mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
Merge remote-tracking branch 'bp/master'
This commit is contained in:
commit
28148eb1ed
@ -18,6 +18,8 @@ subject to the following restrictions:
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#include "LinearMath/btIDebugDraw.h"
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#include "MotorDemo.h"
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#include <cmath>
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#include "LinearMath/btAlignedObjectArray.h"
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class btBroadphaseInterface;
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class btCollisionShape;
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@ -158,8 +160,8 @@ public:
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for (i = 0; i < NUM_LEGS; i++)
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{
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float fAngle = 2 * M_PI * i / NUM_LEGS;
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float fSin = sin(fAngle);
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float fCos = cos(fAngle);
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float fSin = std::sin(fAngle);
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float fCos = std::cos(fAngle);
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transform.setIdentity();
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btVector3 vBoneOrigin = btVector3(btScalar(fCos * (fBodySize + 0.5 * fLegLength)), btScalar(fHeight), btScalar(fSin * (fBodySize + 0.5 * fLegLength)));
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@ -197,8 +199,8 @@ public:
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for (i = 0; i < NUM_LEGS; i++)
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{
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float fAngle = 2 * M_PI * i / NUM_LEGS;
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float fSin = sin(fAngle);
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float fCos = cos(fAngle);
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float fSin = std::sin(fAngle);
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float fCos = std::cos(fAngle);
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// hip joints
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localA.setIdentity();
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@ -15,6 +15,8 @@ subject to the following restrictions:
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#include "NN3DWalkers.h"
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#include <cmath>
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btIDebugDraw.h"
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@ -282,8 +284,8 @@ public:
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for (i = 0; i < NUM_LEGS; i++)
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{
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float footAngle = 2 * SIMD_PI * i / NUM_LEGS; // legs are uniformly distributed around the root body
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float footYUnitPosition = sin(footAngle); // y position of the leg on the unit circle
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float footXUnitPosition = cos(footAngle); // x position of the leg on the unit circle
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float footYUnitPosition = std::sin(footAngle); // y position of the leg on the unit circle
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float footXUnitPosition = std::cos(footAngle); // x position of the leg on the unit circle
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transform.setIdentity();
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btVector3 legCOM = btVector3(btScalar(footXUnitPosition * (gRootBodyRadius + 0.5 * gLegLength)), btScalar(rootAboveGroundHeight), btScalar(footYUnitPosition * (gRootBodyRadius + 0.5 * gLegLength)));
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@ -1017,7 +1019,7 @@ void NN3DWalkersExample::updateEvaluations(const btScalar timeSinceLastTick)
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}
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// apply the activation function
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targetAngle = (tanh(targetAngle) + 1.0f) * 0.5f;
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targetAngle = (std::tanh(targetAngle) + 1.0f) * 0.5f;
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}
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btScalar targetLimitAngle = hingeC->getLowerLimit() + targetAngle * (hingeC->getUpperLimit() - hingeC->getLowerLimit());
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btScalar currentAngle = hingeC->getHingeAngle();
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@ -48,6 +48,8 @@ subject to the following restrictions:
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#include <stdio.h> //printf debugging
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#include <cmath>
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#if defined(BT_USE_DOUBLE_PRECISION)
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#define btglLoadMatrix glLoadMatrixd
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#define btglMultMatrix glMultMatrixd
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@ -149,19 +151,19 @@ void GL_ShapeDrawer::drawSphere(btScalar radius, int lats, int longs)
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for (i = 0; i <= lats; i++)
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{
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btScalar lat0 = SIMD_PI * (-btScalar(0.5) + (btScalar)(i - 1) / lats);
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btScalar z0 = radius * sin(lat0);
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btScalar zr0 = radius * cos(lat0);
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btScalar z0 = radius * std::sin(lat0);
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btScalar zr0 = radius * std::cos(lat0);
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btScalar lat1 = SIMD_PI * (-btScalar(0.5) + (btScalar)i / lats);
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btScalar z1 = radius * sin(lat1);
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btScalar zr1 = radius * cos(lat1);
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btScalar z1 = radius * std::sin(lat1);
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btScalar zr1 = radius * std::cos(lat1);
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glBegin(GL_QUAD_STRIP);
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for (j = 0; j <= longs; j++)
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{
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btScalar lng = 2 * SIMD_PI * (btScalar)(j - 1) / longs;
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btScalar x = cos(lng);
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btScalar y = sin(lng);
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btScalar x = std::cos(lng);
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btScalar y = std::sin(lng);
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glNormal3f(x * zr1, y * zr1, z1);
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glVertex3f(x * zr1, y * zr1, z1);
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glNormal3f(x * zr0, y * zr0, z0);
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@ -15,8 +15,9 @@
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#include "MultiPendulum.h"
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#include <vector> // TODO: Should I use another data structure?
