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback )
{
BT_PROFILE( "parallelIslandDispatch" );
int grainSize = 1; // iterations per task
UpdateIslandDispatcher dispatcher;
dispatcher.islandsPtr = islandsPtr;
dispatcher.callback = callback;
btParallelFor( 0, islandsPtr->size(), grainSize, dispatcher );
}
///@todo: this is random access, it can be walked 'cache friendly'!
void btSimulationIslandManagerMt::buildAndProcessIslands( btDispatcher* dispatcher,
btCollisionWorld* collisionWorld,
btAlignedObjectArray<btTypedConstraint*>& constraints,
IslandCallback* callback
)
{
btCollisionObjectArray& collisionObjects = collisionWorld->getCollisionObjectArray();
buildIslands(dispatcher,collisionWorld);
BT_PROFILE("processIslands");
if(!getSplitIslands())
{
btPersistentManifold** manifolds = dispatcher->getInternalManifoldPointer();
int maxNumManifolds = dispatcher->getNumManifolds();
for ( int i = 0; i < maxNumManifolds; i++ )
{
btPersistentManifold* manifold = manifolds[ i ];
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>( manifold->getBody0() );
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>( manifold->getBody1() );
///@todo: check sleeping conditions!
if ( ( ( colObj0 ) && colObj0->getActivationState() != ISLAND_SLEEPING ) ||
( ( colObj1 ) && colObj1->getActivationState() != ISLAND_SLEEPING ) )
{
//kinematic objects don't merge islands, but wake up all connected objects
if ( colObj0->isKinematicObject() && colObj0->getActivationState() != ISLAND_SLEEPING )
{
if ( colObj0->hasContactResponse() )
colObj1->activate();
}
if ( colObj1->isKinematicObject() && colObj1->getActivationState() != ISLAND_SLEEPING )
{
if ( colObj1->hasContactResponse() )
colObj0->activate();
}
}
}
btTypedConstraint** constraintsPtr = constraints.size() ? &constraints[ 0 ] : NULL;
callback->processIsland(&collisionObjects[0],
collisionObjects.size(),
manifolds,
maxNumManifolds,
constraintsPtr,
constraints.size(),
-1
);
}
else
{
initIslandPools();
//traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
addBodiesToIslands( collisionWorld );
addManifoldsToIslands( dispatcher );
addConstraintsToIslands( constraints );
// m_activeIslands array should now contain all non-sleeping Islands, and each Island should
// have all the necessary bodies, manifolds and constraints.
// if we want to merge islands with small batch counts,
if ( m_minimumSolverBatchSize > 1 )
{
mergeIslands();
}
// dispatch islands to solver
m_islandDispatch( &m_activeIslands, callback );
}
}

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@ -0,0 +1,110 @@
/*
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.
*/
#ifndef BT_SIMULATION_ISLAND_MANAGER_MT_H
#define BT_SIMULATION_ISLAND_MANAGER_MT_H
#include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h"
class btTypedConstraint;
///
/// SimulationIslandManagerMt -- Multithread capable version of SimulationIslandManager
/// Splits the world up into islands which can be solved in parallel.
/// In order to solve islands in parallel, an IslandDispatch function
/// must be provided which will dispatch calls to multiple threads.
/// The amount of parallelism that can be achieved depends on the number
/// of islands. If only a single island exists, then no parallelism is
/// possible.
///
class btSimulationIslandManagerMt : public btSimulationIslandManager
{
public:
struct Island
{
// a simulation island consisting of bodies, manifolds and constraints,
// to be passed into a constraint solver.
btAlignedObjectArray<btCollisionObject*> bodyArray;
btAlignedObjectArray<btPersistentManifold*> manifoldArray;
btAlignedObjectArray<btTypedConstraint*> constraintArray;
int id; // island id
bool isSleeping;
void append( const Island& other ); // add bodies, manifolds, constraints to my own
};
struct IslandCallback
{
virtual ~IslandCallback() {};
virtual void processIsland( btCollisionObject** bodies,
int numBodies,
btPersistentManifold** manifolds,
int numManifolds,
btTypedConstraint** constraints,
int numConstraints,
int islandId
) = 0;
};
typedef void( *IslandDispatchFunc ) ( btAlignedObjectArray<Island*>* islands, IslandCallback* callback );
static void serialIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback );
static void parallelIslandDispatch( btAlignedObjectArray<Island*>* islandsPtr, IslandCallback* callback );
protected:
btAlignedObjectArray<Island*> m_allocatedIslands; // owner of all Islands
btAlignedObjectArray<Island*> m_activeIslands; // islands actively in use
btAlignedObjectArray<Island*> m_freeIslands; // islands ready to be reused
btAlignedObjectArray<Island*> m_lookupIslandFromId; // big lookup table to map islandId to Island pointer
Island* m_batchIsland;
int m_minimumSolverBatchSize;
int m_batchIslandMinBodyCount;
IslandDispatchFunc m_islandDispatch;
Island* getIsland( int id );
virtual Island* allocateIsland( int id, int numBodies );
virtual void initIslandPools();
virtual void addBodiesToIslands( btCollisionWorld* collisionWorld );
virtual void addManifoldsToIslands( btDispatcher* dispatcher );
virtual void addConstraintsToIslands( btAlignedObjectArray<btTypedConstraint*>& constraints );
virtual void mergeIslands();
public:
btSimulationIslandManagerMt();
virtual ~btSimulationIslandManagerMt();
virtual void buildAndProcessIslands( btDispatcher* dispatcher, btCollisionWorld* collisionWorld, btAlignedObjectArray<btTypedConstraint*>& constraints, IslandCallback* callback );
virtual void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
int getMinimumSolverBatchSize() const
{
return m_minimumSolverBatchSize;
}
void setMinimumSolverBatchSize( int sz )
{
m_minimumSolverBatchSize = sz;
}
IslandDispatchFunc getIslandDispatchFunction() const
{
return m_islandDispatch;
}
// allow users to set their own dispatch function for multithreaded dispatch
void setIslandDispatchFunction( IslandDispatchFunc func )
{
m_islandDispatch = func;
}
};
#endif //BT_SIMULATION_ISLAND_MANAGER_H