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https://github.com/bulletphysics/bullet3
synced 2024-12-14 05:40:05 +00:00
more compounds work, the basics work. now some stackless tree-tree traversal is needed to speedup compound versus compound.
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@ -25,6 +25,7 @@ CollisionObject::CollisionObject()
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m_ccdSweptShereRadius(0.f),
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m_ccdSquareMotionTreshold(0.f)
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{
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m_cachedInvertedWorldTransform.setIdentity();
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}
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@ -38,7 +38,9 @@ struct CollisionObject
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//m_interpolationWorldTransform is used for CCD and interpolation
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//it can be either previous or future (predicted) transform
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SimdTransform m_interpolationWorldTransform;
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SimdTransform m_cachedInvertedWorldTransform;
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enum CollisionFlags
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{
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isStatic = 1,
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@ -72,11 +72,20 @@ void CompoundCollisionAlgorithm::ProcessCollision (BroadphaseProxy* ,BroadphaseP
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//temporarily exchange parent CollisionShape with childShape, and recurse
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CollisionShape* childShape = compoundShape->GetChildShape(i);
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CollisionObject* colObj = static_cast<CollisionObject*>(m_childProxies[i].m_clientObject);
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//backup
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SimdTransform orgTrans = colObj->m_worldTransform;
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CollisionShape* orgShape = colObj->m_collisionShape;
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SimdTransform childTrans = compoundShape->GetChildTransform(i);
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SimdTransform newChildWorldTrans = orgTrans*childTrans ;
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colObj->m_worldTransform = newChildWorldTrans;
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colObj->m_collisionShape = childShape;
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m_childCollisionAlgorithms[i]->ProcessCollision(&m_childProxies[i],&m_otherProxy,dispatchInfo);
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//revert back
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colObj->m_collisionShape =orgShape;
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colObj->m_worldTransform = orgTrans;
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}
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}
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@ -31,8 +31,12 @@ void ManifoldResult::AddContactPoint(const SimdVector3& normalOnBInWorld,const S
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if (depth > m_manifoldPtr->GetContactBreakingTreshold())
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return;
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SimdTransform transAInv = m_body0->m_worldTransform.inverse();
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SimdTransform transBInv= m_body1->m_worldTransform.inverse();
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SimdTransform transAInv = m_body0->m_cachedInvertedWorldTransform;
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SimdTransform transBInv= m_body1->m_cachedInvertedWorldTransform;
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//transAInv = m_body0->m_worldTransform.inverse();
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//transBInv= m_body1->m_worldTransform.inverse();
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SimdVector3 pointA = pointInWorld + normalOnBInWorld * depth;
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SimdVector3 localA = transAInv(pointA );
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SimdVector3 localB = transBInv(pointInWorld);
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@ -113,6 +113,7 @@ void SimulationIslandManager::StoreIslandActivationState(CollisionWorld* colWorl
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//
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void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,CollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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int numBodies = collisionObjects.size();
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for (int islandId=0;islandId<numBodies;islandId++)
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@ -128,8 +129,10 @@ void SimulationIslandManager::BuildAndProcessIslands(Dispatcher* dispatcher,Coll
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for (i=0;i<numBodies;i++)
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{
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CollisionObject* colObj0 = collisionObjects[i];
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if (colObj0->m_islandTag1 == islandId)
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{
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if (colObj0->GetActivationState()== ACTIVE_TAG)
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{
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allSleeping = false;
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@ -77,6 +77,7 @@ void CompoundShape::CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia)
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{
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//approximation: take the inertia from the aabb for now
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SimdTransform ident;
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ident.setIdentity();
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SimdVector3 aabbMin,aabbMax;
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GetAabb(ident,aabbMin,aabbMax);
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@ -54,7 +54,7 @@ subject to the following restrictions:
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float deltaTime = 1.f/60.f;
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float bulletSpeed = 40.f;
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bool createConstraint = true;
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#ifdef WIN32
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#if _MSC_VER >= 1310
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//only use SIMD Hull code under Win32
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@ -89,6 +89,9 @@ extern int glutScreenHeight;
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const int maxProxies = 32766;
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const int maxOverlap = 65535;
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bool createConstraint = true;//false;
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bool useCompound = true;//false;
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#ifdef _DEBUG
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const int numObjects = 20;
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@ -124,7 +127,7 @@ CollisionShape* shapePtr[numShapes] =
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#ifdef USE_GROUND_PLANE
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new StaticPlaneShape(SimdVector3(0,1,0),10),