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#include <cmath>
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#include <iterator>
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#include <vector> // TODO: Should I use another data structure?
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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@ -159,7 +160,7 @@ void MultiPendulumExample::initPhysics()
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m_collisionShapes.push_back(pendulumShape);
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// create multi-pendulum
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createMultiPendulum(pendulumShape, floor(gPendulaQty), position,
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createMultiPendulum(pendulumShape, std::floor(gPendulaQty), position,
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gInitialPendulumLength, pendulumMass);
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}
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@ -15,8 +15,9 @@
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#include "NewtonsCradle.h"
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#include <vector> // TODO: Should I use another data structure?
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#include <cmath>
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#include <iterator>
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#include <vector> // TODO: Should I use another data structure?
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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@ -158,7 +159,7 @@ void NewtonsCradleExample::initPhysics()
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btSphereShape* pendulumShape = new btSphereShape(gSphereRadius);
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m_collisionShapes.push_back(pendulumShape);
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for (int i = 0; i < floor(gPendulaQty); i++)
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for (int i = 0; i < std::floor(gPendulaQty); i++)
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{
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// create pendulum
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createPendulum(pendulumShape, position, gInitialPendulumLength, pendulumMass);
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@ -15,8 +15,9 @@
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#include "NewtonsRopeCradle.h"
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#include <vector> // TODO: Should I use another data structure?
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#include <cmath>
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#include <iterator>
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#include <vector> // TODO: Should I use another data structure?
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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@ -204,7 +205,7 @@ void NewtonsRopeCradleExample::initPhysics()
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btSphereShape* pendulumShape = new btSphereShape(gSphereRadius);
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m_collisionShapes.push_back(pendulumShape);
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for (int i = 0; i < floor(gPendulaQty); i++)
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for (int i = 0; i < std::floor(gPendulaQty); i++)
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{
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// create pendulum
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createRopePendulum(pendulumShape, position, orientation, gInitialPendulumWidth,
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@ -22,6 +22,7 @@ subject to the following restrictions:
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#include <stdio.h> //printf debugging
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#include <algorithm>
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#include <cmath>
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static btScalar gSliderStackRows = 1.0f;
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static btScalar gSliderStackColumns = 1.0f;
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@ -107,7 +108,7 @@ public:
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// update ground
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const float cyclesPerSecond = 1.0f;
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m_groundMovePhase += cyclesPerSecond * deltaTime;
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m_groundMovePhase -= floor(m_groundMovePhase); // keep phase between 0 and 1
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m_groundMovePhase -= std::floor(m_groundMovePhase); // keep phase between 0 and 1
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btTransform xf = m_groundStartXf;
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float gndHOffset = btSin(m_groundMovePhase * SIMD_2_PI) * gSliderGroundHorizontalAmplitude;
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float gndHVel = btCos(m_groundMovePhase * SIMD_2_PI) * gSliderGroundHorizontalAmplitude * cyclesPerSecond * SIMD_2_PI; // d(gndHOffset)/dt
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@ -1082,7 +1082,7 @@ B3_SHARED_API int b3GetLinkState(b3PhysicsClientHandle physClient, b3SharedMemor
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int numLinks = status->m_sendActualStateArgs.m_numLinks;
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b3Assert(linkIndex < numLinks);
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if ((bodyIndex >= 0) && (linkIndex >= 0) && linkIndex < numLinks)
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if (status->m_sendActualStateArgs.m_stateDetails != NULL && (bodyIndex >= 0) && (linkIndex >= 0) && linkIndex < numLinks)
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{
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b3Transform wlf, com, inertial;
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@ -1613,6 +1613,7 @@ struct PhysicsServerCommandProcessorInternalData
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btScalar m_physicsDeltaTime;
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btScalar m_numSimulationSubSteps;
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btScalar m_simulationTimestamp;
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btAlignedObjectArray<btMultiBodyJointFeedback*> m_multiBodyJointFeedbacks;
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b3HashMap<btHashPtr, btInverseDynamics::MultiBodyTree*> m_inverseDynamicsBodies;
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b3HashMap<btHashPtr, IKTrajectoryHelper*> m_inverseKinematicsHelpers;
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@ -7608,10 +7609,12 @@ bool PhysicsServerCommandProcessor::processForwardDynamicsCommand(const struct S
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if (m_data->m_numSimulationSubSteps > 0)
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{
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numSteps = m_data->m_dynamicsWorld->stepSimulation(deltaTimeScaled, m_data->m_numSimulationSubSteps, m_data->m_physicsDeltaTime / m_data->m_numSimulationSubSteps);
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m_data->m_simulationTimestamp += deltaTimeScaled;
