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btContinuousDynamicsWorld.cpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_sdk\src\BulletDynamics\Dynamics\btContinuousDynamicsWorld.cpp
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/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2007 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 "btContinuousDynamicsWorld.h" #include "LinearMath/btQuickprof.h" //collision detection #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" #include "BulletCollision/BroadphaseCollision/btSimpleBroadphase.h" #include "BulletCollision/CollisionShapes/btCollisionShape.h" #include "BulletCollision/CollisionDispatch/btSimulationIslandManager.h" //rigidbody & constraints #include "BulletDynamics/Dynamics/btRigidBody.h" #include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h" #include "BulletDynamics/ConstraintSolver/btContactSolverInfo.h" #include "BulletDynamics/ConstraintSolver/btTypedConstraint.h" #include
btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration) :btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration) { } btContinuousDynamicsWorld::~btContinuousDynamicsWorld() { } void btContinuousDynamicsWorld::internalSingleStepSimulation( btScalar timeStep) { startProfiling(timeStep); ///update aabbs information updateAabbs(); //static int frame=0; // printf("frame %d\n",frame++); ///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(); calculateSimulationIslands(); getSolverInfo().m_timeStep = timeStep; ///solve contact and other joint constraints solveConstraints(getSolverInfo()); ///CallbackTriggers(); calculateTimeOfImpacts(timeStep); btScalar toi = dispatchInfo.m_timeOfImpact; // if (toi < 1.f) // printf("toi = %f\n",toi); if (toi < 0.f) printf("toi = %f\n",toi); ///integrate transforms integrateTransforms(timeStep * toi); ///update vehicle simulation updateVehicles(timeStep); updateActivationState( timeStep ); } void btContinuousDynamicsWorld::calculateTimeOfImpacts(btScalar timeStep) { ///these should be 'temporal' aabbs! updateTemporalAabbs(timeStep); ///'toi' is the global smallest time of impact. However, we just calculate the time of impact for each object individually. ///so we handle the case moving versus static properly, and we cheat for moving versus moving float toi = 1.f; btDispatcherInfo& dispatchInfo = getDispatchInfo(); dispatchInfo.m_timeStep = timeStep; dispatchInfo.m_timeOfImpact = 1.f; dispatchInfo.m_stepCount = 0; dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_CONTINUOUS; ///calculate time of impact for overlapping pairs btDispatcher* dispatcher = getDispatcher(); if (dispatcher) dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1); toi = dispatchInfo.m_timeOfImpact; dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE; } void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep) { btVector3 temporalAabbMin,temporalAabbMax; for ( int i=0;i
getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax); const btVector3& linvel = body->getLinearVelocity(); //make the AABB temporal float temporalAabbMaxx = temporalAabbMax.getX(); float temporalAabbMaxy = temporalAabbMax.getY(); float temporalAabbMaxz = temporalAabbMax.getZ(); float temporalAabbMinx = temporalAabbMin.getX(); float temporalAabbMiny = temporalAabbMin.getY(); float temporalAabbMinz = temporalAabbMin.getZ(); // add linear motion btVector3 linMotion = linvel*timeStep; if (linMotion.x() > 0.f) temporalAabbMaxx += linMotion.x(); else temporalAabbMinx += linMotion.x(); if (linMotion.y() > 0.f) temporalAabbMaxy += linMotion.y(); else temporalAabbMiny += linMotion.y(); if (linMotion.z() > 0.f) temporalAabbMaxz += linMotion.z(); else temporalAabbMinz += linMotion.z(); //add conservative angular motion btScalar angularMotion(0);// = angvel.length() * GetAngularMotionDisc() * timeStep; btVector3 angularMotion3d(angularMotion,angularMotion,angularMotion); temporalAabbMin = btVector3(temporalAabbMinx,temporalAabbMiny,temporalAabbMinz); temporalAabbMax = btVector3(temporalAabbMaxx,temporalAabbMaxy,temporalAabbMaxz); temporalAabbMin -= angularMotion3d; temporalAabbMax += angularMotion3d; m_broadphasePairCache->setAabb(body->getBroadphaseHandle(),temporalAabbMin,temporalAabbMax,m_dispatcher1); } } //update aabb (of all moved objects) m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1); }
btContinuousDynamicsWorld.cpp
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