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#else
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new BoxShape (SimdVector3(450,10,450)),
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new BoxShape (SimdVector3(50,10,50)),
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#endif
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new BoxShape (SimdVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)),
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@ -170,7 +173,7 @@ int main(int argc,char** argv)
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#endif
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physicsEnvironmentPtr->setDeactivationTime(2.f);
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physicsEnvironmentPtr->setGravity(0,-10,0);
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physicsEnvironmentPtr->setGravity(0,-10,0);//0,0);//-10,0);
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PHY_ShapeProps shapeProps;
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shapeProps.m_do_anisotropic = false;
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@ -205,13 +208,19 @@ int main(int argc,char** argv)
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shapeIndex[i] = 0;
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}
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CompoundShape* compoundShape = new CompoundShape();
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//shapePtr[1] = compoundShape;
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if (useCompound)
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{
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CompoundShape* compoundShape = new CompoundShape();
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CollisionShape* oldShape = shapePtr[1];
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shapePtr[1] = compoundShape;
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SimdTransform ident;
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ident.setIdentity();
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compoundShape->AddChildShape(ident,new BoxShape (SimdVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)));
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SimdTransform ident;
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ident.setIdentity();
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ident.setOrigin(SimdVector3(0,0,0));
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compoundShape->AddChildShape(ident,oldShape);//
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ident.setOrigin(SimdVector3(0,0,2));
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compoundShape->AddChildShape(ident,new SphereShape(0.9));//
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}
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for (i=0;i<numObjects;i++)
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{
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@ -509,11 +518,13 @@ void renderme()
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ident.setIdentity();
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ident.getOpenGLMatrix(vec);
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glPushMatrix();
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glLoadMatrixf(vec);
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glLoadMatrixf(vec);
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GL_ShapeDrawer::DrawOpenGL(m,physObjects[i]->GetRigidBody()->GetCollisionShape(),wireColor,getDebugMode());
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glPopMatrix();
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///this block is just experimental code to show some internal issues with replacing shapes on the fly.
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if (getDebugMode()!=0 && (i>0))
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{
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@ -668,6 +679,9 @@ void clientDisplay(void) {
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physicsEnvironmentPtr->UpdateAabbs(deltaTime);
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//draw contactpoints
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physicsEnvironmentPtr->CallbackTriggers();
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renderme();
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@ -51,7 +51,8 @@ void GLDebugDrawer::DrawContactPoint(const SimdVector3& pointOnB,const SimdVecto
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glVertex3d(from.getX(), from.getY(), from.getZ());
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glVertex3d(to.getX(), to.getY(), to.getZ());
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glEnd();
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glRasterPos3f(from.x(), from.y(), from.z());
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char buf[12];
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sprintf(buf," %d",lifeTime);
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@ -114,7 +114,7 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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if (shape->GetShapeType() == COMPOUND_SHAPE_PROXYTYPE)
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{
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const CompoundShape* compoundShape = static_cast<const CompoundShape*>(shape);
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for (int i=0;i<compoundShape->GetNumChildShapes();i++)
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for (int i=compoundShape->GetNumChildShapes()-1;i>=0;i--)
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{
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SimdTransform childTrans = compoundShape->GetChildTransform(i);
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const CollisionShape* colShape = compoundShape->GetChildShape(i);
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@ -123,16 +123,15 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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DrawOpenGL(childMat,colShape,color,debugMode);
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}
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return;
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} else
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{
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//DrawCoordSystem();
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glPushMatrix();
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//glPushMatrix();
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glEnable(GL_COLOR_MATERIAL);
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glColor3f(color.x(),color.y(), color.z());
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glRasterPos3f(0.0, 0.0, 0.0);
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bool useWireframeFallback = true;
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@ -268,6 +267,7 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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if (debugMode==IDebugDraw::DBG_DrawFeaturesText)
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{
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glRasterPos3f(0.0, 0.0, 0.0);
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),polyshape->GetExtraDebugInfo());
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glColor3f(1.f, 1.f, 1.f);
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@ -329,7 +329,7 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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}
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glDisable(GL_DEPTH_BUFFER_BIT);
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/*glDisable(GL_DEPTH_BUFFER_BIT);