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}
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else
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{
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numSteps = m_data->m_dynamicsWorld->stepSimulation(deltaTimeScaled, 0);
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m_data->m_simulationTimestamp += deltaTimeScaled;
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}
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if (numSteps > 0)
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@ -8161,6 +8164,7 @@ bool PhysicsServerCommandProcessor::processRequestPhysicsSimulationParametersCom
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serverCmd.m_simulationParameterResultArgs.m_allowedCcdPenetration = m_data->m_dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration;
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serverCmd.m_simulationParameterResultArgs.m_collisionFilterMode = m_data->m_broadphaseCollisionFilterCallback->m_filterMode;
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serverCmd.m_simulationParameterResultArgs.m_deltaTime = m_data->m_physicsDeltaTime;
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serverCmd.m_simulationParameterResultArgs.m_simulationTimestamp = m_data->m_simulationTimestamp;
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serverCmd.m_simulationParameterResultArgs.m_contactBreakingThreshold = gContactBreakingThreshold;
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serverCmd.m_simulationParameterResultArgs.m_contactSlop = m_data->m_dynamicsWorld->getSolverInfo().m_linearSlop;
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serverCmd.m_simulationParameterResultArgs.m_enableSAT = m_data->m_dynamicsWorld->getDispatchInfo().m_enableSatConvex;
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@ -11718,7 +11722,9 @@ void PhysicsServerCommandProcessor::stepSimulationRealTime(double dtInSec, const
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gSubStep = m_data->m_physicsDeltaTime;
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}
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int numSteps = m_data->m_dynamicsWorld->stepSimulation(dtInSec * simTimeScalingFactor, maxSteps, gSubStep);
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btScalar deltaTimeScaled = dtInSec * simTimeScalingFactor;
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int numSteps = m_data->m_dynamicsWorld->stepSimulation(deltaTimeScaled, maxSteps, gSubStep);
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m_data->m_simulationTimestamp += deltaTimeScaled;
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gDroppedSimulationSteps += numSteps > maxSteps ? numSteps - maxSteps : 0;
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if (numSteps)
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@ -11797,6 +11803,7 @@ void PhysicsServerCommandProcessor::resetSimulation()
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{
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//clean up all data
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m_data->m_simulationTimestamp = 0;
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m_data->m_cachedVUrdfisualShapes.clear();
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#ifndef SKIP_SOFT_BODY_MULTI_BODY_DYNAMICS_WORLD
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@ -900,6 +900,7 @@ struct b3PluginArguments
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struct b3PhysicsSimulationParameters
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{
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double m_deltaTime;
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double m_simulationTimestamp; // Output only timestamp of simulation.
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double m_gravityAcceleration[3];
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int m_numSimulationSubSteps;
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int m_numSolverIterations;
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@ -21,6 +21,8 @@ subject to the following restrictions:
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*/
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#include <math.h>
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#include <cmath>
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#include "LinearR3.h"
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#if 0
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@ -121,7 +123,7 @@ float unit(float vin[3], float vout[3])
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if (dist > 0.0)
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{
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dist = sqrt(dist);
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dist = std::sqrt(dist);
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f = 1. / dist;
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vout[0] = f * vin[0];
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vout[1] = f * vin[1];
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@ -11,6 +11,8 @@
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#include <math.h>
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#include <cmath>
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namespace Gwen
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{
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namespace Renderer
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@ -87,16 +89,16 @@ void Base::Translate(int& x, int& y)
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x += m_RenderOffset.x;
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y += m_RenderOffset.y;
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x = ceil(((float)x) * m_fScale);
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y = ceil(((float)y) * m_fScale);
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x = std::ceil(((float)x) * m_fScale);
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y = std::ceil(((float)y) * m_fScale);
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}
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void Base::Translate(Gwen::Rect& rect)
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{
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Translate(rect.x, rect.y);
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rect.w = ceil(((float)rect.w) * m_fScale);
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rect.h = ceil(((float)rect.h) * m_fScale);
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rect.w = std::ceil(((float)rect.w) * m_fScale);
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rect.h = std::ceil(((float)rect.h) * m_fScale);
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}
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void Gwen::Renderer::Base::SetClipRegion(Gwen::Rect rect)
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@ -5,6 +5,7 @@
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*/
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#include <math.h>
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#include <cmath>
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#include "Gwen/Controls/Slider.h"
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using namespace Gwen;
