fix for restitution

added preliminary continuous dynamics world (under construction, not ready yet)
fix crash on when restarting simplex demo using spacebar, Thanks Jorrit Tyberghein for reporting!
This commit is contained in:
ejcoumans 2007-09-20 05:24:03 +00:00
parent a0e92efebb
commit f50f3ad722
6 changed files with 251 additions and 10 deletions

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@ -911,11 +911,12 @@ void DemoApplication::clientResetScene()
gNumGjkChecks = 0;
#endif //SHOW_NUM_DEEP_PENETRATIONS
int numObjects = 0;
if (m_dynamicsWorld)
{
m_dynamicsWorld->stepSimulation(1.f/60.f,0);
numObjects = m_dynamicsWorld->getNumCollisionObjects();
}
int numObjects = m_dynamicsWorld->getNumCollisionObjects();
for (int i=0;i<numObjects;i++)
{

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@ -152,6 +152,7 @@ void btCollisionWorld::performDiscreteCollisionDetection()
}
void btCollisionWorld::removeCollisionObject(btCollisionObject* collisionObject)
{

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@ -496,21 +496,22 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendly(btCollisio
solverConstraint.m_penetration = cp.getDistance();///btScalar(infoGlobal.m_numIterations);
solverConstraint.m_friction = cp.m_combinedFriction;
btScalar rest = restitutionCurve(rel_vel, cp.m_combinedRestitution);
if (rest <= btScalar(0.))
solverConstraint.m_restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution);
if (solverConstraint.m_restitution <= btScalar(0.))
{
rest = 0.f;
solverConstraint.m_restitution = 0.f;
};
btScalar penVel = -solverConstraint.m_penetration/infoGlobal.m_timeStep;
if (rest > penVel)
{
rest = btScalar(0.);
}
solverConstraint.m_restitution = rest;
solverConstraint.m_penetration *= -(infoGlobal.m_erp/infoGlobal.m_timeStep);
if (solverConstraint.m_restitution > penVel)
{
solverConstraint.m_penetration = btScalar(0.);
}
solverConstraint.m_appliedImpulse = 0.f;
solverConstraint.m_appliedVelocityImpulse = 0.f;

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@ -0,0 +1,195 @@
/*
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 <stdio.h>
btContinuousDynamicsWorld::btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver)
:btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver)
{
}
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
BEGIN_PROFILE("performContinuousCollisionDetection");
btDispatcher* dispatcher = getDispatcher();
if (dispatcher)
dispatcher->dispatchAllCollisionPairs(m_broadphasePairCache->getOverlappingPairCache(),dispatchInfo,m_dispatcher1);
END_PROFILE("performContinuousCollisionDetection");
toi = dispatchInfo.m_timeOfImpact;
dispatchInfo.m_dispatchFunc = btDispatcherInfo::DISPATCH_DISCRETE;
}
void btContinuousDynamicsWorld::updateTemporalAabbs(btScalar timeStep)
{
BEGIN_PROFILE("perform Temporal Broadphase Collision Detection");
btVector3 temporalAabbMin,temporalAabbMax;
for ( int i=0;i<m_collisionObjects.size();i++)
{
btCollisionObject* colObj = m_collisionObjects[i];
btRigidBody* body = btRigidBody::upcast(colObj);
if (body)
{
body->getCollisionShape()->getAabb(m_collisionObjects[i]->getWorldTransform(),temporalAabbMin,temporalAabbMax);
const btVector3& linvel = body->getLinearVelocity();
const btVector3& angvel = body->getAngularVelocity();
//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);
}
}
//update aabb (of all moved objects)
m_broadphasePairCache->calculateOverlappingPairs(m_dispatcher1);
END_PROFILE("perform Temporal Broadphase Collision Detection");
}

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@ -0,0 +1,41 @@
/*
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.
*/
#ifndef BT_CONTINUOUS_DYNAMICS_WORLD_H
#define BT_CONTINUOUS_DYNAMICS_WORLD_H
#include "btDiscreteDynamicsWorld.h"
///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld.
///This copes with fast moving objects that otherwise would tunnel/miss collisions.
///Under construction, don't use yet!
class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld
{
void updateTemporalAabbs(btScalar timeStep);
public:
btContinuousDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btConstraintSolver* constraintSolver);
virtual ~btContinuousDynamicsWorld();
///time stepping with calculation of time of impact for selected fast moving objects
virtual void internalSingleStepSimulation( btScalar timeStep);
virtual void calculateTimeOfImpacts(btScalar timeStep);
};
#endif //BT_CONTINUOUS_DYNAMICS_WORLD_H

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@ -20,6 +20,8 @@ subject to the following restrictions:
#include "btBulletCollisionCommon.h"
#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
#include "BulletDynamics/Dynamics/btContinuousDynamicsWorld.h"
#include "BulletDynamics/Dynamics/btSimpleDynamicsWorld.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"