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if (debugMode==IDebugDraw::DBG_DrawText)
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{
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),shape->GetName());
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@ -340,7 +340,9 @@ void GL_ShapeDrawer::DrawOpenGL(float* m, const CollisionShape* shape, const Sim
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BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),shape->GetExtraDebugInfo());
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}
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glEnable(GL_DEPTH_BUFFER_BIT);
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glPopMatrix();
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*/
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// glPopMatrix();
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}
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glPopMatrix();
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@ -386,7 +386,8 @@ void CcdPhysicsEnvironment::addCcdPhysicsController(CcdPhysicsController* ctrl)
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assert(shapeinterface);
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const SimdTransform& t = ctrl->GetRigidBody()->getCenterOfMassTransform();
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body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();
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SimdPoint3 minAabb,maxAabb;
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@ -638,6 +639,9 @@ bool CcdPhysicsEnvironment::proceedDeltaTimeOneStep(float timeStep)
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CcdPhysicsController* ctrl = m_controllers[k];
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// SimdTransform predictedTrans;
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RigidBody* body = ctrl->GetRigidBody();
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body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();
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if (body->IsActive())
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{
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if (!body->IsStatic())
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@ -1558,10 +1562,10 @@ void CcdPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctr
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void CcdPhysicsEnvironment::CallbackTriggers()
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{
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/*
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CcdPhysicsController* ctrl0=0,*ctrl1=0;
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if (m_triggerCallbacks[PHY_OBJECT_RESPONSE])
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if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_DrawContactPoints)))
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{
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//walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
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int numManifolds = m_collisionWorld->GetDispatcher()->GetNumManifolds();
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@ -1571,6 +1575,16 @@ void CcdPhysicsEnvironment::CallbackTriggers()
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int numContacts = manifold->GetNumContacts();
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if (numContacts)
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{
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if (m_debugDrawer && (m_debugDrawer->GetDebugMode() & IDebugDraw::DBG_DrawContactPoints))
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{
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for (int j=0;j<numContacts;j++)
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{
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SimdVector3 color(1,0,0);
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const ManifoldPoint& cp = manifold->GetContactPoint(j);
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if (m_debugDrawer)
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m_debugDrawer->DrawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.GetDistance(),cp.GetLifeTime(),color);
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}
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}
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RigidBody* obj0 = static_cast<RigidBody* >(manifold->GetBody0());
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RigidBody* obj1 = static_cast<RigidBody* >(manifold->GetBody1());
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@ -1596,7 +1610,7 @@ void CcdPhysicsEnvironment::CallbackTriggers()
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}
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*/
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}
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@ -21,6 +21,8 @@ subject to the following restrictions:
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#include "CollisionDispatch/ConvexConvexAlgorithm.h"
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#include "CollisionDispatch/EmptyCollisionAlgorithm.h"
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#include "CollisionDispatch/ConvexConcaveCollisionAlgorithm.h"
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#include "CollisionDispatch/CompoundCollisionAlgorithm.h"
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#include "CollisionShapes/CollisionShape.h"
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#include "CollisionDispatch/CollisionObject.h"
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#include <algorithm>
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@ -211,6 +213,18 @@ CollisionAlgorithm* ParallelIslandDispatcher::InternalFindAlgorithm(BroadphasePr
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return new ConvexConcaveCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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if (body0->m_collisionShape->IsCompound())
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{
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return new CompoundCollisionAlgorithm(ci,&proxy0,&proxy1);
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} else
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{
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if (body1->m_collisionShape->IsCompound())
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{
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return new CompoundCollisionAlgorithm(ci,&proxy1,&proxy0);
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}
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}
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//failed to find an algorithm
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return new EmptyAlgorithm(ci);
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@ -46,6 +46,9 @@ bool SimulationIsland::Simulate(IDebugDraw* debugDrawer,int numSolverIterations,
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CcdPhysicsController* ctrl = m_controllers[k];
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// SimdTransform predictedTrans;
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RigidBody* body = ctrl->GetRigidBody();
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//todo: only do this when necessary, it's used for contact points
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body->m_cachedInvertedWorldTransform = body->m_worldTransform.inverse();
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if (body->IsActive())
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{
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if (!body->IsStatic())
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