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@ -68,7 +69,7 @@ void Slider::SetValueInternal(float val)
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{
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if (m_bClampToNotches)
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{
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val = floor((val * (float)m_iNumNotches) + 0.5f);
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val = std::floor((val * (float)m_iNumNotches) + 0.5f);
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val /= (float)m_iNumNotches;
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}
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@ -316,7 +316,7 @@ class KukaDiverseObjectEnv(KukaGymEnv):
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if test:
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urdf_pattern = os.path.join(self._urdfRoot, 'random_urdfs/*0/*.urdf')
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else:
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urdf_pattern = os.path.join(self._urdfRoot, 'random_urdfs/*[^0]/*.urdf')
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urdf_pattern = os.path.join(self._urdfRoot, 'random_urdfs/*[1-9]/*.urdf')
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found_object_directories = glob.glob(urdf_pattern)
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total_num_objects = len(found_object_directories)
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selected_objects = np.random.choice(np.arange(total_num_objects),
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@ -22,6 +22,8 @@ subject to the following restrictions:
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#include <string.h> //for memset
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#include <cmath>
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const int kNoMerge = -1;
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bool btBatchedConstraints::s_debugDrawBatches = false;
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@ -520,7 +522,7 @@ static void writeGrainSizes(btBatchedConstraints* bc)
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{
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const Range& phase = bc->m_phases[iPhase];
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int numBatches = phase.end - phase.begin;
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float grainSize = floor((0.25f * numBatches / float(numThreads)) + 0.0f);
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float grainSize = std::floor((0.25f * numBatches / float(numThreads)) + 0.0f);
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bc->m_phaseGrainSize[iPhase] = btMax(1, int(grainSize));
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}
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}
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|
@ -19,6 +19,7 @@ Written by: Marcus Hennix
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "LinearMath/btTransformUtil.h"
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#include "LinearMath/btMinMax.h"
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#include <cmath>
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#include <new>
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//#define CONETWIST_USE_OBSOLETE_SOLVER true
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@ -842,7 +843,7 @@ void btConeTwistConstraint::computeConeLimitInfo(const btQuaternion& qCone,
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btScalar norm = 1 / (m_swingSpan2 * m_swingSpan2);
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norm += surfaceSlope2 / (m_swingSpan1 * m_swingSpan1);
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btScalar swingLimit2 = (1 + surfaceSlope2) / norm;
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swingLimit = sqrt(swingLimit2);
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swingLimit = std::sqrt(swingLimit2);
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}
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// test!
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@ -887,7 +888,7 @@ btVector3 btConeTwistConstraint::GetPointForAngle(btScalar fAngleInRadians, btSc
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btScalar norm = 1 / (m_swingSpan2 * m_swingSpan2);
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norm += surfaceSlope2 / (m_swingSpan1 * m_swingSpan1);
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btScalar swingLimit2 = (1 + surfaceSlope2) / norm;
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swingLimit = sqrt(swingLimit2);
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swingLimit = std::sqrt(swingLimit2);
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}
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// convert into point in constraint space:
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|
@ -40,6 +40,7 @@ http://gimpact.sf.net
|
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#include "btGeneric6DofSpring2Constraint.h"
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#include "BulletDynamics/Dynamics/btRigidBody.h"
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#include "LinearMath/btTransformUtil.h"
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#include <cmath>
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#include <new>
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btGeneric6DofSpring2Constraint::btGeneric6DofSpring2Constraint(btRigidBody& rbA, btRigidBody& rbB, const btTransform& frameInA, const btTransform& frameInB, RotateOrder rotOrder)
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@ -845,7 +846,7 @@ int btGeneric6DofSpring2Constraint::get_limit_motor_info2(
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if (m_rbA.getInvMass() == 0) m = mB; else
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if (m_rbB.getInvMass() == 0) m = mA; else
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m = mA*mB / (mA + mB);
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btScalar angularfreq = sqrt(ks / m);
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btScalar angularfreq = btSqrt(ks / m);
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//limit stiffness (the spring should not be sampled faster that the quarter of its angular frequency)
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if (limot->m_springStiffnessLimited && 0.25 < angularfreq * dt)
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@ -1085,7 +1086,7 @@ void btGeneric6DofSpring2Constraint::setServoTarget(int index, btScalar targetOr
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btScalar target = targetOrg + SIMD_PI;
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if (1)
|
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{
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btScalar m = target - SIMD_2_PI * floor(target / SIMD_2_PI);
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btScalar m = target - SIMD_2_PI * std::floor(target / SIMD_2_PI);
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// handle boundary cases resulted from floating-point cut off:
|
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{
|
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if (m >= SIMD_2_PI)
|
||||
|
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